Move reading of extra vertices into separate function

This commit is contained in:
MascaraSnake 2019-12-29 18:07:44 +01:00
parent 45ca959f97
commit 3839e95d63
1 changed files with 42 additions and 32 deletions

View File

@ -1522,6 +1522,46 @@ static nodetype_t P_GetNodetype(const virtres_t *virt, virtlump_t *virtnodes)
return supported[nodetype] ? nodetype : NT_UNSUPPORTED;
}
// Extended node formats feature additional vertices; useful for OpenGL, but totally useless in gamelogic.
static boolean P_LoadExtraVertices(UINT8 *data)
{
UINT32 origvrtx = READUINT32(data);
UINT32 xtrvrtx = READUINT32(data);
line_t* ld = lines;
vertex_t *oldpos = vertexes;
ssize_t offset;
size_t i;
if (numvertexes != origvrtx) // If native vertex count doesn't match node original vertex count, bail out (broken data?).
{
CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
return false;
}
if (!xtrvrtx)
return true;
// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
numvertexes += xtrvrtx;
vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
offset = (size_t)(vertexes - oldpos);
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
ld->v1 += offset;
ld->v2 += offset;
}
// Read extra vertex data.
for (i = origvrtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED(data);
vertexes[i].y = READFIXED(data);
}
return true;
}
// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
static UINT16 ShrinkNodeID(UINT32 x) {
UINT16 mask = (x >> 16) & 0xC000;
@ -1555,41 +1595,11 @@ static void P_LoadExtendedNodes(UINT8 *data, boolean xgl3)
static void P_LoadExtendedBSP(UINT8 *data, nodetype_t nodetype)
{
size_t i, j, k;
size_t i, k;
INT16 m;
// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
UINT32 origvrtx = READUINT32(data);
UINT32 xtrvrtx = READUINT32(data);
if (numvertexes != origvrtx) // If native vertex count doesn't match node original vertex count, bail out (broken data?).
{
CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
if (!P_LoadExtraVertices(data))
return;
}
if (xtrvrtx) // If extra vertexes were generated, reallocate the vertex array and fix the pointers.
{
line_t *ld = lines;
size_t oldpos = (size_t)vertexes;
ssize_t offset;
numvertexes += xtrvrtx;
vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
offset = ((size_t)vertexes) - oldpos;
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
ld->v1 = (vertex_t*)((size_t)ld->v1 + offset);
ld->v2 = (vertex_t*)((size_t)ld->v2 + offset);
}
}
// Read vertex data.
for (i = origvrtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED(data);
vertexes[i].y = READFIXED(data);
}
// Subsectors
numsubsectors = READUINT32(data);