#include "quakedef.h"
#ifdef DOOMWADS
#ifdef RGLQUAKE
#include "glquake.h"

#include "doommap.h"

vec_t VectorNormalize2 (vec3_t v, vec3_t out);
int SignbitsForPlane (mplane_t *out);
int	PlaneTypeForNormal ( vec3_t normal );

#undef strncpy

//coded from file specifications provided by:
//Matthew S Fell (msfell@aol.com)
//Unofficial Doom Specs

//(aol suck)

void Doom_SetHullFuncs(hull_t *hull);
void Doom_SetModelFunc(model_t *mod);

//skill/dm is appears in rather than quake's excuded in.
#define THING_EASY			1
#define THING_MEDIUM		2
#define THING_HARD			4
#define THING_DEAF			8
#define	THING_DEATHMATCH	16
//other bits are ignored

int Doom_SectorNearPoint(vec3_t p);

//assumptions:
//1. That there is a node, and thus two ssectors.
//2. That the user doesn't want textures...
//3. That all segs ssectors for a single sector are all the same.
//4. That ALL sectors are fully enclosed, and not made of two areas.
//5. That no sectors are inside out.

enum {
	THING_PLAYER		= 1,
	THING_PLAYER2		= 2,
	THING_PLAYER3		= 3,
	THING_PLAYER4		= 4,
	THING_DMSPAWN		= 11,

//we need to balance weapons according to ammo types.
	THING_WCHAINSAW		= 2005,	//-> quad
	THING_WSHOTGUN1		= 2001,	//-> ng
	THING_WSHOTGUN2		= 82,	//-> sng
	THING_WCHAINGUN		= 2002,	//-> ssg
	THING_WROCKETL		= 2003,	//-> lightning
	THING_WPLASMA		= 2004,	//-> grenade
	THING_WBFG			= 2006	//-> rocket


} THING_TYPES;




extern ddoomnode_t		*nodel;
extern dssector_t		*ssectorsl;
extern dthing_t			*thingsl;
extern mdoomvertex_t	*vertexesl;
extern dgl_seg3_t		*segsl;
extern dlinedef_t		*linedefsl;
extern msidedef_t		*sidedefsm;
extern msector_t		*sectorm;
extern plane_t			*nodeplanes;
extern plane_t			*lineplanes;
extern blockmapheader_t *blockmapl;
extern unsigned short	*blockmapofs;
extern unsigned int nodec;
extern unsigned int sectorc;
extern unsigned int segsc;
extern unsigned int ssectorsc;
extern unsigned int thingsc;
extern unsigned int linedefsc;
extern unsigned int sidedefsc;
extern unsigned int vertexesc;
extern unsigned int vertexsglbase;

extern model_t	*loadmodel;
extern char loadname[];


#ifdef _MSC_VER
//#pragma comment (lib, "../../../glbsp/glbsp-2.05/plugin/libglbsp.a")
#endif




qbyte doompalette[768];
static qboolean paletteloaded;

void Doom_LoadPalette(void)
{
	char *file;
	int tex;
	if (!paletteloaded)
	{
		paletteloaded = true;
		file = COM_LoadMallocFile("wad/playpal");
		if (file)
		{
			memcpy(doompalette, file, 768);
			Z_Free(file);
		}
		else
		{
			for (tex = 0; tex < 256; tex++)
			{
				doompalette[tex*3+0] = tex;
				doompalette[tex*3+1] = tex;
				doompalette[tex*3+2] = tex;
			}
		}
	}
}

int Doom_LoadFlat(char *name)
{
	char *file;
	char texname[64];
	int tex;

	Doom_LoadPalette();

	sprintf(texname, "flat-%-.8s", name);
	Q_strlwr(texname);
	tex = Mod_LoadReplacementTexture(texname, "flats", true, false, true);
	if (tex)
		return tex;

	sprintf(texname, "flats/%-.8s", name);
	Q_strlwr(texname);
	file = COM_LoadMallocFile(texname);
	if (file)
	{
		tex = GL_LoadTexture8Pal24(texname, 64, 64, file, doompalette, true, false);
		Z_Free(file);
	}
	else
	{
		tex = 0;
		Con_Printf("Flat %-0.8s not found\n", name);
	}

	return tex;
}

static void GLR_DrawWall(unsigned short texnum, unsigned short s, unsigned short t, float x1, float y1, float frontfloor, float x2, float y2, float backfloor, qboolean unpegged)
{
	gldoomtexture_t *tex = gldoomtextures+texnum;
	float len = sqrt((x1-x2)*(x1-x2) + (y1-y2)*(y1-y2));
	float s1, s2;
	float t1, t2;

	s1 = s/tex->width;
	s2 = s1 + len/tex->width;

	if (unpegged)
	{
		t2 = t/tex->height;
		t1 = t2 - (backfloor-frontfloor)/tex->height;
	}
	else
	{
		t1 = t/tex->height;
		t2 = t1 + (backfloor-frontfloor)/tex->height;
	}


	GL_Bind(tex->gltexture);

	qglBegin(GL_QUADS);
	qglTexCoord2f(s1, t2);
	qglVertex3f(x1, y1, frontfloor);
	qglTexCoord2f(s1, t1);
	qglVertex3f(x1, y1, backfloor);
	qglTexCoord2f(s2, t1);
	qglVertex3f(x2, y2, backfloor);
	qglTexCoord2f(s2, t2);
	qglVertex3f(x2, y2, frontfloor);
	qglEnd();
}

static void GLR_DrawSSector(unsigned int ssec)
{
	short v0, v1;
	int sd;
	dlinedef_t *ld;
	int seg;
	msector_t *sec, *sec2;

	for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
		if (segsl[seg].linedef != 0xffff)
			break;
	sec = sectorm + sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;

	qglColor4ub(sec->lightlev, sec->lightlev, sec->lightlev, 255);
	sec->visframe = r_visframecount;
	for (seg = ssectorsl[ssec].first + ssectorsl[ssec].segcount-1; seg >= ssectorsl[ssec].first; seg--)
	{
		if (segsl[seg].linedef == 0xffff)
			continue;

		v0 = segsl[seg].vert[0];
		v1 = segsl[seg].vert[1];
		if (v0==v1)
			continue;
		ld = linedefsl + segsl[seg].linedef;
		sd = ld->sidedef[segsl[seg].direction];

		if (ld->sidedef[1] != 0xffff)	//we can see through this linedef
		{
			sec2 = sectorm + sidedefsm[ld->sidedef[1-segsl[seg].direction]].sector;

			if (sec->floorheight < sec2->floorheight)
			{
				GLR_DrawWall(sidedefsm[sd].lowertex, 
					sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
					sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
					vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
					vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->floorheight, ld->flags & LINEDEF_LOWERUNPEGGED);

				c_brush_polys++;
			}

			if (sec->ceilingheight > sec2->ceilingheight)
			{
			//	if (sec2->ceilingheight != sec2->floorheight)
			//	sec2->floorheight = sec2->ceilingheight-32;
				
