// cmodel.c -- model loading

#include "cm_local.h"
#include "../RMG/RM_Headers.h"

void CM_LoadShaderText(bool forceReload);

#ifdef BSPC
void SetPlaneSignbits (cplane_t *out) {
	int	bits, j;

	// for fast box on planeside test
	bits = 0;
	for (j=0 ; j<3 ; j++) {
		if (out->normal[j] < 0) {
			bits |= 1<<j;
		}
	}
	out->signbits = bits;
}
#endif //BSPC

// to allow boxes to be treated as brush models, we allocate
// some extra indexes along with those needed by the map
#define	BOX_BRUSHES		1
#define	BOX_SIDES		6
#define	BOX_LEAFS		2
#define	BOX_PLANES		12

#define	LL(x) x=LittleLong(x)


clipMap_t	cmg;
int			c_pointcontents;
int			c_traces, c_brush_traces, c_patch_traces;


byte		*cmod_base;

#ifndef BSPC
cvar_t		*cm_noAreas;
cvar_t		*cm_noCurves;
cvar_t		*cm_playerCurveClip;
#endif

cmodel_t	box_model;
cplane_t	*box_planes;
cbrush_t	*box_brush;

int			CM_OrOfAllContentsFlagsInMap;


void	CM_InitBoxHull (void);
void	CM_FloodAreaConnections (clipMap_t &cm);

clipMap_t	SubBSP[MAX_SUB_BSP];
int			NumSubBSP = 0, TotalSubModels = 0;

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

					MAP LOADING

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

/*
=================
CMod_LoadShaders
=================
*/
void CMod_LoadShaders( lump_t *l, clipMap_t	&cm ) 
{
	dshader_t	*in;
	int			i, count;
	CCMShader	*out;

	in = (dshader_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in)) {
		Com_Error (ERR_DROP, "CMod_LoadShaders: funny lump size");
	}
	count = l->filelen / sizeof(*in);

	if (count < 1) {
		Com_Error (ERR_DROP, "Map with no shaders");
	}
	cm.shaders = (CCMShader *)Z_Malloc( (1 + count) * sizeof( *cm.shaders ), TAG_BSP, qtrue );	//+1 for the BOX_SIDES to point at
	cm.numShaders = count;

	out = cm.shaders;
	for ( i = 0; i < count; i++, in++, out++ ) 
	{
		Q_strncpyz(out->shader, in->shader, MAX_QPATH);
		out->contentFlags = LittleLong( in->contentFlags );
		out->surfaceFlags = LittleLong( in->surfaceFlags );
	}
}


/*
=================
CMod_LoadSubmodels
=================
*/
void CMod_LoadSubmodels( lump_t *l, clipMap_t	&cm ) {
	dmodel_t	*in;
	cmodel_t	*out;
	int			i, j, count;
	int			*indexes;

	in = (dmodel_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "CMod_LoadSubmodels: funny lump size");
	count = l->filelen / sizeof(*in);

	if (count < 1) {
		Com_Error (ERR_DROP, "Map with no models");
	}

	//FIXME: note that MAX_SUBMODELS - 1 is used for BOX_MODEL_HANDLE, if that slot gets used, that would be bad, no?
	if ( count > MAX_SUBMODELS ) {
		Com_Error( ERR_DROP, "MAX_SUBMODELS (%d) exceeded by %d", MAX_SUBMODELS, count-MAX_SUBMODELS );
	}

	cm.cmodels = (struct cmodel_s *) Z_Malloc( count * sizeof( *cm.cmodels ), TAG_BSP, qtrue );
	cm.numSubModels = count;

	for ( i=0 ; i<count ; i++, in++, out++)
	{
		out = &cm.cmodels[i];

		for (j=0 ; j<3 ; j++)
		{	// spread the mins / maxs by a pixel
			out->mins[j] = LittleFloat (in->mins[j]) - 1;
			out->maxs[j] = LittleFloat (in->maxs[j]) + 1;
		}

		//rww - I changed this to do the &cm == &cmg check. sof2 does not have to do this,
		//but I think they have a different tracing system that allows it to catch subbsp
		//stuff without extra leaf data. The reason we have to do this for subbsp instances
		//is that they often are compiled in a sort of "prefab" form, so the first model isn't
		//necessarily the world model.
		if ( i == 0 && &cm == &cmg ) {
			continue;	// world model doesn't need other info
		}

		// make a "leaf" just to hold the model's brushes and surfaces
		out->leaf.numLeafBrushes = LittleLong( in->numBrushes );
		indexes = (int *) Z_Malloc( out->leaf.numLeafBrushes * 4, TAG_BSP, qfalse);
		out->leaf.firstLeafBrush = indexes - cm.leafbrushes;
		for ( j = 0 ; j < out->leaf.numLeafBrushes ; j++ ) {
			indexes[j] = LittleLong( in->firstBrush ) + j;
		}

		out->leaf.numLeafSurfaces = LittleLong( in->numSurfaces );
		indexes = (int *) Z_Malloc( out->leaf.numLeafSurfaces * 4, TAG_BSP, qfalse);
		out->leaf.firstLeafSurface = indexes - cm.leafsurfaces;
		for ( j = 0 ; j < out->leaf.numLeafSurfaces ; j++ ) {
			indexes[j] = LittleLong( in->firstSurface ) + j;
		}
	}
}


