#include "quakedef.h" #ifdef DOOMWADS #ifdef GLQUAKE #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 = R_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 GLQUAKE #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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "WARNING: 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(CON_WARNING "Warning: 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 GLQUAKE 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(§orm[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(§orm[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(§orm[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(§orm[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(§orm[sec].numflattris); */ for (i = 0; i < sectorc; i++) { #ifdef GLQUAKE 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 GLQUAKE 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(CON_WARNING "Warning: 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, sizeof(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