og-odamex/common/p_setup.cpp

2458 lines
68 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id$
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2026 by The Odamex Team.
//
// 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.
//
// DESCRIPTION:
// Do all the WAD I/O, get map description,
// set up initial state and misc. LUTs.
//
//-----------------------------------------------------------------------------
#include "odamex.h"
#include <stdlib.h>
#include <math.h>
#include <set>
#include <zlib.h>
#include <nonstd/scope.hpp>
#include "m_alloc.h"
#include "m_vectors.h"
#include "m_argv.h"
#include "z_zone.h"
#include "m_bbox.h"
#include "g_game.h"
#include "i_system.h"
#include "w_wad.h"
#include "p_local.h"
#include "p_acs.h"
#include "s_sound.h"
#include "p_lnspec.h"
#include "v_palette.h"
#include "c_console.h"
#include "p_horde.h"
#include "g_gametype.h"
#include "p_mobj.h"
#include "p_setup.h"
#include "p_hordespawn.h"
#include "p_mapformat.h"
#include "g_musinfo.h"
#include "r_sky.h"
#include "p_compdb.h"
#ifdef CLIENT_APP
#include "cl_freecam.h"
#endif
void SV_PreservePlayer(player_t &player);
void P_SpawnMapThing (mapthing2_t& mthing, int position);
void P_SpawnAvatars();
void P_TranslateTeleportThings();
uint32_t P_TranslateCompatibleLineFlags(const uint32_t flags, const bool reserved);
uint32_t P_TranslateZDoomLineFlags(const uint32_t flags);
void P_SpawnCompatibleSectorSpecial(sector_t* sector);
namespace {
void P_SetupLevelFloorPlane(sector_t *sector);
void P_SetupLevelCeilingPlane(sector_t *sector);
void P_SetupSlopes();
}
void P_InvertPlane(plane_t *plane);
void P_SetupWorldState();
int P_TranslateSectorSpecial(int special);
extern dyncolormap_t NormalLight;
extern AActor* shootthing;
EXTERN_CVAR(g_thingfilter)
bool g_ValidLevel = false;
//
// MAP related Lookup tables.
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
//
int numvertexes;
vertex_t* vertexes;
int numsegs;
seg_t* segs;
int numsectors;
sector_t* sectors;
int numsubsectors;
subsector_t* subsectors;
int numnodes;
node_t* nodes;
int numlines;
line_t* lines;
int numsides;
side_t* sides;
std::vector<int> originalLightLevels; // Needed for map resets
// [RH] Set true if the map contains a BEHAVIOR lump
bool HasBehavior = false;
// BLOCKMAP
// Created from axis aligned bounding box
// of the map, a rectangular array of
// blocks of size ...
// Used to speed up collision detection
// by spatial subdivision in 2D.
//
// Blockmap size.
int bmapwidth;
int bmapheight; // size in mapblocks
int *blockmap; // int for larger maps ([RH] Made int because BOOM does)
int *blockmaplump; // offsets in blockmap are from here
fixed_t bmaporgx; // origin of block map
fixed_t bmaporgy;
AActor** blocklinks; // for thing chains
// REJECT
// For fast sight rejection.
// Speeds up enemy AI by skipping detailed
// LineOf Sight calculation.
// Without special effect, this could be
// used as a PVS lookup as well.
//
byte* rejectmatrix;
bool rejectempty;
// Maintain single and multi player starting spots.
std::vector<mapthing2_t> DeathMatchStarts;
std::vector<mapthing2_t> playerstarts;
std::vector<mapthing2_t> voodoostarts;
// Maintain list of helpers to spawn in a given map
std::vector<HelperSpawns> helperspawns;
namespace {
//
// P_LoadVertexes
//
void P_LoadVertexes (int lump)
{
// Determine number of vertices:
// total lump length / vertex record length.
numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
// Allocate zone memory for buffer.
vertexes = (vertex_t *)Z_Malloc (numvertexes*sizeof(vertex_t), PU_LEVEL, 0);
// Load data into cache.
byte* data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
// Copy and convert vertex coordinates,
// internal representation as fixed.
for (int i = 0; i < numvertexes; i++)
{
vertexes[i].x = LESHORT(((mapvertex_t *)data)[i].x)<<FRACBITS;
vertexes[i].y = LESHORT(((mapvertex_t *)data)[i].y)<<FRACBITS;
}
// Free buffer memory.
Z_Free (data);
}
bool P_UseHorizonEffect(const seg_t& seg, bool segs_have_angles = false)
{
const short horizon_special = map_format.getZDoom() ? Line_Horizon : 337;
if (seg.linedef && seg.linedef->special == horizon_special)
return true;
if (!segs_have_angles)
return false;
if (seg.length == 0)
return false;
const angle_t physical_angle = R_PointToAngle2(seg.v1->x, seg.v1->y, seg.v2->x, seg.v2->y);
angle_t diff = seg.angle - physical_angle;
if (diff > ANG180)
diff = ANG360 - diff;
if (diff > ANG(175))
return true;
return false;
}
void P_LoadSegsHelper(int side, short angle, int linedef, seg_t *li)
{
li->angle = (angle)<<16;
if(linedef < 0 || linedef >= numlines)
I_Error("P_LoadSegsHelper: invalid linedef {}", linedef);
line_t* ldef = &lines[linedef];
li->linedef = ldef;
li->is_horizon = P_UseHorizonEffect(*li, true);
if (side != 0 && side != 1)
side = 1; // assume invalid value means back
li->sidedef = &sides[ldef->sidenum[side]];
li->frontsector = sides[ldef->sidenum[side]].sector;
// killough 5/3/98: ignore 2s flag if second sidedef missing:
if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1]!=R_NOSIDE)
li->backsector = sides[ldef->sidenum[side^1]].sector;
else
{
li->backsector = nullptr;
ldef->flags &= ~ML_TWOSIDED;
}
// recalculate seg offsets. values in wads are untrustworthy.
const vertex_t *from = (side == 0)
? ldef->v1 // right side: offset is from start of linedef
: ldef->v2; // left side: offset is from end of linedef
const vertex_t *to = li->v1; // end point is start of seg, in both cases
float dx = FIXED2FLOAT(to->x - from->x);
float dy = FIXED2FLOAT(to->y - from->y);
li->offset = FLOAT2FIXED(sqrt(dx * dx + dy * dy));
dx = FIXED2FLOAT(li->v2->x - li->v1->x);
dy = FIXED2FLOAT(li->v2->y - li->v1->y);
li->length = FLOAT2FIXED(sqrt(dx * dx + dy* dy));
}
//
// P_LoadSegs
//
template <typename MapSegType>
void P_LoadSegs (int lump)
{
if (!W_LumpLength(lump))
{
I_Error(
"P_LoadSegs: SEGS lump is empty - levels without nodes are not supported.");
}
numsegs = W_LumpLength (lump) / sizeof(MapSegType);
segs = (seg_t*) Z_Malloc(numsegs * sizeof(seg_t), PU_LEVEL, 0);
memset(segs, 0, numsegs * sizeof(seg_t));
byte* const data = (byte*) W_CacheLumpNum(lump, PU_STATIC);
for (int i = 0; i < numsegs; i++)
{
seg_t* const li = segs + i;
const MapSegType *ml = (MapSegType*) data + i;
auto v = OUtil::to_unsigned(LESWAP(ml->v1));
if(v >= numvertexes)
I_Error("P_LoadSegs: invalid vertex {}", v);
else
li->v1 = &vertexes[v];
v = LESWAP(ml->v2);
if(v >= numvertexes)
I_Error("P_LoadSegs: invalid vertex {}", v);
else
li->v2 = &vertexes[v];
P_LoadSegsHelper(LESHORT(ml->side), LESHORT(ml->angle), LESHORT(ml->linedef), li);
}
Z_Free (data);
}
//
// P_LoadSubsectors
//
template <typename MapSubsectorType>
void P_LoadSubsectors(int lump)
{
if (!W_LumpLength(lump))
{
I_Error(
"P_LoadSubsectors: SSECTORS lump is empty - levels without nodes are not supported.");
}
numsubsectors = W_LumpLength (lump) / sizeof(MapSubsectorType);
subsectors = static_cast<subsector_t*>(Z_Malloc(numsubsectors*sizeof(subsector_t), PU_LEVEL, nullptr));
MapSubsectorType* data = static_cast<MapSubsectorType*>(W_CacheLumpNum(lump, PU_STATIC));
memset (subsectors, 0, numsubsectors*sizeof(subsector_t));
for (int i = 0; i < numsubsectors; i++)
{
subsectors[i].numlines = LESWAP(data[i].numsegs);
subsectors[i].firstline = LESWAP(data[i].firstseg);
}
Z_Free(data);
}
//
// P_LoadSectors
//
void P_LoadSectors (int lump)
{
// denis - properly destroy sectors so that smart pointers they contain don't get screwed
delete[] sectors;
originalLightLevels.clear();
numsectors = W_LumpLength(lump) / sizeof(mapsector_t);
// denis - properly construct sectors so that smart pointers they contain don't get screwed
sectors = new sector_t[numsectors];
byte* data = (byte*)W_CacheLumpNum(lump, PU_STATIC);
const int defSeqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
const mapsector_t* ms = (mapsector_t*)data;
sector_t* ss = sectors;
for (int i = 0; i < numsectors; i++, ss++, ms++)
{
ss->floorheight = LESHORT(ms->floorheight)<<FRACBITS;
ss->ceilingheight = LESHORT(ms->ceilingheight)<<FRACBITS;
ss->floorpic = (short)R_FlatNumForName(ms->floorpic);
ss->ceilingpic = (short)R_FlatNumForName(ms->ceilingpic);
ss->lightlevel = LESHORT(ms->lightlevel);
originalLightLevels.push_back(LESHORT(ms->lightlevel));
ss->special = LESHORT(ms->special);
ss->secretsector = !!(ss->special&SECRET_MASK);
ss->tag = LESHORT(ms->tag);
ss->thinglist = NULL;
ss->touching_thinglist = NULL; // phares 3/14/98
ss->seqType = defSeqType;
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
ss->prevsec = -1; // stair retriggering until build completes
// damage
ss->damageamount = 0;
ss->damageinterval = 0;
ss->leakrate = 0;
// killough 3/7/98:
ss->floor_xoffs = 0;
ss->floor_yoffs = 0; // floor and ceiling flats offsets
ss->ceiling_xoffs = 0;
ss->ceiling_yoffs = 0;
ss->floor_xscale = FRACUNIT; // [RH] floor and ceiling scaling
ss->floor_yscale = FRACUNIT;
ss->ceiling_xscale = FRACUNIT;
ss->ceiling_yscale = FRACUNIT;
ss->floor_angle = 0; // [RH] floor and ceiling rotation
ss->ceiling_angle = 0;
ss->base_ceiling_angle = ss->base_ceiling_yoffs =
ss->base_floor_angle = ss->base_floor_yoffs = 0;
ss->heightsec = NULL; // sector used to get floor and ceiling height
ss->floorlightsec = NULL; // sector used to get floor lighting
// killough 3/7/98: end changes
// killough 4/11/98 sector used to get ceiling lighting:
ss->ceilinglightsec = NULL;
// [SL] 2012-01-17 - init the sector's floor and ceiling planes
// as level planes (constant value of z for all points)
// Slopes will be setup later
P_SetupLevelFloorPlane(ss);
P_SetupLevelCeilingPlane(ss);
ss->gravity = 1.0f; // [RH] Default sector gravity of 1.0
// [RH] Sectors default to white light with the default fade.
