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fteqw/engine/gl/glmod_doom.c

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#include "quakedef.h"
#ifdef DOOMWADS
#ifdef RGLQUAKE
#include "glquake.h"
#include "doommap.h"
vec_t VectorNormalize2 (vec3_t v, vec3_t out);
int SignbitsForPlane (mplane_t *out);
int PlaneTypeForNormal ( vec3_t normal );
#undef strncpy
//coded from file specifications provided by:
//Matthew S Fell (msfell@aol.com)
//Unofficial Doom Specs
//(aol suck)
void Doom_SetHullFuncs(hull_t *hull);
void Doom_SetModelFunc(model_t *mod);
//skill/dm is appears in rather than quake's excuded in.
#define THING_EASY 1
#define THING_MEDIUM 2
#define THING_HARD 4
#define THING_DEAF 8
#define THING_DEATHMATCH 16
//other bits are ignored
int Doom_SectorNearPoint(vec3_t p);
//assumptions:
//1. That there is a node, and thus two ssectors.
//2. That the user doesn't want textures...
//3. That all segs ssectors for a single sector are all the same.
//4. That ALL sectors are fully enclosed, and not made of two areas.
//5. That no sectors are inside out.
enum {
THING_PLAYER = 1,
THING_PLAYER2 = 2,
THING_PLAYER3 = 3,
THING_PLAYER4 = 4,
THING_DMSPAWN = 11,
//we need to balance weapons according to ammo types.
THING_WCHAINSAW = 2005, //-> quad
THING_WSHOTGUN1 = 2001, //-> ng
THING_WSHOTGUN2 = 82, //-> sng
THING_WCHAINGUN = 2002, //-> ssg
THING_WROCKETL = 2003, //-> lightning
THING_WPLASMA = 2004, //-> grenade
THING_WBFG = 2006 //-> rocket
} THING_TYPES;
extern ddoomnode_t *nodel;
extern dssector_t *ssectorsl;
extern dthing_t *thingsl;
extern mdoomvertex_t *vertexesl;
extern dgl_seg3_t *segsl;
extern dlinedef_t *linedefsl;
extern msidedef_t *sidedefsm;
extern msector_t *sectorm;
extern plane_t *nodeplanes;
extern plane_t *lineplanes;
extern blockmapheader_t *blockmapl;
extern unsigned short *blockmapofs;
extern unsigned int nodec;
extern unsigned int sectorc;
extern unsigned int segsc;
extern unsigned int ssectorsc;
extern unsigned int thingsc;
extern unsigned int linedefsc;
extern unsigned int sidedefsc;
extern unsigned int vertexesc;
extern unsigned int vertexsglbase;
extern model_t *loadmodel;
extern char loadname[];
#ifdef _MSC_VER
//#pragma comment (lib, "../../../glbsp/glbsp-2.05/plugin/libglbsp.a")
#endif
qbyte doompalette[768];
static qboolean paletteloaded;
void Doom_LoadPalette(void)
{
char *file;
int tex;
if (!paletteloaded)
{
paletteloaded = true;
file = COM_LoadMallocFile("wad/playpal");
if (file)
{
memcpy(doompalette, file, 768);
Z_Free(file);
}
else
{
for (tex = 0; tex < 256; tex++)
{
doompalette[tex*3+0] = tex;
doompalette[tex*3+1] = tex;
doompalette[tex*3+2] = tex;
}
}
}
}
int Doom_LoadFlat(char *name)
{
char *file;
char texname[64];
int tex;
Doom_LoadPalette();
sprintf(texname, "flat-%-.8s", name);
Q_strlwr(texname);
tex = Mod_LoadReplacementTexture(texname, "flats", true, false, true);
if (tex)
return tex;
sprintf(texname, "flats/%-.8s", name);
Q_strlwr(texname);
file = COM_LoadMallocFile(texname);
if (file)
{
tex = GL_LoadTexture8Pal24(texname, 64, 64, file, doompalette, true, false);
Z_Free(file);
}
else
{
tex = 0;
Con_Printf("Flat %-0.8s not found\n", name);
}
return tex;
}
static void GLR_DrawWall(unsigned short texnum, unsigned short s, unsigned short t, float x1, float y1, float frontfloor, float x2, float y2, float backfloor, qboolean unpegged)
{
gldoomtexture_t *tex = gldoomtextures+texnum;
float len = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
float s1, s2;
float t1, t2;
s1 = s/tex->width;
s2 = s1 + len/tex->width;
if (unpegged)
{
t2 = t/tex->height;
t1 = t2 - (backfloor-frontfloor)/tex->height;
}
else
{
t1 = t/tex->height;
t2 = t1 + (backfloor-frontfloor)/tex->height;
}
GL_Bind(tex->gltexture);
qglBegin(GL_QUADS);
qglTexCoord2f(s1, t2);
qglVertex3f(x1, y1, frontfloor);
qglTexCoord2f(s1, t1);
qglVertex3f(x1, y1, backfloor);
qglTexCoord2f(s2, t1);
qglVertex3f(x2, y2, backfloor);
qglTexCoord2f(s2, t2);
qglVertex3f(x2, y2, frontfloor);
qglEnd();
}
static void GLR_DrawSSector(unsigned int ssec)
{
short v0, v1;
int sd;
dlinedef_t *ld;
int seg;
msector_t *sec, *sec2;
for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
if (segsl[seg].linedef != 0xffff)
break;
sec = sectorm + sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
qglColor4ub(sec->lightlev, sec->lightlev, sec->lightlev, 255);
sec->visframe = r_visframecount;
for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
{
if (segsl[seg].linedef == 0xffff)
continue;
v0 = segsl[seg].vert[0];
v1 = segsl[seg].vert[1];
if (v0==v1)
continue;
ld = linedefsl + segsl[seg].linedef;
sd = ld->sidedef[segsl[seg].direction];
if (ld->sidedef[1] != 0xffff) //we can see through this linedef
{
sec2 = sectorm + sidedefsm[ld->sidedef[1-segsl[seg].direction]].sector;
if (sec->floorheight < sec2->floorheight)
{
GLR_DrawWall(sidedefsm[sd].lowertex,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->floorheight, ld->flags & LINEDEF_LOWERUNPEGGED);
