/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "precompiled.h"
#pragma hdrstop

#include "Game_local.h"

#define MAX_BOUNDS_AREAS	16


typedef struct pvsPassage_s
{
	byte* 				canSee;		// bit set for all portals that can be seen through this passage
} pvsPassage_t;


typedef struct pvsPortal_s
{
	int					areaNum;	// area this portal leads to
	idWinding* 			w;			// winding goes counter clockwise seen from the area this portal is part of
	idBounds			bounds;		// winding bounds
	idPlane				plane;		// winding plane, normal points towards the area this portal leads to
	pvsPassage_t* 		passages;	// passages to portals in the area this portal leads to
	bool				done;		// true if pvs is calculated for this portal
	byte* 				vis;		// PVS for this portal
	byte* 				mightSee;	// used during construction
} pvsPortal_t;


typedef struct pvsArea_s
{
	int					numPortals;	// number of portals in this area
	idBounds			bounds;		// bounds of the whole area
	pvsPortal_t** 		portals;	// array with pointers to the portals of this area
} pvsArea_t;


typedef struct pvsStack_s
{
	struct pvsStack_s* 	next;		// next stack entry
	byte* 				mightSee;	// bit set for all portals that might be visible through this passage/portal stack
} pvsStack_t;


/*
================
idPVS::idPVS
================
*/
idPVS::idPVS()
{
	int i;
	
	numAreas = 0;
	numPortals = 0;
	
	connectedAreas = NULL;
	areaQueue = NULL;
	areaPVS = NULL;
	
	for( i = 0; i < MAX_CURRENT_PVS; i++ )
	{
		currentPVS[i].handle.i = -1;
		currentPVS[i].handle.h = 0;
		currentPVS[i].pvs = NULL;
	}
	
	pvsAreas = NULL;
	pvsPortals = NULL;
}

/*
================
idPVS::~idPVS
================
*/
idPVS::~idPVS()
{
	Shutdown();
}

/*
================
idPVS::GetPortalCount
================
*/
int idPVS::GetPortalCount() const
{
	int i, na, np;
	
	na = gameRenderWorld->NumAreas();
	np = 0;
	for( i = 0; i < na; i++ )
	{
		np += gameRenderWorld->NumPortalsInArea( i );
	}
	return np;
}

/*
================
idPVS::CreatePVSData
================
*/
void idPVS::CreatePVSData()
{
	int i, j, n, cp;
	exitPortal_t portal;
	pvsArea_t* area;
	pvsPortal_t* p, **portalPtrs;
	
	if( !numPortals )
	{
		return;
	}
	
	pvsPortals = new( TAG_PVS ) pvsPortal_t[numPortals];
	pvsAreas = new( TAG_PVS ) pvsArea_t[numAreas];
	memset( pvsAreas, 0, numAreas * sizeof( *pvsAreas ) );
	
	cp = 0;
	portalPtrs = new( TAG_PVS ) pvsPortal_t* [numPortals];
	
	for( i = 0; i < numAreas; i++ )
	{
	
		area = &pvsAreas[i];
		area->bounds.Clear();
		area->portals = portalPtrs + cp;
		
		n = gameRenderWorld->NumPortalsInArea( i );
		
		for( j = 0; j < n; j++ )
		{
		
			portal = gameRenderWorld->GetPortal( i, j );
			
			p = &pvsPortals[cp++];
			// the winding goes counter clockwise seen from this area
			p->w = portal.w->Copy();
			p->areaNum = portal.areas[1];	// area[1] is always the area the portal leads to
			
			p->vis = new( TAG_PVS ) byte[portalVisBytes];
			memset( p->vis, 0, portalVisBytes );
			p->mightSee = new( TAG_PVS ) byte[portalVisBytes];
			memset( p->mightSee, 0, portalVisBytes );
			p->w->GetBounds( p->bounds );
			p->w->GetPlane( p->plane );
			// plane normal points to outside the area
			p->plane = -p->plane;
			// no PVS calculated for this portal yet
			p->done = false;
			
			area->portals[area->numPortals] = p;
			area->numPortals++;
			
			area->bounds += p->bounds;
		}
	}
}

/*
================
idPVS::DestroyPVSData
================
*/
void idPVS::DestroyPVSData()
{
	int i;
	
	if( !pvsAreas )
	{
		return;
	}
	
	// delete portal pointer array
	delete[] pvsAreas[0].portals;
	
	// delete all areas
	delete[] pvsAreas;
	pvsAreas = NULL;
	
	// delete portal data
	for( i = 0; i < numPortals; i++ )
	{
		delete[] pvsPortals[i].vis;
		delete[] pvsPortals[i].mightSee;
		delete pvsPortals[i].w;
	}
	