				GLR_DrawWall(sidedefsm[sd].uppertex, 
					sidedefsm[ld->sidedef[1-segsl[seg].direction]].texx,
					sidedefsm[ld->sidedef[1-segsl[seg].direction]].texy,
					vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight,
					vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, ld->flags & LINEDEF_UPPERUNPEGGED);

/*
				GL_Bind(sidedefsm[sd].uppertex);
				glBegin(GL_QUADS);
				glTexCoord2f(0, 1);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight);
				glTexCoord2f(0, 0);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
				glTexCoord2f(1, 0);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
				glTexCoord2f(1, 1);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->ceilingheight);
				glEnd();*/
				c_brush_polys++;
			}

			if (sidedefsm[sd].middletex)
			{
				GLR_DrawWall(sidedefsm[sd].middletex, 
					sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
					sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
					vertexesl[v1].xpos, vertexesl[v1].ypos, (sec2->ceilingheight < sec->ceilingheight)?sec2->ceilingheight:sec->ceilingheight,
					vertexesl[v0].xpos, vertexesl[v0].ypos, (sec2->floorheight > sec->floorheight)?sec2->floorheight:sec->floorheight, false);
/*
				GL_Bind(sidedefsm[sd].middletex);
				glBegin(GL_QUADS);
				if (sec2->ceilingheight < sec->ceilingheight)
				{
					glTexCoord2f(0, 0);
					glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->ceilingheight);
					glTexCoord2f(1, 0);
					glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->ceilingheight);
				}
				else
				{
					glTexCoord2f(0, 0);
					glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
					glTexCoord2f(1, 0);
					glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
				}
				if (sec2->floorheight > sec->floorheight)
				{
					glTexCoord2f(1, 1);
					glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec2->floorheight);
					glTexCoord2f(0, 1);
					glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec2->floorheight);
				}
				else
				{
					glTexCoord2f(1, 1);
					glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
					glTexCoord2f(0, 1);
					glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
				}
				glEnd();
				*/
				c_brush_polys++;
			}
		}
		else
		{	//solid wall, draw full wall.

			GLR_DrawWall(sidedefsm[sd].middletex, 
				sidedefsm[ld->sidedef[segsl[seg].direction]].texx,
				sidedefsm[ld->sidedef[segsl[seg].direction]].texy,
				vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight,
				vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight, false);
#if 0

			GL_Bind(sidedefsm[sd].middletex);
			glBegin(GL_QUADS);
		/*	if (ld->flags & LINEDEF_LOWERUNPEGGED)
			{
				glTexCoord2f(0, 0);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
				glTexCoord2f(0, (sec->ceilingheight-sec->floorheight)/64.0f);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
				glTexCoord2f(1, (sec->ceilingheight-sec->floorheight)/64.0f);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
				glTexCoord2f(1, 0);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
			}
			else*/
			{
				glTexCoord2f(0, (sec->ceilingheight)/128.0f);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->floorheight);
				glTexCoord2f(0, (sec->floorheight)/128.0f);
				glVertex3f(vertexesl[v0].xpos, vertexesl[v0].ypos, sec->ceilingheight);
				glTexCoord2f(1, (sec->floorheight)/128.0f);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->ceilingheight);
				glTexCoord2f(1, (sec->ceilingheight)/128.0f);
				glVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sec->floorheight);
			}
			glEnd();
#endif
			c_brush_polys++;
		}
	}
}

mplane_t	frustum2d[2];
static int Box2DOnPlaneSide (short emins[2], short emaxs[2], mplane_t *p)
{
	float	dist1, dist2;
	int		sides;

// general case
	switch (p->signbits)
	{
	case 0:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
		break;
	case 1:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
		break;
	case 2:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
		break;
	case 3:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
		break;
	case 4:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
		break;
	case 5:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
		break;
	case 6:
dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1];
		break;
	case 7:
dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1];
dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1];
		break;
	default:
		dist1 = dist2 = 0;		// shut up compiler
//		BOPS_Error ();
		break;
	}

	sides = 0;
	if (dist1 >= p->dist)
		sides = 1;
	if (dist2 < p->dist)
		sides |= 2;

#ifdef PARANOID
if (sides == 0)
	Sys_Error ("Box2DOnPlaneSide: sides==0");
#endif

	return sides;
}
static qboolean R_Cull2DBox (short mins_x, short mins_y, short maxs_x, short maxs_y)
{
	short mins[2], maxs[2];
	int		i;
//return false;
	mins[0] = mins_x;
	mins[1] = mins_y;
	maxs[0] = maxs_x;
	maxs[1] = maxs_y;

	for (i=0 ; i<2 ; i++)
		if (Box2DOnPlaneSide (mins, maxs, &frustum2d[i]) == 2)
			return true;
	return false;
}

void R_Set2DFrustum (void)
{
	int		i;
	vec3_t vpn, vright, vup, viewang;

	if ((int)r_novis.value & 4)
		return;

	viewang[0] = 0;
	viewang[1] = r_refdef.viewangles[1];
	viewang[2] = 0;
	AngleVectors (viewang, vpn, vright, vup);

/*	if (r_refdef.fov_x == 90) 
	{
		// front side is visible

		VectorAdd (vpn, vright, frustum2d[0].normal);
		VectorSubtract (vpn, vright, frustum2d[1].normal);
	}
	else*/
	{