c_brush_polys++;
}
if (sec->ceilingheight > sec2->ceilingheight)
{
// if (sec2->ceilingheight != sec2->floorheight)
// sec2->floorheight = sec2->ceilingheight-32;
GLR_DrawWall(sidedefsm[sd].uppertex,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, ld->flags & LINEDEF_UPPERUNPEGGED);
/*
GL_Bind(sidedefsm[sd].uppertex);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight);
glTexCoord2f(0, 0);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
glTexCoord2f(1, 0);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
glTexCoord2f(1, 1);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->ceilingheight);
glEnd();*/
c_brush_polys++;
}
if (sidedefsm[sd].middletex)
{
GLR_DrawWall(sidedefsm[sd].middletex,
sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
vertexesl[v1].xpos, vertexesl[v1].ypos, (sec2->ceilingheight < sec->ceilingheight)?sec2->ceilingheight:sec->ceilingheight,
vertexesl[v0].xpos, vertexesl[v0].ypos, (sec2->floorheight > sec->floorheight)?sec2->floorheight:sec->floorheight, false);
/*
GL_Bind(sidedefsm[sd].middletex);
glBegin(GL_QUADS);
if (sec2->ceilingheight < sec->ceilingheight)
{
glTexCoord2f(0, 0);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight);
glTexCoord2f(1, 0);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->ceilingheight);
}
else
{
glTexCoord2f(0, 0);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
glTexCoord2f(1, 0);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
}
if (sec2->floorheight > sec->floorheight)
{
glTexCoord2f(1, 1);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->floorheight);
glTexCoord2f(0, 1);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->floorheight);
}
else
{
glTexCoord2f(1, 1);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
glTexCoord2f(0, 1);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
}
glEnd();
*/
c_brush_polys++;
}
}
else
{ //solid wall, draw full wall.
GLR_DrawWall(sidedefsm[sd].middletex,
sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, false);
#if 0
GL_Bind(sidedefsm[sd].middletex);
glBegin(GL_QUADS);
/* if (ld->flags & LINEDEF_LOWERUNPEGGED)
{
glTexCoord2f(0, 0);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
glTexCoord2f(0, (sec->ceilingheight-sec->floorheight)/64.0f);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
glTexCoord2f(1, (sec->ceilingheight-sec->floorheight)/64.0f);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
glTexCoord2f(1, 0);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
}
else*/
{
glTexCoord2f(0, (sec->ceilingheight)/128.0f);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
glTexCoord2f(0, (sec->floorheight)/128.0f);
glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
glTexCoord2f(1, (sec->floorheight)/128.0f);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
glTexCoord2f(1, (sec->ceilingheight)/128.0f);
glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
}
glEnd();
#endif
c_brush_polys++;
}
}
}
mplane_t frustum2d[2];
static int Box2DOnPlaneSide (short emins[2], short emaxs[2], mplane_t *p)
{
float dist1, dist2;
int sides;
// general case
switch (p->signbits)
{
case 0:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
break;
case 1:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
break;
case 2:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
break;
case 3:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
break;
case 4:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
break;
case 5:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
break;
case 6:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
break;
case 7:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
break;
default:
dist1 = dist2 = 0; // shut up compiler
// BOPS_Error ();
break;
}
sides = 0;
if (dist1 >= p->dist)
sides = 1;
if (dist2 < p->dist)
sides |= 2;
#ifdef PARANOID
if (sides == 0)
Sys_Error ("Box2DOnPlaneSide: sides==0");
#endif
return sides;
}
static qboolean R_Cull2DBox (short mins_x, short mins_y, short maxs_x, short maxs_y)
{
short mins[2], maxs[2];
int i;
//return false;
mins[0] = mins_x;
mins[1] = mins_y;
maxs[0] = maxs_x;
maxs[1] = maxs_y;
for (i=0 ; i<2 ; i++)
if (Box2DOnPlaneSide (mins, maxs, &frustum2d[i]) == 2)
return true;
return false;
}
void R_Set2DFrustum (void)
{
int i;
vec3_t vpn, vright, vup, viewang;
if ((int)r_novis.value & 4)
return;
viewang[0] = 0;
viewang[1] = r_refdef.viewangles[1];
viewang[2] = 0;
AngleVectors (viewang, vpn, vright, vup);
/* if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum2d[0].normal);
VectorSubtract (vpn, vright, frustum2d[1].normal);
}
else*/
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum2d[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum2d[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
}
for (i=0 ; i<2 ; i++)
{
frustum2d[i].type = PLANE_ANYZ;
frustum2d[i].dist = DotProduct (r_origin, frustum2d[i].normal);
frustum2d[i].signbits = SignbitsForPlane (&frustum2d[i]);