/*
=================
CMod_LoadNodes

=================
*/
void CMod_LoadNodes( lump_t *l, clipMap_t &cm ) {
	dnode_t		*in;
	int			child;
	cNode_t		*out;
	int			i, j, count;
	
	in = (dnode_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	count = l->filelen / sizeof(*in);

	if (count < 1)
		Com_Error (ERR_DROP, "Map has no nodes");
	cm.nodes = (cNode_t *) Z_Malloc( count * sizeof( *cm.nodes ), TAG_BSP, qfalse);
	cm.numNodes = count;

	out = cm.nodes;

	for (i=0 ; i<count ; i++, out++, in++)
	{
		out->plane = cm.planes + LittleLong( in->planeNum );
		for (j=0 ; j<2 ; j++)
		{
			child = LittleLong (in->children[j]);
			out->children[j] = child;
		}
	}

}

/*
=================
CM_BoundBrush

=================
*/
void CM_BoundBrush( cbrush_t *b ) {
	b->bounds[0][0] = -b->sides[0].plane->dist;
	b->bounds[1][0] = b->sides[1].plane->dist;

	b->bounds[0][1] = -b->sides[2].plane->dist;
	b->bounds[1][1] = b->sides[3].plane->dist;

	b->bounds[0][2] = -b->sides[4].plane->dist;
	b->bounds[1][2] = b->sides[5].plane->dist;
}


/*
=================
CMod_LoadBrushes

=================
*/
void CMod_LoadBrushes( lump_t *l, clipMap_t &cm ) {
	dbrush_t	*in;
	cbrush_t	*out;
	int			i, count;

	in = (dbrush_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in)) {
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	}
	count = l->filelen / sizeof(*in);

	cm.brushes = (cbrush_t *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cm.brushes ), TAG_BSP, qfalse);
	cm.numBrushes = count;

	out = cm.brushes;

	for ( i=0 ; i<count ; i++, out++, in++ ) {
		out->sides = cm.brushsides + LittleLong(in->firstSide);
		out->numsides = LittleLong(in->numSides);

		out->shaderNum = LittleLong( in->shaderNum );
		if ( out->shaderNum < 0 || out->shaderNum >= cm.numShaders ) {
			Com_Error( ERR_DROP, "CMod_LoadBrushes: bad shaderNum: %i", out->shaderNum );
		}
		out->contents = cm.shaders[out->shaderNum].contentFlags;
		CM_OrOfAllContentsFlagsInMap |= out->contents;
		out->checkcount=0;

		CM_BoundBrush( out );
	}

}

/*
=================
CMod_LoadLeafs
=================
*/
void CMod_LoadLeafs (lump_t *l, clipMap_t &cm)
{
	int			i;
	cLeaf_t		*out;
	dleaf_t 	*in;
	int			count;
	
	in = (dleaf_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	count = l->filelen / sizeof(*in);

	if (count < 1)
		Com_Error (ERR_DROP, "Map with no leafs");

	cm.leafs = (cLeaf_t *) Z_Malloc( ( BOX_LEAFS + count ) * sizeof( *cm.leafs ), TAG_BSP, qfalse);
	cm.numLeafs = count;
	out = cm.leafs;	

	for ( i=0 ; i<count ; i++, in++, out++)
	{
		out->cluster = LittleLong (in->cluster);
		out->area = LittleLong (in->area);
		out->firstLeafBrush = LittleLong (in->firstLeafBrush);
		out->numLeafBrushes = LittleLong (in->numLeafBrushes);
		out->firstLeafSurface = LittleLong (in->firstLeafSurface);
		out->numLeafSurfaces = LittleLong (in->numLeafSurfaces);

		if (out->cluster >= cm.numClusters)
			cm.numClusters = out->cluster + 1;
		if (out->area >= cm.numAreas)
			cm.numAreas = out->area + 1;
	}

	cm.areas = (cArea_t *) Z_Malloc( cm.numAreas * sizeof( *cm.areas ), TAG_BSP, qtrue );
	cm.areaPortals = (int *) Z_Malloc( cm.numAreas * cm.numAreas * sizeof( *cm.areaPortals ), TAG_BSP, qtrue );
}

/*
=================
CMod_LoadPlanes
=================
*/
void CMod_LoadPlanes (lump_t *l, clipMap_t &cm)
{
	int			i, j;
	cplane_t	*out;
	dplane_t 	*in;
	int			count;
	int			bits;
	
	in = (dplane_t *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	count = l->filelen / sizeof(*in);

	if (count < 1)
		Com_Error (ERR_DROP, "Map with no planes");
	cm.planes = (struct cplane_s *) Z_Malloc( ( BOX_PLANES + count ) * sizeof( *cm.planes ), TAG_BSP, qfalse);
	cm.numPlanes = count;

	out = cm.planes;	

	for ( i=0 ; i<count ; i++, in++, out++)
	{
		bits = 0;
		for (j=0 ; j<3 ; j++)
		{
			out->normal[j] = LittleFloat (in->normal[j]);
			if (out->normal[j] < 0)
				bits |= 1<<j;
		}

		out->dist = LittleFloat (in->dist);
		out->type = PlaneTypeForNormal( out->normal );
		out->signbits = bits;
	}
}

