First bunch of endian fixes... At least bsp loading doesn't crash&burn anymore :)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1989 fc73d0e0-1445-4013-8a0c-d673dee63da5
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3 changed files with 23 additions and 17 deletions
30
fteqtv/bsp.c
30
fteqtv/bsp.c
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@ -230,19 +230,19 @@ bsp_t *BSP_LoadModel(cluster_t *cluster, char *gamedir, char *bspname)
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header = (dheader_t*)data;
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if (data[0] != 29)
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{
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Sys_Printf(cluster, "BSP not version 29\n", bspname, gamedir);
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free(data);
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Sys_Printf(cluster, "BSP not version 29\n", bspname, gamedir);
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return NULL;
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}
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planes = (dplane_t*)(data+header->lumps[LUMP_PLANES].fileofs);
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nodes = (dnode_t*)(data+header->lumps[LUMP_NODES].fileofs);
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leaf = (dleaf_t*)(data+header->lumps[LUMP_LEAFS].fileofs);
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planes = (dplane_t*)(data+LittleLong(header->lumps[LUMP_PLANES].fileofs));
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nodes = (dnode_t*)(data+LittleLong(header->lumps[LUMP_NODES].fileofs));
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leaf = (dleaf_t*)(data+LittleLong(header->lumps[LUMP_LEAFS].fileofs));
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numnodes = header->lumps[LUMP_NODES].filelen/sizeof(dnode_t);
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numleafs = header->lumps[LUMP_LEAFS].filelen/sizeof(dleaf_t);
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numnodes = LittleLong(header->lumps[LUMP_NODES].filelen)/sizeof(dnode_t);
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numleafs = LittleLong(header->lumps[LUMP_LEAFS].filelen)/sizeof(dleaf_t);
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bsp = malloc(sizeof(bsp_t) + sizeof(node_t)*numnodes + header->lumps[LUMP_VISIBILITY].filelen + sizeof(unsigned char *)*numleafs);
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bsp = malloc(sizeof(bsp_t) + sizeof(node_t)*numnodes + LittleLong(header->lumps[LUMP_VISIBILITY].filelen) + sizeof(unsigned char *)*numleafs);
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if (bsp)
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{
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bsp->fullchecksum = 0;
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@ -252,7 +252,7 @@ bsp_t *BSP_LoadModel(cluster_t *cluster, char *gamedir, char *bspname)
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if (i == LUMP_ENTITIES)
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continue; //entities never appear in any checksums
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chksum = Com_BlockChecksum(data + header->lumps[i].fileofs, header->lumps[i].filelen);
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chksum = Com_BlockChecksum(data + LittleLong(header->lumps[i].fileofs), LittleLong(header->lumps[i].filelen));
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bsp->fullchecksum ^= chksum;
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if (i == LUMP_VISIBILITY || i == LUMP_LEAFS || i == LUMP_NODES)
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continue;
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@ -266,14 +266,14 @@ bsp_t *BSP_LoadModel(cluster_t *cluster, char *gamedir, char *bspname)
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for (i = 0; i < numnodes; i++)
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{
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bsp->nodes[i].child[0] = nodes[i].children[0];
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bsp->nodes[i].child[1] = nodes[i].children[1];
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bsp->nodes[i].planedist = planes[nodes[i].planenum].dist;
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bsp->nodes[i].planen[0] = planes[nodes[i].planenum].normal[0];
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bsp->nodes[i].planen[1] = planes[nodes[i].planenum].normal[1];
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bsp->nodes[i].planen[2] = planes[nodes[i].planenum].normal[2];
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bsp->nodes[i].child[0] = LittleShort(nodes[i].children[0]);
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bsp->nodes[i].child[1] = LittleShort(nodes[i].children[1]);
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bsp->nodes[i].planedist = planes[LittleLong(nodes[i].planenum)].dist;
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bsp->nodes[i].planen[0] = planes[LittleLong(nodes[i].planenum)].normal[0];
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bsp->nodes[i].planen[1] = planes[LittleLong(nodes[i].planenum)].normal[1];
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bsp->nodes[i].planen[2] = planes[LittleLong(nodes[i].planenum)].normal[2];
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}
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memcpy(bsp->pvslump, data+header->lumps[LUMP_VISIBILITY].fileofs, header->lumps[LUMP_VISIBILITY].filelen);
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memcpy(bsp->pvslump, data+LittleLong(header->lumps[LUMP_VISIBILITY].fileofs), LittleLong(header->lumps[LUMP_VISIBILITY].filelen));
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for (i = 0; i < numleafs; i++)
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{
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@ -1251,7 +1251,7 @@ void ParseMessage(sv_t *tv, char *buffer, int length, int to, int mask)
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if (i)
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SendClientCommand(tv, "modellist %i %i\n", tv->clservercount, i);
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else
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SendClientCommand(tv, "prespawn %i 0 %i\n", tv->clservercount, BSP_Checksum(tv->bsp));
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SendClientCommand(tv, "prespawn %i 0 %i\n", tv->clservercount, LittleLong(BSP_Checksum(tv->bsp)));
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}
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break;
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case svc_soundlist:
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@ -17,7 +17,13 @@ along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifdef __GNUC__
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#define LittleLong(x) ({ typeof(x) _x = (x); _x = (((unsigned char *)&_x)[0]|(((unsigned char *)&_x)[1]<<8)|(((unsigned char *)&_x)[2]<<16)|(((unsigned char *)&_x)[3]<<24)); _x; })
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#define LittleShort(x) ({ typeof(x) _x = (x); _x = (((unsigned char *)&_x)[0]|(((unsigned char *)&_x)[1]<<8)); _x; })
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#else
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#define LittleLong(x) (x)
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#define LittleShort(x) (x)
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#endif
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//each server that we are connected to has it's own state.
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//it should be easy enough to use one thread per server.
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