}
}
static void GLR_RecursiveDoomNode(unsigned int node)
{
if (node & NODE_IS_SSECTOR)
{
GLR_DrawSSector(node & ~NODE_IS_SSECTOR);
return;
}
if (!R_Cull2DBox(nodel[node].x1lower, nodel[node].y1lower, nodel[node].x1upper, nodel[node].y1upper)||1)
GLR_RecursiveDoomNode(nodel[node].node1);
if (!R_Cull2DBox(nodel[node].x2lower, nodel[node].y2lower, nodel[node].x2upper, nodel[node].y2upper)||1)
GLR_RecursiveDoomNode(nodel[node].node2);
}
qboolean GLR_DoomWorld(void)
{
int i, v;
int v1;
if (cl.worldmodel->fromgame != fg_doom)
return false;
if (!nodel || !nodec)
return true; //err... buggy
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_CULL_FACE);
GL_DisableMultitexture();
r_visframecount++;
GLR_RecursiveDoomNode(nodec-1);
if (developer.value)
qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (i = 0; i < sectorc; i++)
{
if (sectorm[i].visframe == r_visframecount)
{
qglColor4ub(sectorm[i].lightlev, sectorm[i].lightlev, sectorm[i].lightlev, 255);
GL_Bind(sectorm[i].floortex);
qglBegin(GL_TRIANGLES);
for (v = 0; v < sectorm[i].numflattris*3; v++)
{
v1 = sectorm[i].flats[v];
qglTexCoord2f(vertexesl[v1].xpos/64.0f, vertexesl[v1].ypos/64.0f);
qglVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sectorm[i].floorheight);
}
qglEnd();
GL_Bind(sectorm[i].ceilingtex);
qglBegin(GL_TRIANGLES);
for (v = sectorm[i].numflattris*3-1; v >= 0; v--)
{
v1 = sectorm[i].flats[v];
qglTexCoord2f(vertexesl[v1].xpos/64.0f, vertexesl[v1].ypos/64.0f);
qglVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sectorm[i].ceilingheight);
}
qglEnd();
c_brush_polys += sectorm[i].numflattris;
}
}
qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return true;
}
#endif
//find the first ssector, go through it's list/
//grab the lines into multiple arrays.
//make sure all arrays are looped fully. If not, error out.
//if we have two arrays, we have a hole in the middle.
//with multiple arrays, from the second onwards
// grab two adjacent verts and find the nearest point in any other array, that is also on the positive side.
// One of the two should be an extreeme, and the external point should be in the direction that the angle points at.
// none found = error
// create a triangle from these points, fix array links.
// move on to next spare array.
//we now have a concave polygon with no holes.
//pick a point, follow along the walls making a triangle fan, until an angle of > 180, throw out fan, rebuild arrays.
//at new point, start a new fan. Be prepared to not be able to generate one.
#ifdef RGLQUAKE
#define MAX_REGIONS 256
#define MAX_POLYVERTS (MAX_FLATTRIS*3)
#define MAX_FLATTRIS 1024
//buffer to hold tris
static unsigned short indexes[MAX_POLYVERTS];
static unsigned int numindexes;
typedef struct {
int vertex[MAX_POLYVERTS];
unsigned int numverts;
float angle;
} conectedregion_t;
static conectedregion_t polyregions[MAX_REGIONS]; //we need to be able to join them as we go.
static unsigned int regions;
//throw out duplicates.
static void Triangulate_AddLine(int v1, int v2) //order makes a difference
{
int r, v;
int beginingof = -1;
int endof = -1;
int freer = -1;
for (r = 0; r < regions; r++)
{
if (!polyregions[r].numverts)
{
freer = r;
continue;
}
if (polyregions[r].vertex[0] == v2)
beginingof = r;
if (polyregions[r].vertex[polyregions[r].numverts-1] == v1)
endof = r;
for (v = polyregions[r].numverts-2; v >= 0; v--)
if (polyregions[r].vertex[v] == v1 && polyregions[r].vertex[v+1] == v2)
return; //whoops. Duplicate line.
}
if (beginingof >= 0 && endof >= 0)
{ //merge two regions. Copy one onto the end of the other.
if (beginingof == endof)
{ //close up
if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf("^1WARNING: Map region is too large.\n");
return;
}
polyregions[endof].vertex[polyregions[endof].numverts] = v2;
polyregions[endof].numverts++;
}
else
{
if (polyregions[endof].numverts+polyregions[beginingof].numverts >= MAX_POLYVERTS)
{
Con_Printf("^1WARNING: Map region is too large.\n");
return;
}
memcpy(polyregions[endof].vertex + polyregions[endof].numverts,
polyregions[beginingof].vertex,
sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
polyregions[endof].numverts += polyregions[beginingof].numverts;
polyregions[beginingof].numverts = 0;
}
}
else if (beginingof >= 0)
{ //insert into
if (polyregions[beginingof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf("^1WARNING: Map region is too large.\n");
return;
}
memmove(polyregions[beginingof].vertex + 1,
polyregions[beginingof].vertex,
sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
polyregions[beginingof].vertex[0] = v1;
polyregions[beginingof].numverts++;
}
else if (endof >= 0)
{ //stick outselves on the end
if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
{
Con_Printf("^1WARNING: Map region is too large.\n");
return;
}
polyregions[endof].vertex[polyregions[endof].numverts] = v2;
polyregions[endof].numverts++;
}
else
{ //new region.