/*
=================
CMod_LoadLeafBrushes
=================
*/
void CMod_LoadLeafBrushes (lump_t *l, clipMap_t &cm)
{
	int			i;
	int			*out;
	int		 	*in;
	int			count;
	
	in = (int *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	count = l->filelen / sizeof(*in);

	cm.leafbrushes = (int *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cm.leafbrushes ), TAG_BSP, qfalse);
	cm.numLeafBrushes = count;

	out = cm.leafbrushes;

	for ( i=0 ; i<count ; i++, in++, out++) {
		*out = LittleLong (*in);
	}
}

/*
=================
CMod_LoadLeafSurfaces
=================
*/
void CMod_LoadLeafSurfaces( lump_t *l, clipMap_t &cm )
{
	int			i;
	int			*out;
	int		 	*in;
	int			count;
	
	in = (int *)(cmod_base + l->fileofs);
	if (l->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	count = l->filelen / sizeof(*in);

	cm.leafsurfaces = (int *) Z_Malloc( count * sizeof( *cm.leafsurfaces ), TAG_BSP, qfalse);
	cm.numLeafSurfaces = count;

	out = cm.leafsurfaces;

	for ( i=0 ; i<count ; i++, in++, out++) {
		*out = LittleLong (*in);
	}
}

/*
=================
CMod_LoadBrushSides
=================
*/
void CMod_LoadBrushSides (lump_t *l, clipMap_t &cm)
{
	int				i;
	cbrushside_t	*out;
	dbrushside_t 	*in;
	int				count;
	int				num;

	in = (dbrushside_t *)(cmod_base + l->fileofs);
	if ( l->filelen % sizeof(*in) ) {
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	}
	count = l->filelen / sizeof(*in);

	cm.brushsides = (cbrushside_t *) Z_Malloc( ( BOX_SIDES + count ) * sizeof( *cm.brushsides ), TAG_BSP, qfalse);
	cm.numBrushSides = count;

	out = cm.brushsides;	

	for ( i=0 ; i<count ; i++, in++, out++) {
		num = LittleLong( in->planeNum );
		out->plane = &cm.planes[num];
		out->shaderNum = LittleLong( in->shaderNum );
		if ( out->shaderNum < 0 || out->shaderNum >= cm.numShaders ) {
			Com_Error( ERR_DROP, "CMod_LoadBrushSides: bad shaderNum: %i", out->shaderNum );
		}
//		out->surfaceFlags = cm.shaders[out->shaderNum].surfaceFlags;
	}
}


/*
=================
CMod_LoadEntityString
=================
*/
void CMod_LoadEntityString( lump_t *l, clipMap_t &cm ) {
	cm.entityString = (char *) Z_Malloc( l->filelen, TAG_BSP, qfalse);
	cm.numEntityChars = l->filelen;
	memcpy (cm.entityString, cmod_base + l->fileofs, l->filelen);
}

/*
=================
CMod_LoadVisibility
=================
*/
#define	VIS_HEADER	8
void CMod_LoadVisibility( lump_t *l, clipMap_t &cm ) {
	int		len;
	byte	*buf;

    len = l->filelen;
	if ( !len ) {
		cm.clusterBytes = ( cm.numClusters + 31 ) & ~31;
		cm.visibility = (unsigned char *) Z_Malloc( cm.clusterBytes, TAG_BSP, qfalse);
		memset( cm.visibility, 255, cm.clusterBytes );
		return;
	}
	buf = cmod_base + l->fileofs;

	cm.vised = qtrue;
	cm.visibility = (unsigned char *) Z_Malloc( len, TAG_BSP, qtrue );
	cm.numClusters = LittleLong( ((int *)buf)[0] );
	cm.clusterBytes = LittleLong( ((int *)buf)[1] );
	memcpy (cm.visibility, buf + VIS_HEADER, len - VIS_HEADER );
}

//==================================================================


/*
=================
CMod_LoadPatches
=================
*/
#define	MAX_PATCH_VERTS		1024
void CMod_LoadPatches( lump_t *surfs, lump_t *verts, clipMap_t &cm ) {
	mapVert_t	*dv, *dv_p;
	dsurface_t	*in;
	int			count;
	int			i, j;
	int			c;
	cPatch_t	*patch;
	vec3_t		points[MAX_PATCH_VERTS];
	int			width, height;
	int			shaderNum;

	in = (dsurface_t *)(cmod_base + surfs->fileofs);
	if (surfs->filelen % sizeof(*in))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
	cm.numSurfaces = count = surfs->filelen / sizeof(*in);
	cm.surfaces = (cPatch_t **) Z_Malloc( cm.numSurfaces * sizeof( cm.surfaces[0] ), TAG_BSP, qtrue );

	dv = (mapVert_t *)(cmod_base + verts->fileofs);
	if (verts->filelen % sizeof(*dv))
		Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");