	// delete portals
	delete[] pvsPortals;
	pvsPortals = NULL;
}

/*
================
idPVS::FloodFrontPortalPVS_r
================
*/
void idPVS::FloodFrontPortalPVS_r( pvsPortal_t* portal, int areaNum ) const
{
	int i, n;
	pvsArea_t* area;
	pvsPortal_t* p;
	
	area = &pvsAreas[ areaNum ];
	
	for( i = 0; i < area->numPortals; i++ )
	{
		p = area->portals[i];
		n = p - pvsPortals;
		// don't flood through if this portal is not at the front
		if( !( portal->mightSee[ n >> 3 ] & ( 1 << ( n & 7 ) ) ) )
		{
			continue;
		}
		// don't flood through if already visited this portal
		if( portal->vis[ n >> 3 ] & ( 1 << ( n & 7 ) ) )
		{
			continue;
		}
		// this portal might be visible
		portal->vis[ n >> 3 ] |= ( 1 << ( n & 7 ) );
		// flood through the portal
		FloodFrontPortalPVS_r( portal, p->areaNum );
	}
}

/*
================
idPVS::FrontPortalPVS
================
*/
void idPVS::FrontPortalPVS() const
{
	int i, j, k, n, p, side1, side2, areaSide;
	pvsPortal_t* p1, *p2;
	pvsArea_t* area;
	
	for( i = 0; i < numPortals; i++ )
	{
		p1 = &pvsPortals[i];
		
		for( j = 0; j < numAreas; j++ )
		{
		
			area = &pvsAreas[j];
			
			areaSide = side1 = area->bounds.PlaneSide( p1->plane );
			
			// if the whole area is at the back side of the portal
			if( areaSide == PLANESIDE_BACK )
			{
				continue;
			}
			
			for( p = 0; p < area->numPortals; p++ )
			{
			
				p2 = area->portals[p];
				
				// if we the whole area is not at the front we need to check
				if( areaSide != PLANESIDE_FRONT )
				{
					// if the second portal is completely at the back side of the first portal
					side1 = p2->bounds.PlaneSide( p1->plane );
					if( side1 == PLANESIDE_BACK )
					{
						continue;
					}
				}
				
				// if the first portal is completely at the front of the second portal
				side2 = p1->bounds.PlaneSide( p2->plane );
				if( side2 == PLANESIDE_FRONT )
				{
					continue;
				}
				
				// if the second portal is not completely at the front of the first portal
				if( side1 != PLANESIDE_FRONT )
				{
					// more accurate check
					for( k = 0; k < p2->w->GetNumPoints(); k++ )
					{
						// if more than an epsilon at the front side
						if( p1->plane.Side( ( *p2->w )[k].ToVec3(), ON_EPSILON ) == PLANESIDE_FRONT )
						{
							break;
						}
					}
					if( k >= p2->w->GetNumPoints() )
					{
						continue;	// second portal is at the back of the first portal
					}
				}
				
				// if the first portal is not completely at the back side of the second portal
				if( side2 != PLANESIDE_BACK )
				{
					// more accurate check
					for( k = 0; k < p1->w->GetNumPoints(); k++ )
					{
						// if more than an epsilon at the back side
						if( p2->plane.Side( ( *p1->w )[k].ToVec3(), ON_EPSILON ) == PLANESIDE_BACK )
						{
							break;
						}
					}
					if( k >= p1->w->GetNumPoints() )
					{
						continue;	// first portal is at the front of the second portal
					}
				}
				
				// the portal might be visible at the front
				n = p2 - pvsPortals;
				p1->mightSee[ n >> 3 ] |= 1 << ( n & 7 );
			}
		}
	}
	
	// flood the front portal pvs for all portals
	for( i = 0; i < numPortals; i++ )
	{
		p1 = &pvsPortals[i];
		FloodFrontPortalPVS_r( p1, p1->areaNum );
	}
}

/*
===============
idPVS::FloodPassagePVS_r
===============
*/
pvsStack_t* idPVS::FloodPassagePVS_r( pvsPortal_t* source, const pvsPortal_t* portal, pvsStack_t* prevStack ) const
{
	int i, j, n, m;
	pvsPortal_t* p;
	pvsArea_t* area;
	pvsStack_t* stack;
	pvsPassage_t* passage;
	// RB: 64 bit fixes, changed long to int
	int* sourceVis, *passageVis, *portalVis, *mightSee, *prevMightSee, more;
	// RB end
	
	area = &pvsAreas[portal->areaNum];
	
	stack = prevStack->next;
	// if no next stack entry allocated
	if( !stack )
	{
		stack = reinterpret_cast<pvsStack_t*>( new byte[sizeof( pvsStack_t ) + portalVisBytes] );
		stack->mightSee = ( reinterpret_cast<byte*>( stack ) ) + sizeof( pvsStack_t );
		stack->next = NULL;
		prevStack->next = stack;
	}
	
	// check all portals for flooding into other areas
	for( i = 0; i < area->numPortals; i++ )
	{
	
		passage = &portal->passages[i];
		
		// if this passage is completely empty
		if( !passage->canSee )
		{
			continue;
		}
		
		p = area->portals[i];
		n = p - pvsPortals;
		
		// if this portal cannot be seen through our current portal/passage stack
		if( !( prevStack->mightSee[n >> 3] & ( 1 << ( n & 7 ) ) ) )
		{
			continue;
		}
		
		// mark the portal as visible
		source->vis[n >> 3] |= ( 1 << ( n & 7 ) );
		
