mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-23 04:33:12 +00:00
1298 lines
32 KiB
C++
1298 lines
32 KiB
C++
// cmodel.c -- model loading
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#include "cm_local.h"
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#include "../RMG/RM_Headers.h"
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void CM_LoadShaderText(bool forceReload);
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#ifdef BSPC
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void SetPlaneSignbits (cplane_t *out) {
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j=0 ; j<3 ; j++) {
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if (out->normal[j] < 0) {
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bits |= 1<<j;
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}
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}
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out->signbits = bits;
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}
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#endif //BSPC
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// to allow boxes to be treated as brush models, we allocate
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// some extra indexes along with those needed by the map
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#define BOX_BRUSHES 1
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#define BOX_SIDES 6
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#define BOX_LEAFS 2
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#define BOX_PLANES 12
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#define LL(x) x=LittleLong(x)
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clipMap_t cmg;
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int c_pointcontents;
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int c_traces, c_brush_traces, c_patch_traces;
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byte *cmod_base;
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#ifndef BSPC
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cvar_t *cm_noAreas;
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cvar_t *cm_noCurves;
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cvar_t *cm_playerCurveClip;
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#endif
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cmodel_t box_model;
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cplane_t *box_planes;
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cbrush_t *box_brush;
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int CM_OrOfAllContentsFlagsInMap;
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void CM_InitBoxHull (void);
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void CM_FloodAreaConnections (clipMap_t &cm);
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clipMap_t SubBSP[MAX_SUB_BSP];
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int NumSubBSP = 0, TotalSubModels = 0;
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/*
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===============================================================================
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MAP LOADING
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===============================================================================
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*/
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/*
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=================
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CMod_LoadShaders
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=================
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*/
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void CMod_LoadShaders( lump_t *l, clipMap_t &cm )
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{
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dshader_t *in;
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int i, count;
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CCMShader *out;
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in = (dshader_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in)) {
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Com_Error (ERR_DROP, "CMod_LoadShaders: funny lump size");
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}
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count = l->filelen / sizeof(*in);
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if (count < 1) {
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Com_Error (ERR_DROP, "Map with no shaders");
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}
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cm.shaders = (CCMShader *)Z_Malloc( (1 + count) * sizeof( *cm.shaders ), TAG_BSP, qtrue ); //+1 for the BOX_SIDES to point at
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cm.numShaders = count;
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out = cm.shaders;
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for ( i = 0; i < count; i++, in++, out++ )
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{
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Q_strncpyz(out->shader, in->shader, MAX_QPATH);
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out->contentFlags = LittleLong( in->contentFlags );
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out->surfaceFlags = LittleLong( in->surfaceFlags );
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}
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}
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/*
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=================
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CMod_LoadSubmodels
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=================
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*/
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void CMod_LoadSubmodels( lump_t *l, clipMap_t &cm ) {
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dmodel_t *in;
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cmodel_t *out;
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int i, j, count;
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int *indexes;
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in = (dmodel_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "CMod_LoadSubmodels: funny lump size");
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count = l->filelen / sizeof(*in);
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if (count < 1) {
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Com_Error (ERR_DROP, "Map with no models");
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}
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//FIXME: note that MAX_SUBMODELS - 1 is used for BOX_MODEL_HANDLE, if that slot gets used, that would be bad, no?
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if ( count > MAX_SUBMODELS ) {
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Com_Error( ERR_DROP, "MAX_SUBMODELS (%d) exceeded by %d", MAX_SUBMODELS, count-MAX_SUBMODELS );
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}
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cm.cmodels = (struct cmodel_s *) Z_Malloc( count * sizeof( *cm.cmodels ), TAG_BSP, qtrue );
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cm.numSubModels = count;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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out = &cm.cmodels[i];
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for (j=0 ; j<3 ; j++)
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{ // spread the mins / maxs by a pixel
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out->mins[j] = LittleFloat (in->mins[j]) - 1;
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out->maxs[j] = LittleFloat (in->maxs[j]) + 1;
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}
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//rww - I changed this to do the &cm == &cmg check. sof2 does not have to do this,
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//but I think they have a different tracing system that allows it to catch subbsp
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//stuff without extra leaf data. The reason we have to do this for subbsp instances
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//is that they often are compiled in a sort of "prefab" form, so the first model isn't
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//necessarily the world model.