// If they are outside (have a sky ceiling), they use the outside fog.
// [SL] no fog is indicated by outsidefog_color == 0xFF, 0, 0, 0
bool fog = level.outsidefog_color[0] != 0xFF || level.outsidefog_color[1] != 0 ||
level.outsidefog_color[2] != 0 || level.outsidefog_color[3] != 0;
if (fog && R_IsSkyFlat(ss->ceilingpic))
ss->colormap = GetSpecialLights(255, 255, 255,
level.outsidefog_color[1], level.outsidefog_color[2], level.outsidefog_color[3]);
else
ss->colormap = &NormalLight;
ss->sky = 0;
// killough 8/28/98: initialize all sectors to normal friction
ss->friction = ORIG_FRICTION;
ss->movefactor = ORIG_FRICTION_FACTOR;
}
Z_Free (data);
}
enum class nodetype_t {
XNOD,
ZNOD,
DEEP,
XGLN,
XGL2,
XGL3,
ZGLN,
ZGL2,
ZGL3,
STANDARD
};
nodetype_t P_CheckNodeType(int lump) {
byte *data = (byte *) W_CacheLumpNum(lump, PU_STATIC);
auto guard = nonstd::make_scope_exit([&]{ Z_ChangeTag(data, PU_CACHE); });
static constexpr struct {
std::string_view bytes;
nodetype_t type;
} node_types[] = {
{"xNd4\0\0\0\0", nodetype_t::DEEP},
{"XNOD", nodetype_t::XNOD},
{"ZNOD", nodetype_t::ZNOD},
{"XGLN", nodetype_t::XGLN},
{"XGL2", nodetype_t::XGL2},
{"XGL3", nodetype_t::XGL3},
{"ZGLN", nodetype_t::ZGLN},
{"ZGL2", nodetype_t::ZGL2},
{"ZGL3", nodetype_t::ZGL3},
};
const auto it = std::find_if(
std::begin(node_types), std::end(node_types),
[&](const auto& nodetype) {
return memcmp(data, nodetype.bytes.data(), nodetype.bytes.size()) == 0;
});
if (it != std::end(node_types)) {
return it->type;
}
return nodetype_t::STANDARD;
}
//
// P_LoadNodes
//
template <typename MapNodeType>
void P_LoadNodes(int lump)
{
if (!W_LumpLength(lump))
{
I_Error(
"P_LoadNodes: NODES lump is empty - levels without nodes are not supported.");
}
static constexpr size_t headerSize =
std::is_same_v<MapNodeType, mapnode_deepbsp_t> ? 8 : 0;
numnodes = (W_LumpLength(lump) - headerSize) / sizeof(MapNodeType);
nodes = (node_t*) Z_Malloc(numnodes * sizeof(node_t), PU_LEVEL, 0);
byte* data = (byte*) W_CacheLumpNum(lump, PU_STATIC);
const MapNodeType* mn = (MapNodeType *)(data + headerSize);
node_t* no = nodes;
for (int i = 0; i < numnodes; i++, no++, mn++)
{
no->x = LESHORT(mn->x) << FRACBITS;
no->y = LESHORT(mn->y) << FRACBITS;
no->dx = LESHORT(mn->dx) << FRACBITS;
no->dy = LESHORT(mn->dy) << FRACBITS;
for (int j = 0; j < 2; j++)
{
uint32_t child = LESWAP(mn->children[j]);
// account for children's promotion to 32 bits
if constexpr (std::is_same_v<std::remove_extent_t<decltype(MapNodeType::children)>, uint16_t>)
{
if (child == 0xffff)
child = 0xffffffff;
else if (child & 0x8000)
child = (child & ~0x8000) | NF_SUBSECTOR;
}
no->children[j] = child;
for (int k = 0; k < 4; k++)
no->bbox[j][k] = LESHORT(mn->bbox[j][k]) << FRACBITS;
}
}
Z_Free(data);
}
byte* P_DecompressNodes(byte* data, size_t len) {
int err;
// first estimate for compression rate:
// output buffer size == 2.5 * input size
int outlen = 2.5 * len;
byte* output = (byte*)Z_Malloc(outlen, PU_STATIC, 0);
// initialize stream state for decompression
z_stream* zstream = (z_stream*)M_Malloc(sizeof(*zstream));
memset(zstream, 0, sizeof(*zstream));
zstream->next_in = data + 4;
zstream->avail_in = static_cast<uInt>(len - 4);
zstream->next_out = output;
zstream->avail_out = outlen;
if (inflateInit(zstream) != Z_OK)
I_Error("P_DecompressNodes: Error during ZDBSP nodes decompression initialization!");
// resize if output buffer runs full
while ((err = inflate(zstream, Z_SYNC_FLUSH)) == Z_OK)
{
int outlen_old = outlen;
outlen = 2 * outlen_old;
output = (byte*)Z_Realloc(output, outlen, PU_STATIC, 0);
zstream->next_out = output + outlen_old;
zstream->avail_out = outlen - outlen_old;
}
if (err != Z_STREAM_END)
I_Error("P_DecompressNodes: Error during ZDBSP nodes decompression!");
DPrintFmt("P_DecompressNodes: ZDBSP nodes compression ratio {:.3f}\n",
static_cast<float>(zstream->total_out)/zstream->total_in);
if (inflateEnd(zstream) != Z_OK)
I_Error("P_DecompressNodes: Error during ZDBSP nodes decompression shut-down!");
M_Free(zstream);
return output;
}
byte* P_LoadSegs_XNOD(byte* p) {
numsegs = LELONG(*(uint32_t *)p); p += 4;
segs = (seg_t *) Z_Malloc(numsegs * sizeof(*segs), PU_LEVEL, 0);
memset(segs, 0, numsegs * sizeof(*segs));
for (int i = 0; i < numsegs; i++)
{
const uint32_t v1 = LELONG(*(uint32_t *)p); p += 4;
const uint32_t v2 = LELONG(*(uint32_t *)p); p += 4;
const uint16_t ld = LESHORT(*(uint16_t *)p); p += 2;
uint8_t side = *(uint8_t *)p; p += 1;
if (side != 0 && side != 1)
side = 1;
seg_t *seg = &segs[i];
line_t *line = &lines[ld];
seg->v1 = &vertexes[v1];
seg->v2 = &vertexes[v2];
seg->linedef = line;
seg->sidedef = &sides[line->sidenum[side]];
seg->frontsector = seg->sidedef->sector;
if (line->flags & ML_TWOSIDED && line->sidenum[side^1] != R_NOSIDE)
seg->backsector = sides[line->sidenum[side^1]].sector;
else
{
seg->backsector = nullptr;
line->flags &= ~ML_TWOSIDED;
}
seg->angle = R_PointToAngle2(seg->v1->x, seg->v1->y, seg->v2->x, seg->v2->y);
seg->is_horizon = P_UseHorizonEffect(*seg);
// a short version of the offset calculation in P_LoadSegs
const vertex_t *origin = (side == 0) ? line->v1 : line->v2;
const float dx = FIXED2FLOAT(seg->v1->x - origin->x);
const float dy = FIXED2FLOAT(seg->v1->y - origin->y);
seg->offset = FLOAT2FIXED(sqrt(dx * dx + dy * dy));
}
return p;
}
template<typename LineType>
byte* P_LoadSegs_XGL(byte* p)
{
static_assert(
std::is_same_v<LineType, uint16_t> || std::is_same_v<LineType, uint32_t>,
"P_LoadSegs_XGL can only be instantiated with uint16_t or uint32_t"
);
numsegs = LELONG(*(uint32_t *)p); p += 4;
segs = (seg_t *) Z_Malloc(numsegs * sizeof(*segs), PU_LEVEL, 0);
memset(segs, 0, numsegs * sizeof(*segs));
uint32_t write_index = 0;
for (int i = 0; i < numsubsectors; i++)
{
subsector_t& subsector = subsectors[i];
subsector.firstline = write_index;
seg_t* prev_seg = nullptr;
seg_t* first_seg = nullptr;
for (uint32_t j = 0; j < subsector.numlines; j++)
{
const uint32_t v1 = LELONG(*(uint32_t *)p); p += 4;
// const uint32_t partner = LELONG(*(uint32_t *)p); // unused
p += 4;
const LineType ld = LESWAP(*(LineType *)p); p += sizeof(LineType);
const uint8_t side = *(uint8_t *)p; p += 1;
if (ld == std::numeric_limits<LineType>::max())
continue;
seg_t* seg = &segs[write_index++];
if (!first_seg) first_seg = seg;
if (prev_seg) prev_seg->v2 = seg->v1;
prev_seg = seg;
seg->v1 = &vertexes[v1];
if (ld >= numlines)
{
I_Error("P_LoadSegs_XGL: seg {} in subsector {} references a non-existent linedef {}", j, i, ld);
}
line_t* line = &lines[ld];
seg->linedef = line;
if (side != 0 && side != 1)
{
I_Error("P_LoadSegs_XGL: seg in subsector {} references a non-existent sidedef {}", j, i, side);
}
seg->sidedef = &sides[line->sidenum[side]];
if (line->sidenum[side] != NO_INDEX)
{
seg->frontsector = sides[line->sidenum[side]].sector;
}
else
{
seg->frontsector = nullptr;