if (freer < 0)
{
freer = regions++;
if (regions > MAX_REGIONS)
{
Con_Printf("^1WARNING: Too many regions. Sector is too chaotic/complicated.\n");
freer = 0;
regions = 1;
}
}
polyregions[freer].numverts = 2;
polyregions[freer].vertex[0] = v1;
polyregions[freer].vertex[1] = v2;
}
}
static unsigned short *Triangulate_Finish(int *numtris, unsigned short *old, int oldindexcount)
{
unsigned short *out;
unsigned int v1, v2, v3, v;
unsigned int r, v2s, f;
float a1;
float a2;
for (r = 0; r < regions; r++)
{
if (!polyregions[r].numverts)
continue;
if (polyregions[r].vertex[0] != polyregions[r].vertex[polyregions[r].numverts-1])
{
Con_Printf("Sector is not enclosed\n");
polyregions[r].vertex[polyregions[r].numverts] = polyregions[r].vertex[0];
polyregions[r].numverts++;
/*
*numtris = 0;
regions = 0;
return NULL;*/
}
polyregions[r].angle = 0;
polyregions[r].numverts--;//start == end
for (v = 0; v < polyregions[r].numverts; v++)
{
v1 = polyregions[r].vertex[v];
v2 = polyregions[r].vertex[(v+1)%(polyregions[r].numverts)];
v3 = polyregions[r].vertex[(v+2)%(polyregions[r].numverts)];
a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
polyregions[r].angle += fabs(a1 - a2);
}
}
//FIXME: inner loops should find the nearest point in a forwards direction from one of the extreeme points.
//angle should be either (numverts-2)*PI //inner loop
//or PI*numverts+2*PI //outer loop
//unfortuantly it's rarly either of them...
for (r = 0; r < regions; r++)
{
if (polyregions[r].numverts<3)
continue;
v1 = polyregions[r].vertex[0];
v2 = polyregions[r].vertex[1];
v2s = 1;
f=0;
for (v = 2; polyregions[r].numverts>=3; )
{ //build a triangle fan.
if (numindexes+3 > MAX_POLYVERTS)
{
Con_Printf("^1WARNING: Sector is too big for triangulation\n");
break;
}
v3 = polyregions[r].vertex[v];
a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
if (fabs(a1-a2) > M_PI+0.01) //this would be a reflex angle then.;.
{
/* indexes[numindexes++] = 0;
indexes[numindexes++] = v2;
indexes[numindexes++] = 1;
*/
v1 = v2;
v2 = v3;
v2s = v;
v=(v+1)%polyregions[r].numverts;
f++;
if (f >= 1000)
{ //infinate loop - shouldn't happen. must have got the angle stuff wrong.
Con_Printf("^1WARNING: Failed to triangulate polygon\n");
break;
}
continue;
}
//FIXME: make sure v1 -> v3 doesn't clip any same-region lines.
indexes[numindexes++] = v1;
indexes[numindexes++] = v2;
indexes[numindexes++] = v3;
memmove(polyregions[r].vertex+v2s, polyregions[r].vertex+v2s+1, (polyregions[r].numverts-v2s)*sizeof(polyregions[r].vertex[0]));
polyregions[r].numverts--;
v=(v)%polyregions[r].numverts;
v2 = v3;
v2s = v;
polyregions[r].vertex[polyregions[r].numverts] = 0;
}
}
if (!numindexes)
{
Con_Printf("^1Warning: Sector is empty\n");
*numtris = 0;
regions = 0;
return NULL;
}
out = BZ_Realloc(old, sizeof(*out)*(numindexes+oldindexcount*3));
memcpy(out+oldindexcount*3, indexes, sizeof(*out)*numindexes);
*numtris = numindexes/3+oldindexcount;
regions = 0;
numindexes = 0;
return out;
}
#endif
static void Triangulate_Sectors(dsector_t *sectorl, qboolean glbspinuse)
{
int seg, nsec;
int i, sec=-1;
sectorm = BZ_Malloc(sectorc * sizeof(*sectorm));
#ifdef RGLQUAKE
if (glbspinuse)
{
for (i = 0; i < ssectorsc; i++)
{ //only do linedefs.
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
if (segsl[seg].linedef != 0xffff)
break;
if (seg == ssectorsl[i].first + ssectorsl[i].segcount) //throw a fit.
{
Con_Printf("SubSector %i has absolutly no walls\n", i);
continue;
}
nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
if (sec != nsec)
{
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
sec = nsec;
}
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
{ //ignore direction, it's do do with the intersection rather than the draw direction.
Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
}
}
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
}
else
{
for (sec = 0; sec < sectorc; sec++)
{
for (i = 0; i < linedefsc; i++)
{
if (sidedefsm[linedefsl[i].sidedef[0]].sector == sec)
Triangulate_AddLine(linedefsl[i].vert[0], linedefsl[i].vert[1]);
if (linedefsl[i].sidedef[1] != 0xffff && sidedefsm[linedefsl[i].sidedef[1]].sector == sec)
Triangulate_AddLine(linedefsl[i].vert[1], linedefsl[i].vert[0]);
}
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
}
}
#endif
/*
for (i = 0; i < ssectorsc; i++)
{ //only do linedefs.
seg = ssectorsl[i].first;
nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
if (sec != nsec)
{
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
sec = nsec;
}
for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
{ //ignore direction, it's do do with the intersection rather than the draw direction.
Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
}
}
if (sec>=0)
sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
*/
for (i = 0; i < sectorc; i++)
{
#ifdef RGLQUAKE
sectorm[i].ceilingtex = Doom_LoadFlat(sectorl[i].ceilingtexture);
sectorm[i].floortex = Doom_LoadFlat(sectorl[i].floortexture);
#endif
sectorm[i].lightlev = sectorl[i].lightlevel;
sectorm[i].specialtype = sectorl[i].specialtype;
sectorm[i].tag = sectorl[i].tag;
sectorm[i].ceilingheight = sectorl[i].ceilingheight;
sectorm[i].floorheight = sectorl[i].floorheight;
}
}
#ifndef SERVERONLY
static void *textures1;
static void *textures2;
static char *pnames;
static void Doom_LoadTextureInfos(void)
{
textures1 = COM_LoadMallocFile("wad/texture1");
textures2 = COM_LoadMallocFile("wad/texture2");
pnames = COM_LoadMallocFile("wad/pnames");
}
typedef struct {
char name[8];
short always0_0;
short always0_1;
short width;
short height;
short always0_2;
short always0_3;
short componantcount;
} ddoomtexture_t;
typedef struct {
short xoffset;
short yoffset;
unsigned short patchnum;
unsigned short always_1;
unsigned short always_0;
} ddoomtexturecomponant_t;
typedef struct {
short width;
short height;
short xpos;
short ypos;
} doomimage_t;
static void Doom_ExtractPName(unsigned int *out, doomimage_t *di, int outwidth, int outheight, int x, int y)
{
unsigned int *colpointers;
int c, fr, rc, extra;
unsigned char *data, *coldata;
extern qbyte gammatable[256];
if (!di)
return;
data = (char *)di;
// out += x/*+di->xpos*/;
// out += (y/*+di->ypos*/)*outwidth;
colpointers = (unsigned int*)(data+sizeof(doomimage_t));
for (c = 0; c < di->width; c++)
{
if (c+x < 0)
continue;
if (c+x >= outwidth)
break;
if (colpointers[c] >= com_filesize)
break;
coldata = data + colpointers[c];
while(1)
{
fr = *coldata++;
if (fr == 255)
break;
rc = *coldata++;
coldata++; //one not drawn, on each side
fr+=y;
if (fr<0)
{
coldata -= fr; //plus
fr = 0;
}
if ((fr+rc) > outheight)
{
extra = rc - (outheight - fr) +1;
rc = outheight - fr;
if (rc < 0)
break;
}
else
extra = 1;
while(rc)
{
out[c+x + fr*outwidth] = (gammatable[doompalette[*coldata*3]]) + (gammatable[doompalette[*coldata*3+1]]<<8) + (gammatable[doompalette[*coldata*3+2]]<<16) + (255<<24);
coldata++;
fr++;
rc--;
}
coldata+=extra; //one not drawn, on each side
}
}
}
static int Doom_LoadPatchFromTexWad(char *name, void *texlump, unsigned short *width, unsigned short *height)
{
char patch[32] = "patches/";
unsigned int *tex;
ddoomtexture_t *tx;
ddoomtexturecomponant_t *tc;
int i;
int count;
count = *(int *)texlump;
tex = (int *)texlump+1;
for (i = 0; i < count; i++)
{
tx = (ddoomtexture_t*)((unsigned char*)texlump + *tex);
if (!strncmp(tx->name, name, 8))
{
tex = BZ_Malloc(tx->width*tx->height*4);
memset(tex, 255, tx->width*tx->height*4);
*width = tx->width;
*height = tx->height;
tc = (ddoomtexturecomponant_t*)(tx+1);
for (i = 0; i < tx->componantcount; i++, tc++)
{
strncpy(patch+8, pnames+4+8*tc->patchnum, 8);
Q_strlwr(patch+8);
patch[16] = '\0';
Doom_ExtractPName(tex, (doomimage_t *)COM_LoadTempFile(patch), tx->width, tx->height, tc->xoffset, tc->yoffset);
}
i = GL_LoadTexture32(name, tx->width, tx->height, tex, true, true);
BZ_Free(tex);
return i;
}
tex++;
}
return 0;
}
static int Doom_LoadPatch(char *name)
{
int texnum;
for (texnum = 0; texnum < numgldoomtextures; texnum++) //a hash table might be a good plan.
{
if(!strncmp(name, gldoomtextures[texnum].name, 8))
{
return texnum;
}
}
//couldn't find it.
// texnum = numgldoomtextures;
gldoomtextures = BZ_Realloc(gldoomtextures, sizeof(*gldoomtextures)*((numgldoomtextures+16)&~15));
numgldoomtextures++;
strncpy(gldoomtextures[texnum].name, name, 8);
if (textures1)
{
gldoomtextures[texnum].gltexture = Doom_LoadPatchFromTexWad(name, textures1, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height);
if (gldoomtextures[texnum].gltexture)
return texnum;
}
if (textures2)
{
gldoomtextures[texnum].gltexture = Doom_LoadPatchFromTexWad(name, textures2, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height);
if (gldoomtextures[texnum].gltexture)
return texnum;
}
//all else failed.