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if ( i == 0 && &cm == &cmg ) {
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continue; // world model doesn't need other info
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}
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// make a "leaf" just to hold the model's brushes and surfaces
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out->leaf.numLeafBrushes = LittleLong( in->numBrushes );
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indexes = (int *) Z_Malloc( out->leaf.numLeafBrushes * 4, TAG_BSP, qfalse);
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out->leaf.firstLeafBrush = indexes - cm.leafbrushes;
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for ( j = 0 ; j < out->leaf.numLeafBrushes ; j++ ) {
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indexes[j] = LittleLong( in->firstBrush ) + j;
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}
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out->leaf.numLeafSurfaces = LittleLong( in->numSurfaces );
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indexes = (int *) Z_Malloc( out->leaf.numLeafSurfaces * 4, TAG_BSP, qfalse);
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out->leaf.firstLeafSurface = indexes - cm.leafsurfaces;
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for ( j = 0 ; j < out->leaf.numLeafSurfaces ; j++ ) {
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indexes[j] = LittleLong( in->firstSurface ) + j;
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}
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}
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}
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/*
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=================
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CMod_LoadNodes
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=================
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*/
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void CMod_LoadNodes( lump_t *l, clipMap_t &cm ) {
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dnode_t *in;
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int child;
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cNode_t *out;
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int i, j, count;
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in = (dnode_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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count = l->filelen / sizeof(*in);
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if (count < 1)
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Com_Error (ERR_DROP, "Map has no nodes");
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cm.nodes = (cNode_t *) Z_Malloc( count * sizeof( *cm.nodes ), TAG_BSP, qfalse);
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cm.numNodes = count;
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out = cm.nodes;
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for (i=0 ; i<count ; i++, out++, in++)
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{
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out->plane = cm.planes + LittleLong( in->planeNum );
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for (j=0 ; j<2 ; j++)
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{
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child = LittleLong (in->children[j]);
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out->children[j] = child;
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}
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}
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}
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/*
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=================
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CM_BoundBrush
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=================
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*/
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void CM_BoundBrush( cbrush_t *b ) {
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b->bounds[0][0] = -b->sides[0].plane->dist;
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b->bounds[1][0] = b->sides[1].plane->dist;
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b->bounds[0][1] = -b->sides[2].plane->dist;
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b->bounds[1][1] = b->sides[3].plane->dist;
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b->bounds[0][2] = -b->sides[4].plane->dist;
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b->bounds[1][2] = b->sides[5].plane->dist;
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}
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/*
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=================
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CMod_LoadBrushes
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=================
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*/
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void CMod_LoadBrushes( lump_t *l, clipMap_t &cm ) {
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dbrush_t *in;
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cbrush_t *out;
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int i, count;
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in = (dbrush_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in)) {
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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}
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count = l->filelen / sizeof(*in);
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cm.brushes = (cbrush_t *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cm.brushes ), TAG_BSP, qfalse);
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cm.numBrushes = count;
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out = cm.brushes;
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for ( i=0 ; i<count ; i++, out++, in++ ) {
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out->sides = cm.brushsides + LittleLong(in->firstSide);
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out->numsides = LittleLong(in->numSides);
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out->shaderNum = LittleLong( in->shaderNum );
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if ( out->shaderNum < 0 || out->shaderNum >= cm.numShaders ) {
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Com_Error( ERR_DROP, "CMod_LoadBrushes: bad shaderNum: %i", out->shaderNum );
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}
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out->contents = cm.shaders[out->shaderNum].contentFlags;
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CM_OrOfAllContentsFlagsInMap |= out->contents;
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out->checkcount=0;
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CM_BoundBrush( out );
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}
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}
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/*
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=================
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CMod_LoadLeafs
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=================
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*/
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void CMod_LoadLeafs (lump_t *l, clipMap_t &cm)
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{
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int i;
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cLeaf_t *out;
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dleaf_t *in;
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int count;
