- moved nodes into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2017-03-17 01:42:37 +01:00
commit fea4079b7c
20 changed files with 164 additions and 208 deletions

View file

@ -125,13 +125,13 @@ inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int
//
TArray<vertexdata_t> vertexdatas;
int numnodes;
node_t* nodes;
//int numnodes;
//node_t* nodes;
TArray<zone_t> Zones;
node_t * gamenodes;
int numgamenodes;
//node_t * gamenodes;
//int numgamenodes;
bool hasglnodes;
@ -1049,9 +1049,9 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
uint32_t numNodes;
data >> numNodes;
numnodes = numNodes;
nodes = new node_t[numNodes];
memset (nodes, 0, sizeof(node_t)*numNodes);
auto &nodes = level.nodes;
nodes.Alloc(numNodes);
memset (&nodes[0], 0, sizeof(node_t)*numNodes);
for (i = 0; i < numNodes; ++i)
{
@ -1211,7 +1211,7 @@ void P_LoadSegs (MapData * map)
{
Printf ("This map has no segs.\n");
level.subsectors.Clear();
delete[] nodes;
level.nodes.Clear();
delete[] vertchanged;
ForceNodeBuild = true;
return;
@ -1357,7 +1357,7 @@ void P_LoadSegs (MapData * map)
Printf ("The BSP will be rebuilt.\n");
level.segs.Clear();
level.subsectors.Clear();
delete[] nodes;
level.nodes.Clear();
ForceNodeBuild = true;
}
@ -1382,7 +1382,7 @@ void P_LoadSubsectors (MapData * map)
if (numsubsectors == 0 || maxseg == 0 )
{
Printf ("This map has an incomplete BSP tree.\n");
delete[] nodes;
level.nodes.Clear();
ForceNodeBuild = true;
return;
}
@ -1403,7 +1403,7 @@ void P_LoadSubsectors (MapData * map)
{
Printf ("Subsector %i is empty.\n", i);
level.subsectors.Clear();
delete[] nodes;
level.nodes.Clear();
ForceNodeBuild = true;
return;
}
@ -1417,7 +1417,7 @@ void P_LoadSubsectors (MapData * map)
"The BSP will be rebuilt.\n", i, (unsigned)((size_t)subsectors[i].firstline),
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
ForceNodeBuild = true;
delete[] nodes;
level.nodes.Clear();
level.subsectors.Clear();
break;
}
@ -1427,7 +1427,7 @@ void P_LoadSubsectors (MapData * map)
"The BSP will be rebuilt.\n", i, maxseg,
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
ForceNodeBuild = true;
delete[] nodes;
level.nodes.Clear();
level.subsectors.Clear();
break;
}
@ -1538,7 +1538,6 @@ template<class nodetype, class subsectortype>
void P_LoadNodes (MapData * map)
{
FMemLump data;
int i;
int j;
int k;
char *mnp;
@ -1548,7 +1547,7 @@ void P_LoadNodes (MapData * map)
int lumplen = map->Size(ML_NODES);
int maxss = map->Size(ML_SSECTORS) / sizeof(subsectortype);
numnodes = (lumplen - nodetype::NF_LUMPOFFSET) / sizeof(nodetype);
unsigned numnodes = (lumplen - nodetype::NF_LUMPOFFSET) / sizeof(nodetype);
if ((numnodes == 0 && maxss != 1) || maxss == 0)
{
@ -1556,16 +1555,17 @@ void P_LoadNodes (MapData * map)
return;
}
nodes = new node_t[numnodes];
auto &nodes = level.nodes;
nodes.Alloc(numnodes);
used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
memset (used, 0, sizeof(uint16_t)*numnodes);
mnp = new char[lumplen];
mn = (nodetype*)(mnp + nodetype::NF_LUMPOFFSET);
map->Read(ML_NODES, mnp);
no = nodes;
no = &nodes[0];
for (i = 0; i < numnodes; i++, no++, mn++)
for (unsigned i = 0; i < numnodes; i++, no++, mn++)
{
no->x = LittleShort(mn->x)<<FRACBITS;