DPrintFmt("P_LoadSegs_XGL: front of seg {} in subsector {} has no sidedef\n", j, i);
}
if ((line->flags & ML_TWOSIDED) &&
(line->sidenum[side ^ 1] != NO_INDEX))
seg->backsector = sides[line->sidenum[side ^ 1]].sector;
else
{
seg->backsector = nullptr;
line->flags &= ~ML_TWOSIDED;
}
// a short version of the offset calculation in P_LoadSegs
const vertex_t *origin = (side == 0) ? line->v1 : line->v2;
const float dx = FIXED2FLOAT(seg->v1->x - origin->x);
const float dy = FIXED2FLOAT(seg->v1->y - origin->y);
seg->offset = FLOAT2FIXED(sqrt(dx * dx + dy * dy));
}
subsector.numlines = write_index - subsector.firstline;
if (first_seg && prev_seg)
prev_seg->v2 = first_seg->v1;
for (uint32_t j = 0; j < subsector.numlines; j++)
{
seg_t* seg = &segs[subsector.firstline + j];
seg->angle = R_PointToAngle2(seg->v1->x, seg->v1->y, seg->v2->x, seg->v2->y);
seg->is_horizon = P_UseHorizonEffect(*seg);
}
}
numsegs = write_index;
return p;
}
//
// P_LoadXNOD - load ZDBSP extended nodes
// returns false if nodes are not extended to fall back to original nodes
//
void P_LoadExtendedNodes(int lump, nodetype_t nodetype)
{
const bool compressed = [&](){
switch (nodetype)
{
case nodetype_t::ZNOD:
case nodetype_t::ZGLN:
case nodetype_t::ZGL2:
case nodetype_t::ZGL3:
return true;
default:
return false;
}
}();
byte *data = static_cast<byte *>(W_CacheLumpNum(lump, PU_STATIC));
byte* data_decompressed = nullptr;
auto guard = nonstd::make_scope_exit([&]{
Z_Free(data);
Z_Free(data_decompressed);
});
byte *p;
// [EB] decompress compressed nodes
// adapted from Crispy Doom
if (compressed)
{
p = data_decompressed = P_DecompressNodes(data, W_LumpLength(lump));
}
else
{
p = data + 4; // skip the magic number
}
// Load vertices
const uint32_t numorgvert = LELONG(*(uint32_t *)p); p += 4;
const uint32_t numnewvert = LELONG(*(uint32_t *)p); p += 4;
vertex_t *newvert = (vertex_t *) Z_Malloc((numorgvert + numnewvert)*sizeof(*newvert), PU_LEVEL, 0);
memcpy(newvert, vertexes, numorgvert*sizeof(*newvert));
memset(&newvert[numorgvert], 0, numnewvert * sizeof(*newvert));
for (uint32_t i = 0; i < numnewvert; i++)
{
vertex_t *v = &newvert[numorgvert+i];
v->x = LELONG(*(int32_t *)p); p += 4;
v->y = LELONG(*(int32_t *)p); p += 4;
}
// Adjust linedefs - since we reallocated the vertex array,
// all vertex pointers in linedefs must be updated
for (int i = 0; i < numlines; i++)
{
lines[i].v1 = newvert + (lines[i].v1 - vertexes);
lines[i].v2 = newvert + (lines[i].v2 - vertexes);
}
// nuke the old list, update globals to point to the new list
Z_Free(vertexes);
vertexes = newvert;
numvertexes = numorgvert + numnewvert;
// Load subsectors
numsubsectors = LELONG(*(uint32_t *)p); p += 4;
subsectors = (subsector_t *) Z_Malloc(numsubsectors * sizeof(*subsectors), PU_LEVEL, 0);
memset(subsectors, 0, numsubsectors * sizeof(*subsectors));
uint32_t first_seg = 0;
for (int i = 0; i < numsubsectors; i++)
{
subsectors[i].firstline = first_seg;
subsectors[i].numlines = LELONG(*(uint32_t *)p); p += 4;
first_seg += subsectors[i].numlines;
}
// Load segs
if (nodetype == nodetype_t::XNOD || nodetype == nodetype_t::ZNOD)
p = P_LoadSegs_XNOD(p);
else if (nodetype == nodetype_t::XGLN || nodetype == nodetype_t::ZGLN)
p = P_LoadSegs_XGL<uint16_t>(p);
else
p = P_LoadSegs_XGL<uint32_t>(p);
// Load nodes
numnodes = LELONG(*(uint32_t *)p); p += 4;
nodes = (node_t *) Z_Malloc(numnodes * sizeof(*nodes), PU_LEVEL, 0);
memset(nodes, 0, numnodes * sizeof(*nodes));
for (int i = 0; i < numnodes; i++)
{
node_t *node = &nodes[i];
if (nodetype == nodetype_t::XGL3 || nodetype == nodetype_t::ZGL3)
{
node->x = LELONG(*(int32_t *)p); p += 4;
node->y = LELONG(*(int32_t *)p); p += 4;
node->dx = LELONG(*(int32_t *)p); p += 4;
node->dy = LELONG(*(int32_t *)p); p += 4;
}
else
{
node->x = LESHORT(*(int16_t *)p)<<FRACBITS; p += 2;
node->y = LESHORT(*(int16_t *)p)<<FRACBITS; p += 2;
node->dx = LESHORT(*(int16_t *)p)<<FRACBITS; p += 2;
node->dy = LESHORT(*(int16_t *)p)<<FRACBITS; p += 2;
}
for (int j = 0; j < 2; j++)
{
for (int k = 0; k < 4; k++)
{
node->bbox[j][k] = LESHORT(*(int16_t *)p)<<FRACBITS; p += 2;
}
}
for (int j = 0; j < 2; j++)
{
node->children[j] = LELONG(*(uint32_t *)p); p += 4;
}
}
}
//
// P_LoadThings
//
void P_LoadThings (int lump)
{
mapthing2_t mt2; // [RH] for translation
byte *data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
mapthing_t *mt = (mapthing_t *)data;
mapthing_t *lastmt = (mapthing_t *)(data + W_LumpLength (lump));
P_HordeClearSpawns();
playerstarts.clear();
voodoostarts.clear();
DeathMatchStarts.clear();
for (int iTeam = 0; iTeam < NUMTEAMS; iTeam++)
GetTeamInfo((team_t)iTeam)->Starts.clear();
// [RH] ZDoom now uses Hexen-style maps as its native format. // denis - growwwwl
// Since this is the only place where Doom-style Things are ever
// referenced, we translate them into a Hexen-style thing.
for ( ; mt < lastmt; mt++)
{
// [AM] Ensure that we get a fresh mapthing every iteration - sometimes
// P_SpawnMapThing mutates a part of the mapthing that the map
// data doesn't care about, and we don't want it to carry over
// between iterations.
memset(&mt2, 0, sizeof(mt2));
// [RH] At this point, monsters unique to Doom II were weeded out
// if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
// handle these and more cases better, so we just pass it
// everything and let it decide what to do with them.
// [RH] Need to translate the spawn flags to Hexen format.
short flags = LESHORT(mt->options);
if (flags & BTF_RESERVED || demoplayback) flags &= BTF_RESERVED_MASK;
mt2.flags = (short)((flags & 0xf) | 0x7e0);
if (flags & BTF_NOTSINGLE)
{
#ifdef SERVER_APP
if (G_IsCoopGame())
{
if (g_thingfilter == 1)
mt2.flags |= MTF_FILTER_COOPWPN;
else if (g_thingfilter == 2)
mt2.flags &= ~MTF_COOPERATIVE;
}
else
#endif
mt2.flags &= ~MTF_SINGLE;
}
if (flags & BTF_NOTDEATHMATCH) mt2.flags &= ~MTF_DEATHMATCH;
if (flags & BTF_NOTCOOPERATIVE) mt2.flags &= ~MTF_COOPERATIVE;
if (flags & BTF_FRIEND) mt2.flags |= MTF_FRIENDLY;
mt2.x = LESHORT(mt->x);
mt2.y = LESHORT(mt->y);
mt2.angle = LESHORT(mt->angle);
mt2.type = LESHORT(mt->type);
// clientside-only freecam start pos
#ifdef CLIENT_APP
if (Freecam::allowAdd() && Freecam::needPosition() && P_IsPlayerSpawnThing(mt2))
{
Freecam::setStartPosition(mt2.x << FRACBITS, mt2.y << FRACBITS, ONFLOORZ, ANG45 * (mt2.angle / 45));
}
#endif
P_SpawnMapThing (mt2, 0);
}
// Sort by player number if starts are not in order
std::sort(playerstarts.begin(), playerstarts.end(), [](const mapthing2_t& p1, const mapthing2_t& p2){
return P_GetMapThingPlayerNumber(p1) < P_GetMapThingPlayerNumber(p2);
});
P_SpawnAvatars();
Z_Free (data);
}
// [RH]
// P_LoadThings2
//
// Same as P_LoadThings() except it assumes Things are
// saved Hexen-style. Position also controls which single-
// player start spots are spawned by filtering out those
// whose first parameter don't match position.