		// get pointers to vis data
		
		// RB: 64 bit fixes, changed long to int
		prevMightSee = reinterpret_cast<int*>( prevStack->mightSee );
		passageVis = reinterpret_cast<int*>( passage->canSee );
		sourceVis = reinterpret_cast<int*>( source->vis );
		mightSee = reinterpret_cast<int*>( stack->mightSee );
		// RB end
		
		more = 0;
		// use the portal PVS if it has been calculated
		if( p->done )
		{
			// RB: 64 bit fixes, changed long to int
			portalVis = reinterpret_cast<int*>( p->vis );
			// RB end
			
			for( j = 0; j < portalVisLongs; j++ )
			{
				// get new PVS which is decreased by going through this passage
				m = *prevMightSee++ & *passageVis++ & *portalVis++;
				// check if anything might be visible through this passage that wasn't yet visible
				more |= ( m & ~( *sourceVis++ ) );
				// store new PVS
				*mightSee++ = m;
			}
		}
		else
		{
			// the p->mightSee is implicitely stored in the passageVis
			for( j = 0; j < portalVisLongs; j++ )
			{
				// get new PVS which is decreased by going through this passage
				m = *prevMightSee++ & *passageVis++;
				// check if anything might be visible through this passage that wasn't yet visible
				more |= ( m & ~( *sourceVis++ ) );
				// store new PVS
				*mightSee++ = m;
			}
		}
		
		// if nothing more can be seen
		if( !more )
		{
			continue;
		}
		
		// go through the portal
		stack->next = FloodPassagePVS_r( source, p, stack );
	}
	
	return stack;
}

/*
===============
idPVS::PassagePVS
===============
*/
void idPVS::PassagePVS() const
{
	int i;
	pvsPortal_t* source;
	pvsStack_t* stack, *s;
	
	// create the passages
	CreatePassages();
	
	// allocate first stack entry
	stack = reinterpret_cast<pvsStack_t*>( new byte[sizeof( pvsStack_t ) + portalVisBytes] );
	stack->mightSee = ( reinterpret_cast<byte*>( stack ) ) + sizeof( pvsStack_t );
	stack->next = NULL;
	
	// calculate portal PVS by flooding through the passages
	for( i = 0; i < numPortals; i++ )
	{
		source = &pvsPortals[i];
		memset( source->vis, 0, portalVisBytes );
		memcpy( stack->mightSee, source->mightSee, portalVisBytes );
		FloodPassagePVS_r( source, source, stack );
		source->done = true;
	}
	
	// free the allocated stack
	for( s = stack; s; s = stack )
	{
		stack = stack->next;
		delete[] s;
	}
	
	// destroy the passages
	DestroyPassages();
}

/*
===============
idPVS::AddPassageBoundaries
===============
*/
void idPVS::AddPassageBoundaries( const idWinding& source, const idWinding& pass, bool flipClip, idPlane* bounds, int& numBounds, int maxBounds ) const
{
	int			i, j, k, l;
	idVec3		v1, v2, normal;
	float		d, dist;
	bool		flipTest, front;
	idPlane		plane;
	
	
	// check all combinations
	for( i = 0; i < source.GetNumPoints(); i++ )
	{
	
		l = ( i + 1 ) % source.GetNumPoints();
		v1 = source[l].ToVec3() - source[i].ToVec3();
		
		// find a vertex of pass that makes a plane that puts all of the
		// vertices of pass on the front side and all of the vertices of
		// source on the back side
		for( j = 0; j < pass.GetNumPoints(); j++ )
		{
		
			v2 = pass[j].ToVec3() - source[i].ToVec3();
			
			normal = v1.Cross( v2 );
			if( normal.Normalize() < 0.01f )
			{
				continue;
			}
			dist = normal * pass[j].ToVec3();
			
			//
			// find out which side of the generated seperating plane has the
			// source portal
			//
			flipTest = false;
			for( k = 0; k < source.GetNumPoints(); k++ )
			{
				if( k == i || k == l )
				{
					continue;
				}
				d = source[k].ToVec3() * normal - dist;
				if( d < -ON_EPSILON )
				{
					// source is on the negative side, so we want all
					// pass and target on the positive side
					flipTest = false;
					break;
				}
				else if( d > ON_EPSILON )
				{
					// source is on the positive side, so we want all
					// pass and target on the negative side
					flipTest = true;
					break;
				}
			}
			if( k == source.GetNumPoints() )
			{
				continue;		// planar with source portal
			}
			
			// flip the normal if the source portal is backwards
			if( flipTest )
			{
				normal = -normal;
				dist = -dist;
			}
			
			// if all of the pass portal points are now on the positive side,
			// this is the seperating plane
			front = false;
			for( k = 0; k < pass.GetNumPoints(); k++ )
			{
				if( k == j )
				{
					continue;
				}
				d = pass[k].ToVec3() * normal - dist;
				if( d < -ON_EPSILON )
				{
					break;
				}
				else if( d > ON_EPSILON )
				{
					front = true;
				}
			}
			if( k < pass.GetNumPoints() )
			{
				continue;	// points on negative side, not a seperating plane
			}
			if( !front )
			{
				continue;	// planar with seperating plane
			}
			
			// flip the normal if we want the back side
			if( flipClip )
			{
				plane.SetNormal( -normal );
				plane.SetDist( -dist );
			}
			else
			{
				plane.SetNormal( normal );
				plane.SetDist( dist );
			}
			