		// rotate VPN right by FOV_X/2 degrees
		RotatePointAroundVector( frustum2d[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
		// rotate VPN left by FOV_X/2 degrees
		RotatePointAroundVector( frustum2d[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
	}

	for (i=0 ; i<2 ; i++)
	{
		frustum2d[i].type = PLANE_ANYZ;
		frustum2d[i].dist = DotProduct (r_origin, frustum2d[i].normal);
		frustum2d[i].signbits = SignbitsForPlane (&frustum2d[i]);
	}
}


static void GLR_RecursiveDoomNode(unsigned int node)
{
	if (node & NODE_IS_SSECTOR)
	{
		GLR_DrawSSector(node & ~NODE_IS_SSECTOR);		

		return;
	}

	if (!R_Cull2DBox(nodel[node].x1lower, nodel[node].y1lower, nodel[node].x1upper, nodel[node].y1upper)||1)
		GLR_RecursiveDoomNode(nodel[node].node1);
	if (!R_Cull2DBox(nodel[node].x2lower, nodel[node].y2lower, nodel[node].x2upper, nodel[node].y2upper)||1)
		GLR_RecursiveDoomNode(nodel[node].node2);
}

qboolean GLR_DoomWorld(void)
{
	int i, v;
	int v1;

	if (cl.worldmodel->fromgame != fg_doom)
		return false;

	if (!nodel || !nodec)
		return true;	//err... buggy

	qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	qglDisable(GL_BLEND);
	qglDisable(GL_ALPHA_TEST);
	qglEnable(GL_CULL_FACE);
	GL_DisableMultitexture();
	r_visframecount++;
	GLR_RecursiveDoomNode(nodec-1);

	if (developer.value)
	qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	for (i = 0; i < sectorc; i++)
	{
		if (sectorm[i].visframe == r_visframecount)
		{
			qglColor4ub(sectorm[i].lightlev, sectorm[i].lightlev, sectorm[i].lightlev, 255);
			GL_Bind(sectorm[i].floortex);
			qglBegin(GL_TRIANGLES);
			for (v = 0; v < sectorm[i].numflattris*3; v++)
			{
				v1 = sectorm[i].flats[v];
				qglTexCoord2f(vertexesl[v1].xpos/64.0f, vertexesl[v1].ypos/64.0f);
				qglVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sectorm[i].floorheight);
			}
			qglEnd();

			GL_Bind(sectorm[i].ceilingtex);
			qglBegin(GL_TRIANGLES);
			for (v = sectorm[i].numflattris*3-1; v >= 0; v--)
			{
				v1 = sectorm[i].flats[v];
				qglTexCoord2f(vertexesl[v1].xpos/64.0f, vertexesl[v1].ypos/64.0f);
				qglVertex3f(vertexesl[v1].xpos, vertexesl[v1].ypos, sectorm[i].ceilingheight);
			}
			qglEnd();

			c_brush_polys += sectorm[i].numflattris;
		}
	}
	qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	return true;
}
#endif

//find the first ssector, go through it's list/
//grab the lines into multiple arrays.
//make sure all arrays are looped fully. If not, error out.
//if we have two arrays, we have a hole in the middle.
//with multiple arrays, from the second onwards
//	grab two adjacent verts and find the nearest point in any other array, that is also on the positive side.
//	One of the two should be an extreeme, and the external point should be in the direction that the angle points at.
//		none found = error
//	create a triangle from these points, fix array links.
//	move on to next spare array.
//we now have a concave polygon with no holes.
//pick a point, follow along the walls making a triangle fan, until an angle of > 180, throw out fan, rebuild arrays.
//at new point, start a new fan. Be prepared to not be able to generate one.

#ifdef RGLQUAKE

#define MAX_REGIONS		256
#define MAX_POLYVERTS	(MAX_FLATTRIS*3)
#define MAX_FLATTRIS	1024

//buffer to hold tris
static unsigned short indexes[MAX_POLYVERTS];
static unsigned int numindexes;

typedef struct {
	int vertex[MAX_POLYVERTS];
	unsigned int numverts;
	float angle;
} conectedregion_t;
static conectedregion_t polyregions[MAX_REGIONS];	//we need to be able to join them as we go.
static unsigned int regions;

//throw out duplicates.
static void Triangulate_AddLine(int v1, int v2)	//order makes a difference
{
	int r, v;
	int beginingof = -1;
	int endof = -1;
	int freer = -1;

	for (r = 0; r < regions; r++)
	{
		if (!polyregions[r].numverts)
		{
			freer = r;
			continue;
		}
		if (polyregions[r].vertex[0] == v2)
			beginingof = r;
		if (polyregions[r].vertex[polyregions[r].numverts-1] == v1)
			endof = r;

		for (v = polyregions[r].numverts-2; v >= 0; v--)
			if (polyregions[r].vertex[v] == v1 && polyregions[r].vertex[v+1] == v2)
				return;	//whoops. Duplicate line.
	}
	if (beginingof >= 0 && endof >= 0)
	{	//merge two regions. Copy one onto the end of the other.
		if (beginingof == endof)
		{	//close up
			if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
			{
				Con_Printf("^1WARNING: Map region is too large.\n");
				return;
			}
			polyregions[endof].vertex[polyregions[endof].numverts] = v2;
			polyregions[endof].numverts++;
		}
		else
		{
			if (polyregions[endof].numverts+polyregions[beginingof].numverts >= MAX_POLYVERTS)
			{
				Con_Printf("^1WARNING: Map region is too large.\n");
				return;
			}
			memcpy(polyregions[endof].vertex + polyregions[endof].numverts,
				polyregions[beginingof].vertex,
				sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
			polyregions[endof].numverts += polyregions[beginingof].numverts;
			polyregions[beginingof].numverts = 0;
		}
	}
	else if (beginingof >= 0)
	{	//insert into
		if (polyregions[beginingof].numverts+1 >= MAX_POLYVERTS)
		{
			Con_Printf("^1WARNING: Map region is too large.\n");
			return;
		}

		memmove(polyregions[beginingof].vertex + 1,
			polyregions[beginingof].vertex,
			sizeof(polyregions[beginingof].vertex[0])*polyregions[beginingof].numverts);
		polyregions[beginingof].vertex[0] = v1;
		polyregions[beginingof].numverts++;
	}
	else if (endof >= 0)
	{	//stick outselves on the end
		if (polyregions[endof].numverts+1 >= MAX_POLYVERTS)
		{
			Con_Printf("^1WARNING: Map region is too large.\n");
			return;
		}
		polyregions[endof].vertex[polyregions[endof].numverts] = v2;
		polyregions[endof].numverts++;
	}
	else
	{	//new region.
		if (freer < 0)
		{
			freer = regions++;
			if (regions > MAX_REGIONS)
			{
				Con_Printf("^1WARNING: Too many regions. Sector is too chaotic/complicated.\n");
				freer = 0;
				regions = 1;
			}
		}

