mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
95266f8215
Fixed d3d11 vs d3d9 conflicts when switching renderers. Fixed hlsl-less d3d9 lava. Added gl_specular_fallback to override the default gloss level. Added these cvars to give more control over imported/dlight lighting r_shadow_realtime_dlight_ambient r_shadow_realtime_dlight_diffuse r_shadow_realtime_dlight_specular r_editlights_import_radius r_editlights_import_ambient r_editlights_import_diffuse r_editlights_import_specular. Effective value of r_editlights_import_specular is now 1. Was 4. Fixed spot/cube/smap lights. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4160 fc73d0e0-1445-4013-8a0c-d673dee63da5
761 lines
15 KiB
C
761 lines
15 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// wad.c
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#include "quakedef.h"
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int wad_numlumps;
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lumpinfo_t *wad_lumps;
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qbyte *wad_base;
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void SwapPic (qpic_t *pic);
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/*
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==================
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W_CleanupName
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Lowercases name and pads with spaces and a terminating 0 to the length of
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lumpinfo_t->name.
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Used so lumpname lookups can proceed rapidly by comparing 4 chars at a time
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Space padding is so names can be printed nicely in tables.
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Can safely be performed in place.
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==================
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*/
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void W_CleanupName (const char *in, char *out)
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{
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int i;
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int c;
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for (i=0 ; i<16 ; i++ )
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{
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c = in[i];
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if (!c)
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break;
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if (c >= 'A' && c <= 'Z')
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c += ('a' - 'A');
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out[i] = c;
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}
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for ( ; i< 16 ; i++ )
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out[i] = 0;
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}
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void W_Shutdown (void)
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{
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if (wad_base)
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Z_Free(wad_base);
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wad_base = NULL;
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}
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/*
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====================
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W_LoadWadFile
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====================
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*/
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void W_LoadWadFile (char *filename)
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{
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lumpinfo_t *lump_p;
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wadinfo_t *header;
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unsigned i;
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int infotableofs;
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if (wad_base)
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Z_Free(wad_base);
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wad_base = COM_LoadFile (filename, 0);
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if (!wad_base)
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{
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wad_numlumps = 0;
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Con_DPrintf ("W_LoadWadFile: couldn't load %s\n", filename);
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return;
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}
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header = (wadinfo_t *)wad_base;
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if (header->identification[0] != 'W'
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|| header->identification[1] != 'A'
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|| header->identification[2] != 'D'
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|| header->identification[3] != '2')
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{
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Con_Printf ("W_LoadWadFile: Wad file %s doesn't have WAD2 id\n",filename);
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wad_numlumps = 0;
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Z_Free(wad_base);
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wad_base = NULL;
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return;
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}
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wad_numlumps = LittleLong(header->numlumps);
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infotableofs = LittleLong(header->infotableofs);
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wad_lumps = (lumpinfo_t *)(wad_base + infotableofs);
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for (i=0, lump_p = wad_lumps ; i<wad_numlumps ; i++,lump_p++)
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{
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lump_p->filepos = LittleLong(lump_p->filepos);
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lump_p->size = LittleLong(lump_p->size);
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W_CleanupName (lump_p->name, lump_p->name);
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if (lump_p->type == TYP_QPIC)
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SwapPic ( (qpic_t *)(wad_base + lump_p->filepos));
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}
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}
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/*
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=============
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W_GetLumpinfo
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=============
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*/
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lumpinfo_t *W_GetLumpinfo (char *name)
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{
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int i;
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lumpinfo_t *lump_p;
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char clean[16];
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W_CleanupName (name, clean);
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for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
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{
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if (!strcmp(clean, lump_p->name))
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return lump_p;
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}
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Sys_Error ("W_GetLumpinfo: %s not found", name);
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return NULL;
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}
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void *W_SafeGetLumpName (const char *name)
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{
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int i;
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lumpinfo_t *lump_p;
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char clean[16];
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W_CleanupName (name, clean);
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for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
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{
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if (!strcmp(clean, lump_p->name))
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return (void *)(wad_base+lump_p->filepos);
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}
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return NULL;
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}
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void *W_GetLumpName (char *name)
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{
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lumpinfo_t *lump;
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lump = W_GetLumpinfo (name);
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return (void *)(wad_base + lump->filepos);
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}
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void *W_GetLumpNum (int num)
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{
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lumpinfo_t *lump;
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if (num < 0 || num >= wad_numlumps)
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Sys_Error ("W_GetLumpNum: bad number: %i", num);
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lump = wad_lumps + num;
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return (void *)(wad_base + lump->filepos);
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}
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/*
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=============================================================================
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automatic qbyte swapping
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=============================================================================
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*/
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void SwapPic (qpic_t *pic)
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{
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pic->width = LittleLong(pic->width);
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pic->height = LittleLong(pic->height);
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}
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// based on original code by LordHavoc
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//FIXME: convert to linked list. is hunk possible?
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//hash tables?