			// check if the plane is already a passage boundary
			for( k = 0; k < numBounds; k++ )
			{
				if( plane.Compare( bounds[k], 0.001f, 0.01f ) )
				{
					break;
				}
			}
			if( k < numBounds )
			{
				break;
			}
			
			if( numBounds >= maxBounds )
			{
				gameLocal.Warning( "max passage boundaries." );
				break;
			}
			bounds[numBounds] = plane;
			numBounds++;
			break;
		}
	}
}

/*
================
idPVS::CreatePassages
================
*/
#define MAX_PASSAGE_BOUNDS		128

void idPVS::CreatePassages() const
{
	int i, j, l, n, numBounds, front, passageMemory, byteNum, bitNum;
	int sides[MAX_PASSAGE_BOUNDS];
	idPlane passageBounds[MAX_PASSAGE_BOUNDS];
	pvsPortal_t* source, *target, *p;
	pvsArea_t* area;
	pvsPassage_t* passage;
	idFixedWinding winding;
	byte canSee, mightSee, bit;
	
	passageMemory = 0;
	for( i = 0; i < numPortals; i++ )
	{
		source = &pvsPortals[i];
		area = &pvsAreas[source->areaNum];
		
		source->passages = new( TAG_PVS ) pvsPassage_t[area->numPortals];
		
		for( j = 0; j < area->numPortals; j++ )
		{
			target = area->portals[j];
			n = target - pvsPortals;
			
			passage = &source->passages[j];
			
			// if the source portal cannot see this portal
			if( !( source->mightSee[ n >> 3 ] & ( 1 << ( n & 7 ) ) ) )
			{
				// not all portals in the area have to be visible because areas are not necesarily convex
				// also no passage has to be created for the portal which is the opposite of the source
				passage->canSee = NULL;
				continue;
			}
			
			passage->canSee = new( TAG_PVS ) byte[portalVisBytes];
			passageMemory += portalVisBytes;
			
			// boundary plane normals point inwards
			numBounds = 0;
			AddPassageBoundaries( *( source->w ), *( target->w ), false, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
			AddPassageBoundaries( *( target->w ), *( source->w ), true, passageBounds, numBounds, MAX_PASSAGE_BOUNDS );
			
			// get all portals visible through this passage
			for( byteNum = 0; byteNum < portalVisBytes; byteNum++ )
			{
			
				canSee = 0;
				mightSee = source->mightSee[byteNum] & target->mightSee[byteNum];
				
				// go through eight portals at a time to speed things up
				for( bitNum = 0; bitNum < 8; bitNum++ )
				{
				
					bit = 1 << bitNum;
					
					if( !( mightSee & bit ) )
					{
						continue;
					}
					
					p = &pvsPortals[( byteNum << 3 ) + bitNum];
					
					if( p->areaNum == source->areaNum )
					{
						continue;
					}
					
					for( front = 0, l = 0; l < numBounds; l++ )
					{
						sides[l] = p->bounds.PlaneSide( passageBounds[l] );
						// if completely at the back of the passage bounding plane
						if( sides[l] == PLANESIDE_BACK )
						{
							break;
						}
						// if completely at the front
						if( sides[l] == PLANESIDE_FRONT )
						{
							front++;
						}
					}
					// if completely outside the passage
					if( l < numBounds )
					{
						continue;
					}
					
					// if not at the front of all bounding planes and thus not completely inside the passage
					if( front != numBounds )
					{
					
						winding = *p->w;
						
						for( l = 0; l < numBounds; l++ )
						{
							// only clip if the winding possibly crosses this plane
							if( sides[l] != PLANESIDE_CROSS )
							{
								continue;
							}
							// clip away the part at the back of the bounding plane
							winding.ClipInPlace( passageBounds[l] );
							// if completely clipped away
							if( !winding.GetNumPoints() )
							{
								break;
							}
						}
						// if completely outside the passage
						if( l < numBounds )
						{
							continue;
						}
					}
					
					canSee |= bit;
				}
				
				// store results of all eight portals
				passage->canSee[byteNum] = canSee;
			}
			
			// can always see the target portal
			passage->canSee[n >> 3] |= ( 1 << ( n & 7 ) );
		}
	}
	if( passageMemory < 1024 )
	{
		gameLocal.Printf( "%5d bytes passage memory used to build PVS\n", passageMemory );
	}
	else
	{
		gameLocal.Printf( "%5d KB passage memory used to build PVS\n", passageMemory >> 10 );
	}
}

/*
================
idPVS::DestroyPassages
================
*/
void idPVS::DestroyPassages() const
{
	int i, j;
	pvsPortal_t* p;
	pvsArea_t* area;
	
	for( i = 0; i < numPortals; i++ )
	{
		p = &pvsPortals[i];
		area = &pvsAreas[p->areaNum];
		for( j = 0; j < area->numPortals; j++ )
		{
			if( p->passages[j].canSee )
			{
				delete[] p->passages[j].canSee;
			}
		}
		delete[] p->passages;
	}
}

/*
================
idPVS::CopyPortalPVSToMightSee
================
*/
void idPVS::CopyPortalPVSToMightSee() const
{
	int i;
	pvsPortal_t* p;
	
	for( i = 0; i < numPortals; i++ )
	{
		p = &pvsPortals[i];
		memcpy( p->mightSee, p->vis, portalVisBytes );
	}
}