		polyregions[freer].numverts = 2;
		polyregions[freer].vertex[0] = v1;
		polyregions[freer].vertex[1] = v2;
	}
}

static unsigned short *Triangulate_Finish(int *numtris, unsigned short *old, int oldindexcount)
{
	unsigned short *out;
	unsigned int v1, v2, v3, v;
	unsigned int r, v2s, f;
	float a1;
	float a2;
	for (r = 0; r < regions; r++)
	{
		if (!polyregions[r].numverts)
			continue;

		if (polyregions[r].vertex[0] != polyregions[r].vertex[polyregions[r].numverts-1])
		{
			Con_Printf("Sector is not enclosed\n");
			polyregions[r].vertex[polyregions[r].numverts] = polyregions[r].vertex[0];
			polyregions[r].numverts++;

			/*
			*numtris = 0;
			regions = 0;


			return NULL;*/
		}

		polyregions[r].angle = 0;
		polyregions[r].numverts--;//start == end
		for (v = 0; v < polyregions[r].numverts; v++)
		{
			v1 = polyregions[r].vertex[v];
			v2 = polyregions[r].vertex[(v+1)%(polyregions[r].numverts)];
			v3 = polyregions[r].vertex[(v+2)%(polyregions[r].numverts)];
			a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
			a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
			polyregions[r].angle += fabs(a1 - a2);
		}
	}

	//FIXME: inner loops should find the nearest point in a forwards direction from one of the extreeme points.

	//angle should be either (numverts-2)*PI	//inner loop
	//or PI*numverts+2*PI						//outer loop
	//unfortuantly it's rarly either of them...

	for (r = 0; r < regions; r++)
	{
		if (polyregions[r].numverts<3)
			continue;
		v1 = polyregions[r].vertex[0];
		v2 = polyregions[r].vertex[1];
		v2s = 1;
		f=0;
		for (v = 2; polyregions[r].numverts>=3; )
		{	//build a triangle fan.
			if (numindexes+3 > MAX_POLYVERTS)
			{
				Con_Printf("^1WARNING: Sector is too big for triangulation\n");
				break;
			}
			v3 = polyregions[r].vertex[v];

			a1 = atan2(vertexesl[v3].ypos - vertexesl[v2].ypos, vertexesl[v3].xpos - vertexesl[v2].xpos);
			a2 = atan2(vertexesl[v1].ypos - vertexesl[v2].ypos, vertexesl[v1].xpos - vertexesl[v2].xpos);
			if (fabs(a1-a2) > M_PI+0.01)	//this would be a reflex angle then.;.
			{
/*				indexes[numindexes++] = 0;
				indexes[numindexes++] = v2;
				indexes[numindexes++] = 1;
*/
				v1 = v2;
				v2 = v3;
				v2s = v;
				v=(v+1)%polyregions[r].numverts;
				f++;
				if (f >= 1000)
				{	//infinate loop - shouldn't happen. must have got the angle stuff wrong.
					Con_Printf("^1WARNING: Failed to triangulate polygon\n");
					break;
				}
				continue;
			}

			//FIXME: make sure v1 -> v3 doesn't clip any same-region lines.

			indexes[numindexes++] = v1;
			indexes[numindexes++] = v2;
			indexes[numindexes++] = v3;
			memmove(polyregions[r].vertex+v2s, polyregions[r].vertex+v2s+1, (polyregions[r].numverts-v2s)*sizeof(polyregions[r].vertex[0]));
			polyregions[r].numverts--;
			v=(v)%polyregions[r].numverts;
			v2 = v3;
			v2s = v;
			polyregions[r].vertex[polyregions[r].numverts] = 0;
		}
	}

	if (!numindexes)
	{
		Con_Printf("^1Warning: Sector is empty\n");

		*numtris = 0;
		regions = 0;

		return NULL;
	}

	out = BZ_Realloc(old, sizeof(*out)*(numindexes+oldindexcount*3));
	memcpy(out+oldindexcount*3, indexes, sizeof(*out)*numindexes);

	*numtris = numindexes/3+oldindexcount;
	regions = 0;
	numindexes = 0;

	return out;
}
#endif

static void Triangulate_Sectors(dsector_t *sectorl, qboolean glbspinuse)
{
	int seg, nsec;
	int i, sec=-1;

	sectorm = BZ_Malloc(sectorc * sizeof(*sectorm));

#ifdef RGLQUAKE
	if (glbspinuse)
	{
		for (i = 0; i < ssectorsc; i++)
		{	//only do linedefs.
			for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
				if (segsl[seg].linedef != 0xffff)
					break;

			if (seg == ssectorsl[i].first + ssectorsl[i].segcount)	//throw a fit.
			{
				Con_Printf("SubSector %i has absolutly no walls\n", i);
				continue;
			}
				
			nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
			if (sec != nsec)
			{
				if (sec>=0)
					sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
				sec = nsec;
			}
			for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
			{	//ignore direction, it's do do with the intersection rather than the draw direction.
				Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
			}
		}
		if (sec>=0)
			sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
	}
	else
	{
		for (sec = 0; sec < sectorc; sec++)
		{
			for (i = 0; i < linedefsc; i++)
			{
				if (sidedefsm[linedefsl[i].sidedef[0]].sector == sec)
					Triangulate_AddLine(linedefsl[i].vert[0], linedefsl[i].vert[1]);
				if (linedefsl[i].sidedef[1] != 0xffff && sidedefsm[linedefsl[i].sidedef[1]].sector == sec)
					Triangulate_AddLine(linedefsl[i].vert[1], linedefsl[i].vert[0]);
			}
			sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris, sectorm[sec].flats, sectorm[sec].numflattris);
		}
	}
#endif
	/*
	for (i = 0; i < ssectorsc; i++)
	{	//only do linedefs.
		seg = ssectorsl[i].first;
		nsec = sidedefsm[linedefsl[segsl[seg].linedef].sidedef[segsl[seg].direction]].sector;
		if (sec != nsec)
		{
			if (sec>=0)
				sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
			sec = nsec;
		}
		for (seg = ssectorsl[i].first; seg < ssectorsl[i].first + ssectorsl[i].segcount; seg++)
		{	//ignore direction, it's do do with the intersection rather than the draw direction.
			Triangulate_AddLine(segsl[seg].vert[0], segsl[seg].vert[1]);
		}
	}
	if (sec>=0)
		sectorm[sec].flats = Triangulate_Finish(&sectorm[sec].numflattris);
	*/

