Properly pass nodes data along to functions that need it without breaking the original data pointer

This commit is contained in:
MascaraSnake 2019-12-29 22:11:15 +01:00
parent 81422c4e6d
commit 136c656cc0
1 changed files with 40 additions and 39 deletions

View File

@ -1485,7 +1485,7 @@ typedef enum {
} nodetype_t;
// Find out the BSP format.
static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t **virtnodes)
static nodetype_t P_GetNodetype(const virtres_t *virt, UINT8 **nodedata)
{
boolean supported[NUMNODETYPES];
nodetype_t nodetype = NT_UNSUPPORTED;
@ -1493,7 +1493,7 @@ static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t **virtnodes)
if (vres_Find(virt, "TEXTMAP"))
{
*virtnodes = vres_Find(virt, "ZNODES");
*nodedata = vres_Find(virt, "ZNODES")->data;
supported[NT_XGLN] = supported[NT_XGL3] = true;
}
else
@ -1503,7 +1503,7 @@ static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t **virtnodes)
if (virtsegs && virtsegs->size)
{
*virtnodes = vres_Find(virt, "NODES");
*nodedata = vres_Find(virt, "NODES")->data;
return NT_DOOM; // Traditional map format BSP tree.
}
@ -1511,19 +1511,19 @@ static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t **virtnodes)
if (virtssectors && virtssectors->size)
{ // Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
*virtnodes = virtssectors;
*nodedata = virtssectors->data;
supported[NT_XGLN] = supported[NT_ZGLN] = supported[NT_XGL3] = true;
}
else
{ // Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
*virtnodes = vres_Find(virt, "NODES");
*nodedata = vres_Find(virt, "NODES")->data;
supported[NT_XNOD] = supported[NT_ZNOD] = true;
}
}
M_Memcpy(signature, (*virtnodes)->data, 4);
M_Memcpy(signature, *nodedata, 4);
signature[4] = '\0';
(*virtnodes)->data += 4;
(*nodedata) += 4;
if (!strcmp(signature, "XNOD"))
nodetype = NT_XNOD;
@ -1540,10 +1540,10 @@ static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t **virtnodes)
}
// Extended node formats feature additional vertices; useful for OpenGL, but totally useless in gamelogic.
static boolean P_LoadExtraVertices(UINT8 *data)
static boolean P_LoadExtraVertices(UINT8 **data)
{
UINT32 origvrtx = READUINT32(data);
UINT32 xtrvrtx = READUINT32(data);
UINT32 origvrtx = READUINT32((*data));
UINT32 xtrvrtx = READUINT32((*data));
line_t* ld = lines;
vertex_t *oldpos = vertexes;
ssize_t offset;
@ -1572,28 +1572,28 @@ static boolean P_LoadExtraVertices(UINT8 *data)
// Read extra vertex data.
for (i = origvrtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED(data);
vertexes[i].y = READFIXED(data);
vertexes[i].x = READFIXED((*data));
vertexes[i].y = READFIXED((*data));
}
return true;
}
static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 *data, nodetype_t nodetype)
static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 **data, nodetype_t nodetype)
{
size_t i, k;
INT16 m;
seg_t *seg;
// Subsectors
numsubsectors = READUINT32(data);
numsubsectors = READUINT32((*data));
subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
for (i = 0; i < numsubsectors; i++)
subsectors[i].numlines = READUINT32(data);
subsectors[i].numlines = READUINT32((*data));
// Segs
numsegs = READUINT32(data);
numsegs = READUINT32((*data));
segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
for (i = 0, k = 0; i < numsubsectors; i++)
@ -1608,7 +1608,7 @@ static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 *data, nodetype_t nodetype)
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
UINT16 linenum;