/*
================
idPVS::AreaPVSFromPortalPVS
================
*/
int idPVS::AreaPVSFromPortalPVS() const
{
	int i, j, k, areaNum, totalVisibleAreas;
	// RB: 64 bit fixes, changed long to int
	int* p1, *p2;
	// RB end
	byte* pvs, *portalPVS;
	pvsArea_t* area;
	
	totalVisibleAreas = 0;
	
	if( !numPortals )
	{
		return totalVisibleAreas;
	}
	
	memset( areaPVS, 0, numAreas * areaVisBytes );
	
	for( i = 0; i < numAreas; i++ )
	{
		area = &pvsAreas[i];
		pvs = areaPVS + i * areaVisBytes;
		
		// the area is visible to itself
		pvs[ i >> 3 ] |= 1 << ( i & 7 );
		
		if( !area->numPortals )
		{
			continue;
		}
		
		// store the PVS of all portals in this area at the first portal
		for( j = 1; j < area->numPortals; j++ )
		{
			// RB: 64 bit fixes, changed long to int
			p1 = reinterpret_cast<int*>( area->portals[0]->vis );
			p2 = reinterpret_cast<int*>( area->portals[j]->vis );
			// RB end
			
			for( k = 0; k < portalVisLongs; k++ )
			{
				*p1++ |= *p2++;
			}
		}
		
		// the portals of this area are always visible
		for( j = 0; j < area->numPortals; j++ )
		{
			k = area->portals[j] - pvsPortals;
			area->portals[0]->vis[ k >> 3 ] |= 1 << ( k & 7 );
		}
		
		// set all areas to visible that can be seen from the portals of this area
		portalPVS = area->portals[0]->vis;
		for( j = 0; j < numPortals; j++ )
		{
			// if this portal is visible
			if( portalPVS[j >> 3] & ( 1 << ( j & 7 ) ) )
			{
				areaNum = pvsPortals[j].areaNum;
				pvs[ areaNum >> 3 ] |= 1 << ( areaNum & 7 );
			}
		}
		
		// count the number of visible areas
		for( j = 0; j < numAreas; j++ )
		{
			if( pvs[j >> 3] & ( 1 << ( j & 7 ) ) )
			{
				totalVisibleAreas++;
			}
		}
	}
	return totalVisibleAreas;
}

/*
================
idPVS::Init
================
*/
void idPVS::Init()
{
	int totalVisibleAreas;
	
	Shutdown();
	
	numAreas = gameRenderWorld->NumAreas();
	if( numAreas <= 0 )
	{
		return;
	}
	
	connectedAreas = new( TAG_PVS ) bool[numAreas];
	areaQueue = new( TAG_PVS ) int[numAreas];
	
	areaVisBytes = ( ( ( numAreas + 31 ) & ~31 ) >> 3 );
	// RB: 64 bit fixes, changed long to int
	areaVisLongs = areaVisBytes / sizeof( int );
	// RB end
	
	areaPVS = new( TAG_PVS ) byte[numAreas * areaVisBytes];
	memset( areaPVS, 0xFF, numAreas * areaVisBytes );
	
	numPortals = GetPortalCount();
	
	portalVisBytes = ( ( ( numPortals + 31 ) & ~31 ) >> 3 );
	// RB: 64 bit fixes, changed long to int
	portalVisLongs = portalVisBytes / sizeof( int );
	// RB end
	
	for( int i = 0; i < MAX_CURRENT_PVS; i++ )
	{
		currentPVS[i].handle.i = -1;
		currentPVS[i].handle.h = 0;
		currentPVS[i].pvs = new( TAG_PVS ) byte[areaVisBytes];
		memset( currentPVS[i].pvs, 0, areaVisBytes );
	}
	
	idTimer timer;
	timer.Start();
	
	CreatePVSData();
	
	FrontPortalPVS();
	
	CopyPortalPVSToMightSee();
	
	PassagePVS();
	
	totalVisibleAreas = AreaPVSFromPortalPVS();
	
	DestroyPVSData();
	
	timer.Stop();
	
	gameLocal.Printf( "%5.0f msec to calculate PVS\n", timer.Milliseconds() );
	gameLocal.Printf( "%5d areas\n", numAreas );
	gameLocal.Printf( "%5d portals\n", numPortals );
	gameLocal.Printf( "%5d areas visible on average\n", totalVisibleAreas / numAreas );
	if( numAreas * areaVisBytes < 1024 )
	{
		gameLocal.Printf( "%5d bytes PVS data\n", numAreas * areaVisBytes );
	}
	else
	{
		gameLocal.Printf( "%5d KB PVS data\n", ( numAreas * areaVisBytes ) >> 10 );
	}
}

/*
================
idPVS::Shutdown
================
*/
void idPVS::Shutdown()
{
	if( connectedAreas )
	{
		delete connectedAreas;
		connectedAreas = NULL;
	}
	if( areaQueue )
	{
		delete areaQueue;
		areaQueue = NULL;
	}
	if( areaPVS )
	{
		delete areaPVS;
		areaPVS = NULL;
	}
	for( int i = 0; i < MAX_CURRENT_PVS; i++ )
	{
		delete currentPVS[i].pvs;
		currentPVS[i].pvs = NULL;
	}
}