	for (i = 0; i < sectorc; i++)
	{
#ifdef RGLQUAKE
		sectorm[i].ceilingtex = Doom_LoadFlat(sectorl[i].ceilingtexture);
		sectorm[i].floortex = Doom_LoadFlat(sectorl[i].floortexture);
#endif
		sectorm[i].lightlev = sectorl[i].lightlevel;
		sectorm[i].specialtype = sectorl[i].specialtype;
		sectorm[i].tag = sectorl[i].tag;
		sectorm[i].ceilingheight = sectorl[i].ceilingheight;
		sectorm[i].floorheight = sectorl[i].floorheight;
	}
}
#ifndef SERVERONLY
static void *textures1;
static void *textures2;
static char *pnames;
static void Doom_LoadTextureInfos(void)
{
	textures1 = COM_LoadMallocFile("wad/texture1");
	textures2 = COM_LoadMallocFile("wad/texture2");
	pnames = COM_LoadMallocFile("wad/pnames");
}

typedef struct {
	char name[8];
	short always0_0;
	short always0_1;
	short width;
	short height;
	short always0_2;
	short always0_3;
	short componantcount;
} ddoomtexture_t;
typedef struct {
	short xoffset;
	short yoffset;
	unsigned short patchnum;
	unsigned short always_1;
	unsigned short always_0;
} ddoomtexturecomponant_t;

typedef struct {
	short width;
	short height;
	short xpos;
	short ypos;
} doomimage_t;

static void Doom_ExtractPName(unsigned int *out, doomimage_t *di, int outwidth, int outheight, int x, int y)
{
	unsigned int *colpointers;
	int c, fr, rc, extra;
	unsigned char *data, *coldata;
	extern qbyte		gammatable[256];

	if (!di)
		return;

	data = (char *)di;


//	out += x/*+di->xpos*/;
//	out += (y/*+di->ypos*/)*outwidth;

	colpointers = (unsigned int*)(data+sizeof(doomimage_t));
	for (c = 0; c < di->width; c++)
	{
		if (c+x < 0)
			continue;
		if (c+x >= outwidth)
			break;

		if (colpointers[c] >= com_filesize)
			break;
		coldata = data + colpointers[c];
		while(1)
		{
			fr = *coldata++;
			if (fr == 255)
				break;

			rc = *coldata++;

			coldata++;	//one not drawn, on each side

			fr+=y;

			if (fr<0)
			{
				coldata -= fr;	//plus
				fr = 0;
			}

			if ((fr+rc) > outheight)
			{
				extra = rc - (outheight - fr) +1;
				rc = outheight - fr;
				if (rc < 0)
					break;
			}
			else
				extra = 1;

			while(rc)
			{
				out[c+x + fr*outwidth] = (gammatable[doompalette[*coldata*3]]) + (gammatable[doompalette[*coldata*3+1]]<<8) + (gammatable[doompalette[*coldata*3+2]]<<16) + (255<<24);
				coldata++;
				fr++;
				rc--;
			}

			coldata+=extra; //one not drawn, on each side
		}
	}
}

static int Doom_LoadPatchFromTexWad(char *name, void *texlump, unsigned short *width, unsigned short *height)
{
	char patch[32] = "patches/";
	unsigned int *tex;
	ddoomtexture_t *tx;
	ddoomtexturecomponant_t *tc;
	int i;
	int count;

	count = *(int *)texlump;
	tex = (int *)texlump+1;

	for (i = 0; i < count; i++)
	{
		tx = (ddoomtexture_t*)((unsigned char*)texlump + *tex);
		if (!strncmp(tx->name, name, 8))
		{
			tex = BZ_Malloc(tx->width*tx->height*4);
			memset(tex, 255, tx->width*tx->height*4);
			*width = tx->width;
			*height = tx->height;
			tc = (ddoomtexturecomponant_t*)(tx+1);
			for (i = 0; i < tx->componantcount; i++, tc++)
			{
				strncpy(patch+8, pnames+4+8*tc->patchnum, 8);
				Q_strlwr(patch+8);
				patch[16] = '\0';

				Doom_ExtractPName(tex, (doomimage_t *)COM_LoadTempFile(patch), tx->width, tx->height, tc->xoffset, tc->yoffset);
			}

			i = GL_LoadTexture32(name, tx->width, tx->height, tex, true, true);
			BZ_Free(tex);
			return i;
		}

		tex++;
	}

	return 0;
}
static int Doom_LoadPatch(char *name)
{
	int texnum;

	for (texnum = 0; texnum < numgldoomtextures; texnum++)	//a hash table might be a good plan.
	{
		if(!strncmp(name, gldoomtextures[texnum].name, 8))
		{
			return texnum;
		}
	}
	//couldn't find it.
//	texnum = numgldoomtextures;

	gldoomtextures = BZ_Realloc(gldoomtextures, sizeof(*gldoomtextures)*((numgldoomtextures+16)&~15));
	numgldoomtextures++;

	strncpy(gldoomtextures[texnum].name, name, 8);


	if (textures1)
	{
		gldoomtextures[texnum].gltexture = Doom_LoadPatchFromTexWad(name, textures1, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height);
		if (gldoomtextures[texnum].gltexture)
			return texnum;
	}
	if (textures2)
	{
		gldoomtextures[texnum].gltexture = Doom_LoadPatchFromTexWad(name, textures2, &gldoomtextures[texnum].width, &gldoomtextures[texnum].height);
		if (gldoomtextures[texnum].gltexture)
			return texnum;
	}
	//all else failed.
	gldoomtextures[texnum].gltexture = Mod_LoadHiResTexture(name, "patches", true, false, true);
	gldoomtextures[texnum].width = image_width;
	gldoomtextures[texnum].height = image_height;
	return texnum;
}
#endif
static void CleanWalls(dsidedef_t *sidedefsl)
{
	int i;
	char texname[64];
	char lastmiddle[9]="-";
	char lastlower[9]="-";
	char lastupper[9]="-";
	int lastmidtex=0, lastuptex=0, lastlowtex=0;
	sidedefsm = BZ_Malloc(sidedefsc * sizeof(*sidedefsm));
	for (i = 0; i < sidedefsc; i++)
	{
#ifdef RGLQUAKE
		strncpy(texname, sidedefsl[i].middletex, 8);
		texname[8] = '\0';
		if (!strcmp(texname, "-"))
			sidedefsm[i].middletex = 0;
		else
		{
			if (!strncmp(texname, lastmiddle, 8))
				sidedefsm[i].middletex = lastmidtex;
			else
			{
				strncpy(lastmiddle, texname, 8);
				sidedefsm[i].middletex = lastmidtex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, false); 
			}
		}