//
void P_LoadThings2 (int lump, int position)
{
byte *data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
mapthing2_t *mt = (mapthing2_t *)data;
mapthing2_t *lastmt = (mapthing2_t *)(data + W_LumpLength (lump));
P_HordeClearSpawns();
playerstarts.clear();
voodoostarts.clear();
DeathMatchStarts.clear();
for (int iTeam = 0; iTeam < NUMTEAMS; iTeam++)
GetTeamInfo((team_t)iTeam)->Starts.clear();
for ( ; mt < lastmt; mt++)
{
// [RH] At this point, monsters unique to Doom II were weeded out
// if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
// handle these and more cases better, so we just pass it
// everything and let it decide what to do with them.
mt->thingid = LESHORT(mt->thingid);
mt->x = LESHORT(mt->x);
mt->y = LESHORT(mt->y);
mt->z = LESHORT(mt->z);
mt->angle = LESHORT(mt->angle);
mt->type = LESHORT(mt->type);
mt->flags = LESHORT(mt->flags);
// clientside-only freecam start pos
#ifdef CLIENT_APP
if (Freecam::allowAdd() && Freecam::needPosition() && P_IsPlayerSpawnThing(*mt))
{
Freecam::setStartPosition(mt->x << FRACBITS, mt->y << FRACBITS, ONFLOORZ, ANG45 * (mt->angle / 45));
}
#endif
P_SpawnMapThing(*mt, position);
}
// Sort by player number if starts are not in order
std::sort(playerstarts.begin(), playerstarts.end(), [](const mapthing2_t& p1, const mapthing2_t& p2){
return P_GetMapThingPlayerNumber(p1) < P_GetMapThingPlayerNumber(p2);
});
P_SpawnAvatars();
Z_Free (data);
}
//
// P_LoadLineDefs
//
// killough 4/4/98: split into two functions, to allow sidedef overloading
//
// [RH] Actually split into four functions to allow for Hexen and Doom
// linedefs.
void P_AdjustLine (line_t *ld)
{
ld->lucency = 255; // [RH] Opaque by default
const vertex_t* v1 = ld->v1;
const vertex_t* v2 = ld->v2;
ld->dx = v2->x - v1->x;
ld->dy = v2->y - v1->y;
if (ld->dx == 0)
ld->slopetype = ST_VERTICAL;
else if (ld->dy == 0)
ld->slopetype = ST_HORIZONTAL;
else
ld->slopetype = (FixedDiv (ld->dy , ld->dx) > 0) ? ST_POSITIVE : ST_NEGATIVE;
if (v1->x < v2->x)
{
ld->bbox[BOXLEFT] = v1->x;
ld->bbox[BOXRIGHT] = v2->x;
}
else
{
ld->bbox[BOXLEFT] = v2->x;
ld->bbox[BOXRIGHT] = v1->x;
}
if (v1->y < v2->y)
{
ld->bbox[BOXBOTTOM] = v1->y;
ld->bbox[BOXTOP] = v2->y;
}
else
{
ld->bbox[BOXBOTTOM] = v2->y;
ld->bbox[BOXTOP] = v1->y;
}
// TODO: should this all get moved into map_format.post_process_linedef_special?
if (map_format.getZDoom())
{
// [RH] Set line id (as appropriate) here
if (ld->special == Line_SetIdentification || ld->special == Teleport_Line ||
ld->special == TranslucentLine || ld->special == Scroll_Texture_Model)
{
ld->id = ld->args[0];
}
}
else
{
if (P_IsThingNoFogTeleportLine(ld->special))
{
if (ld->id == 0)
{
// Untagged teleporters teleport to tid 1.
ld->args[0] = 1;
}
else
{
ld->args[2] = ld->id;
ld->args[0] = 0;
}
}
else if (ld->special >= OdamexStaticInits &&
ld->special < OdamexStaticInits + NUM_STATIC_INITS)
{
// An Odamex Static_Init special
ld->args[0] = ld->id;
ld->args[1] = ld->special - OdamexStaticInits;
}
else if (ld->special >= 340 && ld->special <= 347)
{
// [SL] 2012-01-30 - convert to ZDoom Plane_Align special for
// sloping sectors
// [Blair] Massage this a bit to work with map_format
switch (ld->special)
{
case 340: // Slope the Floor in front of the line
ld->args[0] = 1;
break;
case 341: // Slope the Ceiling in front of the line
ld->args[1] = 1;
break;
case 342: // Slope the Floor+Ceiling in front of the line
ld->args[0] = ld->args[1] = 1;
break;
case 343: // Slope the Floor behind the line
ld->args[0] = 2;
break;
case 344: // Slope the Ceiling behind the line
ld->args[1] = 2;
break;
case 345: // Slope the Floor+Ceiling behind the line
ld->args[0] = ld->args[1] = 2;
break;
case 346: // Slope the Floor behind+Ceiling in front of the line
ld->args[0] = 2;
ld->args[1] = 1;
break;
case 347: // Slope the Floor in front+Ceiling behind the line
ld->args[0] = 1;
ld->args[1] = 2;
}
}
}
// denis - prevent buffer overrun
if(*ld->sidenum == R_NOSIDE)
return;
if (map_format.getZDoom())
{
// killough 4/4/98: support special sidedef interpretation below
if ( // [RH] Save Static_Init only if it's interested in the textures
((ld->special == Static_Init && ld->args[1] == Init_Color) ||
ld->special != Static_Init))
{
sides[*ld->sidenum].special = ld->special;
sides[*ld->sidenum].tag = ld->args[0];
}
else
{
sides[*ld->sidenum].special = 0;
}
}
else
{
// killough 4/4/98: support special sidedef interpretation below
if (ld->special >= OdamexStaticInits + 1 ||
ld->special <= OdamexStaticInits + NUM_STATIC_INITS)
{
sides[*ld->sidenum].special = ld->special;
sides[*ld->sidenum].tag = ld->args[0];
}
else
{
sides[*ld->sidenum].special = 0;
}
}
}
// killough 4/4/98: delay using sidedefs until they are loaded
void P_FinishLoadingLineDefs (void)
{
line_t *ld = lines;
for (int i = numlines, linenum = 0; i--; ld++, linenum++)
{
// Substitute sidedef 0 if the front is missing
if (ld->sidenum[0] == R_NOSIDE)
ld->sidenum[0] = 0;
// Clear 2s flag for missing back side
if (ld->sidenum[1] == R_NOSIDE && !demoplayback)
ld->flags &= ~ML_TWOSIDED;
ld->frontsector = sides[ld->sidenum[0]].sector;
ld->backsector = ld->sidenum[1]!=R_NOSIDE ? sides[ld->sidenum[1]].sector : nullptr;
if (ld->sidenum[0] != R_NOSIDE)
sides[ld->sidenum[0]].linenum = linenum;
if (ld->sidenum[1] != R_NOSIDE)
sides[ld->sidenum[1]].linenum = linenum;
map_format.post_process_linedef_special(ld);
}
}
void P_LoadLineDefs (const int lump)
{
numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
lines = (line_t *)Z_Malloc (numlines*sizeof(line_t), PU_LEVEL, 0);
memset (lines, 0, numlines*sizeof(line_t));
byte* data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
auto guard = nonstd::make_scope_exit([&]{ Z_Free(data); });
const bool reservedLine = P_GetLevelCompData(::level.level_fingerprint).reservedLineFlag;
line_t* ld = lines;
for (int i = 0; i < numlines; i++, ld++)
{
const maplinedef_t *mld = ((maplinedef_t *)data) + i;
ld->flags = static_cast<uint32_t>(mld->flags);
ld->special = mld->special;
ld->id = mld->tag;
ld->args[0] = 0;
ld->args[1] = 0;
ld->args[2] = 0;
ld->args[3] = 0;
ld->args[4] = 0;
ld->flags = P_TranslateCompatibleLineFlags(ld->flags, reservedLine);
uint16_t v = LESHORT(mld->v1);
if(v >= numvertexes)
I_Error("P_LoadLineDefs: invalid vertex {}", v);
else
ld->v1 = &vertexes[v];
v = LESHORT(mld->v2);
if(v >= numvertexes)
I_Error("P_LoadLineDefs: invalid vertex {}", v);
else
ld->v2 = &vertexes[v];
ld->sidenum[0] = LESHORT(mld->sidenum[0]);
ld->sidenum[1] = LESHORT(mld->sidenum[1]);
if(ld->sidenum[0] >= numsides)
ld->sidenum[0] = R_NOSIDE;
if(ld->sidenum[1] >= numsides)
ld->sidenum[1] = R_NOSIDE;
P_AdjustLine (ld);
}
}
// [RH] Same as P_LoadLineDefs() except it uses Hexen-style LineDefs.
void P_LoadLineDefs2 (int lump)
{
numlines = W_LumpLength (lump) / sizeof(maplinedef2_t);
lines = (line_t *)Z_Malloc (numlines*sizeof(line_t), PU_LEVEL,0 );
memset (lines, 0, numlines*sizeof(line_t));
byte* data = (byte *)W_CacheLumpNum (lump, PU_STATIC);
maplinedef2_t* mld = (maplinedef2_t *)data;
line_t* ld = lines;
for (int i = 0; i < numlines; i++, mld++, ld++)
{
for (int j = 0; j < 5; j++)
ld->args[j] = mld->args[j];
ld->flags = LESHORT(mld->flags);
ld->special = mld->special;
ld->flags = P_TranslateZDoomLineFlags(ld->flags);
uint16_t v = LESHORT(mld->v1);
if(v >= numvertexes)
I_Error("P_LoadLineDefs2: invalid vertex {}", v);
else
ld->v1 = &vertexes[v];
v = LESHORT(mld->v2);
if(v >= numvertexes)
I_Error("P_LoadLineDefs2: invalid vertex {}", v);
else
ld->v2 = &vertexes[v];
ld->sidenum[0] = LESHORT(mld->sidenum[0]);
ld->sidenum[1] = LESHORT(mld->sidenum[1]);
if(ld->sidenum[0] >= numsides)
ld->sidenum[0] = R_NOSIDE;
if(ld->sidenum[1] >= numsides)
ld->sidenum[1] = R_NOSIDE;
P_AdjustLine (ld);
}
Z_Free (data);
}
//
// P_LoadSideDefs
//
// killough 4/4/98: split into two functions
void P_LoadSideDefs (int lump)
{
numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
sides = (side_t *)Z_Malloc (numsides*sizeof(side_t), PU_LEVEL, 0);
memset (sides, 0, numsides*sizeof(side_t));
}
//
// P_GetColorFromTextureName
//
// Converts a texture name to an ARGB8888 value.