	// scan through all the surfaces, but only load patches,
	// not planar faces
	for ( i = 0 ; i < count ; i++, in++ ) {
		if ( LittleLong( in->surfaceType ) != MST_PATCH ) {
			continue;		// ignore other surfaces
		}
		// FIXME: check for non-colliding patches

		cm.surfaces[ i ] = patch = (cPatch_t *) Z_Malloc( sizeof( *patch ), TAG_BSP, qtrue );

		// load the full drawverts onto the stack
		width = LittleLong( in->patchWidth );
		height = LittleLong( in->patchHeight );
		c = width * height;
		if ( c > MAX_PATCH_VERTS ) {
			Com_Error( ERR_DROP, "ParseMesh: MAX_PATCH_VERTS" );
		}

		dv_p = dv + LittleLong( in->firstVert );
		for ( j = 0 ; j < c ; j++, dv_p++ ) {
			points[j][0] = LittleFloat( dv_p->xyz[0] );
			points[j][1] = LittleFloat( dv_p->xyz[1] );
			points[j][2] = LittleFloat( dv_p->xyz[2] );
		}

		shaderNum = LittleLong( in->shaderNum );
		patch->contents = cm.shaders[shaderNum].contentFlags;
		CM_OrOfAllContentsFlagsInMap |= patch->contents;

		patch->surfaceFlags = cm.shaders[shaderNum].surfaceFlags;

		// create the internal facet structure
		patch->pc = CM_GeneratePatchCollide( width, height, points );
	}
}

//==================================================================

#ifdef BSPC
/*
==================
CM_FreeMap

Free any loaded map and all submodels
==================
*/
void CM_FreeMap(void) {
	memset( &cm, 0, sizeof( cm ) );
	Hunk_ClearHigh();
	CM_ClearLevelPatches();
}
#endif //BSPC

unsigned CM_LumpChecksum(lump_t *lump) {
	return LittleLong (Com_BlockChecksum (cmod_base + lump->fileofs, lump->filelen));
}

unsigned CM_Checksum(dheader_t *header) {
	unsigned checksums[16];
	checksums[0] = CM_LumpChecksum(&header->lumps[LUMP_SHADERS]);
	checksums[1] = CM_LumpChecksum(&header->lumps[LUMP_LEAFS]);
	checksums[2] = CM_LumpChecksum(&header->lumps[LUMP_LEAFBRUSHES]);
	checksums[3] = CM_LumpChecksum(&header->lumps[LUMP_LEAFSURFACES]);
	checksums[4] = CM_LumpChecksum(&header->lumps[LUMP_PLANES]);
	checksums[5] = CM_LumpChecksum(&header->lumps[LUMP_BRUSHSIDES]);
	checksums[6] = CM_LumpChecksum(&header->lumps[LUMP_BRUSHES]);
	checksums[7] = CM_LumpChecksum(&header->lumps[LUMP_MODELS]);
	checksums[8] = CM_LumpChecksum(&header->lumps[LUMP_NODES]);
	checksums[9] = CM_LumpChecksum(&header->lumps[LUMP_SURFACES]);
	checksums[10] = CM_LumpChecksum(&header->lumps[LUMP_DRAWVERTS]);

	return LittleLong(Com_BlockChecksum(checksums, 11 * 4));
}

/*
==================
CM_LoadMap

Loads in the map and all submodels
==================
*/
void *gpvCachedMapDiskImage = NULL;
char  gsCachedMapDiskImage[MAX_QPATH];
qboolean gbUsingCachedMapDataRightNow = qfalse;	// if true, signifies that you can't delete this at the moment!! (used during z_malloc()-fail recovery attempt)

// called in response to a "devmapbsp blah" or "devmapall blah" command, do NOT use inside CM_Load unless you pass in qtrue
//
// new bool return used to see if anything was freed, used during z_malloc failure re-try
//
qboolean CM_DeleteCachedMap(qboolean bGuaranteedOkToDelete)
{
	qboolean bActuallyFreedSomething = qfalse;

	if (bGuaranteedOkToDelete || !gbUsingCachedMapDataRightNow)
	{
		// dump cached disk image...
		//
		if (gpvCachedMapDiskImage)
		{
			Z_Free(	gpvCachedMapDiskImage );
					gpvCachedMapDiskImage = NULL;

			bActuallyFreedSomething = qtrue;
		}
		gsCachedMapDiskImage[0] = '\0';
		