/*
================
idPVS::GetConnectedAreas

  assumes the 'areas' array is initialized to false
================
*/
void idPVS::GetConnectedAreas( int srcArea, bool* areas ) const
{
	int curArea, nextArea;
	int queueStart, queueEnd;
	int i, n;
	exitPortal_t portal;
	
	queueStart = -1;
	queueEnd = 0;
	areas[srcArea] = true;
	
	for( curArea = srcArea; queueStart < queueEnd; curArea = areaQueue[++queueStart] )
	{
	
		n = gameRenderWorld->NumPortalsInArea( curArea );
		
		for( i = 0; i < n; i++ )
		{
			portal = gameRenderWorld->GetPortal( curArea, i );
			
			if( portal.blockingBits & PS_BLOCK_VIEW )
			{
				continue;
			}
			
			// area[1] is always the area the portal leads to
			nextArea = portal.areas[1];
			
			// if already visited this area
			if( areas[nextArea] )
			{
				continue;
			}
			
			// add area to queue
			areaQueue[queueEnd++] = nextArea;
			areas[nextArea] = true;
		}
	}
}

/*
================
idPVS::GetPVSArea
================
*/
int idPVS::GetPVSArea( const idVec3& point ) const
{
	return gameRenderWorld->PointInArea( point );
}

/*
================
idPVS::GetPVSAreas
================
*/
int idPVS::GetPVSAreas( const idBounds& bounds, int* areas, int maxAreas ) const
{
	return gameRenderWorld->BoundsInAreas( bounds, areas, maxAreas );
}

/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const idVec3& source, const pvsType_t type ) const
{
	int sourceArea;
	
	sourceArea = gameRenderWorld->PointInArea( source );
	
	return SetupCurrentPVS( sourceArea, type );
}

/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const idBounds& source, const pvsType_t type ) const
{
	int numSourceAreas, sourceAreas[MAX_BOUNDS_AREAS];
	
	numSourceAreas = gameRenderWorld->BoundsInAreas( source, sourceAreas, MAX_BOUNDS_AREAS );
	
	return SetupCurrentPVS( sourceAreas, numSourceAreas, type );
}

/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const int sourceArea, const pvsType_t type ) const
{
	int i;
	pvsHandle_t handle;
	
	handle = AllocCurrentPVS( *reinterpret_cast<const unsigned int*>( &sourceArea ) );
	
	if( sourceArea < 0 || sourceArea >= numAreas )
	{
		memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
		return handle;
	}
	
	if( type != PVS_CONNECTED_AREAS )
	{
		memcpy( currentPVS[handle.i].pvs, areaPVS + sourceArea * areaVisBytes, areaVisBytes );
	}
	else
	{
		memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
	}
	
	if( type == PVS_ALL_PORTALS_OPEN )
	{
		return handle;
	}
	
	memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
	
	GetConnectedAreas( sourceArea, connectedAreas );
	
	for( i = 0; i < numAreas; i++ )
	{
		if( !connectedAreas[i] )
		{
			currentPVS[handle.i].pvs[i >> 3] &= ~( 1 << ( i & 7 ) );
		}
	}
	
	return handle;
}

/*
================
idPVS::SetupCurrentPVS
================
*/
pvsHandle_t idPVS::SetupCurrentPVS( const int* sourceAreas, const int numSourceAreas, const pvsType_t type ) const
{
	int i, j;
	unsigned int h;
	// RB: 64 bit fixes, changed long to int
	int* vis, *pvs;
	// RB end
	pvsHandle_t handle;
	
	h = 0;
	for( i = 0; i < numSourceAreas; i++ )
	{
		h ^= *reinterpret_cast<const unsigned int*>( &sourceAreas[i] );
	}
	handle = AllocCurrentPVS( h );
	
	if( !numSourceAreas || sourceAreas[0] < 0 || sourceAreas[0] >= numAreas )
	{
		memset( currentPVS[handle.i].pvs, 0, areaVisBytes );
		return handle;
	}
	
	if( type != PVS_CONNECTED_AREAS )
	{
		// merge PVS of all areas the source is in
		memcpy( currentPVS[handle.i].pvs, areaPVS + sourceAreas[0] * areaVisBytes, areaVisBytes );
		for( i = 1; i < numSourceAreas; i++ )
		{
		
			assert( sourceAreas[i] >= 0 && sourceAreas[i] < numAreas );
			
			// RB: 64 bit fixes, changed long to int
			vis = reinterpret_cast<int*>( areaPVS + sourceAreas[i] * areaVisBytes );
			pvs = reinterpret_cast<int*>( currentPVS[handle.i].pvs );
			// RB end
			for( j = 0; j < areaVisLongs; j++ )
			{
				*pvs++ |= *vis++;
			}
		}
	}
	else
	{
		memset( currentPVS[handle.i].pvs, -1, areaVisBytes );
	}
	
	if( type == PVS_ALL_PORTALS_OPEN )
	{
		return handle;
	}
	
	memset( connectedAreas, 0, numAreas * sizeof( *connectedAreas ) );
	
	// get all areas connected to any of the source areas
	for( i = 0; i < numSourceAreas; i++ )
	{
		if( !connectedAreas[sourceAreas[i]] )
		{
			GetConnectedAreas( sourceAreas[i], connectedAreas );
		}
	}
	