// The texture name should contain 4 hexadecimal byte values
// in the following order: alpha, red, green, blue.
//
argb_t P_GetColorFromTextureName(const char* name)
{
// work around name not being a properly terminated string
const OLumpName name2 = name;
unsigned long value = strtoul(name2.c_str(), NULL, 16);
const int a = (value >> 24) & 0xFF;
const int r = (value >> 16) & 0xFF;
const int g = (value >> 8) & 0xFF;
const int b = value & 0xFF;
return argb_t(a, r, g, b);
}
// killough 4/4/98: delay using texture names until
// after linedefs are loaded, to allow overloading.
// killough 5/3/98: reformatted, cleaned up
void P_LoadSideDefs2 (int lump)
{
byte* data = (byte*)W_CacheLumpNum(lump, PU_STATIC);
for (int i = 0; i < numsides; i++)
{
mapsidedef_t* msd = (mapsidedef_t*)data + i;
side_t* sd = sides + i;
sector_t* sec;
sd->textureoffset = LESHORT(msd->textureoffset)<<FRACBITS;
sd->rowoffset = LESHORT(msd->rowoffset)<<FRACBITS;
sd->linenum = -1;
sd->sector = sec = &sectors[LESHORT(msd->sector)];
// killough 4/4/98: allow sidedef texture names to be overloaded
// killough 4/11/98: refined to allow colormaps to work as wall
// textures if invalid as colormaps but valid as textures.
map_format.post_process_sidedef_special(sd, msd, sec, i);
}
Z_Free (data);
}
//
// jff 10/6/98
// New code added to speed up calculation of internal blockmap
// Algorithm is order of nlines*(ncols+nrows) not nlines*ncols*nrows
//
#define blkshift 7 /* places to shift rel position for cell num */
#define blkmask ((1<<blkshift)-1)/* mask for rel position within cell */
#define blkmargin 0 /* size guardband around map used */
// jff 10/8/98 use guardband>0
// jff 10/12/98 0 ok with + 1 in rows,cols
struct linelist_t // type used to list lines in each block
{
int num;
linelist_t *next;
};
//
// Actually construct the blockmap lump from the level data
//
// This finds the intersection of each linedef with the column and
// row lines at the left and bottom of each blockmap cell. It then
// adds the line to all block lists touching the intersection.
//
void P_CreateBlockMap()
{
std::unique_ptr<linelist_t*[]> blocklists; // array of pointers to lists of lines
std::unique_ptr<int[]> blockcount; // array of counters of line lists
std::unique_ptr<bool[]> blockdone; // array keeping track of blocks/line
//
// Subroutine to add a line number to a block list
// It simply returns if the line is already in the block
//
const auto AddBlockLine = [&blocklists, &blockdone, &blockcount]
(
int blockno,
uint32_t lineno
)
{
if (blockdone[blockno])
return;
linelist_t* l = new linelist_t;
l->num = lineno;
l->next = blocklists[blockno];
blocklists[blockno] = l;
blockcount[blockno]++;
blockdone[blockno] = true;
};
// scan for map limits, which the blockmap must enclose
int map_minx = limits::MAXINT;
int map_miny = limits::MAXINT;
int map_maxx = limits::MININT;
int map_maxy = limits::MININT;
for (int i = 0; i < numvertexes; i++)
{
fixed_t t;
if ((t = vertexes[i].x) < map_minx)
map_minx = t;
else if (t > map_maxx)
map_maxx = t;
if ((t = vertexes[i].y) < map_miny)
map_miny = t;
else if (t > map_maxy)
map_maxy = t;
}
map_minx >>= FRACBITS; // work in map coords, not fixed_t
map_maxx >>= FRACBITS;
map_miny >>= FRACBITS;
map_maxy >>= FRACBITS;
// set up blockmap area to enclose level plus margin
const int xorg = map_minx-blkmargin; // blockmap origin (lower left)
const int yorg = map_miny-blkmargin;
const int ncols = (map_maxx+blkmargin-xorg+1+blkmask)>>blkshift; //jff 10/12/98
const int nrows = (map_maxy+blkmargin-yorg+1+blkmask)>>blkshift; //+1 needed for map exactly 1 cell
const auto BlockIndex = [ncols](int x, int y){ return (y * ncols) + x; };
const int NBlocks = ncols*nrows; // number of cells
// create the array of pointers on NBlocks to blocklists
// also create an array of linelist counts on NBlocks
// finally make an array in which we can mark blocks done per line
blocklists = std::make_unique<linelist_t*[]>(NBlocks);
std::fill_n(blocklists.get(), NBlocks, nullptr);
blockcount = std::make_unique<int[]>(NBlocks);
std::fill_n(blockcount.get(), NBlocks, 0);
blockdone = std::make_unique<bool[]>(NBlocks);
// initialize each blocklist, and enter the trailing -1 in all blocklists
// note the linked list of lines grows backwards
for (int i = 0; i < NBlocks; i++)
{
blocklists[i] = new linelist_t;
blocklists[i]->num = -1;
blocklists[i]->next = NULL;
blockcount[i]++;
}
// For each linedef in the wad, determine all blockmap blocks it touches,
// and add the linedef number to the blocklists for those blocks
for (int i = 0; i < numlines; i++)
{
const int x1 = lines[i].v1->x>>FRACBITS; // lines[i] map coords
const int y1 = lines[i].v1->y>>FRACBITS;
const int x2 = lines[i].v2->x>>FRACBITS;
const int y2 = lines[i].v2->y>>FRACBITS;
const int dx = x2 - x1;
const int dy = y2 - y1;
const bool vert = (dx == 0); // lines[i] slopetype
const bool horiz = (dy == 0);
const bool spos = (dx ^ dy) > 0;
const bool sneg = (dx ^ dy) < 0;
int bx,by; // block cell coords
const int minx = x1 > x2 ? x2 : x1; // extremal lines[i] coords
const int maxx = x1 > x2 ? x1 : x2;
const int miny = y1 > y2 ? y2 : y1;
const int maxy = y1 > y2 ? y1 : y2;
// no blocks done for this linedef yet
std::fill_n(blockdone.get(), NBlocks, false);
// The line always belongs to the blocks containing its endpoints
bx = (x1-xorg) >> blkshift;
by = (y1-yorg) >> blkshift;
AddBlockLine (BlockIndex(bx, by), i);
bx = (x2-xorg) >> blkshift;
by = (y2-yorg) >> blkshift;
AddBlockLine (BlockIndex(bx, by), i);
// For each column, see where the line along its left edge, which
// it contains, intersects the Linedef i. Add i to each corresponding
// blocklist.
if (!vert) // don't interesect vertical lines with columns
{
for (int j = 0; j < ncols; j++)
{
// intersection of Linedef with x=xorg+(j<<blkshift)
// (y-y1)*dx = dy*(x-x1)
// y = dy*(x-x1)+y1*dx;
int x = xorg+(j<<blkshift); // (x,y) is intersection
int y = (dy*(x-x1))/dx+y1;
int yb = (y-yorg)>>blkshift; // block row number
int yp = (y-yorg)&blkmask; // y position within block
if (yb<0 || yb>nrows-1) // outside blockmap, continue
continue;
if (x<minx || x>maxx) // line doesn't touch column
continue;
// The cell that contains the intersection point is always added
AddBlockLine(BlockIndex(j, yb), i);
// if the intersection is at a corner it depends on the slope
// (and whether the line extends past the intersection) which
// blocks are hit
if (yp==0) // intersection at a corner
{
if (sneg) // \ - blocks x,y-, x-,y
{
if (yb>0 && miny<y)
AddBlockLine(BlockIndex(j, yb - 1), i);
if (j>0 && minx<x)
AddBlockLine(BlockIndex(j - 1, yb), i);
}
else if (spos) // / - block x-,y-
{
if (yb>0 && j>0 && minx<x)
AddBlockLine(BlockIndex(j - 1, yb - 1), i);
}
else if (horiz) // - - block x-,y
{
if (j>0 && minx<x)
AddBlockLine(BlockIndex(j - 1, yb), i);
}
}
else if (j>0 && minx<x) // else not at corner: x-,y
AddBlockLine(BlockIndex(j - 1, yb), i);
}
}
// For each row, see where the line along its bottom edge, which
// it contains, intersects the Linedef i. Add i to all the corresponding
// blocklists.
if (!horiz)
{
for (int j = 0; j < nrows; j++)
{
// intersection of Linedef with y=yorg+(j<<blkshift)
// (x,y) on Linedef i satisfies: (y-y1)*dx = dy*(x-x1)
// x = dx*(y-y1)/dy+x1;
const int y = yorg+(j<<blkshift); // (x,y) is intersection
const int x = (dx*(y-y1))/dy+x1;
const int xb = (x-xorg)>>blkshift; // block column number
const int xp = (x-xorg)&blkmask; // x position within block
if (xb<0 || xb>ncols-1) // outside blockmap, continue
continue;
if (y<miny || y>maxy) // line doesn't touch row
continue;
// The cell that contains the intersection point is always added
AddBlockLine (BlockIndex(xb, j), i);
// if the intersection is at a corner it depends on the slope
// (and whether the line extends past the intersection) which
// blocks are hit
if (xp==0) // intersection at a corner
{
if (sneg) // \ - blocks x,y-, x-,y
{
if (j>0 && miny<y)
AddBlockLine (BlockIndex(xb, j - 1), i);
if (xb>0 && minx<x)
AddBlockLine (BlockIndex(xb - 1, j), i);
}
else if (vert) // | - block x,y-
{
if (j>0 && miny<y)
AddBlockLine (BlockIndex(xb, j - 1), i);
}
else if (spos) // / - block x-,y-
{
if (xb>0 && j>0 && miny<y)
AddBlockLine (BlockIndex(xb - 1, j - 1), i);
}
}
else if (j>0 && miny<y) // else not on a corner: x,y-
AddBlockLine (BlockIndex(xb, j - 1), i);
}
}
}
// Add initial 0 to all blocklists
// count the total number of lines (and 0's and -1's)
std::fill_n(blockdone.get(), NBlocks, false);
uint32_t linetotal = 0;
for (int i = 0; i < NBlocks; i++)
{
AddBlockLine (i, 0);
linetotal += blockcount[i];
}
// Create the blockmap lump
blockmaplump = (int *)Z_Malloc(sizeof(*blockmaplump) * (4+NBlocks+linetotal), PU_LEVEL, 0);
// blockmap header
//
// Rjy: P_CreateBlockMap should not initialise bmaporg{x,y} as P_LoadBlockMap
// does so again, resulting in their being left-shifted by FRACBITS twice.
