gtkradiant/tools/quake3/q3map2/bspfile_rbsp.c
Forest Hale 88cea027e6 ported over the 1.5 branch version of q3map2 which is newer
made Visual Studio files work in VS2005 Express
fixed a ton of warnings in VS2005 Express
fixed some compile problems on OpenSUSE 11.0


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-07-25 07:31:37 +00:00

340 lines
11 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define BSPFILE_RBSP_C
/* dependencies */
#include "q3map2.h"
/* -------------------------------------------------------------------------------
this file handles translating the bsp file format used by quake 3, rtcw, and ef
into the abstracted bsp file used by q3map2.
------------------------------------------------------------------------------- */
/* constants */
#define LUMP_ENTITIES 0
#define LUMP_SHADERS 1
#define LUMP_PLANES 2
#define LUMP_NODES 3
#define LUMP_LEAFS 4
#define LUMP_LEAFSURFACES 5
#define LUMP_LEAFBRUSHES 6
#define LUMP_MODELS 7
#define LUMP_BRUSHES 8
#define LUMP_BRUSHSIDES 9
#define LUMP_DRAWVERTS 10
#define LUMP_DRAWINDEXES 11
#define LUMP_FOGS 12
#define LUMP_SURFACES 13
#define LUMP_LIGHTMAPS 14
#define LUMP_LIGHTGRID 15
#define LUMP_VISIBILITY 16
#define LUMP_LIGHTARRAY 17
#define HEADER_LUMPS 18
/* types */
typedef struct
{
char ident[ 4 ];
int version;
bspLump_t lumps[ HEADER_LUMPS ];
}
rbspHeader_t;
/* light grid */
#define MAX_MAP_GRID 0xffff
#define MAX_MAP_GRIDARRAY 0x100000
#define LG_EPSILON 4
static void CopyLightGridLumps( rbspHeader_t *header )
{
int i;
unsigned short *inArray;
bspGridPoint_t *in, *out;
/* get count */
numBSPGridPoints = GetLumpElements( (bspHeader_t*) header, LUMP_LIGHTARRAY, sizeof( *inArray ) );
/* allocate buffer */
bspGridPoints = safe_malloc( numBSPGridPoints * sizeof( *bspGridPoints ) );
memset( bspGridPoints, 0, numBSPGridPoints * sizeof( *bspGridPoints ) );
/* copy */
inArray = GetLump( (bspHeader_t*) header, LUMP_LIGHTARRAY );
in = GetLump( (bspHeader_t*) header, LUMP_LIGHTGRID );
out = bspGridPoints;
for( i = 0; i < numBSPGridPoints; i++ )
{
memcpy( out, &in[ *inArray ], sizeof( *in ) );
inArray++;
out++;
}
}
static void AddLightGridLumps( FILE *file, rbspHeader_t *header )
{
int i, j, k, c, d;
int numGridPoints, maxGridPoints;
bspGridPoint_t *gridPoints, *in, *out;
int numGridArray;
unsigned short *gridArray;
qboolean bad;
/* allocate temporary buffers */
maxGridPoints = (numBSPGridPoints < MAX_MAP_GRID) ? numBSPGridPoints : MAX_MAP_GRID;
gridPoints = safe_malloc( maxGridPoints * sizeof( *gridPoints ) );
gridArray = safe_malloc( numBSPGridPoints * sizeof( *gridArray ) );
/* zero out */
numGridPoints = 0;
numGridArray = numBSPGridPoints;
/* for each bsp grid point, find an approximate twin */
Sys_Printf( "Storing lightgrid: %d points\n", numBSPGridPoints );
for( i = 0; i < numGridArray; i++ )
{
/* get points */
in = &bspGridPoints[ i ];
/* walk existing list */
for( j = 0; j < numGridPoints; j++ )
{
/* get point */
out = &gridPoints[ j ];
/* compare styles */
if( *((unsigned int*) in->styles) != *((unsigned int*) out->styles) )
continue;
/* compare direction */
d = abs( in->latLong[ 0 ] - out->latLong[ 0 ] );
if( d < (255 - LG_EPSILON) && d > LG_EPSILON )
continue;
d = abs( in->latLong[ 1 ] - out->latLong[ 1 ] );
if( d < 255 - LG_EPSILON && d > LG_EPSILON )
