#include "d_mode.h" #include "doomdata.h" #include "doomstat.h" #include "i_swap.h" #include "m_bbox.h" #include "r_defs.h" #include "p_local.h" #include "ipu_malloc.h" #include "ipu_transfer.h" #include "print.h" __SUPER__ void P_SpawnMapThing(mapthing_t *mthing); // // 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; static int totallines; // 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 short *blockmap; // int for larger maps // offsets in blockmap are from here short *blockmaplump; // origin of block map fixed_t bmaporgx; fixed_t bmaporgy; // for thing chains mobj_t **blocklinks; // 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; // Maintain single and multi player starting spots. #define MAX_DEATHMATCH_STARTS 10 mapthing_t deathmatchstarts[MAX_DEATHMATCH_STARTS]; mapthing_t *deathmatch_p; mapthing_t playerstarts[MAXPLAYERS]; // // P_LoadVertexes // __SUPER__ void P_LoadVertexes(const unsigned char *buf) { byte *data; int i; mapvertex_t *ml; vertex_t *li; // Determine number of lumps: // total lump length / vertex record length. int lumplen = ((int*)buf)[0]; numvertexes = lumplen / sizeof(mapvertex_t); // Allocate zone memory for buffer. vertexes = IPU_malloc(numvertexes * sizeof(vertex_t), IPUMALLOC_LEVEL, "P_LoadVertexes"); // Load data into cache. // JOSEF: data = W_CacheLumpNum(lump, PU_STATIC); ml = (mapvertex_t *)(&buf[sizeof(int)]); li = vertexes; // Copy and convert vertex coordinates, // internal representation as fixed. for (i = 0; i < numvertexes; i++, li++, ml++) { li->x = ml->x << FRACBITS; li->y = ml->y << FRACBITS; } } /* JOSEF: Don't think we need this? // // GetSectorAtNullAddress // sector_t *GetSectorAtNullAddress(void) { static boolean null_sector_is_initialized = false; static sector_t null_sector; if (!null_sector_is_initialized) { memset(&null_sector, 0, sizeof(null_sector)); I_GetMemoryValue(0, &null_sector.floorheight, 4); I_GetMemoryValue(4, &null_sector.ceilingheight, 4); null_sector_is_initialized = true; } return &null_sector; } */ // // P_LoadSegs // __SUPER__ void P_LoadSegs(const unsigned char *buf) { byte *data; int i; mapseg_t *ml; seg_t *li; line_t *ldef; int linedef; int side; int sidenum; int lumplen = ((int*)buf)[0]; numsegs = lumplen / sizeof(mapseg_t); segs = IPU_malloc(numsegs * sizeof(seg_t), IPUMALLOC_LEVEL, "P_LoadSegs"); memset(segs, 0, numsegs * sizeof(seg_t)); ml = (mapseg_t *)(&buf[sizeof(int)]); li = segs; for (i = 0; i < numsegs; i++, li++, ml++) { li->v1 = &vertexes[SHORT(ml->v1)]; li->v2 = &vertexes[SHORT(ml->v2)]; li->angle = (SHORT(ml->angle)) << FRACBITS; li->offset = (SHORT(ml->offset)) << FRACBITS; linedef = SHORT(ml->linedef); ldef = &lines[linedef]; li->linedef = ldef; side = SHORT(ml->side); // e6y: check for wrong indexes if ((unsigned)ldef->sidenum[side] >= (unsigned)numsides) { // I_Error("P_LoadSegs: linedef %d for seg %d references a non-existent " // "sidedef %d", // linedef, i, (unsigned)ldef->sidenum[side]); printf("ERROR: P_LoadSegs: linedef %d for seg %d references a non-existent " "sidedef %d\n", linedef, i, (unsigned)ldef->sidenum[side]); } li->sidedef = &sides[ldef->sidenum[side]]; li->frontsector = sides[ldef->sidenum[side]].sector; if (ldef->flags & ML_TWOSIDED) { sidenum = ldef->sidenum[side ^ 1]; // If the sidenum is out of range, this may be a "glass hack" // impassible window. Point at side #0 (this may not be // the correct Vanilla behavior; however, it seems to work for // OTTAWAU.WAD, which is the one place I've seen this trick // used). if (sidenum < 