jedi-academy/code/qcommon/cm_load.cpp
2013-04-23 16:54:20 +10:00

1298 lines
31 KiB
C++

// 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 long chid, const void *data, int length);
int SG_Read(unsigned long 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);
}