continue;
/* compare light */
bad = qfalse;
for( k = 0; (k < MAX_LIGHTMAPS && bad == qfalse); k++ )
{
for( c = 0; c < 3; c++ )
{
if( abs( (int) in->ambient[ k ][ c ] - (int) out->ambient[ k ][ c ]) > LG_EPSILON ||
abs( (int) in->directed[ k ][ c ] - (int) out->directed[ k ][ c ]) > LG_EPSILON )
{
bad = qtrue;
break;
}
}
}
/* failure */
if( bad )
continue;
/* this sample is ok */
break;
}
/* set sample index */
gridArray[ i ] = (unsigned short) j;
/* if no sample found, add a new one */
if( j >= numGridPoints && numGridPoints < maxGridPoints )
{
out = &gridPoints[ numGridPoints++ ];
memcpy( out, in, sizeof( *in ) );
}
}
/* swap array */
for( i = 0; i < numGridArray; i++ )
gridArray[ i ] = LittleShort( gridArray[ i ] );
/* write lumps */
AddLump( file, (bspHeader_t*) header, LUMP_LIGHTGRID, gridPoints, (numGridPoints * sizeof( *gridPoints )) );
AddLump( file, (bspHeader_t*) header, LUMP_LIGHTARRAY, gridArray, (numGridArray * sizeof( *gridArray )) );
/* free buffers */
free( gridPoints );
free( gridArray );
}
/*
LoadRBSPFile()
loads a raven bsp file into memory
*/
void LoadRBSPFile( const char *filename )
{
rbspHeader_t *header;
/* load the file header */
LoadFile( filename, (void**) &header );
/* swap the header (except the first 4 bytes) */
SwapBlock( (int*) ((byte*) header + sizeof( int )), sizeof( *header ) - sizeof( int ) );
/* make sure it matches the format we're trying to load */
if( force == qfalse && *((int*) header->ident) != *((int*) game->bspIdent) )
Error( "%s is not a %s file", filename, game->bspIdent );
if( force == qfalse && header->version != game->bspVersion )
Error( "%s is version %d, not %d", filename, header->version, game->bspVersion );
/* load/convert lumps */
numBSPShaders = CopyLump( (bspHeader_t*) header, LUMP_SHADERS, bspShaders, sizeof( bspShader_t ) );
numBSPModels = CopyLump( (bspHeader_t*) header, LUMP_MODELS, bspModels, sizeof( bspModel_t ) );
numBSPPlanes = CopyLump( (bspHeader_t*) header, LUMP_PLANES, bspPlanes, sizeof( bspPlane_t ) );
numBSPLeafs = CopyLump( (bspHeader_t*) header, LUMP_LEAFS, bspLeafs, sizeof( bspLeaf_t ) );
numBSPNodes = CopyLump( (bspHeader_t*) header, LUMP_NODES, bspNodes, sizeof( bspNode_t ) );
numBSPLeafSurfaces = CopyLump( (bspHeader_t*) header, LUMP_LEAFSURFACES, bspLeafSurfaces, sizeof( bspLeafSurfaces[ 0 ] ) );
numBSPLeafBrushes = CopyLump( (bspHeader_t*) header, LUMP_LEAFBRUSHES, bspLeafBrushes, sizeof( bspLeafBrushes[ 0 ] ) );
numBSPBrushes = CopyLump( (bspHeader_t*) header, LUMP_BRUSHES, bspBrushes, sizeof( bspBrush_t ) );
numBSPBrushSides = CopyLump( (bspHeader_t*) header, LUMP_BRUSHSIDES, bspBrushSides, sizeof( bspBrushSide_t ) );
numBSPDrawVerts = GetLumpElements( (bspHeader_t*) header, LUMP_DRAWVERTS, sizeof( bspDrawVerts[ 0 ] ) );
SetDrawVerts( numBSPDrawVerts );
CopyLump( (bspHeader_t*) header, LUMP_DRAWVERTS, bspDrawVerts, sizeof( bspDrawVerts[ 0 ] ) );
numBSPDrawSurfaces = GetLumpElements( (bspHeader_t*) header, LUMP_SURFACES, sizeof( bspDrawSurfaces[ 0 ] ) );
SetDrawSurfaces( numBSPDrawSurfaces );
CopyLump( (bspHeader_t*) header, LUMP_SURFACES, bspDrawSurfaces, sizeof( bspDrawSurfaces[ 0 ] ) );
numBSPFogs = CopyLump( (bspHeader_t*) header, LUMP_FOGS, bspFogs, sizeof( bspFogs[ 0 ] ) );
numBSPDrawIndexes = CopyLump( (bspHeader_t*) header, LUMP_DRAWINDEXES, bspDrawIndexes, sizeof( bspDrawIndexes[ 0 ] ) );