gldoomtextures[texnum].gltexture = Mod_LoadHiResTexture(name, "patches", true, false, true);
gldoomtextures[texnum].width = image_width;
gldoomtextures[texnum].height = image_height;
return texnum;
}
#endif
static void CleanWalls(dsidedef_t *sidedefsl)
{
int i;
char texname[64];
char lastmiddle[9]="-";
char lastlower[9]="-";
char lastupper[9]="-";
int lastmidtex=0, lastuptex=0, lastlowtex=0;
sidedefsm = BZ_Malloc(sidedefsc * sizeof(*sidedefsm));
for (i = 0; i < sidedefsc; i++)
{
#ifdef RGLQUAKE
strncpy(texname, sidedefsl[i].middletex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].middletex = 0;
else
{
if (!strncmp(texname, lastmiddle, 8))
sidedefsm[i].middletex = lastmidtex;
else
{
strncpy(lastmiddle, texname, 8);
sidedefsm[i].middletex = lastmidtex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, false);
}
}
strncpy(texname, sidedefsl[i].lowertex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].lowertex = 0;
else
{
if (!strncmp(texname, lastlower, 8))
sidedefsm[i].lowertex = lastlowtex;
else
{
strncpy(lastlower, texname, 8);
sidedefsm[i].lowertex = lastlowtex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, true);
}
}
strncpy(texname, sidedefsl[i].uppertex, 8);
texname[8] = '\0';
if (!strcmp(texname, "-"))
sidedefsm[i].uppertex = 0;
else
{
if (!strncmp(texname, lastupper, 8))
sidedefsm[i].uppertex = lastuptex;
else
{
strncpy(lastupper, texname, 8);
sidedefsm[i].uppertex = lastuptex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, false);
}
}
#endif
sidedefsm[i].sector = sidedefsl[i].sector;
sidedefsm[i].texx = sidedefsl[i].texx;
sidedefsm[i].texy = sidedefsl[i].texy;
}
}
void QuakifyThings(dthing_t *thingsl)
{
int sector;
int spawnflags;
char *name;
int i;
int zpos;
static char newlump[1024*1024];
char *ptr = newlump;
vec3_t point;
sprintf(ptr, "{\n"
"\"classname\" \"worldspawn\"\n"
"}\n");
ptr += strlen(ptr);
for (i = 0; i < thingsc; i++)
{
switch(thingsl[i].type)
{
case THING_PLAYER: //fixme: spit out a coop spawn too.
name = "info_player_start";
break;
case THING_PLAYER2:
case THING_PLAYER3:
case THING_PLAYER4:
name = "info_player_coop";
break;
case THING_DMSPAWN:
name = "info_player_deathmatch";
break;
case THING_WCHAINSAW:
name = "item_artifact_super_damage";
break;
case THING_WSHOTGUN1:
name = "weapon_nailgun";
break;
case THING_WSHOTGUN2:
name = "weapon_supernailgun";
break;
case THING_WCHAINGUN:
name = "weapon_supershotgun";
break;
case THING_WROCKETL:
name = "weapon_lightning";
break;
case THING_WPLASMA:
name = "weapon_grenadelauncher";
break;
case THING_WBFG:
name = "weapon_rocketlauncher";
break;
default:
name = va("thing_%i", thingsl[i].type);
break;
}
point[0] = thingsl[i].xpos;
point[1] = thingsl[i].ypos;
point[2] = 0;
sector = Doom_SectorNearPoint(point);
zpos = sectorm[sector].floorheight + 24;
spawnflags = SPAWNFLAG_NOT_EASY | SPAWNFLAG_NOT_MEDIUM | SPAWNFLAG_NOT_HARD | SPAWNFLAG_NOT_DEATHMATCH;
if (thingsl[i].flags & THING_EASY)
spawnflags -= SPAWNFLAG_NOT_EASY;
if (thingsl[i].flags & THING_MEDIUM)
spawnflags -= SPAWNFLAG_NOT_MEDIUM;
if (thingsl[i].flags & THING_HARD)
spawnflags -= SPAWNFLAG_NOT_HARD;
if (thingsl[i].flags & THING_DEATHMATCH)
spawnflags -= SPAWNFLAG_NOT_DEATHMATCH;
if (thingsl[i].flags & THING_DEAF)
spawnflags |= 1;
sprintf(ptr, "{\n"
"\"classname\" \"%s\"\n"
"\"origin\" \"%i %i %i\"\n"
"\"spawnflags\" \"%i\"\n"
"\"angle\" \"%i\"\n"
"}\n",
name,
thingsl[i].xpos, thingsl[i].ypos, zpos,
spawnflags,
thingsl[i].angle
);
ptr += strlen(ptr);
}
loadmodel->entities = BZ_Malloc(ptr-newlump+1);
memcpy(loadmodel->entities, newlump, ptr-newlump+1);
}
void Doom_GeneratePlanes(ddoomnode_t *nodel)
{
vec3_t point, up, line;
int n;
up[0] = 0;
up[1] = 0;
up[2] = 1;
line[2] = 0;
nodeplanes = BZ_Malloc(sizeof(*nodeplanes)*nodec);
lineplanes = BZ_Malloc(sizeof(*lineplanes)*linedefsc);
point[2] = 0;
for (n = 0; n < nodec; n++)
{
line[0] = nodel[n].dx;
line[1] = nodel[n].dy;
point[0] = nodel[n].x;
point[1] = nodel[n].y;
CrossProduct(line, up, nodeplanes[n].normal);
VectorNormalize(nodeplanes[n].normal);
nodeplanes[n].dist = DotProduct (point, nodeplanes[n].normal);
}
for (n = 0; n < linedefsc; n++)
{
point[0] = vertexesl[linedefsl[n].vert[0]].xpos;
point[1] = vertexesl[linedefsl[n].vert[0]].ypos;
line[0] = vertexesl[linedefsl[n].vert[1]].xpos-point[0];
line[1] = vertexesl[linedefsl[n].vert[1]].ypos-point[1];
CrossProduct(line, up, lineplanes[n].normal);
VectorNormalize(lineplanes[n].normal);
lineplanes[n].dist = DotProduct (point, lineplanes[n].normal);
}
}
static void MoveWorld(void)
{
int v;
short adj[2];
short min[2], max[2];
min[0] = 4096;
min[1] = 4096;
max[0] = -4096;
max[1] = -4096;
for (v = 0; v < vertexesc; v++)
{
if (min[0] > vertexesl[v].xpos)
min[0] = vertexesl[v].xpos;
if (min[1] > vertexesl[v].ypos)
min[1] = vertexesl[v].ypos;
if (max[0] < vertexesl[v].xpos)
max[0] = vertexesl[v].xpos;
if (max[1] < vertexesl[v].ypos)
max[1] = vertexesl[v].ypos;
}
if (min[0]>=-4096 && max[0]<=4096)
if (min[1]>=-4096 && max[1]<=4096)
return; //doesn't need adjusting, live with it.
