diff --git a/src/game/g_map.pas b/src/game/g_map.pas
index 584a88f2b637679b28d719d0def9c9d38cfe6e42..6c156caf5c973912a371ba6e4c0fc9397dce1467 100644 (file)
--- a/src/game/g_map.pas
+++ b/src/game/g_map.pas
+{$MODE DELPHI}
unit g_map;
interface
uses
e_graphics, g_basic, MAPSTRUCT, g_textures, Classes,
- g_phys, WADEDITOR, BinEditor, g_panel, md5;
+ g_phys, wadreader, BinEditor, g_panel, md5;
type
TMapInfo = record
Result := len;
end;
-procedure CreateNullTexture(RecName: String);
+function CreateNullTexture(RecName: String): Integer;
begin
SetLength(Textures, Length(Textures)+1);
+ result := High(Textures);
with Textures[High(Textures)] do
begin
end;
end;
-function CreateTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureData: Pointer;
WADName: String;
- SectionName: String;
- TextureName: String;
a, ResLength: Integer;
begin
- Result := False;
+ Result := -1;
if Textures <> nil then
for a := 0 to High(Textures) do
if Textures[a].TextureName = RecName then
begin // Òåêñòóðà ñ òàêèì èìåíåì óæå åñòü
- Result := True;
+ Result := a;
Exit;
end;
Anim := False;
end;
- Result := True;
+ result := High(Textures);
Exit;
end;
// Çàãðóæàåì ðåñóðñ òåêñòóðû â ïàìÿòü èç WAD'à:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if WAD.GetResource(SectionName, TextureName, TextureData, ResLength) then
+ if WAD.GetResource(g_ExtractFilePathName(RecName), TextureData, ResLength) then
begin
SetLength(Textures, Length(Textures)+1);
- if not e_CreateTextureMem(TextureData, Textures[High(Textures)].TextureID) then
+ if not e_CreateTextureMem(TextureData, ResLength, Textures[High(Textures)].TextureID) then
Exit;
e_GetTextureSize(Textures[High(Textures)].TextureID,
@Textures[High(Textures)].Width,
Textures[High(Textures)].TextureName := RecName;
Textures[High(Textures)].Anim := False;
- Result := True;
+ result := High(Textures);
end
else // Íåò òàêîãî ðåóñðñà â WAD'å
if log then
WAD.Free();
end;
-function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Boolean;
+function CreateAnimTexture(RecName: String; Map: string; log: Boolean): Integer;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
TextureWAD: Pointer;
TextData: Pointer;
TextureData: Pointer;
cfg: TConfig;
WADName: String;
- SectionName: String;
- TextureName: String;
ResLength: Integer;
TextureResource: String;
_width, _height, _framecount, _speed: Integer;
_backanimation: Boolean;
begin
- Result := False;
+ Result := -1;
// ×èòàåì WAD-ðåñóðñ àíèì.òåêñòóðû èç WAD'à â ïàìÿòü:
- g_ProcessResourceStr(RecName, WADName, SectionName, TextureName);
+ WADName := g_ExtractWadName(RecName);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if WADName <> '' then
WADName := GameDir+'/wads/'+WADName
WAD.ReadFile(WADName);
- if not WAD.GetResource(SectionName, TextureName, TextureWAD, ResLength) then
+ if not WAD.GetResource(g_ExtractFilePathName(RecName), TextureWAD, ResLength) then
begin
if log then
begin
end;
// ×èòàåì INI-ðåñóðñ àíèì. òåêñòóðû è çàïîìèíàåì åãî óñòàíîâêè:
- if not WAD.GetResource('TEXT', 'ANIM', TextData, ResLength) then
+ if not WAD.GetResource('TEXT/ANIM', TextData, ResLength) then
begin
FreeMem(TextureWAD);
WAD.Free();
cfg.Free();
// ×èòàåì ðåñóðñ òåêñòóð (êàäðîâ) àíèì. òåêñòóðû â ïàìÿòü:
- if not WAD.GetResource('TEXTURES', TextureResource, TextureData, ResLength) then
+ if not WAD.GetResource('TEXTURES/'+TextureResource, TextureData, ResLength) then
begin
FreeMem(TextureWAD);
FreeMem(TextData);
with Textures[High(Textures)] do
begin
// Ñîçäàåì êàäðû àíèì. òåêñòóðû èç ïàìÿòè:
- if g_Frames_CreateMemory(@FramesID, '', TextureData,
+ if g_Frames_CreateMemory(@FramesID, '', TextureData, ResLength,
_width, _height, _framecount, _backanimation) then
begin
TextureName := RecName;
FramesCount := _framecount;
Speed := _speed;
- Result := True;
+ result := High(Textures);
end
else
if log then
DefaultMusRes = 'Standart.wad:STDMUS\MUS1';