//
// Thus any map having its blockmap built by the engine would have its
// origin at (0,0) regardless of where the walls and monsters actually are,
// breaking all collision detection.
//
// Instead have P_CreateBlockMap create blockmaplump only, so that both
// clauses of the conditional in P_LoadBlockMap have the same effect, and
// bmap* are only initialised from blockmaplump[0..3] once in the latter.
//
blockmaplump[0] = xorg;
blockmaplump[1] = yorg;
blockmaplump[2] = ncols;
blockmaplump[3] = nrows;
// offsets to lists and block lists
for (int i = 0; i < NBlocks; i++)
{
linelist_t *bl = blocklists[i];
uint32_t offs = blockmaplump[4+i] = // set offset to block's list
(i? blockmaplump[4+i-1] : 4+NBlocks) + (i? blockcount[i-1] : 0);
// add the lines in each block's list to the blockmaplump
// delete each list node as we go
while (bl)
{
linelist_t *tmp = bl->next;
blockmaplump[offs++] = bl->num;
delete bl;
bl = tmp;
}
}
}
// jff 10/6/98
// End new code added to speed up calculation of internal blockmap
void P_SetSkipBlockStart()
{
skipblstart = true;
for (int y = 0; y < bmapheight; y++)
{
for (int x = 0; x < bmapwidth; x++)
{
int32_t* blockoffset = blockmaplump + y * bmapwidth + x + 4;
int32_t* list = blockmaplump + *blockoffset;
if (*list != 0)
{
skipblstart = false;
return;
}
}
}
}
//
// P_LoadBlockMap
//
// [RH] Changed this some
//
void P_LoadBlockMap (int lump)
{
int count;
if (Args.CheckParm("-blockmap") || (count = W_LumpLength(lump)/2) >= 0x10000 || count < 4)
P_CreateBlockMap();
else
{
short *wadblockmaplump = (short *)W_CacheLumpNum (lump, PU_LEVEL);
blockmaplump = (int *)Z_Malloc(sizeof(*blockmaplump) * count, PU_LEVEL, 0);
// killough 3/1/98: Expand wad blockmap into larger internal one,
// by treating all offsets except -1 as unsigned and zero-extending
// them. This potentially doubles the size of blockmaps allowed,
// because Doom originally considered the offsets as always signed.
blockmaplump[0] = LESHORT(wadblockmaplump[0]);
blockmaplump[1] = LESHORT(wadblockmaplump[1]);
blockmaplump[2] = static_cast<uint16_t>(LESHORT(wadblockmaplump[2]));
blockmaplump[3] = static_cast<uint16_t>(LESHORT(wadblockmaplump[3]));
for (int i = 4; i < count; i++)
{
const short t = LESHORT(wadblockmaplump[i]); // killough 3/1/98
blockmaplump[i] = t == -1 ? 0xffffffff : static_cast<uint16_t>(t);
}
Z_Free (wadblockmaplump);
}
bmaporgx = blockmaplump[0]<<FRACBITS;
bmaporgy = blockmaplump[1]<<FRACBITS;
bmapwidth = blockmaplump[2];
bmapheight = blockmaplump[3];
// clear out mobj chains
count = sizeof(*blocklinks) * bmapwidth*bmapheight;
blocklinks = (AActor **)Z_Malloc (count, PU_LEVEL, 0);
memset (blocklinks, 0, count);
blockmap = blockmaplump+4;
P_SetSkipBlockStart();
}
/*
* @brief P_GenerateUniqueMapFingerPrint
*
* Creates a unique map fingerprint used to identify a unique map.
* Based on a few key lumps that makes a map unique.
*
* @param maplumpnum - Lump offset number of the specified map
* If it is, use it as part of the map calculation.
*/
void P_GenerateUniqueMapFingerPrint(int maplumpnum)
{
unsigned int length = 0;
typedef std::vector<byte> LevelLumps;
LevelLumps levellumps;
const byte* thingbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_THINGS, PU_STATIC));
const byte* lindefbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_LINEDEFS, PU_STATIC));
const byte* sidedefbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_SIDEDEFS, PU_STATIC));
const byte* vertexbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_VERTEXES, PU_STATIC));
const byte* segsbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_SEGS, PU_STATIC));
const byte* ssectorsbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_SSECTORS, PU_STATIC));
const byte* sectorsbytes = static_cast<const byte*>(W_CacheLumpNum(maplumpnum+ML_SECTORS, PU_STATIC));
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_THINGS), *thingbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_LINEDEFS), *lindefbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_SIDEDEFS), *sidedefbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_VERTEXES), *vertexbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_SEGS), *segsbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_SSECTORS), *ssectorsbytes);
levellumps.insert(levellumps.end(), W_LumpLength(maplumpnum+ML_SECTORS), *sectorsbytes);
length = W_LumpLength(maplumpnum+ML_THINGS) + W_LumpLength(maplumpnum+ML_LINEDEFS) +
W_LumpLength(maplumpnum+ML_SIDEDEFS) + W_LumpLength(maplumpnum+ML_VERTEXES) +
W_LumpLength(maplumpnum + ML_SEGS) + W_LumpLength(maplumpnum + ML_SSECTORS) +
W_LumpLength(maplumpnum + ML_SECTORS);
fhfprint_t fingerprint = W_FarmHash128(levellumps.data(), length);
::level.level_fingerprint = fingerprint;
}
//
// P_GroupLines
// Builds sector line lists and subsector sector numbers.
// Finds block bounding boxes for sectors.
//
int P_GroupLines()
{
// look up sector number for each subsector
for (int i = 0; i < numsubsectors; i++)
{
if (subsectors[i].firstline >= (unsigned int)numsegs)
I_Error("subsector[{}].firstline exceeds numsegs ({})", i, numsegs);
subsectors[i].sector = segs[subsectors[i].firstline].sidedef->sector;
}
// count number of lines in each sector
int total = 0;
for (auto& line : R_GetLines())
{
total++;
if (!line.frontsector && line.backsector)
{
// swap front and backsectors if a one-sided linedef
// does not have a front sector
line.frontsector = line.backsector;
line.backsector = nullptr;
}
if (line.frontsector)
line.frontsector->linecount++;
if (line.backsector && line.backsector != line.frontsector)
{
line.backsector->linecount++;
total++;
}
}
// build line tables for each sector
line_t** linebuffer = (line_t **)Z_Malloc (total*sizeof(line_t *), PU_LEVEL, 0);
sector_t* sector = sectors;
DBoundingBox bbox;
for (int i = 0 ; i < numsectors ; i++, sector++)
{
bbox.ClearBox ();
sector->lines = linebuffer;
for (auto& line : R_GetLines())
{
if (line.frontsector == sector || line.backsector == sector)
{
*linebuffer++ = &line;
bbox.AddToBox (line.v1->x, line.v1->y);
bbox.AddToBox (line.v2->x, line.v2->y);
}
}
if (linebuffer - sector->lines != sector->linecount)
I_Error("P_GroupLines: miscounted");
// set the soundorg to the middle of the bounding box
sector->soundorg[0] = (bbox.Right()+bbox.Left())/2;
sector->soundorg[1] = (bbox.Top()+bbox.Bottom())/2;
// adjust bounding box to map blocks
int block = (bbox.Top()-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
block = block >= bmapheight ? bmapheight-1 : block;
sector->blockbox[BOXTOP]=block;
block = (bbox.Bottom()-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
block = block < 0 ? 0 : block;
sector->blockbox[BOXBOTTOM]=block;
block = (bbox.Right()-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
block = block >= bmapwidth ? bmapwidth-1 : block;
sector->blockbox[BOXRIGHT]=block;
block = (bbox.Left()-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
block = block < 0 ? 0 : block;
sector->blockbox[BOXLEFT]=block;
}
return total;
}
//
// P_RemoveSlimeTrails()
//
// killough 10/98
//
// Slime trails are inherent to Doom's coordinate system -- i.e. there is
// nothing that a node builder can do to prevent slime trails ALL of the time,
// because it's a product of the integer coodinate system, and just because
// two lines pass through exact integer coordinates, doesn't necessarily mean
// that they will intersect at integer coordinates. Thus we must allow for
// fractional coordinates if we are to be able to split segs with node lines,
// as a node builder must do when creating a BSP tree.
//
// A wad file does not allow fractional coordinates, so node builders are out
// of luck except that they can try to limit the number of splits (they might
// also be able to detect the degree of roundoff error and try to avoid splits
// with a high degree of roundoff error). But we can use fractional coordinates
// here, inside the engine. It's like the difference between square inches and
// square miles, in terms of granularity.
//
// For each vertex of every seg, check to see whether it's also a vertex of
// the linedef associated with the seg (i.e, it's an endpoint). If it's not
// an endpoint, and it wasn't already moved, move the vertex towards the
// linedef by projecting it using the law of cosines. Formula:
//
// 2 2 2 2
// dx x0 + dy x1 + dx dy (y0 - y1) dy y0 + dx y1 + dx dy (x0 - x1)
// {---------------------------------, ---------------------------------}
// 2 2 2 2
// dx + dy dx + dy
//
// (x0,y0) is the vertex being moved, and (x1,y1)-(x1+dx,y1+dy) is the
// reference linedef.