if (max[0]-min[0]>=8192 || max[1]-min[1]>=8192)
Con_Printf("^1Warning: Map is too large for the network protocol\n");
Con_Printf("Adjusting map\n");
adj[0] = (max[0]-4096)&~63; //don't harm the tiling.
adj[1] = (max[1]-4096)&~63;
for (v = 0; v < vertexesc; v++)
{
vertexesl[v].xpos -= adj[0];
vertexesl[v].ypos -= adj[1];
}
for (v = 0; v < nodec; v++)
{
nodel[v].x -= adj[0];
nodel[v].y -= adj[1];
nodel[v].x1lower -= adj[0];
nodel[v].x1upper -= adj[1];
nodel[v].y1lower -= adj[0];
nodel[v].y1upper -= adj[1];
nodel[v].x2lower -= adj[0];
nodel[v].x2upper -= adj[1];
nodel[v].y2lower -= adj[0];
nodel[v].y2upper -= adj[1];
}
for (v = 0; v < thingsc; v++)
{
thingsl[v].xpos -= adj[0];
thingsl[v].ypos -= adj[1];
}
blockmapl->xorg -= adj[0];
blockmapl->yorg -= adj[1];
}
static void Doom_LoadVerticies(char *name)
{
ddoomvertex_t *std, *gl1;
int stdc, glc;
int *gl2;
int i;
std = (void *)COM_LoadTempFile (va("%s.vertexes", name));
stdc = com_filesize/sizeof(*std);
gl2 = (void *)COM_LoadTempFile2 (va("%s.gl_vert", name));
if (!gl2)
{
glc = 0;
gl1 = NULL;
}
else if (gl2[0] == *(int*)"gNd2")
{
gl2++;
glc = (com_filesize-4)/sizeof(int)/2;
gl1 = NULL;
}
else
{
glc = com_filesize/sizeof(*gl1);
gl1 = (ddoomvertex_t*)gl2;
}
if (!stdc)
return;
vertexesc = stdc + glc;
vertexesl = BZ_Malloc(vertexesc*sizeof(*vertexesl));
vertexsglbase = stdc;
for (i = 0; i < stdc; i++)
{
vertexesl[i].xpos = std[i].xpos;
vertexesl[i].ypos = std[i].ypos;
}
if (gl1)
{
for (i = 0; i < glc; i++)
{
vertexesl[stdc+i].xpos = gl1[i].xpos;
vertexesl[stdc+i].ypos = gl1[i].ypos;
}
}
else
{
for (i = 0; i < glc; i++)
{
vertexesl[stdc+i].xpos = (float)gl2[i*2] / 0x10000;
vertexesl[stdc+i].ypos = (float)gl2[i*2+1] / 0x10000;
}
}
}
static void Doom_LoadSSectors(char *name)
{
ssectorsl = (void *)COM_LoadMallocFile (va("%s.gl_ssect", name));
if (!ssectorsl)
ssectorsl = (void *)COM_LoadMallocFile (va("%s.ssectors", name));
//FIXME: "gNd3" means that it's glbsp version 3.
ssectorsc = com_filesize/sizeof(*ssectorsl);
}
static void Doom_LoadSSegs(char *name)
{ //these skirt the subsectors
void *file;
dgl_seg3_t *s3;
dgl_seg1_t *s1;
dseg_t *s0;
int i;
file = (void *)COM_LoadMallocFile (va("%s.gl_segs", name));
if (!file)
{
s0 = (void *)COM_LoadMallocFile (va("%s.segs", name));
segsc = com_filesize/sizeof(*s0);
segsl = BZ_Malloc(segsc * sizeof(*segsl));
for (i = 0; i < segsc; i++)
{
segsl[i].vert[0] = s0[i].vert[0];
segsl[i].vert[1] = s0[i].vert[1];
segsl[i].linedef = s0[i].linedef;
segsl[i].direction = s0[i].direction;
segsl[i].Partner = 0xffff;
}
}
else if (*(int *)file == *(int *)"gNd3")
{
s3 = file;
segsc = com_filesize/sizeof(*s3);
segsl = s3;
}
else if (!file)
return;
else
{
s1 = file;
segsc = com_filesize/sizeof(*s1);
segsl = BZ_Malloc(segsc * sizeof(*segsl));
for (i = 0; i < segsc; i++)
{
if (s1[i].vert[0] & 0x8000)
segsl[i].vert[0] = (s1[i].vert[0]&0x7fff)+vertexsglbase;
else
segsl[i].vert[0] = s1[i].vert[0];
if (s1[i].vert[1] & 0x8000)
segsl[i].vert[1] = (s1[i].vert[1]&0x7fff)+vertexsglbase;
else
segsl[i].vert[1] = s1[i].vert[1];
segsl[i].linedef = s1[i].linedef;
segsl[i].direction = s1[i].direction;
if (s1[i].Partner == 0xffff)
segsl[i].Partner = 0xffffffff;
else
segsl[i].Partner = s1[i].Partner;
}
}
}
qboolean Mod_LoadDoomLevel(model_t *mod)
{
int h;
dsector_t *sectorl;
dsidedef_t *sidedefsl;
char name[MAX_QPATH];
int *gl_nodes;
COM_StripExtension(mod->name, name);
if (!COM_LoadTempFile(va("%s", mod->name)))
{
Con_Printf("Wad map %s does not exist\n", mod->name);
return false;
}
gl_nodes = (void *)COM_LoadMallocFile (va("%s.gl_nodes", name));
if (gl_nodes && com_filesize>0)
{
nodel = (void *)gl_nodes;
nodec = com_filesize/sizeof(*nodel);