	// remove unconnected areas from the PVS
	for( i = 0; i < numAreas; i++ )
	{
		if( !connectedAreas[i] )
		{
			currentPVS[handle.i].pvs[i >> 3] &= ~( 1 << ( i & 7 ) );
		}
	}
	
	return handle;
}

/*
================
idPVS::MergeCurrentPVS
================
*/
pvsHandle_t idPVS::MergeCurrentPVS( pvsHandle_t pvs1, pvsHandle_t pvs2 ) const
{
	int i;
	// RB: 64 bit fixes, changed long to int
	int* pvs1Ptr, *pvs2Ptr, *ptr;
	// RB end
	pvsHandle_t handle = { 0 };
	
	if( pvs1.i < 0 || pvs1.i >= MAX_CURRENT_PVS || pvs1.h != currentPVS[pvs1.i].handle.h ||
			pvs2.i < 0 || pvs2.i >= MAX_CURRENT_PVS || pvs2.h != currentPVS[pvs2.i].handle.h )
	{
		gameLocal.Error( "idPVS::MergeCurrentPVS: invalid handle" );
		return handle;
	}
	
	handle = AllocCurrentPVS( pvs1.h ^ pvs2.h );
	
	// RB: 64 bit fixes, changed long to int
	ptr = reinterpret_cast<int*>( currentPVS[handle.i].pvs );
	pvs1Ptr = reinterpret_cast<int*>( currentPVS[pvs1.i].pvs );
	pvs2Ptr = reinterpret_cast<int*>( currentPVS[pvs2.i].pvs );
	// RB end
	
	for( i = 0; i < areaVisLongs; i++ )
	{
		*ptr++ = *pvs1Ptr++ | *pvs2Ptr++;
	}
	
	return handle;
}

/*
================
idPVS::AllocCurrentPVS
================
*/
pvsHandle_t idPVS::AllocCurrentPVS( unsigned int h ) const
{
	int i;
	pvsHandle_t handle;
	
	for( i = 0; i < MAX_CURRENT_PVS; i++ )
	{
		if( currentPVS[i].handle.i == -1 )
		{
			currentPVS[i].handle.i = i;
			currentPVS[i].handle.h = h;
			return currentPVS[i].handle;
		}
	}
	
	gameLocal.Error( "idPVS::AllocCurrentPVS: no free PVS left" );
	
	handle.i = -1;
	handle.h = 0;
	return handle;
}

/*
================
idPVS::FreeCurrentPVS
================
*/
void idPVS::FreeCurrentPVS( pvsHandle_t handle ) const
{
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Error( "idPVS::FreeCurrentPVS: invalid handle" );
		return;
	}
	currentPVS[handle.i].handle.i = -1;
}

/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idVec3& target ) const
{
	int targetArea;
	
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
			handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Warning( "idPVS::InCurrentPVS: invalid handle" );
		return false;
	}
	
	targetArea = gameRenderWorld->PointInArea( target );
	
	if( targetArea == -1 )
	{
		return false;
	}
	
	return ( ( currentPVS[handle.i].pvs[targetArea >> 3] & ( 1 << ( targetArea & 7 ) ) ) != 0 );
}

/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const idBounds& target ) const
{
	int i, numTargetAreas, targetAreas[MAX_BOUNDS_AREAS];
	
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
			handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Warning( "idPVS::InCurrentPVS: invalid handle" );
		return false;
	}
	
	numTargetAreas = gameRenderWorld->BoundsInAreas( target, targetAreas, MAX_BOUNDS_AREAS );
	
	for( i = 0; i < numTargetAreas; i++ )
	{
		if( currentPVS[handle.i].pvs[targetAreas[i] >> 3] & ( 1 << ( targetAreas[i] & 7 ) ) )
		{
			return true;
		}
	}
	return false;
}

/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int targetArea ) const
{

	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
			handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Warning( "idPVS::InCurrentPVS: invalid handle" );
		return false;
	}
	
	if( targetArea < 0 || targetArea >= numAreas )
	{
		return false;
	}
	
	return ( ( currentPVS[handle.i].pvs[targetArea >> 3] & ( 1 << ( targetArea & 7 ) ) ) != 0 );
}

/*
================
idPVS::InCurrentPVS
================
*/
bool idPVS::InCurrentPVS( const pvsHandle_t handle, const int* targetAreas, int numTargetAreas ) const
{
	int i;
	
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
			handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Warning( "idPVS::InCurrentPVS: invalid handle" );
		return false;
	}
	
	for( i = 0; i < numTargetAreas; i++ )
	{
		if( targetAreas[i] < 0 || targetAreas[i] >= numAreas )
		{
			continue;
		}
		if( currentPVS[handle.i].pvs[targetAreas[i] >> 3] & ( 1 << ( targetAreas[i] & 7 ) ) )
		{
			return true;
		}
	}
	return false;
}