		// force map loader to ignore cached internal BSP structures for next level CM_LoadMap() call...
		//
		cmg.name[0] = '\0';
	}

	return bActuallyFreedSomething;
}

static void CM_LoadMap_Actual( const char *name, qboolean clientload, int *checksum, clipMap_t &cm ) {
	const int		*buf;
	int				i;
	dheader_t		header;
	static unsigned	last_checksum;
	void			*subBSPData = NULL;

	if ( !name || !name[0] ) {
		Com_Error( ERR_DROP, "CM_LoadMap: NULL name" );
	}

#ifndef BSPC
	cm_noAreas = Cvar_Get ("cm_noAreas", "0", CVAR_CHEAT);
	cm_noCurves = Cvar_Get ("cm_noCurves", "0", CVAR_CHEAT);
	cm_playerCurveClip = Cvar_Get ("cm_playerCurveClip", "1", CVAR_ARCHIVE|CVAR_CHEAT );
#endif
	Com_DPrintf( "CM_LoadMap( %s, %i )\n", name, clientload );

	if ( !strcmp( cm.name, name ) && clientload ) {
		*checksum = last_checksum;
		return;
	}

	if (&cm == &cmg)
	{
		// if there was a cached disk image but the name was empty (ie ERR_DROP happened) or just doesn't match
		//	the current name, then ditch it...
		//	
		if (gpvCachedMapDiskImage && 
			(gsCachedMapDiskImage[0] == '\0' || strcmp( gsCachedMapDiskImage, name ))
			)
		{
			Z_Free(gpvCachedMapDiskImage);
				   gpvCachedMapDiskImage = NULL;
		   gsCachedMapDiskImage[0] = '\0';

		   CM_ClearMap();
		}
	}

	// if there's a valid map name, and it's the same as last time (respawn?), and it's the server-load, 
	//	then keep the data from last time...
	//
	if (name[0] && !strcmp( cm.name, name ) && !clientload && &cm == &cmg )
	{
		// clear some stuff that needs zeroing...
		//
		cm.floodvalid = 0;
		//NO... don't reset this because the brush checkcounts are cached, 
		//so when you load up, brush checkcounts equal the cm.checkcount 
		//and the trace will be skipped (because everything loads and
		//traces in the same exact order ever time you load the map)
		cm.checkcount++;// = 0;
		memset(cm.areas,		0, cm.numAreas * sizeof( *cm.areas ));
		memset(cm.areaPortals,	0, cm.numAreas * cm.numAreas * sizeof( *cm.areaPortals ));		
	}
	else
	{
		// ... else load map from scratch...
		//
		if (&cm == &cmg)
		{
			assert(!clientload);	// logic check. I'm assuming that a client load doesn't get this far?

			// free old stuff
			memset( &cm, 0, sizeof( cm ) );
			CM_ClearLevelPatches();
			Z_TagFree(TAG_BSP);

			if ( !name[0] ) {
				cm.numLeafs = 1;
				cm.numClusters = 1;
				cm.numAreas = 1;
				cm.cmodels = (struct cmodel_s *) Z_Malloc( sizeof( *cm.cmodels ), TAG_BSP, qtrue );
				*checksum = 0;
				return;
			}		
		}

		// load the file into a buffer that we either discard as usual at the bottom, or if we've got enough memory
		//	then keep it long enough to save the renderer re-loading it, then discard it after that.
		//
		fileHandle_t h;
		const int iBSPLen = FS_FOpenFileRead( name, &h, qfalse );
		if(!h)
		{
			Com_Error (ERR_DROP, "Couldn't load %s", name);
			return;
		}
		//rww - only do this when not loading a sub-bsp!
		if (&cm == &cmg)
		{
			if (gpvCachedMapDiskImage && gsCachedMapDiskImage[0])
			{ //didn't get cleared elsewhere so free it before we allocate the pointer again
			  //Maps with terrain will allow this to happen because they want everything to be cleared out (going between terrain and no-terrain is messy)
				Z_Free(gpvCachedMapDiskImage);
			}
			gsCachedMapDiskImage[0]	= '\0';		// flag that map isn't valid, until name is filled in
			gpvCachedMapDiskImage	= Z_Malloc( iBSPLen, TAG_BSP_DISKIMAGE, qfalse);
			FS_Read(gpvCachedMapDiskImage, iBSPLen, h);
			FS_FCloseFile( h );
			
			buf = (int*) gpvCachedMapDiskImage;	// so the rest of the code works as normal
		}
		else
		{ //otherwise, read straight in..
			subBSPData = Z_Malloc( iBSPLen, TAG_BSP_DISKIMAGE, qfalse);
			FS_Read(subBSPData, iBSPLen, h);
			FS_FCloseFile( h );

			buf = (int*)subBSPData;
		}

		// carry on as before...

		last_checksum = LittleLong (Com_BlockChecksum (buf, iBSPLen));		

		header = *(dheader_t *)buf;
		for (i=0 ; i<sizeof(dheader_t)/4 ; i++) {
			((int *)&header)[i] = LittleLong ( ((int *)&header)[i]);
		}

		if ( header.version != BSP_VERSION )
		{
			Z_Free(	gpvCachedMapDiskImage);
					gpvCachedMapDiskImage = NULL;

			Com_Error (ERR_DROP, "CM_LoadMap: %s has wrong version number (%i should be %i)"
			, name, header.version, BSP_VERSION );
		}

		cmod_base = (byte *)buf;