no->y = LittleShort(mn->y)<<FRACBITS;
@ -1582,18 +1582,18 @@ void P_LoadNodes (MapData * map)
Printf ("BSP node %d references invalid subsector %d.\n"
"The BSP will be rebuilt.\n", i, child);
ForceNodeBuild = true;
delete[] nodes;
level.nodes.Clear();
delete[] mnp;
return;
}
no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
}
else if (child >= numnodes)
else if ((unsigned)child >= numnodes)
{
Printf ("BSP node %d references invalid node %td.\n"
"The BSP will be rebuilt.\n", i, (node_t *)no->children[j] - nodes);
"The BSP will be rebuilt.\n", i, ((node_t *)no->children[j])->Index());
ForceNodeBuild = true;
delete[] nodes;
level.nodes.Clear();
delete[] mnp;
return;
}
@ -1603,7 +1603,7 @@ void P_LoadNodes (MapData * map)
"which is already used by node %d.\n"
"The BSP will be rebuilt.\n", i, child, used[child]-1);
ForceNodeBuild = true;
delete[] nodes;
level.nodes.Clear();
delete[] mnp;
return;
}
@ -3451,19 +3451,10 @@ void P_FreeLevelData ()
level.lines.Clear();
level.sides.Clear();
level.vertexes.Clear();
if (gamenodes != NULL && gamenodes != nodes)
{
delete[] gamenodes;
}
level.nodes.Clear();
level.gamenodes.Clear();
level.subsectors.Clear();
level.gamesubsectors.Clear();
if (nodes != NULL)
{
delete[] nodes;
}
nodes = gamenodes = NULL;
numnodes = numgamenodes = 0;
if (blockmaplump != NULL)
{
@ -3799,11 +3790,7 @@ void P_SetupLevel (const char *lumpname, int position)
ForceNodeBuild = true;
level.subsectors.Clear();
level.segs.Clear();
if (nodes != NULL)
{
delete[] nodes;
nodes = NULL;
}
level.nodes.Clear();
}
}
else if (!map->isText) // regular nodes are not supported for text maps
@ -3879,10 +3866,7 @@ void P_SetupLevel (const char *lumpname, int position)
// In case a sync critical game mode is started, also build GL nodes to avoid problems
// if the different machines' am_textured setting differs.
FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
builder.Extract (nodes, numnodes,
level.segs,
level.subsectors,
level.vertexes);
builder.Extract (level);
endTime = I_FPSTime ();
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
oldvertextable = builder.GetOldVertexTable();
@ -3911,19 +3895,12 @@ void P_SetupLevel (const char *lumpname, int position)
}
}
// Copy pointers to the old nodes so that R_PointInSubsector can use them
if (nodes)
{
gamenodes = nodes;
numgamenodes = numnodes;
}
else
{
gamenodes=NULL;
}
// duplicate the nodes in the game* arrays so that replacement nodes do not overwrite them.
// let the game data take ownership, because that is guaranteed to remain intact after here.
level.gamesubsectors = std::move(level.subsectors);
level.subsectors.Point(level.gamesubsectors);
level.gamenodes = std::move(level.nodes);
level.nodes.Point(level.gamenodes);
if (RequireGLNodes)
{
@ -4018,6 +3995,12 @@ void P_SetupLevel (const char *lumpname, int position)
if (sec.floorplane.isSlope()) sec.reflect[sector_t::floor] = 0;
if (sec.ceilingplane.isSlope()) sec.reflect[sector_t::ceiling] = 0;
}
for (auto &node : level.nodes)
{
double fdx = FIXED2DBL(node.dx);
double fdy = FIXED2DBL(node.dy);
node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
}
// This must be done BEFORE the PolyObj Spawn!!!
Renderer->PreprocessLevel();