/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawPVS( const idVec3& source, const pvsType_t type ) const
{
	int i, j, k, numPoints, n, sourceArea;
	exitPortal_t portal;
	idPlane plane;
	idVec3 offset;
	idVec4* color;
	pvsHandle_t handle;
	
	sourceArea = gameRenderWorld->PointInArea( source );
	
	if( sourceArea == -1 )
	{
		return;
	}
	
	handle = SetupCurrentPVS( source, type );
	
	for( j = 0; j < numAreas; j++ )
	{
	
		if( !( currentPVS[handle.i].pvs[j >> 3] & ( 1 << ( j & 7 ) ) ) )
		{
			continue;
		}
		
		if( j == sourceArea )
		{
			color = &colorRed;
		}
		else
		{
			color = &colorCyan;
		}
		
		n = gameRenderWorld->NumPortalsInArea( j );
		
		// draw all the portals of the area
		for( i = 0; i < n; i++ )
		{
			portal = gameRenderWorld->GetPortal( j, i );
			
			numPoints = portal.w->GetNumPoints();
			
			portal.w->GetPlane( plane );
			offset = plane.Normal() * 4.0f;
			for( k = 0; k < numPoints; k++ )
			{
				gameRenderWorld->DebugLine( *color, ( *portal.w )[k].ToVec3() + offset, ( *portal.w )[( k + 1 ) % numPoints].ToVec3() + offset );
			}
		}
	}
	
	FreeCurrentPVS( handle );
}

/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawPVS( const idBounds& source, const pvsType_t type ) const
{
	int i, j, k, numPoints, n, num, areas[MAX_BOUNDS_AREAS];
	exitPortal_t portal;
	idPlane plane;
	idVec3 offset;
	idVec4* color;
	pvsHandle_t handle;
	
	num = gameRenderWorld->BoundsInAreas( source, areas, MAX_BOUNDS_AREAS );
	
	if( !num )
	{
		return;
	}
	
	handle = SetupCurrentPVS( source, type );
	
	for( j = 0; j < numAreas; j++ )
	{
	
		if( !( currentPVS[handle.i].pvs[j >> 3] & ( 1 << ( j & 7 ) ) ) )
		{
			continue;
		}
		
		for( i = 0; i < num; i++ )
		{
			if( j == areas[i] )
			{
				break;
			}
		}
		if( i < num )
		{
			color = &colorRed;
		}
		else
		{
			color = &colorCyan;
		}
		
		n = gameRenderWorld->NumPortalsInArea( j );
		
		// draw all the portals of the area
		for( i = 0; i < n; i++ )
		{
			portal = gameRenderWorld->GetPortal( j, i );
			
			numPoints = portal.w->GetNumPoints();
			
			portal.w->GetPlane( plane );
			offset = plane.Normal() * 4.0f;
			for( k = 0; k < numPoints; k++ )
			{
				gameRenderWorld->DebugLine( *color, ( *portal.w )[k].ToVec3() + offset, ( *portal.w )[( k + 1 ) % numPoints].ToVec3() + offset );
			}
		}
	}
	
	FreeCurrentPVS( handle );
}

/*
================
idPVS::DrawPVS
================
*/
void idPVS::DrawCurrentPVS( const pvsHandle_t handle, const idVec3& source ) const
{
	int i, j, k, numPoints, n, sourceArea;
	exitPortal_t portal;
	idPlane plane;
	idVec3 offset;
	idVec4* color;
	
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS ||
			handle.h != currentPVS[handle.i].handle.h )
	{
		gameLocal.Error( "idPVS::DrawCurrentPVS: invalid handle" );
		return;
	}
	
	sourceArea = gameRenderWorld->PointInArea( source );
	
	if( sourceArea == -1 )
	{
		return;
	}
	
	for( j = 0; j < numAreas; j++ )
	{
	
		if( !( currentPVS[handle.i].pvs[j >> 3] & ( 1 << ( j & 7 ) ) ) )
		{
			continue;
		}
		
		if( j == sourceArea )
		{
			color = &colorRed;
		}
		else
		{
			color = &colorCyan;
		}
		
		n = gameRenderWorld->NumPortalsInArea( j );
		
		// draw all the portals of the area
		for( i = 0; i < n; i++ )
		{
			portal = gameRenderWorld->GetPortal( j, i );
			
			numPoints = portal.w->GetNumPoints();
			
			portal.w->GetPlane( plane );
			offset = plane.Normal() * 4.0f;
			for( k = 0; k < numPoints; k++ )
			{
				gameRenderWorld->DebugLine( *color, ( *portal.w )[k].ToVec3() + offset, ( *portal.w )[( k + 1 ) % numPoints].ToVec3() + offset );
			}
		}
	}
}

/*
================
idPVS::CheckAreasForPortalSky
================
*/
bool idPVS::CheckAreasForPortalSky( const pvsHandle_t handle, const idVec3& origin )
{
	int j, sourceArea;
	
	if( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[handle.i].handle.h )
	{
		return false;
	}
	
	sourceArea = gameRenderWorld->PointInArea( origin );
	
	if( sourceArea == -1 )
	{
		return false;
	}
	
	for( j = 0; j < numAreas; j++ )
	{
	
		if( !( currentPVS[handle.i].pvs[j >> 3] & ( 1 << ( j & 7 ) ) ) )
		{
			continue;
		}
		
		if( gameRenderWorld->CheckAreaForPortalSky( j ) )
		{
			return true;
		}
	}
	
	return false;
}