UINT32 vert = READUINT32(data);
UINT32 vert = READUINT32((*data));
segs[k].v1 = &vertexes[vert];
if (m == 0)
@ -1616,24 +1616,24 @@ static boolean P_LoadExtendedSubsectorsAndSegs(UINT8 *data, nodetype_t nodetype)
else
segs[k - 1].v2 = segs[k].v1;
data += 4; // partner, can be ignored by software renderer
(*data) += 4; // partner, can be ignored by software renderer
if (nodetype == NT_XGL3)
data += 2; // Line number is 32-bit in XGL3, but we're limited to 16 bits.
(*data) += 2; // Line number is 32-bit in XGL3, but we're limited to 16 bits.
linenum = READUINT16(data);
linenum = READUINT16((*data));
segs[k].glseg = (linenum == 0xFFFF);
segs[k].linedef = (linenum == 0xFFFF) ? NULL : &lines[linenum];
segs[k].side = READUINT8(data);
segs[k].side = READUINT8((*data));
}
break;
case NT_XNOD:
for (m = 0; m < subsectors[i].numlines; m++, k++)
{
segs[k].v1 = &vertexes[READUINT32(data)];
segs[k].v2 = &vertexes[READUINT32(data)];
segs[k].linedef = &lines[READUINT16(data)];
segs[k].side = READUINT8(data);
segs[k].v1 = &vertexes[READUINT32((*data))];
segs[k].v2 = &vertexes[READUINT32((*data))];
segs[k].linedef = &lines[READUINT16((*data))];
segs[k].side = READUINT8((*data));
segs[k].glseg = false;
}
break;
@ -1662,44 +1662,45 @@ static UINT16 ShrinkNodeID(UINT32 x) {
return result | mask;
}
static void P_LoadExtendedNodes(UINT8 *data, nodetype_t nodetype)
static void P_LoadExtendedNodes(UINT8 **data, nodetype_t nodetype)
{
node_t *mn;
size_t i, j, k;
boolean xgl3 = (nodetype == NT_XGL3);
numnodes = READINT32(data);
numnodes = READINT32((*data));
nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter
mn->x = xgl3 ? READINT32(data) : (READINT16(data) << FRACBITS);
mn->y = xgl3 ? READINT32(data) : (READINT16(data) << FRACBITS);
mn->dx = xgl3 ? READINT32(data) : (READINT16(data) << FRACBITS);
mn->dy = xgl3 ? READINT32(data) : (READINT16(data) << FRACBITS);
mn->x = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->y = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->dx = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
mn->dy = xgl3 ? READINT32((*data)) : (READINT16((*data)) << FRACBITS);
// Bounding boxes
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16(data) << FRACBITS;
mn->bbox[j][k] = READINT16((*data)) << FRACBITS;
//Children
mn->children[0] = ShrinkNodeID(READUINT32(data)); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(READUINT32(data));
mn->children[0] = ShrinkNodeID(READUINT32((*data))); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(READUINT32((*data)));
}
}
static void P_LoadMapBSP(const virtres_t *virt)
{
virtlump_t *virtnodes = NULL;
nodetype_t nodetype = P_GetNodetype(virt, &virtnodes);
UINT8 *nodedata = NULL;
nodetype_t nodetype = P_GetNodetype(virt, &nodedata);
switch (nodetype)
{
case NT_DOOM:
{
virtlump_t *virtssectors = vres_Find(virt, "SSECTORS");
virtlump_t* virtnodes = vres_Find(virt, "NODES");
virtlump_t *virtsegs = vres_Find(virt, "SEGS");
numsubsectors = virtssectors->size / sizeof(mapsubsector_t);
@ -1725,11 +1726,11 @@ static void P_LoadMapBSP(const virtres_t *virt)
case NT_XNOD:
case NT_XGLN:
case NT_XGL3:
if (!P_LoadExtraVertices(virtnodes->data))
if (!P_LoadExtraVertices(&nodedata))
return;
if (!P_LoadExtendedSubsectorsAndSegs(virtnodes->data, nodetype))
if (!P_LoadExtendedSubsectorsAndSegs(&nodedata, nodetype))
return;
P_LoadExtendedNodes(virtnodes->data, nodetype);
P_LoadExtendedNodes(&nodedata, nodetype);
break;
default:
CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");