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#define TEXWAD_MAXIMAGES 16384
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typedef struct
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{
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char name[16];
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vfsfile_t *file;
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int position;
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int size;
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} texwadlump_t;
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int numwadtextures;
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static texwadlump_t texwadlump[TEXWAD_MAXIMAGES];
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typedef struct wadfile_s {
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char name[64];
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FILE *file;
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struct wadfile_s *next;
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} wadfile_t;
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wadfile_t *openwadfiles;
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void Wads_Flush (void)
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{
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wadfile_t *wf;
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while(openwadfiles)
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{
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fclose(openwadfiles->file);
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wf = openwadfiles->next;
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Z_Free(openwadfiles);
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openwadfiles = wf;
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}
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numwadtextures=0;
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}
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/*
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====================
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W_LoadTextureWadFile
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====================
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*/
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void W_LoadTextureWadFile (char *filename, int complain)
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{
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lumpinfo_t *lumps, *lump_p;
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wadinfo_t header;
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int i, j;
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int infotableofs;
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vfsfile_t *file;
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int numlumps;
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wadfile_t *wf = openwadfiles;
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while(wf)
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{
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if (!strcmp(wf->name, filename)) //already loaded
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return;
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wf = wf->next;
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}
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file = FS_OpenVFS(filename, "rb", FS_GAME);
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if (!file)
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file = FS_OpenVFS(va("textures/halflife/%s", filename), "rb", FS_GAME);
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if (!file)
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{
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if (complain)
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Con_Printf ("W_LoadTextureWadFile: couldn't find %s", filename);
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return;
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}
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if (VFS_READ(file, &header, sizeof(wadinfo_t)) != sizeof(wadinfo_t))
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{Con_Printf ("W_LoadTextureWadFile: unable to read wad header");return;}
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if(memcmp(header.identification, "WAD3", 4))
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{Con_Printf ("W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id\n",filename);return;}
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numlumps = LittleLong(header.numlumps);
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if (numlumps < 1 || numlumps > TEXWAD_MAXIMAGES)
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{Con_Printf ("W_LoadTextureWadFile: invalid number of lumps (%i)\n", numlumps);return;}
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infotableofs = LittleLong(header.infotableofs);
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if (!VFS_SEEK(file, infotableofs))
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{Con_Printf ("W_LoadTextureWadFile: unable to seek to lump table");return;}
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if (!((lumps = Hunk_TempAlloc(sizeof(lumpinfo_t)*numlumps))))
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{Con_Printf ("W_LoadTextureWadFile: unable to allocate temporary memory for lump table");return;}
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if (VFS_READ(file, lumps, sizeof(lumpinfo_t)*numlumps) != (int)sizeof(lumpinfo_t) * numlumps)
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{Con_Printf ("W_LoadTextureWadFile: unable to read lump table");return;}
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for (i=0, lump_p = lumps ; i<numlumps ; i++,lump_p++)
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{
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W_CleanupName (lump_p->name, lump_p->name);
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for (j = 0;j < numwadtextures;j++)
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{
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if (!strcmp(lump_p->name, texwadlump[j].name)) // name match, replace old one
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break;
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}
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if (j >= TEXWAD_MAXIMAGES)
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break; // abort loading
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if (j == numwadtextures)
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{
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W_CleanupName (lump_p->name, texwadlump[j].name);
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texwadlump[j].file = file;
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texwadlump[j].position = LittleLong(lump_p->filepos);
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texwadlump[j].size = LittleLong(lump_p->disksize);
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numwadtextures++;
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}
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}
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// leaves the file open
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}
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/*
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void W_ApplyGamma (qbyte *data, int len, int skipalpha)
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{
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int i, inf;
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qbyte gammatable[256];
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if (v_gamma.value == 1.0)
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{
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for (i=0 ; i<256 ; i++)
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gammatable[i] = i;
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}
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else
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{
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for (i=0 ; i<256 ; i++)
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{
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inf = 255 * pow ( (i+0.5)/255.5 , v_gamma.value ) + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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gammatable[i] = inf;
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}
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}
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}
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*/
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qbyte *W_ConvertWAD3Texture(miptex_t *tex, int *width, int *height, qboolean *usesalpha) //returns rgba
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{
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qbyte *in, *data, *out, *pal;
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int d, p;
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int alpha = 0;
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if (tex->name[0] == '{')
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alpha = 1;
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else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
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alpha = 2;
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//use malloc here if you want, but you'll have to free it again... NUR!