DefaultSkyRes = 'Standart.wad:STDSKY\SKY0';
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
_textures: TTexturesRec1Array;
+ _texnummap: array of Integer; // `_textures` -> `Textures`
panels: TPanelsRec1Array;
items: TItemsRec1Array;
monsters: TMonsterRec1Array;
DoorPanel: Integer;
ShotPanel: Integer;
end;
- FileName, SectionName, ResName,
- FileName2, s, TexName: String;
+ FileName, mapResName, s, TexName: String;
Data: Pointer;
Len: Integer;
ok, isAnim, trigRef: Boolean;
- CurTex: Integer;
+ CurTex, ntn: Integer;
begin
Result := False;
gMapInfo.Map := Res;
sfsGCDisable(); // temporary disable removing of temporary volumes
try
// Çàãðóçêà WAD:
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
- e_WriteLog('Loading map WAD: ' + FileName, MSG_NOTIFY);
+ FileName := g_ExtractWadName(Res);
+ e_WriteLog('Loading map WAD: '+FileName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_WAD_FILE], 0, False);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
g_FatalError(Format(_lc[I_GAME_ERROR_MAP_WAD], [FileName]));
WAD.Free();
Exit;
end;
- if not WAD.GetResource('', ResName, Data, Len) then
+ //k8: why loader ignores path here?
+ mapResName := g_ExtractFileName(Res);
+ if not WAD.GetResource(mapResName, Data, Len) then
begin
- g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [ResName]));
+ g_FatalError(Format(_lc[I_GAME_ERROR_MAP_RES], [mapResName]));
WAD.Free();
Exit;
end;
WAD.Free();
// Çàãðóçêà êàðòû:
- e_WriteLog('Loading map: ' + ResName, MSG_NOTIFY);
+ e_WriteLog('Loading map: '+mapResName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MAP], 0, False);
MapReader := TMapReader_1.Create();
// Çàãðóçêà òåêñòóð:
g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], 0, False);
_textures := MapReader.GetTextures();
+ _texnummap := nil;
// Äîáàâëåíèå òåêñòóð â Textures[]:
if _textures <> nil then
begin
e_WriteLog(' Loading textures:', MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_TEXTURES], High(_textures), False);
+ SetLength(_texnummap, length(_textures));
for a := 0 to High(_textures) do
begin
SetLength(s, b-1);
Break;
end;
- e_WriteLog(' Loading texture: ' + s, MSG_NOTIFY);
+ e_WriteLog(Format(' Loading texture #%d: %s', [a, s]), MSG_NOTIFY);
+ //if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
// Àíèìèðîâàííàÿ òåêñòóðà:
if ByteBool(_textures[a].Anim) then
begin
- if not CreateAnimTexture(_textures[a].Resource, FileName, True) then
+ ntn := CreateAnimTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
begin
g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [s]));
- CreateNullTexture(_textures[a].Resource);
+ ntn := CreateNullTexture(_textures[a].Resource);
end;
end
else // Îáû÷íàÿ òåêñòóðà:
- if not CreateTexture(_textures[a].Resource, FileName, True) then
+ ntn := CreateTexture(_textures[a].Resource, FileName, True);
+ if ntn < 0 then
begin
g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [s]));
- CreateNullTexture(_textures[a].Resource);
+ ntn := CreateNullTexture(_textures[a].Resource);
end;
+ _texnummap[a] := ntn; // fix texture number
g_Game_StepLoading();
end;
end;
g_Game_SetLoadingText(_lc[I_LOAD_PANELS], 0, False);
panels := MapReader.GetPanels();
+ // check texture numbers for panels
+ for a := 0 to High(panels) do
+ begin
+ if panels[a].TextureNum > High(_textures) then
+ begin
+ e_WriteLog('error loading map: invalid texture index for panel', MSG_FATALERROR);
+ result := false;
+ exit;
+ end;
+ panels[a].TextureNum := _texnummap[panels[a].TextureNum];
+ end;
+
// Ñîçäàíèå òàáëèöû òðèããåðîâ (ñîîòâåòñòâèå ïàíåëåé òðèããåðàì):
if triggers <> nil then
begin
if ByteBool(texture.Anim) then
begin // Íà÷àëüíàÿ - àíèìèðîâàííàÿ, èùåì àíèìèðîâàííóþ
isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
if not ok then
begin // Íåò àíèìèðîâàííîé, èùåì îáû÷íóþ
isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