		// load into heap
		CMod_LoadShaders( &header.lumps[LUMP_SHADERS], cm );
		CMod_LoadLeafs (&header.lumps[LUMP_LEAFS], cm);
		CMod_LoadLeafBrushes (&header.lumps[LUMP_LEAFBRUSHES], cm);
		CMod_LoadLeafSurfaces (&header.lumps[LUMP_LEAFSURFACES], cm);
		CMod_LoadPlanes (&header.lumps[LUMP_PLANES], cm);
		CMod_LoadBrushSides (&header.lumps[LUMP_BRUSHSIDES], cm);
		CMod_LoadBrushes (&header.lumps[LUMP_BRUSHES], cm);
		CMod_LoadSubmodels (&header.lumps[LUMP_MODELS], cm);
		CMod_LoadNodes (&header.lumps[LUMP_NODES], cm);
		CMod_LoadEntityString (&header.lumps[LUMP_ENTITIES], cm);
		CMod_LoadVisibility( &header.lumps[LUMP_VISIBILITY], cm );
		CMod_LoadPatches( &header.lumps[LUMP_SURFACES], &header.lumps[LUMP_DRAWVERTS], cm );

		TotalSubModels += cm.numSubModels;

		// we are NOT freeing the file, because it is cached for the ref
		//actually we do because the new hunk sys won't allow it
		// actually we DON'T now <g>, if we've got enough ram to keep it for the renderer's disk-load...
		//
		extern qboolean Sys_LowPhysicalMemory();
		if (Sys_LowPhysicalMemory() //|| com_dedicated->integer	// no need to check for dedicated in single-player codebase
			)
		{
			Z_Free(	gpvCachedMapDiskImage );
					gpvCachedMapDiskImage = NULL;
		}
		else
		{
			// ... do nothing, and let the renderer free it after it's finished playing with it...
			//
		}

		if (subBSPData)
		{
			Z_Free(subBSPData);
		}

		if (&cm == &cmg)
		{
#if !defined(BSPC)
			CM_LoadShaderText(false);
//			MAT_Init((bool)(!clientload));
#endif
			CM_InitBoxHull ();
#if !defined(BSPC)
			CM_SetupShaderProperties();
#endif

			Q_strncpyz( gsCachedMapDiskImage, name, sizeof(gsCachedMapDiskImage) );	// so the renderer can check it
		}
	}

	*checksum = last_checksum;	

	// do this whether or not the map was cached from last load...
	//
	CM_FloodAreaConnections (cm);

	// allow this to be cached if it is loaded by the server
	if ( !clientload ) {
		Q_strncpyz( cm.name, name, sizeof( cm.name ) );
	}
	CM_CleanLeafCache();
}

// need a wrapper function around this because of multiple returns, need to ensure bool is correct...
//
void CM_LoadMap( const char *name, qboolean clientload, int *checksum, qboolean subBSP )
{
	if (subBSP)
	{
		CM_LoadSubBSP(va("maps/%s.bsp", ((const char *)name) + 1), qfalse);
		//CM_LoadMap_Actual( name, clientload, checksum, cmg );
	}
	else
	{
		gbUsingCachedMapDataRightNow = qtrue;	// !!!!!!!!!!!!!!!!!!

			CM_LoadMap_Actual( name, clientload, checksum, cmg );

		gbUsingCachedMapDataRightNow = qfalse;	// !!!!!!!!!!!!!!!!!!
	}
	/*
	gbUsingCachedMapDataRightNow = qtrue;	// !!!!!!!!!!!!!!!!!!

		CM_LoadMap_Actual( name, clientload, checksum, cmg );

	gbUsingCachedMapDataRightNow = qfalse;	// !!!!!!!!!!!!!!!!!!
	*/
}

qboolean CM_SameMap(char *server)
{
	if (!cmg.name[0] || !server || !server[0])
	{
		return qfalse;
	}

	if (Q_stricmp(cmg.name, va("maps/%s.bsp", server)))
	{
		return qfalse;
	}

	return qtrue;
}

qboolean CM_HasTerrain(void)
{
	if (cmg.landScape)
	{
		return qtrue;
	}

	return qfalse;
}

/*
==================
CM_ClearMap
==================
*/
void CM_ClearMap( void ) 
{
	int		i;

	CM_OrOfAllContentsFlagsInMap = CONTENTS_BODY;

#if !defined(BSPC)
	CM_ShutdownShaderProperties();
//	MAT_Shutdown();
#endif

	if (TheRandomMissionManager)
	{
		delete TheRandomMissionManager;
		TheRandomMissionManager = 0;
	}

	if (cmg.landScape)
	{
		delete cmg.landScape;
		cmg.landScape = 0;
	}

	memset( &cmg, 0, sizeof( cmg ) );
	CM_ClearLevelPatches();

	for(i = 0; i < NumSubBSP; i++)
	{
		memset(&SubBSP[i], 0, sizeof(SubBSP[0]));
	}
	NumSubBSP = 0;
	TotalSubModels = 0;
}

int CM_TotalMapContents()
{
	return CM_OrOfAllContentsFlagsInMap;
}

/*
==================
CM_ClipHandleToModel
==================
*/
cmodel_t	*CM_ClipHandleToModel( clipHandle_t handle, clipMap_t **clipMap )
{
	int		i;
	int		count;