//
// Segs corresponding to orthogonal linedefs (exactly vertical or horizontal
// linedefs), which comprise at least half of all linedefs in most wads, don't
// need to be considered, because they almost never contribute to slime trails
// (because then any roundoff error is parallel to the linedef, which doesn't
// cause slime). Skipping simple orthogonal lines lets the code finish quicker.
//
// Please note: This section of code is not interchangable with TeamTNT's
// code which attempts to fix the same problem.
//
// Firelines (TM) is a Rezistered Trademark of MBF Productions
//
void P_RemoveSlimeTrails()
{
byte* hit = (byte *)Z_Malloc(numvertexes, PU_LEVEL, 0);
memset(hit, 0, numvertexes * sizeof(byte));
for (int i = 0; i < numsegs; i++)
{
const line_t *l = segs[i].linedef; // The parent linedef
// We can ignore orthogonal lines
if (l->slopetype != ST_VERTICAL && l->slopetype != ST_HORIZONTAL)
{
vertex_t *v = segs[i].v1;
do
{
if (!hit[v - vertexes]) // If we haven't processed vertex
{
hit[v - vertexes] = 1; // Mark this vertex as processed
if (v != l->v1 && v != l->v2) // Exclude endpoints of linedefs
{
// Project the vertex back onto the parent linedef
const int64_t dx2 = (l->dx >> FRACBITS) * (l->dx >> FRACBITS);
const int64_t dy2 = (l->dy >> FRACBITS) * (l->dy >> FRACBITS);
const int64_t dxy = (l->dx >> FRACBITS) * (l->dy >> FRACBITS);
const int64_t s = dx2 + dy2;
const fixed_t x0 = v->x, y0 = v->y, x1 = l->v1->x, y1 = l->v1->y;
v->x = (fixed_t)((dx2 * x0 + dy2 * x1 + dxy * (y0 - y1)) / s);
v->y = (fixed_t)((dy2 * y0 + dx2 * y1 + dxy * (x0 - x1)) / s);
}
} // Obsfucated C contest entry: :)
} while ((v != segs[i].v2) && (v = segs[i].v2));
}
}
Z_Free(hit);
}
//
// [RH] P_LoadBehavior
//
void P_LoadBehavior (int lumpnum)
{
byte *behavior = (byte *)W_CacheLumpNum (lumpnum, PU_LEVEL);
level.behavior = std::make_unique<FBehavior>(behavior, lumpinfo[lumpnum].size);
if (!level.behavior->IsGood ())
{
level.behavior.reset();
}
}
// Hash the sector tags across the sectors and linedefs.
void P_InitTagLists(void)
{
for (int i = numsectors; --i >= 0; ) // Initially make all slots empty.
sectors[i].firsttag = -1;
for (int i = numsectors; --i >= 0; ) // Proceed from last to first sector
{ // so that lower sectors appear first
int j = (unsigned)sectors[i].tag % (unsigned)numsectors; // Hash func
sectors[i].nexttag = sectors[j].firsttag; // Prepend sector to chain
sectors[j].firsttag = i;
}
// killough 4/17/98: same thing, only for linedefs
for (int i = numlines; --i >= 0; ) // Initially make all slots empty.
lines[i].firstid = -1;
for (int i = numlines; --i >= 0; ) // Proceed from last to first linedef
{ // so that lower linedefs appear first
int j = (unsigned)lines[i].id % (unsigned)numlines; // Hash func
lines[i].nextid = lines[j].firstid; // Prepend linedef to chain
lines[j].firstid = i;
}
}
void P_SetupLevelFloorPlane(sector_t *sector)
{
if (!sector)
return;
sector->floorplane.a = sector->floorplane.b = 0;
sector->floorplane.c = sector->floorplane.invc = FRACUNIT;
sector->floorplane.d = -sector->floorheight;
sector->floorplane.texx = sector->floorplane.texy = 0;
sector->floorplane.sector = sector;
}
void P_SetupLevelCeilingPlane(sector_t *sector)
{
if (!sector)
return;
sector->ceilingplane.a = sector->ceilingplane.b = 0;
sector->ceilingplane.c = sector->ceilingplane.invc = -FRACUNIT;
sector->ceilingplane.d = sector->ceilingheight;
sector->ceilingplane.texx = sector->ceilingplane.texy = 0;
sector->ceilingplane.sector = sector;
}
//
// P_SetupPlane()
//
// Takes a line with the special property Plane_Align and its facing sector
// and calculates the planar equation for the slope formed by the floor or
// ceiling of this sector. The equation coefficients are stored in a plane_t
// structure and saved either to the sector's ceilingplan or floorplane.
//
void P_SetupPlane(sector_t* sec, line_t* line, bool floor)
{
if (!sec || !line || !line->backsector)
return;
// Find the vertex comprising the sector that is farthest from the
// slope's reference line
int bestdist = 0;
line_t** probe = sec->lines;
vertex_t *refvert = (*sec->lines)->v1;
for (int i = sec->linecount*2; i > 0; i--)
{
vertex_t *vert;
// Do calculations with only the upper bits, because the lower ones
// are all zero, and we would overflow for a lot of distances if we
// kept them around.
if (i & 1)
vert = (*probe++)->v2;
else
vert = (*probe)->v1;
const int dist = abs (((line->v1->y - vert->y) >> FRACBITS) * (line->dx >> FRACBITS) -
((line->v1->x - vert->x) >> FRACBITS) * (line->dy >> FRACBITS));
if (dist > bestdist)
{
bestdist = dist;
refvert = vert;
}
}
const sector_t* refsec = line->frontsector == sec ? line->backsector : line->frontsector;
plane_t* srcplane = floor ? &sec->floorplane : &sec->ceilingplane;
const fixed_t srcheight = floor ? sec->floorheight : sec->ceilingheight;
const fixed_t destheight = floor ? refsec->floorheight : refsec->ceilingheight;
v3float_t p, v1, v2, cross;
M_SetVec3f(&p, line->v1->x, line->v1->y, destheight);
M_SetVec3f(&v1, line->dx, line->dy, 0);
M_SetVec3f(&v2, refvert->x - line->v1->x, refvert->y - line->v1->y, srcheight - destheight);
M_CrossProductVec3f(&cross, &v1, &v2);
M_NormalizeVec3f(&cross, &cross);
// Fix backward normals
if ((cross.z < 0 && floor == true) || (cross.z > 0 && floor == false))
{
cross.x = -cross.x;
cross.y = -cross.y;
cross.z = -cross.z;
}
srcplane->a = FLOAT2FIXED(cross.x);
srcplane->b = FLOAT2FIXED(cross.y);
srcplane->c = FLOAT2FIXED(cross.z);
srcplane->invc = FLOAT2FIXED(1.f/cross.z);
srcplane->d = -FixedMul(srcplane->a, line->v1->x) - FixedMul(srcplane->b, line->v1->y) - FixedMul(srcplane->c, destheight);
srcplane->texx = refvert->x;
srcplane->texy = refvert->y;
}
void P_SetupSlopes()
{
for (line_t& line : R_GetLines())
{
if ((map_format.getZDoom() && line.special == Plane_Align) ||
(line.special >= 340 && line.special <= 347))
{
line.special = 0;
line.id = line.args[2];
// Floor plane?
int align_side = line.args[0] & 3;
if (align_side == 1)
P_SetupPlane(line.frontsector, &line, true);
else if (align_side == 2)
P_SetupPlane(line.backsector, &line, true);
// Ceiling plane?
align_side = line.args[1] & 3;
if (align_side == 0)
align_side = (line.args[0] >> 2) & 3;
if (align_side == 1)
P_SetupPlane(line.frontsector, &line, false);
else if (align_side == 2)
P_SetupPlane(line.backsector, &line, false);
}
}
}
void P_LoadReject(int lumpnum, int totallines)
{
// [SL] 2011-07-01 - Check to see if the reject table is of the proper size
// If it's empty, the reject table should be ignored when
// calling P_CheckSight
// [EB] and if exists, but is too small, pad it with 0s until its the right size
const auto lumpsize = W_LumpLength(lumpnum);
const uint32_t correctsize = (numsectors * numsectors + 7) / 8;
// TODO: if we end up using reject to optimize netcodea and it makes a significant difference,
// build reject lumps when its completely empty
if (!demoplayback && lumpsize == 0)
{
DPrintFmt("Reject matrix is empty and will be ignored.\n");
rejectempty = true;
}
else if (lumpsize < correctsize)
{
DPrintFmt("Reject matrix is not valid. It will be padded to the correct size.\n");
rejectmatrix = static_cast<byte*>(Z_Malloc(correctsize, PU_LEVEL, nullptr));
W_ReadLump(lumpnum, rejectmatrix);
memset(rejectmatrix + lumpsize, 0, correctsize - lumpsize);
// vanilla doom just reads pass the edge of the reject table if its too small
// so we replace the start of the padding with what would likely have been in memory
// when playing on MS-DOS
if (demoplayback) {
uint32_t rejectpad[4] =
{
0, // Size
0, // Part of z_zone block header
50, // PU_LEVEL
0x1d4a11 // DOOM_CONST_ZONEID
};
rejectpad[0] = ((totallines * 4 + 3) & ~3) + 24;
byte* dest = rejectmatrix + lumpsize;
for (uint32_t i = 0; i < (correctsize - lumpsize) && i < sizeof(rejectpad); i++)
{
uint32_t byte_num = i % 4;
*dest = (rejectpad[i / 4] >> (byte_num * 8)) & 0xff;
dest++;
}
}
}
else
{
rejectmatrix = static_cast<byte*>(W_CacheLumpNum(lumpnum, PU_LEVEL));
}
}
void P_ValidateMap(const int lumpnum)
{
// TODO: this will need to be updated for UDMF and/or an internal nodebuilder
// UDMF has a different set of lumps, and a nodebuilder could create some of the missing lumps
auto checkMapLump = [lumpnum](int offset, const char* name) {
if (!W_CheckLumpName(lumpnum + offset, name))
I_Error("{} lump is missing for map {}\n", name, level.mapname);
};
checkMapLump(ML_THINGS, "THINGS" );
checkMapLump(ML_LINEDEFS, "LINEDEFS");
checkMapLump(ML_SIDEDEFS, "SIDEDEFS");
checkMapLump(ML_VERTEXES, "VERTEXES");
checkMapLump(ML_SEGS, "SEGS" );
checkMapLump(ML_SSECTORS, "SSECTORS");
checkMapLump(ML_NODES, "NODES" );
checkMapLump(ML_SECTORS, "SECTORS" );
checkMapLump(ML_REJECT, "REJECT" );
checkMapLump(ML_BLOCKMAP, "BLOCKMAP");
}
} // namespace
//
// P_SetupLevel
//
extern polyblock_t **PolyBlockMap;
// [RH] position indicates the start spot to spawn at
void P_SetupLevel (const char *lumpname, int position)
{
level.total_monsters = level.respawned_monsters = level.total_items = level.total_secrets =
level.killed_monsters = level.found_items = level.found_secrets =
wminfo.maxfrags = 0;
level.level_fingerprint.clear();
wminfo.partime = 180;
if (!savegamerestore)
{
for (auto& player : players)
{
player.killcount = player.secretcount = player.itemcount = 0;
}
}
// To use the correct nodes for
// Initial height of PointOfView will be set by player think.
consoleplayer().viewz = 1;
// Make sure all sounds are stopped before Z_FreeTags.