+ ok := CreateTexture(TexName, FileName, False) >= 0;
end;
end
else
begin // Íà÷àëüíàÿ - îáû÷íàÿ, èùåì îáû÷íóþ
isAnim := False;
- ok := CreateTexture(TexName, FileName, False);
+ ok := CreateTexture(TexName, FileName, False) >= 0;
if not ok then
begin // Íåò îáû÷íîé, èùåì àíèìèðîâàííóþ
isAnim := True;
- ok := CreateAnimTexture(TexName, FileName, False);
+ ok := CreateAnimTexture(TexName, FileName, False) >= 0;
end;
end;
CurTex := 0;
end;
+ //e_WriteLog(Format('panel #%d: TextureNum=%d; ht=%d; ht1=%d; atl=%d', [a, panels[a].TextureNum, High(_textures), High(Textures), High(AddTextures)]), MSG_NOTIFY);
+
// Ñîçäàåì ïàíåëü è çàïîìèíàåì åå íîìåð:
PanelID := CreatePanel(panels[a], AddTextures, CurTex, trigRef);
begin
e_WriteLog(' Loading sky: ' + gMapInfo.SkyName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_SKY], 0, False);
- g_ProcessResourceStr(gMapInfo.SkyName, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(gMapInfo.SkyName);
if FileName <> '' then
FileName := GameDir+'/wads/'+FileName
else
begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
+ FileName := g_ExtractWadName(Res);
end;
- s := FileName+':'+SectionName+'/'+ResName;
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.SkyName);
if g_Texture_CreateWAD(BackID, s) then
begin
g_Game_SetupScreenSize();
begin
e_WriteLog(' Loading music: ' + gMapInfo.MusicName, MSG_NOTIFY);
g_Game_SetLoadingText(_lc[I_LOAD_MUSIC], 0, False);
- g_ProcessResourceStr(gMapInfo.MusicName, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(gMapInfo.MusicName);
if FileName <> '' then
FileName := GameDir+'/wads/'+FileName
else
begin
- g_ProcessResourceStr(Res, @FileName2, nil, nil);
- FileName := FileName2;
+ FileName := g_ExtractWadName(Res);
end;
- s := FileName+':'+SectionName+'/'+ResName;
+ s := FileName+':'+g_ExtractFilePathName(gMapInfo.MusicName);
if g_Sound_CreateWADEx(gMapInfo.MusicName, s, True) then
ok := True
else
function g_Map_GetMapInfo(Res: String): TMapInfo;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
MapReader: TMapReader_1;
Header: TMapHeaderRec_1;
- FileName, SectionName, ResName: String;
+ FileName: String;
Data: Pointer;
Len: Integer;
begin
FillChar(Result, SizeOf(Result), 0);
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
+ FileName := g_ExtractWadName(Res);
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- if not WAD.GetResource('', ResName, Data, Len) then
+ //k8: it ignores path again
+ if not WAD.GetResource(g_ExtractFileName(Res), Data, Len) then
begin
WAD.Free();
Exit;
function g_Map_GetMapsList(WADName: string): SArray;
var
- WAD: TWADEditor_1;
+ WAD: TWADFile;
a: Integer;
ResList: SArray;
Data: Pointer;
begin
Result := nil;
- WAD := TWADEditor_1.Create();
+ WAD := TWADFile.Create();
if not WAD.ReadFile(WADName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetRootResources();
if ResList <> nil then
for a := 0 to High(ResList) do
begin
- if not WAD.GetResource('', ResList[a], Data, Len) then Continue;
+ if not WAD.GetResource(ResList[a], Data, Len) then Continue;
CopyMemory(@Sign[0], Data, 3);
FreeMem(Data);
function g_Map_Exist(Res: string): Boolean;
var
- WAD: TWADEditor_1;
- FileName, SectionName, ResName: string;
+ WAD: TWADFile;
+ FileName, mnn: string;
ResList: SArray;
a: Integer;
begin
Result := False;
- g_ProcessResourceStr(Res, FileName, SectionName, ResName);
-
- FileName := addWadExtension(FileName);
+ FileName := addWadExtension(g_ExtractWadName(Res));
- WAD := TWADEditor_1.Create;
+ WAD := TWADFile.Create;
if not WAD.ReadFile(FileName) then
begin
WAD.Free();
Exit;
end;
- ResList := WAD.GetResourcesList('');
+ ResList := WAD.GetRootResources();
WAD.Free();
+ mnn := g_ExtractFileName(Res);
if ResList <> nil then
- for a := 0 to High(ResList) do if ResList[a] = ResName then
+ for a := 0 to High(ResList) do if StrEquCI1251(ResList[a], mnn) then
begin
Result := True;
Exit;