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in = (dleaf_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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count = l->filelen / sizeof(*in);
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if (count < 1)
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Com_Error (ERR_DROP, "Map with no leafs");
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cm.leafs = (cLeaf_t *) Z_Malloc( ( BOX_LEAFS + count ) * sizeof( *cm.leafs ), TAG_BSP, qfalse);
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cm.numLeafs = count;
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out = cm.leafs;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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out->cluster = LittleLong (in->cluster);
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out->area = LittleLong (in->area);
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out->firstLeafBrush = LittleLong (in->firstLeafBrush);
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out->numLeafBrushes = LittleLong (in->numLeafBrushes);
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out->firstLeafSurface = LittleLong (in->firstLeafSurface);
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out->numLeafSurfaces = LittleLong (in->numLeafSurfaces);
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if (out->cluster >= cm.numClusters)
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cm.numClusters = out->cluster + 1;
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if (out->area >= cm.numAreas)
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cm.numAreas = out->area + 1;
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}
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cm.areas = (cArea_t *) Z_Malloc( cm.numAreas * sizeof( *cm.areas ), TAG_BSP, qtrue );
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cm.areaPortals = (int *) Z_Malloc( cm.numAreas * cm.numAreas * sizeof( *cm.areaPortals ), TAG_BSP, qtrue );
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}
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/*
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=================
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CMod_LoadPlanes
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=================
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*/
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void CMod_LoadPlanes (lump_t *l, clipMap_t &cm)
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{
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int i, j;
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cplane_t *out;
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dplane_t *in;
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int count;
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int bits;
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in = (dplane_t *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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count = l->filelen / sizeof(*in);
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if (count < 1)
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Com_Error (ERR_DROP, "Map with no planes");
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cm.planes = (struct cplane_s *) Z_Malloc( ( BOX_PLANES + count ) * sizeof( *cm.planes ), TAG_BSP, qfalse);
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cm.numPlanes = count;
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out = cm.planes;
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for ( i=0 ; i<count ; i++, in++, out++)
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{
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bits = 0;
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for (j=0 ; j<3 ; j++)
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{
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out->normal[j] = LittleFloat (in->normal[j]);
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if (out->normal[j] < 0)
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bits |= 1<<j;
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}
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out->dist = LittleFloat (in->dist);
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out->type = PlaneTypeForNormal( out->normal );
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out->signbits = bits;
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}
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}
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/*
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=================
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CMod_LoadLeafBrushes
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=================
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*/
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void CMod_LoadLeafBrushes (lump_t *l, clipMap_t &cm)
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{
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int i;
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int *out;
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int *in;
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int count;
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in = (int *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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count = l->filelen / sizeof(*in);
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cm.leafbrushes = (int *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cm.leafbrushes ), TAG_BSP, qfalse);
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cm.numLeafBrushes = count;
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out = cm.leafbrushes;
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for ( i=0 ; i<count ; i++, in++, out++) {
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*out = LittleLong (*in);
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}
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}
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/*
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=================
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CMod_LoadLeafSurfaces
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=================
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*/
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void CMod_LoadLeafSurfaces( lump_t *l, clipMap_t &cm )
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{
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int i;
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int *out;
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int *in;
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int count;
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in = (int *)(cmod_base + l->fileofs);
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if (l->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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count = l->filelen / sizeof(*in);
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cm.leafsurfaces = (int *) Z_Malloc( count * sizeof( *cm.leafsurfaces ), TAG_BSP, qfalse);
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cm.numLeafSurfaces = count;
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out = cm.leafsurfaces;
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for ( i=0 ; i<count ; i++, in++, out++) {
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*out = LittleLong (*in);
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}
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}
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/*
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=================
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CMod_LoadBrushSides