	if ( handle < 0 ) 
	{
		Com_Error( ERR_DROP, "CM_ClipHandleToModel: bad handle %i", handle );
	}
	if ( handle < cmg.numSubModels ) 
	{
		if (clipMap)
		{
			*clipMap = &cmg;
		}
		return &cmg.cmodels[handle];
	}
	if ( handle == BOX_MODEL_HANDLE ) 
	{
		if (clipMap)
		{
			*clipMap = &cmg;
		}
		return &box_model;
	}

	count = cmg.numSubModels;
	for(i = 0; i < NumSubBSP; i++)
	{
		if (handle < count + SubBSP[i].numSubModels)
		{
			if (clipMap)
			{
				*clipMap = &SubBSP[i];
			}
			return &SubBSP[i].cmodels[handle - count];
		}
		count += SubBSP[i].numSubModels;
	}

	if ( handle < MAX_SUBMODELS ) 
	{
		Com_Error( ERR_DROP, "CM_ClipHandleToModel: bad handle %i < %i < %i", 
			cmg.numSubModels, handle, MAX_SUBMODELS );
	}
	Com_Error( ERR_DROP, "CM_ClipHandleToModel: bad handle %i", handle + MAX_SUBMODELS );

	return NULL;
}
/*
==================
CM_InlineModel
==================
*/
clipHandle_t	CM_InlineModel( int index ) {
	if ( index < 0 || index >= TotalSubModels ) {
		Com_Error (ERR_DROP, "CM_InlineModel: bad number (may need to re-BSP map?)");
	}
	return index;
}

int		CM_NumClusters( void ) {
	return cmg.numClusters;
}

int		CM_NumInlineModels( void ) {
	return cmg.numSubModels;
}

char	*CM_EntityString( void ) {
	return cmg.entityString;
}

char *CM_SubBSPEntityString( int index ) 
{
	return SubBSP[index].entityString;
}

int		CM_LeafCluster( int leafnum ) {
	if (leafnum < 0 || leafnum >= cmg.numLeafs) {
		Com_Error (ERR_DROP, "CM_LeafCluster: bad number");
	}
	return cmg.leafs[leafnum].cluster;
}

int		CM_LeafArea( int leafnum ) {
	if ( leafnum < 0 || leafnum >= cmg.numLeafs ) {
		Com_Error (ERR_DROP, "CM_LeafArea: bad number");
	}
	return cmg.leafs[leafnum].area;
}

//=======================================================================


/*
===================
CM_InitBoxHull

Set up the planes and nodes so that the six floats of a bounding box
can just be stored out and get a proper clipping hull structure.
===================
*/
void CM_InitBoxHull (void)
{
	int			i;
	int			side;
	cplane_t	*p;
	cbrushside_t	*s;

	box_planes = &cmg.planes[cmg.numPlanes];

	box_brush = &cmg.brushes[cmg.numBrushes];
	box_brush->numsides = 6;
	box_brush->sides = cmg.brushsides + cmg.numBrushSides;
	box_brush->contents = CONTENTS_BODY;

	box_model.leaf.numLeafBrushes = 1;
//	box_model.leaf.firstLeafBrush = cmg.numBrushes;
	box_model.leaf.firstLeafBrush = cmg.numLeafBrushes;
	cmg.leafbrushes[cmg.numLeafBrushes] = cmg.numBrushes;

	for (i=0 ; i<6 ; i++)
	{
		side = i&1;

		// brush sides
		s = &cmg.brushsides[cmg.numBrushSides+i];
		s->plane = 	cmg.planes + (cmg.numPlanes+i*2+side);
		s->shaderNum = cmg.numShaders;	//not storing flags directly anymore, so be sure to point @ a valid shader 

		// planes
		p = &box_planes[i*2];
		p->type = i>>1;
		p->signbits = 0;
		VectorClear (p->normal);
		p->normal[i>>1] = 1;

		p = &box_planes[i*2+1];
		p->type = 3 + (i>>1);
		p->signbits = 0;
		VectorClear (p->normal);
		p->normal[i>>1] = -1;

		SetPlaneSignbits( p );
	}	
}



/*
===================
CM_HeadnodeForBox

To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
clipHandle_t CM_TempBoxModel( const vec3_t mins, const vec3_t maxs) {//, const int contents ) {
	box_planes[0].dist = maxs[0];
	box_planes[1].dist = -maxs[0];
	box_planes[2].dist = mins[0];
	box_planes[3].dist = -mins[0];
	box_planes[4].dist = maxs[1];
	box_planes[5].dist = -maxs[1];
	box_planes[6].dist = mins[1];
	box_planes[7].dist = -mins[1];
	box_planes[8].dist = maxs[2];
	box_planes[9].dist = -maxs[2];
	box_planes[10].dist = mins[2];
	box_planes[11].dist = -mins[2];

	VectorCopy( mins, box_brush->bounds[0] );
	VectorCopy( maxs, box_brush->bounds[1] );

	//FIXME: this is the "correct" way, but not the way JK2 was designed around... fix for further projects
	//box_brush->contents = contents;

	return BOX_MODEL_HANDLE;
}


/*
===================
CM_ModelBounds
===================
*/
void CM_ModelBounds( clipMap_t &cm, clipHandle_t model, vec3_t mins, vec3_t maxs ) 
{
	cmodel_t	*cmod;

	cmod = CM_ClipHandleToModel( model );
	VectorCopy( cmod->mins, mins );
	VectorCopy( cmod->maxs, maxs );
}