numBSPVisBytes = CopyLump( (bspHeader_t*) header, LUMP_VISIBILITY, bspVisBytes, 1 );
numBSPLightBytes = GetLumpElements( (bspHeader_t*) header, LUMP_LIGHTMAPS, 1 );
bspLightBytes = safe_malloc( numBSPLightBytes );
CopyLump( (bspHeader_t*) header, LUMP_LIGHTMAPS, bspLightBytes, 1 );
bspEntDataSize = CopyLump( (bspHeader_t*) header, LUMP_ENTITIES, bspEntData, 1);
CopyLightGridLumps( header );
/* free the file buffer */
free( header );
}
/*
WriteRBSPFile()
writes a raven bsp file
*/
void WriteRBSPFile( const char *filename )
{
rbspHeader_t outheader, *header;
FILE *file;
time_t t;
char marker[ 1024 ];
int size;
/* set header */
header = &outheader;
memset( header, 0, sizeof( *header ) );
//% Swapfile();
/* set up header */
*((int*) (bspHeader_t*) header->ident) = *((int*) game->bspIdent);
header->version = LittleLong( game->bspVersion );
/* write initial header */
file = SafeOpenWrite( filename );
SafeWrite( file, (bspHeader_t*) header, sizeof( *header ) ); /* overwritten later */
/* add marker lump */
time( &t );
sprintf( marker, "I LOVE MY Q3MAP2 %s on %s)", Q3MAP_VERSION, asctime( localtime( &t ) ) );
AddLump( file, (bspHeader_t*) header, 0, marker, strlen( marker ) + 1 );
/* add lumps */
AddLump( file, (bspHeader_t*) header, LUMP_SHADERS, bspShaders, numBSPShaders * sizeof( bspShader_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_PLANES, bspPlanes, numBSPPlanes * sizeof( bspPlane_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_LEAFS, bspLeafs, numBSPLeafs * sizeof( bspLeaf_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_NODES, bspNodes, numBSPNodes * sizeof( bspNode_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_BRUSHES, bspBrushes, numBSPBrushes*sizeof( bspBrush_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_BRUSHSIDES, bspBrushSides, numBSPBrushSides * sizeof( bspBrushSides[ 0 ] ) );
AddLump( file, (bspHeader_t*) header, LUMP_LEAFSURFACES, bspLeafSurfaces, numBSPLeafSurfaces * sizeof( bspLeafSurfaces[ 0 ] ) );
AddLump( file, (bspHeader_t*) header, LUMP_LEAFBRUSHES, bspLeafBrushes, numBSPLeafBrushes * sizeof( bspLeafBrushes[ 0 ] ) );
AddLump( file, (bspHeader_t*) header, LUMP_MODELS, bspModels, numBSPModels * sizeof( bspModel_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_DRAWVERTS, bspDrawVerts, numBSPDrawVerts * sizeof( bspDrawVerts[ 0 ] ) );
AddLump( file, (bspHeader_t*) header, LUMP_SURFACES, bspDrawSurfaces, numBSPDrawSurfaces * sizeof( bspDrawSurfaces[ 0 ] ) );
AddLump( file, (bspHeader_t*) header, LUMP_VISIBILITY, bspVisBytes, numBSPVisBytes );
AddLump( file, (bspHeader_t*) header, LUMP_LIGHTMAPS, bspLightBytes, numBSPLightBytes );
AddLightGridLumps( file, header );
AddLump( file, (bspHeader_t*) header, LUMP_ENTITIES, bspEntData, bspEntDataSize );
AddLump( file, (bspHeader_t*) header, LUMP_FOGS, bspFogs, numBSPFogs * sizeof( bspFog_t ) );
AddLump( file, (bspHeader_t*) header, LUMP_DRAWINDEXES, bspDrawIndexes, numBSPDrawIndexes * sizeof( bspDrawIndexes[ 0 ] ) );
/* emit bsp size */
size = ftell( file );
Sys_Printf( "Wrote %.1f MB (%d bytes)\n", (float) size / (1024 * 1024), size );
/* write the completed header */
fseek( file, 0, SEEK_SET );
SafeWrite( file, header, sizeof( *header ) );
/* close the file */
fclose( file );
}