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=================
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*/
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void CMod_LoadBrushSides (lump_t *l, clipMap_t &cm)
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{
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int i;
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cbrushside_t *out;
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dbrushside_t *in;
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int count;
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int num;
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in = (dbrushside_t *)(cmod_base + l->fileofs);
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if ( l->filelen % sizeof(*in) ) {
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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}
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count = l->filelen / sizeof(*in);
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cm.brushsides = (cbrushside_t *) Z_Malloc( ( BOX_SIDES + count ) * sizeof( *cm.brushsides ), TAG_BSP, qfalse);
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cm.numBrushSides = count;
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out = cm.brushsides;
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for ( i=0 ; i<count ; i++, in++, out++) {
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num = LittleLong( in->planeNum );
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out->plane = &cm.planes[num];
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out->shaderNum = LittleLong( in->shaderNum );
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if ( out->shaderNum < 0 || out->shaderNum >= cm.numShaders ) {
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Com_Error( ERR_DROP, "CMod_LoadBrushSides: bad shaderNum: %i", out->shaderNum );
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}
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// out->surfaceFlags = cm.shaders[out->shaderNum].surfaceFlags;
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}
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}
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/*
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=================
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CMod_LoadEntityString
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=================
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*/
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void CMod_LoadEntityString( lump_t *l, clipMap_t &cm ) {
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cm.entityString = (char *) Z_Malloc( l->filelen, TAG_BSP, qfalse);
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cm.numEntityChars = l->filelen;
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memcpy (cm.entityString, cmod_base + l->fileofs, l->filelen);
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}
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/*
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=================
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CMod_LoadVisibility
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=================
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*/
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#define VIS_HEADER 8
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void CMod_LoadVisibility( lump_t *l, clipMap_t &cm ) {
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int len;
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byte *buf;
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len = l->filelen;
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if ( !len ) {
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cm.clusterBytes = ( cm.numClusters + 31 ) & ~31;
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cm.visibility = (unsigned char *) Z_Malloc( cm.clusterBytes, TAG_BSP, qfalse);
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memset( cm.visibility, 255, cm.clusterBytes );
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return;
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}
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buf = cmod_base + l->fileofs;
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cm.vised = qtrue;
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cm.visibility = (unsigned char *) Z_Malloc( len, TAG_BSP, qtrue );
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cm.numClusters = LittleLong( ((int *)buf)[0] );
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cm.clusterBytes = LittleLong( ((int *)buf)[1] );
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memcpy (cm.visibility, buf + VIS_HEADER, len - VIS_HEADER );
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}
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//==================================================================
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/*
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=================
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CMod_LoadPatches
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=================
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*/
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#define MAX_PATCH_VERTS 1024
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void CMod_LoadPatches( lump_t *surfs, lump_t *verts, clipMap_t &cm ) {
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mapVert_t *dv, *dv_p;
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dsurface_t *in;
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int count;
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int i, j;
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int c;
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cPatch_t *patch;
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vec3_t points[MAX_PATCH_VERTS];
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int width, height;
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int shaderNum;
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in = (dsurface_t *)(cmod_base + surfs->fileofs);
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if (surfs->filelen % sizeof(*in))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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cm.numSurfaces = count = surfs->filelen / sizeof(*in);
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cm.surfaces = (cPatch_t **) Z_Malloc( cm.numSurfaces * sizeof( cm.surfaces[0] ), TAG_BSP, qtrue );
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dv = (mapVert_t *)(cmod_base + verts->fileofs);
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if (verts->filelen % sizeof(*dv))
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Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
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// scan through all the surfaces, but only load patches,
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// not planar faces
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for ( i = 0 ; i < count ; i++, in++ ) {
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if ( LittleLong( in->surfaceType ) != MST_PATCH ) {
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continue; // ignore other surfaces
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}
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// FIXME: check for non-colliding patches
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cm.surfaces[ i ] = patch = (cPatch_t *) Z_Malloc( sizeof( *patch ), TAG_BSP, qtrue );
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// 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 (!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);
|
|
}
|
|
|