		strncpy(texname, sidedefsl[i].lowertex, 8);
		texname[8] = '\0';
		if (!strcmp(texname, "-"))
			sidedefsm[i].lowertex = 0;
		else
		{
			if (!strncmp(texname, lastlower, 8))
				sidedefsm[i].lowertex = lastlowtex;
			else
			{
				strncpy(lastlower, texname, 8);
				sidedefsm[i].lowertex = lastlowtex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, true); 
			}
		}

		strncpy(texname, sidedefsl[i].uppertex, 8);
		texname[8] = '\0';
		if (!strcmp(texname, "-"))
			sidedefsm[i].uppertex = 0;
		else
		{
			if (!strncmp(texname, lastupper, 8))
				sidedefsm[i].uppertex = lastuptex;
			else
			{
				strncpy(lastupper, texname, 8);
				sidedefsm[i].uppertex = lastuptex = Doom_LoadPatch(texname);//Mod_LoadHiResTexture(texname, true, false); 
			}
		}
#endif
		sidedefsm[i].sector = sidedefsl[i].sector;
		sidedefsm[i].texx = sidedefsl[i].texx;
		sidedefsm[i].texy = sidedefsl[i].texy;
	}
}

void QuakifyThings(dthing_t *thingsl)
{
	int sector;
	int spawnflags;
	char *name;
	int i;
	int zpos;
	static char newlump[1024*1024];
	char *ptr = newlump;
	vec3_t point;

	sprintf(ptr,	"{\n"
					"\"classname\" \"worldspawn\"\n"
					"}\n");
	ptr += strlen(ptr);

	for (i = 0; i < thingsc; i++)
	{
		switch(thingsl[i].type)
		{
		case THING_PLAYER:	//fixme: spit out a coop spawn too.
			name = "info_player_start";
			break;
		case THING_PLAYER2:
		case THING_PLAYER3:
		case THING_PLAYER4:
			name = "info_player_coop";
			break;
		case THING_DMSPAWN:
			name = "info_player_deathmatch";
			break;


		case THING_WCHAINSAW:
			name = "item_artifact_super_damage";
			break;
		case THING_WSHOTGUN1:
			name = "weapon_nailgun";
			break;
		case THING_WSHOTGUN2:
			name = "weapon_supernailgun";
			break;
		case THING_WCHAINGUN:
			name = "weapon_supershotgun";
			break;
		case THING_WROCKETL:
			name = "weapon_lightning";
			break;
		case THING_WPLASMA:
			name = "weapon_grenadelauncher";
			break;
		case THING_WBFG:
			name = "weapon_rocketlauncher";
			break;

		default:
			name = va("thing_%i", thingsl[i].type);
			break;
		}

		point[0] = thingsl[i].xpos;
		point[1] = thingsl[i].ypos;
		point[2] = 0;
		sector = Doom_SectorNearPoint(point);
		zpos = sectorm[sector].floorheight + 24;

		spawnflags = SPAWNFLAG_NOT_EASY | SPAWNFLAG_NOT_MEDIUM | SPAWNFLAG_NOT_HARD | SPAWNFLAG_NOT_DEATHMATCH;
		if (thingsl[i].flags & THING_EASY)
			spawnflags -= SPAWNFLAG_NOT_EASY;
		if (thingsl[i].flags & THING_MEDIUM)
			spawnflags -= SPAWNFLAG_NOT_MEDIUM;
		if (thingsl[i].flags & THING_HARD)
			spawnflags -= SPAWNFLAG_NOT_HARD;
		if (thingsl[i].flags & THING_DEATHMATCH)
			spawnflags -= SPAWNFLAG_NOT_DEATHMATCH;
		if (thingsl[i].flags & THING_DEAF)
			spawnflags |= 1;

		sprintf(ptr,	"{\n"
						"\"classname\" \"%s\"\n"
						"\"origin\" \"%i %i %i\"\n"
						"\"spawnflags\" \"%i\"\n"
						"\"angle\" \"%i\"\n"
						"}\n",
							name,
							thingsl[i].xpos, thingsl[i].ypos, zpos,
							spawnflags,
							thingsl[i].angle
						);
		ptr += strlen(ptr);
	}

	loadmodel->entities = BZ_Malloc(ptr-newlump+1);
	memcpy(loadmodel->entities, newlump, ptr-newlump+1);
}

void Doom_GeneratePlanes(ddoomnode_t *nodel)
{
	vec3_t point, up, line;
	int n;
	up[0] = 0;
	up[1] = 0;
	up[2] = 1;
	line[2] = 0;
	nodeplanes = BZ_Malloc(sizeof(*nodeplanes)*nodec);
	lineplanes = BZ_Malloc(sizeof(*lineplanes)*linedefsc);
	point[2] = 0;
	for (n = 0; n < nodec; n++)
	{
		line[0] = nodel[n].dx;
		line[1] = nodel[n].dy;
		point[0] = nodel[n].x;
		point[1] = nodel[n].y;
		CrossProduct(line, up, nodeplanes[n].normal);
		VectorNormalize(nodeplanes[n].normal);
		nodeplanes[n].dist = DotProduct (point, nodeplanes[n].normal);
	}

	for (n = 0; n < linedefsc; n++)
	{
		point[0] = vertexesl[linedefsl[n].vert[0]].xpos;
		point[1] = vertexesl[linedefsl[n].vert[0]].ypos;
		line[0] = vertexesl[linedefsl[n].vert[1]].xpos-point[0];
		line[1] = vertexesl[linedefsl[n].vert[1]].ypos-point[1];
		CrossProduct(line, up, lineplanes[n].normal);
		VectorNormalize(lineplanes[n].normal);
		lineplanes[n].dist = DotProduct (point, lineplanes[n].normal);
	}
}

static void MoveWorld(void)
{
	int v;
	short adj[2];
	short min[2], max[2];
	min[0] = 4096;
	min[1] = 4096;
	max[0] = -4096;
	max[1] = -4096;

	for (v = 0; v < vertexesc; v++)
	{
		if (min[0] > vertexesl[v].xpos)
			min[0] = vertexesl[v].xpos;
		if (min[1] > vertexesl[v].ypos)
			min[1] = vertexesl[v].ypos;

		if (max[0] < vertexesl[v].xpos)
			max[0] = vertexesl[v].xpos;
		if (max[1] < vertexesl[v].ypos)
			max[1] = vertexesl[v].ypos;
	}

	if (min[0]>=-4096 && max[0]<=4096)
		if (min[1]>=-4096 && max[1]<=4096)
			return;	//doesn't need adjusting, live with it.