/*
===================
CM_RegisterTerrain

Allows physics to examine the terrain data.
===================
*/
#if !defined(BSPC)
CCMLandScape *CM_RegisterTerrain(const char *config, bool server)
{
	thandle_t		terrainId;
	CCMLandScape	*ls;

	terrainId = atol(Info_ValueForKey(config, "terrainId"));
	if(terrainId && cmg.landScape)
	{
		// Already spawned so just return
		ls = cmg.landScape;
		ls->IncreaseRefCount();
		return(ls);
	}
	// Doesn't exist so create and link in
	//cmg.numTerrains++;
	ls = CM_InitTerrain(config, 1, server);

	// Increment for the next instance
	if (cmg.landScape)
	{
		Com_Error(ERR_DROP, "You can't have more than one terrain brush.");
	}
	cmg.landScape = ls;
	return(ls);
}

/*
===================
CM_ShutdownTerrain
===================
*/

void CM_ShutdownTerrain( thandle_t terrainId)
{
	CCMLandScape	*landscape;

	landscape = cmg.landScape;
	if (landscape)
	{
		landscape->DecreaseRefCount();
		if(landscape->GetRefCount() <= 0)
		{
			delete landscape;
			cmg.landScape = NULL;
		}
	}
}
#endif

int CM_LoadSubBSP(const char *name, qboolean clientload)
{
	int		i;
	int		checksum;
	int		count;

	count = cmg.numSubModels;
	for(i = 0; i < NumSubBSP; i++)
	{
		if (!Q_stricmp(name, SubBSP[i].name))
		{
			return count;
		}
		count += SubBSP[i].numSubModels;
	}

	if (NumSubBSP == MAX_SUB_BSP)
	{
		Com_Error (ERR_DROP, "CM_LoadSubBSP: too many unique sub BSPs");
	}

	CM_LoadMap_Actual( name, clientload, &checksum, SubBSP[NumSubBSP] );
	NumSubBSP++;

	return count;
}

int CM_FindSubBSP(int modelIndex)
{
	int		i;
	int		count;

	count = cmg.numSubModels;
	if (modelIndex < count)
	{	// belongs to the main bsp
		return -1;
	}

	for(i = 0; i < NumSubBSP; i++)
	{
		count += SubBSP[i].numSubModels;
		if (modelIndex < count)
		{
			return i;
		}
	}
	return -1;
}

void CM_GetWorldBounds ( vec3_t mins, vec3_t maxs )
{
	VectorCopy ( cmg.cmodels[0].mins, mins );
	VectorCopy ( cmg.cmodels[0].maxs, maxs );
}

int CM_ModelContents_Actual( clipHandle_t model, clipMap_t *cm ) 
{
	cmodel_t	*cmod;
	int			contents = 0;
	int			i;

	if (!cm)
	{
		cm = &cmg;
	}

	cmod = CM_ClipHandleToModel( model, &cm );

	//MCG ADDED - return the contents, too
	if( cmod->leaf.numLeafBrushes )		// check for brush
	{
		int brushNum;
		for ( i = cmod->leaf.firstLeafBrush; i < cmod->leaf.firstLeafBrush+cmod->leaf.numLeafBrushes; i++ )
		{
			brushNum = cm->leafbrushes[i];
			contents |= cm->brushes[brushNum].contents;
		}
	}
	if( cmod->leaf.numLeafSurfaces )	// if not brush, check for patch
	{	
		int surfaceNum;
		for ( i = cmod->leaf.firstLeafSurface; i < cmod->leaf.firstLeafSurface+cmod->leaf.numLeafSurfaces; i++ )
		{
			surfaceNum = cm->leafsurfaces[i];
			if ( cm->surfaces[surfaceNum] != NULL )
			{//HERNH?  How could we have a null surf within our cmod->leaf.numLeafSurfaces?
				contents |= cm->surfaces[surfaceNum]->contents;
			}
		}
	}
	return contents;
}

int CM_ModelContents(  clipHandle_t model, int subBSPIndex )
{
	if (subBSPIndex < 0)
	{
		return CM_ModelContents_Actual(model, NULL);
	}

	return CM_ModelContents_Actual(model, &SubBSP[subBSPIndex]);
}

//support for save/load games
/*
===================
CM_WritePortalState

Writes the portal state to a savegame file
===================
*/
//
qboolean SG_Append(unsigned int chid, const void *data, int length);
int SG_Read(unsigned int chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);

void CM_WritePortalState ()
{	
	SG_Append('PRTS', (void *)cmg.areaPortals, cmg.numAreas * cmg.numAreas * sizeof( *cmg.areaPortals ));
}

/*
===================
CM_ReadPortalState

Reads the portal state from a savegame file
and recalculates the area connections
===================
*/
void	CM_ReadPortalState ()
{
	SG_Read('PRTS', (void *)cmg.areaPortals, cmg.numAreas * cmg.numAreas * sizeof( *cmg.areaPortals ));
	CM_FloodAreaConnections (cmg);
}