}
else
{
gl_nodes=NULL;
nodel = (void *)COM_LoadMallocFile (va("%s.nodes", name));
nodec = com_filesize/sizeof(*nodel);
}
sectorl = (void *)COM_LoadMallocFile (va("%s.sectors", name));
sectorc = com_filesize/sizeof(*sectorl);
#ifndef SERVERONLY
numgldoomtextures=0;
Doom_LoadPalette();
#endif
Doom_LoadVerticies(name);
Doom_LoadSSegs(name);
Doom_LoadSSectors(name);
thingsl = (void *)COM_LoadMallocFile (va("%s.things", name));
thingsc = com_filesize/sizeof(*thingsl);
linedefsl = (void *)COM_LoadMallocFile (va("%s.linedefs", name));
linedefsc = com_filesize/sizeof(*linedefsl);
sidedefsl = (void *)COM_LoadMallocFile (va("%s.sidedefs", name));
sidedefsc = com_filesize/sizeof(*sidedefsl);
blockmapl = (void *)COM_LoadMallocFile (va("%s.blockmap", name));
// blockmaps = com_filesize;
#ifndef SERVERONLY
Doom_LoadTextureInfos();
#endif
blockmapofs = (unsigned short*)(blockmapl+1);
if (!nodel || !sectorl || !segsl || !ssectorsl || !thingsl || !linedefsl || !sidedefsl || !vertexesl)
{
Sys_Error("Wad map doesn't contain enough lumps\n");
nodel = NULL;
return false;
}
MoveWorld();
Doom_GeneratePlanes(nodel);
mod->hulls[0].clip_mins[0] = 0;
mod->hulls[0].clip_mins[1] = 0;
mod->hulls[0].clip_mins[2] = 0;
mod->hulls[0].clip_maxs[0] = 0;
mod->hulls[0].clip_maxs[1] = 0;
mod->hulls[0].clip_maxs[2] = 0;
mod->hulls[0].available = true;
mod->hulls[1].clip_mins[0] = -16;
mod->hulls[1].clip_mins[1] = -16;
mod->hulls[1].clip_mins[2] = -24;
mod->hulls[1].clip_maxs[0] = 16;
mod->hulls[1].clip_maxs[1] = 16;
mod->hulls[1].clip_maxs[2] = 32;
mod->hulls[1].available = true;
mod->hulls[2].clip_mins[0] = -32;
mod->hulls[2].clip_mins[1] = -32;
mod->hulls[2].clip_mins[2] = -24;
mod->hulls[2].clip_maxs[0] = 32;
mod->hulls[2].clip_maxs[1] = 32;
mod->hulls[2].clip_maxs[2] = 64;
mod->hulls[2].available = true;
mod->hulls[3].clip_mins[0] = -16; //allow a crouched sized hull.
mod->hulls[3].clip_mins[1] = -16;
mod->hulls[3].clip_mins[2] = -6;
mod->hulls[3].clip_maxs[0] = 16;
mod->hulls[3].clip_maxs[1] = 16;
mod->hulls[3].clip_maxs[2] = 30;
mod->hulls[3].available = true;
for (h = 4; h < MAX_MAP_HULLSM; h++)
mod->hulls[h].available = false;
for (h = 0; h < MAX_MAP_HULLSM; h++)
Doom_SetHullFuncs(&mod->hulls[h]);
Doom_SetModelFunc(mod);
mod->needload = false;
mod->fromgame = fg_doom;
CleanWalls(sidedefsl);
Triangulate_Sectors(sectorl, !!gl_nodes);
QuakifyThings(thingsl);
return true;
}
void Doom_SetHullFuncs(hull_t *hull)
{
hull->funcs.RecursiveHullCheck = Doom_RecursiveHullCheck;
hull->funcs.HullPointContents = Doom_PointContents;
}
void Doom_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
msector_t *sec;
sec = sectorm + Doom_SectorNearPoint(point);
res_dir[0] = 0;
res_dir[1] = 1;
res_dir[2] = 1;
res_diffuse[0] = sec->lightlev;
res_diffuse[1] = sec->lightlev;
res_diffuse[2] = sec->lightlev;
res_ambient[0] = sec->lightlev;
res_ambient[1] = sec->lightlev;
res_ambient[2] = sec->lightlev;
}
void Doom_FatPVS(vec3_t org, qboolean add)
{
//FIXME: use REJECT lump.
}
qboolean Doom_EdictInFatPVS(edict_t *edict)
{ //FIXME: use REJECT lump.
return true;
}
void Doom_FindTouchedLeafs(edict_t *edict)
{
//work out the sectors this ent is in for easy pvs.
}
void Doom_StainNode(struct mnode_s *node, float *parms)
{
//not supported
}
void Doom_MarkLights(struct dlight_s *light, int bit, struct mnode_s *node)
{
//not supported
}
void Doom_SetModelFunc(model_t *mod)
{
mod->funcs.FatPVS = Doom_FatPVS;
mod->funcs.EdictInFatPVS = Doom_EdictInFatPVS;
mod->funcs.FindTouchedLeafs_Q1 = Doom_FindTouchedLeafs;
mod->funcs.LightPointValues = Doom_LightPointValues;
mod->funcs.StainNode = Doom_StainNode;
mod->funcs.MarkLights = Doom_MarkLights;
}
#endif