0 || sidenum >= numsides) { // li->backsector = GetSectorAtNullAddress(); // JOSEF: Don't support this? printf("ERROR: GLASS HACK UNSUPPORTED\n"); // JOSEF } else { li->backsector = sides[sidenum].sector; } } else { li->backsector = 0; } } } // // P_LoadSectors // __SUPER__ void P_LoadSectors(const unsigned char *buf) { byte *data; int i; mapsector_t *ms; sector_t *ss; int lumplen = ((int*)buf)[0]; numsectors = lumplen / sizeof(mapsector_t); sectors = IPU_malloc(numsectors * sizeof(sector_t), IPUMALLOC_LEVEL, "P_LoadSectors"); memset(sectors, 0, numsectors * sizeof(sector_t)); ms = (mapsector_t *)(&buf[sizeof(int)]); ss = sectors; for (i = 0; i < numsectors; i++, ss++, ms++) { ss->floorheight = SHORT(ms->floorheight) << FRACBITS; ss->ceilingheight = SHORT(ms->ceilingheight) << FRACBITS; // ss->floorpic = R_FlatNumForName(ms->floorpic); // JOSEF: Now don in P_LoadSectorPics // ss->ceilingpic = R_FlatNumForName(ms->ceilingpic); // JOSEF: Now don in P_LoadSectorPics ss->lightlevel = SHORT(ms->lightlevel); ss->special = SHORT(ms->special); ss->tag = SHORT(ms->tag); ss->thinglist = NULL; } } // Added by JOSEF // P_LoadSectorPics // __SUPER__ void P_LoadSectorPics(const unsigned char *buf) { const short* data = (const short*) buf; sector_t *ss = sectors; for (int i = 0; i < numsectors; i++, ss++) { ss->floorpic = data[2 * i]; ss->ceilingpic = data[2 * i + 1]; } } // // P_LoadNodes // __SUPER__ __attribute__((optnone)) // Workaround for https://graphcore.atlassian.net/browse/LLVM-330 void P_LoadNodes(const unsigned char *buf) { int i; int j; int k; mapnode_t *mn; node_t *no; int lumplen = ((int*)buf)[0]; numnodes = lumplen / sizeof(mapnode_t); nodes = IPU_malloc(numnodes * sizeof(node_t), IPUMALLOC_LEVEL, "P_LoadNodes"); memset(nodes, 0, numnodes * sizeof(node_t)); mn = (mapnode_t *)(&buf[sizeof(int)]); no = nodes; for (i = 0; i < numnodes; i++, no++, mn++) { no->x = SHORT(mn->x) << FRACBITS; no->y = SHORT(mn->y) << FRACBITS; no->dx = SHORT(mn->dx) << FRACBITS; no->dy = SHORT(mn->dy) << FRACBITS; for (j = 0; j < 2; j++) { no->children[j] = SHORT(mn->children[j]); for (k = 0; k < 4; k++) { no->bbox[j][k] = SHORT(mn->bbox[j][k]) << FRACBITS; } } } } // // P_LoadThings // __SUPER__ void P_LoadThings(const unsigned char *buf) { byte *data; int i; mapthing_t *mt; mapthing_t spawnthing; int numthings; boolean spawn; int lumplen = ((int*)buf)[0]; numthings = lumplen / sizeof(mapthing_t); mt = (mapthing_t *)(&buf[sizeof(int)]); for (i = 0; i < numthings; i++, mt++) { spawn = true; // Do not spawn cool, new monsters if !commercial if (gamemode != commercial) { switch (SHORT(mt->type)) { case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS spawn = false; break; } } if (spawn == false) break; // Do spawn all other stuff. spawnthing.x = SHORT(mt->x); spawnthing.y = SHORT(mt->y); spawnthing.angle = SHORT(mt->angle); spawnthing.type = SHORT(mt->type); spawnthing.options = SHORT(mt->options); P_SpawnMapThing(&spawnthing); // TODO } } // // P_LoadSideDefs // __SUPER__ void P_LoadSideDefs(const unsigned char *buf) { byte *data; int i; mapsidedef_t *msd; side_t *sd; int lumplen = ((int*)buf)[0]; numsides = lumplen / sizeof(mapsidedef_t); sides = IPU_malloc(numsides * sizeof(side_t), IPUMALLOC_LEVEL, "P_LoadSideDefs"); memset(sides, 0, numsides * sizeof(side_t)); msd = (mapsidedef_t *)(&buf[sizeof(int)]); sd = sides; for (i = 0; i < numsides; i++, msd++, sd++) { sd->textureoffset = SHORT(msd->textureoffset) << FRACBITS; sd->rowoffset = SHORT(msd->rowoffset) << FRACBITS; sd->toptexture = R_TextureNumForName(msd->toptexture); sd->bottomtexture = R_TextureNumForName(msd->bottomtexture); sd->midtexture = R_TextureNumForName(msd->midtexture); sd->sector = §ors[SHORT(msd->sector)]; } } // // P_LoadLineDefs // Also counts secret lines for intermissions. // __SUPER__ void P_LoadLineDefs(const unsigned char *buf) { byte *data; int i; maplinedef_t *mld; line_t *ld; vertex_t *v1; vertex_t *v2; int lumplen = ((int*)buf)[0]; numlines = lumplen / sizeof(maplinedef_t); lines = IPU_malloc(numlines * sizeof(line_t), IPUMALLOC_LEVEL, "P_LoadLineDefs"); memset(lines, 0, numlines * sizeof(line_t)); mld = (maplinedef_t *)(&buf[sizeof(int)]); ld = lines; for (i = 0; i < numlines; i++, mld++, ld++) { ld->flags = (mld->flags); ld->special = (mld->special); ld->tag = (mld->tag); v1 = ld->v1 = &vertexes[(mld->v1)]; v2 = ld->v2 = &vertexes[(mld->v2)]; ld->dx = v2->x - v1->x; ld->dy = v2->y - v1->y; if (!ld->dx) ld->slopetype = ST_VERTICAL; else if (!ld->dy) ld->slopetype = ST_HORIZONTAL; else { if (FixedDiv(ld->dy, ld->dx) > 0) ld->slopetype = ST_POSITIVE; else ld->slopetype = 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; } ld->sidenum[0] = SHORT(mld->sidenum[0]); ld->sidenum[1] = SHORT(mld->sidenum[1]); if (ld->sidenum[0] != -1) ld->frontsector = sides[ld->sidenum[0]].sector; else ld->frontsector = 0; if (ld->sidenum[1] != -1) ld->backsector = sides[ld->sidenum[1]].sector; else ld->backsector = 0; } } // // P_LoadSubsectors // __SUPER__ void P_LoadSubsectors(const unsigned char *buf) { byte *data; int i; mapsubsector_t *ms; subsector_t *ss; int lumplen = ((int*)buf)[0]; numsubsectors = lumplen / sizeof(mapsubsector_t); subsectors = IPU_malloc(numsubsectors * sizeof(subsector_t), IPUMALLOC_LEVEL, "P_LoadSubsectors"); ms = (mapsubsector_t *)(&buf[sizeof(int)]); memset(subsectors, 0, numsubsectors * sizeof(subsector_t)); ss = subsectors; for (i = 0; i < numsubsectors; i++, ss++, ms++) { ss->numlines = SHORT(ms->numsegs); ss->firstline = SHORT(ms->firstseg); } } // // P_SetupLevel // __SUPER__ void P_SetupLevel_pt0(const unsigned char unused) { int i; /* LATER totalkills = totalitems = totalsecret = wminfo.maxfrags = 0; wminfo.partime = 180; for (i = 0; i < MAXPLAYERS; i++) { players[i].killcount = players[i].secretcount = players[i].itemcount = 0; } // Initial height of PointOfView // will be set by player think. players[consoleplayer].viewz = 1; // Make sure all sounds are stopped before Z_FreeTags. S_Start(); */ // JOSEF, replaced; Z_FreeTags(PU_LEVEL, PU_PURGELEVEL - 1); IPU_free(IPUMALLOC_LEVEL); /* LATER // UNUSED W_Profile (); P_InitThinkers(); // if working with a devlopment map, reload it // W_Reload(); // JOSEF: disabled // find map name lumpname[0] = 'E'; lumpname[1] = '0' + gameepisode; lumpname[2] = 'M'; lumpname[3] = '0' + gamemap; lumpname[4] = '\0'; lumpnum = W_GetNumForName(lumpname); */ leveltime = 0; return; // note: most of this ordering is important /* LATER P_LoadBlockMap(lumpnum + ML_BLOCKMAP); P_LoadVertexes(lumpnum + ML_VERTEXES); P_LoadSectors(lumpnum + ML_SECTORS); P_LoadSideDefs(lumpnum + ML_SIDEDEFS); P_LoadLineDefs(lumpnum + ML_LINEDEFS); P_LoadSubsectors(lumpnum + ML_SSECTORS); P_LoadNodes(lumpnum + ML_NODES); P_LoadSegs(lumpnum + ML_SEGS); */ /* LATER P_GroupLines(); P_LoadReject(lumpnum + ML_REJECT); bodyqueslot = 0; deathmatch_p = deathmatchstarts; P_LoadThings(lumpnum + ML_THINGS); // if deathmatch, randomly spawn the active players if (deathmatch) { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) { players[i].mo = NULL; G_DeathMatchSpawnPlayer(i); } } // clear special respawning que iquehead = iquetail = 0; // set up world state P_SpawnSpecials(); // build subsector connect matrix // UNUSED P_ConnectSubsectors (); // preload graphics if (precache) R_PrecacheLevel(); */ } // // P_LoadBlockMap // __SUPER__ void P_LoadBlockMap(const unsigned char *buf) { int i; int count; int lumplen; lumplen = ((int*)buf)[0]; blockmaplump = IPU_malloc(lumplen, IPUMALLOC_LEVEL, "P_LoadBlockMap"); memcpy(blockmaplump, &buf[4], lumplen); blockmap = blockmaplump + 4; // Swap all short integers to native byte ordering. // JOSEF: assume endianness of SHORT is fine // Read the header bmaporgx = blockmaplump[0] << FRACBITS; bmaporgy = blockmaplump[1] << FRACBITS; bmapwidth = blockmaplump[2]; bmapheight = blockmaplump[3]; // Clear out mobj chains count = sizeof(*blocklinks) * bmapwidth * bmapheight; blocklinks = IPU_malloc(count, IPUMALLOC_LEVEL, "P_LoadBlockMap"); memset(blocklinks, 0, count); } // // P_GroupLines // Builds sector line lists and subsector sector numbers. // Finds block bounding boxes for sectors. // __SUPER__ void P_GroupLines(const unsigned char *buf) { (void) buf; line_t **linebuffer; int i; int j; line_t *li; sector_t *sector; subsector_t *ss; seg_t *seg; fixed_t bbox[4]; int block; // look up sector number for each subsector ss = subsectors; for (i = 0; i < numsubsectors; i++, ss++) { seg = &segs[ss->firstline]; ss->sector = seg->sidedef->sector; } // count number of lines in each sector li = lines; totallines = 0; for (i = 0; i < numlines; i++, li++) { totallines++; li->frontsector->linecount++; if (li->backsector && li->backsector != li->frontsector) { li->backsector->linecount++; totallines++; } } // build line tables for each sector // linebuffer = Z_Malloc(totallines * sizeof(line_t *), PU_LEVEL, 0); linebuffer = IPU_malloc(totallines * sizeof(line_t *), IPUMALLOC_LEVEL, "P_GroupLines"); for (i = 0; i < numsectors; ++i) { // Assign the line buffer for this sector sectors[i].lines = linebuffer; linebuffer += sectors[i].linecount; // Reset linecount to zero so in the next stage we can count // lines into the list. sectors[i].linecount = 0; } // Assign lines to sectors for (i = 0; i < numlines; ++i) { li = &lines[i]; if (li->frontsector != NULL) { sector = li->frontsector; sector->lines[sector->linecount] = li; ++sector->linecount; } if (li->backsector != NULL && li->frontsector != li->backsector) { sector = li->backsector; sector->lines[sector->linecount] = li; ++sector->linecount; } } // Generate bounding boxes for sectors sector = sectors; for (i = 0; i < numsectors; i++, sector++) { M_ClearBox(bbox); for (j = 0; j < sector->linecount; j++) { li = sector->lines[j]; M_AddToBox(bbox, li->v1->x, li->v1->y); M_AddToBox(bbox, li->v2->x, li->v2->y); } // set the degenmobj_t to the middle of the bounding box sector->soundorg.x = (bbox[BOXRIGHT] + bbox[BOXLEFT]) / 2; sector->soundorg.y = (bbox[BOXTOP] + bbox[BOXBOTTOM]) / 2; // adjust bounding box to map blocks block = (bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; block = block >= bmapheight ? bmapheight - 1 : block; sector->blockbox[BOXTOP] = block; block = (bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXBOTTOM] = block; block = (bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; block = block >= bmapwidth ? bmapwidth - 1 : block; sector->blockbox[BOXRIGHT] = block; block = (bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; block = block < 0 ? 0 : block; sector->blockbox[BOXLEFT] = block; } }