// cmodel.c -- model loading //Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" #include "cm_local.h" #include "cm_landscape.h" //rwwRMG - include #include "../RMG/RM_Headers.h" //rwwRMG - include #ifdef BSPC #include "../bspc/l_qfiles.h" 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<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; //rwwRMG - changed from cm 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; void CM_InitBoxHull (void); void CM_FloodAreaConnections (clipMap_t &cm); //rwwRMG - added: clipMap_t SubBSP[MAX_SUB_BSP]; int NumSubBSP, TotalSubModels; /* =============================================================================== 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 *)Hunk_Alloc( (1+count) * sizeof( *cm.shaders ), h_high ); 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"); cm.cmodels = (struct cmodel_s *)Hunk_Alloc( count * sizeof( *cm.cmodels ), h_high ); cm.numSubModels = count; if ( count > MAX_SUBMODELS ) { Com_Error( ERR_DROP, "MAX_SUBMODELS exceeded" ); } for ( i=0 ; imins[j] = LittleFloat (in->mins[j]) - 1; out->maxs[j] = LittleFloat (in->maxs[j]) + 1; } //rwwRMG - sof2 doesn't have to add this &cm == &cmg check. //Are they getting leaf data elsewhere? (the reason this needs to be done is //in sub bsp instances the first brush model isn't necessary a world model and might be //real architecture) if ( i == 0 && &cm == &cmg ) { out->firstNode = 0; continue; // world model doesn't need other info } // make a "leaf" just to hold the model's brushes and surfaces out->firstNode = -1; // make a "leaf" just to hold the model's brushes and surfaces out->leaf.numLeafBrushes = LittleLong( in->numBrushes ); indexes = (int *)Hunk_Alloc( out->leaf.numLeafBrushes * 4, h_high ); 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 *)Hunk_Alloc( out->leaf.numLeafSurfaces * 4, h_high ); 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 *)Hunk_Alloc( count * sizeof( *cm.nodes ), h_high ); cm.numNodes = count; out = cm.nodes; for (i=0 ; iplane = 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 *)Hunk_Alloc( ( BOX_BRUSHES + count ) * sizeof( *cm.brushes ), h_high ); cm.numBrushes = count; out = cm.brushes; for ( i=0 ; isides = 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; // Landscapes are set up afterwards in the entity spawning //out->landscape = NULL; //the memory was cleared already by hunk_alloc //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 *)Hunk_Alloc( ( BOX_LEAFS + count ) * sizeof( *cm.leafs ), h_high ); cm.numLeafs = count; out = cm.leafs; for ( i=0 ; icluster = 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 *)Hunk_Alloc( cm.numAreas * sizeof( *cm.areas ), h_high ); cm.areaPortals = (int *)Hunk_Alloc( cm.numAreas * cm.numAreas * sizeof( *cm.areaPortals ), h_high ); } /* ================= 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 *)Hunk_Alloc( ( BOX_PLANES + count ) * sizeof( *cm.planes ), h_high ); cm.numPlanes = count; out = cm.planes; for ( i=0 ; inormal[j] = LittleFloat (in->normal[j]); if (out->normal[j] < 0) bits |= 1<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 *)Hunk_Alloc( (count + BOX_BRUSHES) * sizeof( *cm.leafbrushes ), h_high ); cm.numLeafBrushes = count; out = cm.leafbrushes; for ( i=0 ; ifileofs); if (l->filelen % sizeof(*in)) Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size"); count = l->filelen / sizeof(*in); cm.leafsurfaces = (int *)Hunk_Alloc( count * sizeof( *cm.leafsurfaces ), h_high ); cm.numLeafSurfaces = count; out = cm.leafsurfaces; for ( i=0 ; ifileofs); if ( l->filelen % sizeof(*in) ) { Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size"); } count = l->filelen / sizeof(*in); cm.brushsides = (cbrushside_t *)Hunk_Alloc( ( BOX_SIDES + count ) * sizeof( *cm.brushsides ), h_high ); cm.numBrushSides = count; out = cm.brushsides; for ( i=0 ; iplaneNum ); 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 ); } } } /* ================= CMod_LoadEntityString ================= */ void CMod_LoadEntityString( lump_t *l, clipMap_t &cm ) { cm.entityString = (char *)Hunk_Alloc( l->filelen, h_high ); cm.numEntityChars = l->filelen; Com_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 *)Hunk_Alloc( cm.clusterBytes, h_high ); Com_Memset( cm.visibility, 255, cm.clusterBytes ); return; } buf = cmod_base + l->fileofs; cm.vised = qtrue; cm.visibility = (unsigned char *)Hunk_Alloc( len, h_high ); cm.numClusters = LittleLong( ((int *)buf)[0] ); cm.clusterBytes = LittleLong( ((int *)buf)[1] ); Com_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 ) { drawVert_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 ** )Hunk_Alloc( cm.numSurfaces * sizeof( cm.surfaces[0] ), h_high ); dv = (drawVert_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 *)Hunk_Alloc( sizeof( *patch ), h_high ); // 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; patch->surfaceFlags = cm.shaders[shaderNum].surfaceFlags; // create the internal facet structure patch->pc = CM_GeneratePatchCollide( width, height, points ); } } //================================================================== 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 ) { //rwwRMG - function needs heavy modification int *buf; int i; dheader_t header; static unsigned last_checksum; char origName[MAX_OSPATH]; void *newBuff = 0; 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; } strcpy(origName, name); if (&cm == &cmg) { // free old stuff CM_ClearMap(); CM_ClearLevelPatches(); } // free old stuff Com_Memset( &cm, 0, sizeof( cm ) ); if ( !name[0] ) { cm.numLeafs = 1; cm.numClusters = 1; cm.numAreas = 1; cm.cmodels = (struct cmodel_s *)Hunk_Alloc( sizeof( *cm.cmodels ), h_high ); *checksum = 0; return; } // // load the file // //rww - Doesn't this sort of defeat the purpose? We're clearing it even if the map is the same as the last one! //Not touching it though in case I'm just overlooking something. if (gpvCachedMapDiskImage && &cm == &cmg) // MP code: this'll only be NZ if we got an ERR_DROP during last map load, { // so it's really just a safety measure. Z_Free( gpvCachedMapDiskImage); gpvCachedMapDiskImage = NULL; } #ifndef BSPC // // 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 (if not dedicated server), // then discard it after that... // buf = NULL; fileHandle_t h; const int iBSPLen = FS_FOpenFileRead( name, &h, qfalse ); if (h) { newBuff = Z_Malloc( iBSPLen, TAG_BSP_DISKIMAGE ); FS_Read( newBuff, iBSPLen, h); FS_FCloseFile( h ); buf = (int*) newBuff; // so the rest of the code works as normal if (&cm == &cmg) { gpvCachedMapDiskImage = newBuff; newBuff = 0; } // carry on as before... // } #else const int iBSPLen = LoadQuakeFile((quakefile_t *) name, (void **)&buf); #endif if ( !buf ) { Com_Error (ERR_DROP, "Couldn't load %s", name); } last_checksum = LittleLong (Com_BlockChecksum (buf, iBSPLen)); *checksum = last_checksum; header = *(dheader_t *)buf; for (i=0 ; iinteger // || we're on a big-endian machine ) { Z_Free( gpvCachedMapDiskImage ); gpvCachedMapDiskImage = NULL; } else { // ... do nothing, and let the renderer free it after it's finished playing with it... // } #else FS_FreeFile (buf); #endif CM_FloodAreaConnections (cm); // allow this to be cached if it is loaded by the server if ( !clientload ) { Q_strncpyz( cm.name, origName, sizeof( cm.name ) ); } } // 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 ) { gbUsingCachedMapDataRightNow = qtrue; // !!!!!!!!!!!!!!!!!! CM_LoadMap_Actual( name, clientload, checksum, cmg ); gbUsingCachedMapDataRightNow = qfalse; // !!!!!!!!!!!!!!!!!! } /* ================== CM_ClearMap ================== */ void CM_ClearMap( void ) { int i; #if !defined(BSPC) CM_ShutdownShaderProperties(); // MAT_Shutdown(); #endif if (TheRandomMissionManager) { delete TheRandomMissionManager; TheRandomMissionManager = 0; } if (cmg.landScape) { delete cmg.landScape; cmg.landScape = NULL; } Com_Memset( &cmg, 0, sizeof( cmg ) ); CM_ClearLevelPatches(); for(i = 0; i < NumSubBSP; i++) { memset(&SubBSP[i], 0, sizeof(SubBSP[0])); } NumSubBSP = 0; TotalSubModels = 0; } /* ================== 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: %d > %d", index, TotalSubModels); } 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.firstNode = -1; 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; // 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_TempBoxModel To keep everything totally uniform, bounding boxes are turned into small BSP trees instead of being compared directly. Capsules are handled differently though. =================== */ clipHandle_t CM_TempBoxModel( const vec3_t mins, const vec3_t maxs, int capsule ) { VectorCopy( mins, box_model.mins ); VectorCopy( maxs, box_model.maxs ); if ( capsule ) { return CAPSULE_MODEL_HANDLE; } 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] ); return BOX_MODEL_HANDLE; } /* =================== CM_ModelBounds =================== */ void CM_ModelBounds( 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) { CCMLandScape *ls; if(cmg.landScape) { // Already spawned so just return ls = cmg.landScape; ls->IncreaseRefCount(); return(ls); } // Doesn't exist so create and link in ls = CM_InitTerrain(config, 0, server); // Increment for the next instance if (cmg.landScape) { Com_Error(ERR_DROP, "You cannot have more than one terrain brush.\n"); } 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]); }