	if (max[0]-min[0]>=8192 || max[1]-min[1]>=8192)
		Con_Printf("^1Warning: Map is too large for the network protocol\n");

	Con_Printf("Adjusting map\n");

	adj[0] = (max[0]-4096)&~63;	//don't harm the tiling.
	adj[1] = (max[1]-4096)&~63;

	for (v = 0; v < vertexesc; v++)
	{
		vertexesl[v].xpos -= adj[0];
		vertexesl[v].ypos -= adj[1];
	}

	for (v = 0; v < nodec; v++)
	{
		nodel[v].x -= adj[0];
		nodel[v].y -= adj[1];

		nodel[v].x1lower -= adj[0];
		nodel[v].x1upper -= adj[1];
		nodel[v].y1lower -= adj[0];
		nodel[v].y1upper -= adj[1];

		nodel[v].x2lower -= adj[0];
		nodel[v].x2upper -= adj[1];
		nodel[v].y2lower -= adj[0];
		nodel[v].y2upper -= adj[1];
	}

	for (v = 0; v < thingsc; v++)
	{
		thingsl[v].xpos -= adj[0];
		thingsl[v].ypos -= adj[1];
	}

	blockmapl->xorg -= adj[0];
	blockmapl->yorg -= adj[1];
}


static void Doom_LoadVerticies(char *name)
{
	ddoomvertex_t *std, *gl1;
	int stdc, glc;
	int *gl2;
	int i;

	std		= (void *)COM_LoadTempFile	(va("%s.vertexes",	name));
	stdc	= com_filesize/sizeof(*std);

	gl2		= (void *)COM_LoadTempFile2	(va("%s.gl_vert",	name));
	if (!gl2)
	{
		glc = 0;
		gl1 = NULL;
	}
	else if (gl2[0] == *(int*)"gNd2")
	{
		gl2++;
		glc = (com_filesize-4)/sizeof(int)/2;
		gl1 = NULL;
	}
	else
	{
		glc	= com_filesize/sizeof(*gl1);
		gl1 = (ddoomvertex_t*)gl2;
	}

	if (!stdc)
		return;

	vertexesc = stdc + glc;
	vertexesl = BZ_Malloc(vertexesc*sizeof(*vertexesl));

	vertexsglbase = stdc;

	for (i = 0; i < stdc; i++)
	{
		vertexesl[i].xpos = std[i].xpos;
		vertexesl[i].ypos = std[i].ypos;
	}
	if (gl1)
	{
		for (i = 0; i < glc; i++)
		{
			vertexesl[stdc+i].xpos = gl1[i].xpos;
			vertexesl[stdc+i].ypos = gl1[i].ypos;
		}
	}
	else
	{
		for (i = 0; i < glc; i++)
		{
			vertexesl[stdc+i].xpos = (float)gl2[i*2] / 0x10000;
			vertexesl[stdc+i].ypos = (float)gl2[i*2+1] / 0x10000;
		}
	}
}

static void Doom_LoadSSectors(char *name)
{
	ssectorsl	= (void *)COM_LoadMallocFile	(va("%s.gl_ssect",	name));
	if (!ssectorsl)
		ssectorsl	= (void *)COM_LoadMallocFile	(va("%s.ssectors",	name));
	//FIXME: "gNd3" means that it's glbsp version 3.
	ssectorsc	= com_filesize/sizeof(*ssectorsl);
}

static void Doom_LoadSSegs(char *name)
{	//these skirt the subsectors

	void *file;
	dgl_seg3_t	*s3;
	dgl_seg1_t	*s1;
	dseg_t		*s0;
	int i;

	file	= (void *)COM_LoadMallocFile	(va("%s.gl_segs",	name));
	if (!file)
	{
		s0 = (void *)COM_LoadMallocFile	(va("%s.segs",	name));
		segsc	= com_filesize/sizeof(*s0);

		segsl = BZ_Malloc(segsc * sizeof(*segsl));
		for (i = 0; i < segsc; i++)
		{
			segsl[i].vert[0] = s0[i].vert[0];
			segsl[i].vert[1] = s0[i].vert[1];
			segsl[i].linedef = s0[i].linedef;
			segsl[i].direction = s0[i].direction;
			segsl[i].Partner = 0xffff;
		}
	}
	else if (*(int *)file == *(int *)"gNd3")
	{
		s3 = file;
		segsc	= com_filesize/sizeof(*s3);

		segsl = s3;
	}
	else if (!file)
		return;
	else
	{
		s1 = file;
		segsc	= com_filesize/sizeof(*s1);

		segsl = BZ_Malloc(segsc * sizeof(*segsl));
		for (i = 0; i < segsc; i++)
		{
			if (s1[i].vert[0] & 0x8000)
				segsl[i].vert[0] = (s1[i].vert[0]&0x7fff)+vertexsglbase;
			else
				segsl[i].vert[0] = s1[i].vert[0];
			if (s1[i].vert[1] & 0x8000)
				segsl[i].vert[1] = (s1[i].vert[1]&0x7fff)+vertexsglbase;
			else
				segsl[i].vert[1] = s1[i].vert[1];
			segsl[i].linedef = s1[i].linedef;
			segsl[i].direction = s1[i].direction;
			if (s1[i].Partner == 0xffff)
				segsl[i].Partner = 0xffffffff;
			else
				segsl[i].Partner = s1[i].Partner;
		}
	}
}

qboolean Mod_LoadDoomLevel(model_t *mod)
{
	int h;
	dsector_t		*sectorl;
	dsidedef_t		*sidedefsl;
	char name[MAX_QPATH];

	int *gl_nodes;