S_Start ();
S_ClearMusInfo();
// [RH] Clear all ThingID hash chains.
AActor::ClearTIDHashes ();
// [RH] clear out the mid-screen message
C_MidPrint (NULL);
PolyBlockMap = NULL;
// [AM] So shootthing isn't a wild pointer on map swtich.
shootthing = NULL;
DThinker::DestroyAllThinkers ();
Z_FreeTags (PU_LEVEL, PU_LEVELMAX);
g_ValidLevel = false; // [AM] False until the level is loaded.
NormalLight.next = NULL; // [RH] Z_FreeTags frees all the custom colormaps
// [AM] Every new level starts with fresh netids.
P_ClearAllNetIds();
P_ClearHelpers();
// UNUSED W_Profile ();
// find map num
const int lumpnum = W_GetNumForName (lumpname);
// [RH] Check if this map is Hexen-style.
// LINEDEFS and THINGS need to be handled accordingly.
// If it is, we also need to distinguish between projectile cross and hit
HasBehavior = W_CheckLumpName (lumpnum+ML_BEHAVIOR, "BEHAVIOR");
//oldshootactivation = !HasBehavior;
// note: most of this ordering is important
// [RH] Load in the BEHAVIOR lump
if (level.behavior != NULL)
{
level.behavior.reset();
}
// [Blair] Create map fingerprint
P_GenerateUniqueMapFingerPrint(lumpnum);
// [EB] check that all lumps are present and in the correct order
// so we can give useful error messages
P_ValidateMap(lumpnum);
if (HasBehavior)
{
P_LoadBehavior (lumpnum+ML_BEHAVIOR);
map_format.P_ApplyZDoomMapFormat();
}
else
{
map_format.P_ApplyDefaultMapFormat();
}
level.time = 0;
P_LoadVertexes (lumpnum+ML_VERTEXES);
P_LoadSectors (lumpnum+ML_SECTORS);
P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
if (!HasBehavior)
P_LoadLineDefs (lumpnum+ML_LINEDEFS);
else
P_LoadLineDefs2 (lumpnum+ML_LINEDEFS); // [RH] Load Hexen-style linedefs
P_LoadSideDefs2 (lumpnum+ML_SIDEDEFS);
P_FinishLoadingLineDefs ();
P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
const nodetype_t nodetype = W_LumpLength(lumpnum+ML_NODES) > 0 ?
P_CheckNodeType(lumpnum+ML_NODES) :
P_CheckNodeType(lumpnum+ML_SSECTORS);
switch (nodetype) {
case nodetype_t::XNOD:
case nodetype_t::ZNOD:
P_LoadExtendedNodes(lumpnum+ML_NODES, nodetype);
break;
case nodetype_t::XGLN:
case nodetype_t::ZGLN:
case nodetype_t::XGL2:
case nodetype_t::ZGL2:
case nodetype_t::XGL3:
case nodetype_t::ZGL3:
P_LoadExtendedNodes(lumpnum+ML_SSECTORS, nodetype);
break;
case nodetype_t::DEEP:
P_LoadSubsectors<mapsubsector_deepbsp_t>(lumpnum+ML_SSECTORS);
P_LoadNodes<mapnode_deepbsp_t>(lumpnum+ML_NODES);
P_LoadSegs<mapseg_deepbsp_t>(lumpnum+ML_SEGS);
break;
default:
P_LoadSubsectors<mapsubsector_t>(lumpnum+ML_SSECTORS);
P_LoadNodes<mapnode_t>(lumpnum+ML_NODES);
P_LoadSegs<mapseg_t>(lumpnum+ML_SEGS);
}
P_LoadReject(lumpnum + ML_REJECT, P_GroupLines());
// [SL] don't move seg vertices if compatibility is cruical
if (!demoplayback)
P_RemoveSlimeTrails();
P_SetupSlopes();
po_NumPolyobjs = 0;
P_InitTagLists(); // killough 1/30/98: Create xref tables for tags
P_ClearSkyPickers();
P_ClearStackLinks();
if (!HasBehavior)
P_LoadThings (lumpnum+ML_THINGS);
else
P_LoadThings2 (lumpnum+ML_THINGS, position); // [RH] Load Hexen-style things
// Sky pickers and stacked-sector pairs can only be resolved once every
// SkyViewpoint / stack point has spawned.
P_ResolveSkyPickers();
P_ResolveStackLinks();
if (!HasBehavior)
P_TranslateTeleportThings(); // [RH] Assign teleport destination TIDs
PO_Init ();
if (serverside)
{
for (auto& player : players)
{
SV_PreservePlayer(player);
if (player.ingame())
{
// if deathmatch, randomly spawn the active players
// denis - this function checks for deathmatch internally
G_DeathMatchSpawnPlayer(player);
}
}
}
// clear special respawning queue
itemrespawnque = {};
// killough 3/26/98: Spawn icon landings:
P_SpawnBrainTargets();
// set up world state
P_SetupWorldState();
P_SetupHelpers();
// build subsector connect matrix
// UNUSED P_ConnectSubsectors ();
#ifdef CLIENT_APP
// preload graphics
if (precache)
R_PrecacheLevel ();
#endif
// [AM] Level is now safely loaded.
g_ValidLevel = true;
}
// c++11 semantics moves vector on return
static std::vector<spriteinfo_t*> P_GetSpriteInfos ()
{
std::vector<spriteinfo_t*> infos;
for(auto it = sprnames.begin();it != sprnames.end();++it)
{
spriteinfo_t* spriteinfo = (spriteinfo_t*) Z_Malloc(sizeof(spriteinfo_t), PU_STATIC, nullptr);
spriteinfo->sprite = Z_StrDup(it->second.data(), PU_STATIC);
spriteinfo->spritenum = it->first;
infos.push_back(spriteinfo);
}
std::sort(infos.begin(), infos.end(), [](spriteinfo_t* lhs, spriteinfo_t* rhs) {
return lhs->spritenum < rhs->spritenum;
});
return infos;
}
//
// P_Init
//
void P_Init (void)
{
P_InitSwitchList ();
P_InitPicAnims ();
// code below ASSUMES the sprites are in-order rather than passing an order down-ward
std::vector<spriteinfo_t*> infos = P_GetSpriteInfos ();
R_InitSprites(infos);
InitTeamInfo();
P_InitHorde();
}
//
// P_SetTransferHeightBlends
//
// Reads the texture name from the mapsidedef for the given side. If the
// texture name matches the name of a valid Boom colormap lump, the
// sidedef's texture value is cleared and the colormap's blend color
// value is used for the appropriate sector blend. If the texture name
// is an ARGB value in hexadecimal, that value is used for the appropriate
// sector blend.
//
void P_SetTransferHeightBlends(side_t* sd, const mapsidedef_t* msd)
{
sector_t* sec = &sectors[LESHORT(msd->sector)];
// for each of the texture tiers (bottom, middle, and top)
for (int i = 0; i < 3; i++)
{
short* texture_num;
argb_t* blend_color;
const char* texture_name;
if (i == 0) // bottom textures
{
texture_num = &sd->bottomtexture;
blend_color = &sec->bottommap;
texture_name = msd->bottomtexture;
}
else if (i == 1) // mid textures
{
texture_num = &sd->midtexture;
blend_color = &sec->midmap;
texture_name = msd->midtexture;
}
else // top textures
{
texture_num = &sd->toptexture;
blend_color = &sec->topmap;
texture_name = msd->toptexture;
}
*blend_color = argb_t(0, 255, 255, 255);
*texture_num = 0;
int colormap_index = R_ColormapNumForName(texture_name);
if (colormap_index != 0)
{
*blend_color = R_BlendForColormap(colormap_index);
}
else
{
*texture_num = R_CheckTextureNumForName(texture_name);
if (*texture_num == -1)
{
*texture_num = 0;
if (strnicmp(texture_name, "WATERMAP", 8) == 0)
*blend_color = argb_t(0x80, 0, 0x4F, 0xA5);
else
*blend_color = P_GetColorFromTextureName(texture_name);
}
}
}
}
//
void SetTextureNoErr (short *texture, unsigned int *color, char *name)
{
if ((*texture = R_CheckTextureNumForName (name)) == -1) {
char name2[9];
char *stop;
strncpy (name2, name, 8);
name2[8] = 0;
*color = strtoul (name2, &stop, 16);
*texture = 0;
}
}
CVAR_FUNC_IMPL(sv_intermissionlimit)
{
if (G_IsCoopGame() && var < 10) {
var.Set(10.0); // Force to 10 seconds minimum
} else if (var < 1) {
var.RestoreDefault();
}
level.inttimeleft = var;
}
VERSION_CONTROL (p_setup_cpp, "$Id$")