	COM_StripExtension(mod->name, name);

	if (!COM_LoadTempFile(va("%s", mod->name)))
		Sys_Error("Wad map %s does not exist\n", mod->name);

	gl_nodes	= (void *)COM_LoadMallocFile	(va("%s.gl_nodes",	name));
	if (gl_nodes && com_filesize>0)
	{
		nodel = (void *)gl_nodes;
		nodec = com_filesize/sizeof(*nodel);
	}
	else
	{
		gl_nodes=NULL;
		nodel		= (void *)COM_LoadMallocFile	(va("%s.nodes",		name));
		nodec		= com_filesize/sizeof(*nodel);
	}
	sectorl		= (void *)COM_LoadMallocFile	(va("%s.sectors",	name));
	sectorc		= com_filesize/sizeof(*sectorl);

#ifndef SERVERONLY
	numgldoomtextures=0;
	Doom_LoadPalette();
#endif


	Doom_LoadVerticies(name);

	Doom_LoadSSegs(name);
	Doom_LoadSSectors(name);

	thingsl		= (void *)COM_LoadMallocFile	(va("%s.things",	name));
	thingsc		= com_filesize/sizeof(*thingsl);
	linedefsl	= (void *)COM_LoadMallocFile	(va("%s.linedefs",	name));
	linedefsc	= com_filesize/sizeof(*linedefsl);
	sidedefsl	= (void *)COM_LoadMallocFile	(va("%s.sidedefs",	name));
	sidedefsc	= com_filesize/sizeof(*sidedefsl);
	blockmapl	= (void *)COM_LoadMallocFile	(va("%s.blockmap",	name));
//	blockmaps	= com_filesize;
#ifndef SERVERONLY
	Doom_LoadTextureInfos();
#endif
	blockmapofs = (unsigned short*)(blockmapl+1);

	if (!nodel || !sectorl || !segsl || !ssectorsl || !thingsl || !linedefsl || !sidedefsl || !vertexesl)
	{
		Sys_Error("Wad map doesn't contain enough lumps\n");
		nodel = NULL;
		return false;
	}

	MoveWorld();

	Doom_GeneratePlanes(nodel);

	mod->hulls[0].clip_mins[0] = 0;
	mod->hulls[0].clip_mins[1] = 0;
	mod->hulls[0].clip_mins[2] = 0;
	mod->hulls[0].clip_maxs[0] = 0;
	mod->hulls[0].clip_maxs[1] = 0;
	mod->hulls[0].clip_maxs[2] = 0;
	mod->hulls[0].available = true;

	mod->hulls[1].clip_mins[0] = -16;
	mod->hulls[1].clip_mins[1] = -16;
	mod->hulls[1].clip_mins[2] = -24;
	mod->hulls[1].clip_maxs[0] = 16;
	mod->hulls[1].clip_maxs[1] = 16;
	mod->hulls[1].clip_maxs[2] = 32;
	mod->hulls[1].available = true;

	mod->hulls[2].clip_mins[0] = -32;
	mod->hulls[2].clip_mins[1] = -32;
	mod->hulls[2].clip_mins[2] = -24;
	mod->hulls[2].clip_maxs[0] = 32;
	mod->hulls[2].clip_maxs[1] = 32;
	mod->hulls[2].clip_maxs[2] = 64;
	mod->hulls[2].available = true;

	mod->hulls[3].clip_mins[0] = -16;	//allow a crouched sized hull.
	mod->hulls[3].clip_mins[1] = -16;
	mod->hulls[3].clip_mins[2] = -6;
	mod->hulls[3].clip_maxs[0] = 16;
	mod->hulls[3].clip_maxs[1] = 16;
	mod->hulls[3].clip_maxs[2] = 30;
	mod->hulls[3].available = true;

	for (h = 4; h < MAX_MAP_HULLSM; h++)
		mod->hulls[h].available = false;

	for (h = 0; h < MAX_MAP_HULLSM; h++)
		Doom_SetHullFuncs(&mod->hulls[h]);

	Doom_SetModelFunc(mod);

	mod->needload = false;
	mod->fromgame = fg_doom;

	CleanWalls(sidedefsl);

	Triangulate_Sectors(sectorl, !!gl_nodes);

	QuakifyThings(thingsl);

	return true;
}



void Doom_SetHullFuncs(hull_t *hull)
{
	hull->funcs.RecursiveHullCheck = Doom_RecursiveHullCheck;
	hull->funcs.HullPointContents = Doom_PointContents;
}

void Doom_LightPointValues(vec3_t point, vec3_t res_diffuse, vec3_t res_ambient, vec3_t res_dir)
{
	msector_t *sec;
	sec = sectorm + Doom_SectorNearPoint(point);

	res_dir[0] = 0;
	res_dir[1] = 1;
	res_dir[2] = 1;
	res_diffuse[0] = sec->lightlev;
	res_diffuse[1] = sec->lightlev;
	res_diffuse[2] = sec->lightlev;
	res_ambient[0] = sec->lightlev;
	res_ambient[1] = sec->lightlev;
	res_ambient[2] = sec->lightlev;
}

void Doom_FatPVS(vec3_t org, qboolean add)
{
	//FIXME: use REJECT lump.
}

qboolean Doom_EdictInFatPVS(edict_t *edict)
{	//FIXME: use REJECT lump.
	return true;
}
void Doom_FindTouchedLeafs(edict_t *edict)
{
	//work out the sectors this ent is in for easy pvs.
}

void Doom_StainNode(struct mnode_s *node, float *parms)
{
	//not supported
}

void Doom_MarkLights(struct dlight_s *light, int bit, struct mnode_s *node)
{
	//not supported
}

void Doom_SetModelFunc(model_t *mod)
{
	mod->funcs.FatPVS				= Doom_FatPVS;
	mod->funcs.EdictInFatPVS		= Doom_EdictInFatPVS;
	mod->funcs.FindTouchedLeafs_Q1	= Doom_FindTouchedLeafs;
	mod->funcs.LightPointValues		= Doom_LightPointValues;
	mod->funcs.StainNode			= Doom_StainNode;
	mod->funcs.MarkLights			= Doom_MarkLights;
}

#endif