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data = out = BZ_Malloc(tex->width * tex->height * 4);
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if (!data)
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return NULL;
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in = (qbyte *)tex + tex->offsets[0];
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*width = tex->width;
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*height = tex->height;
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pal = in + (((tex->width * tex->height) * 85) >> 6);
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pal += 2;
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for (d = 0;d < tex->width * tex->height;d++)
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{
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p = *in++;
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if (alpha==1 && p == 255) //only allow alpha on '{' textures
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out[0] = out[1] = out[2] = out[3] = 0;
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else if (alpha == 2)
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{
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p *= 3;
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out[0] = pal[p];
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out[1] = pal[p+1];
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out[2] = pal[p+2];
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out[3] = (out[0]+out[1]+out[2])/3;
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}
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else
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{
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p *= 3;
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out[0] = pal[p];
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out[1] = pal[p+1];
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out[2] = pal[p+2];
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out[3] = 255;
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}
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out += 4;
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}
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BoostGamma(data, tex->width, tex->height);
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*usesalpha = !!alpha;
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return data;
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}
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qbyte *W_GetTexture(char *name, int *width, int *height, qboolean *usesalpha)//returns rgba
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{
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char texname[17];
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int i, j;
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vfsfile_t *file;
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miptex_t *tex;
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qbyte *data;
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if (!strncmp(name, "gfx/", 4))
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{
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qpic_t *p;
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p = W_SafeGetLumpName(name+4);
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if (p)
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{
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*width = p->width;
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*height = p->height;
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*usesalpha = false;
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data = BZ_Malloc(p->width * p->height * 4);
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for (i = 0; i < p->width * p->height; i++)
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{
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((unsigned int*)data)[i] = d_8to24rgbtable[p->data[i]];
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}
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return data;
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}
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}
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texname[16] = 0;
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W_CleanupName (name, texname);
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for (i = 0;i < numwadtextures;i++)
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{
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if (!strcmp(texname, texwadlump[i].name)) // found it
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{
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file = texwadlump[i].file;
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if (!VFS_SEEK(file, texwadlump[i].position))
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{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
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tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
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if (!tex)
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return NULL;
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if (VFS_READ(file, tex, texwadlump[i].size) < texwadlump[i].size)
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{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
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tex->width = LittleLong(tex->width);
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tex->height = LittleLong(tex->height);
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for (j = 0;j < MIPLEVELS;j++)
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tex->offsets[j] = LittleLong(tex->offsets[j]);
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data = W_ConvertWAD3Texture(tex, width, height, usesalpha);
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BZ_Free(tex);
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return data;
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}
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}
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return NULL;
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}
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typedef struct mapgroup_s {
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char *mapname;
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char *skyname;
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struct mapgroup_s *next;
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} mapskys_t;
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static mapskys_t *mapskies;
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void CL_Skygroup_f(void)
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{
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mapskys_t **link;
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mapskys_t *ms;
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char *skyname;
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char *mapname;
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int i;
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int remove;
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skyname = Cmd_Argv(1);
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if (!*skyname)
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{
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skyname = NULL;
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for (ms = mapskies; ms; ms = ms->next)
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{
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if (!skyname || strcmp(skyname, ms->skyname))
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{
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Con_Printf("%s%s:", skyname?"\n":"", ms->skyname);
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skyname=ms->skyname;
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}
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Con_Printf(" %s", ms->mapname);
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}
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if (skyname)
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Con_Printf("\n");
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else
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Con_Printf("No skygroups defined\n");
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return;
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}
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if (!strcmp(skyname, "clear") && Cmd_Argc() == 2)
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{
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while (mapskies)
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{
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ms = mapskies->next;
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Z_Free(mapskies);
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mapskies = ms;
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}
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return;
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}
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if (*skyname == '-')
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{
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skyname++;
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for (link = &mapskies; *link; )
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{
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if (!strcmp((*link)->mapname, skyname) || !strcmp((*link)->skyname, skyname))
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{
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ms = *link;
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*link = ms->next;
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Z_Free(ms);
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}
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else
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link = &(*link)->next;
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}
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return;
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}
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for (i = 2; i < Cmd_Argc(); i++)
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{
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mapname = Cmd_Argv(i);
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remove = *mapname == '-';
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mapname += remove;
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for (link = &mapskies; *link; link = &(*link)->next)
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{
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if (!strcmp((*link)->mapname, mapname))
|
|
{
|
|
ms = *link;
|
|
*link = ms->next;
|
|
Z_Free(ms);
|
|
break;
|
|
}
|
|
}
|
|
if (remove)
|
|
continue;
|
|
|
|
ms = Z_Malloc(sizeof(*ms) + strlen(mapname) + strlen(skyname) + 2);
|
|
|
|
ms->mapname = (char*)(ms+1);
|
|
ms->skyname = ms->mapname + strlen(mapname)+1;
|
|
ms->next = mapskies;
|
|
|
|
strcpy(ms->mapname, mapname);
|
|
strcpy(ms->skyname, skyname);
|
|
|
|
mapskies = ms;
|
|
}
|
|
}
|
|
|
|
char wads[4096];
|
|
void Mod_ParseInfoFromEntityLump(model_t *wmodel, char *data, char *mapname) //actually, this should be in the model code.
|
|
{
|
|
char key[128];
|
|
mapskys_t *msky;
|
|
|
|
cl.skyrotate = 0;
|
|
VectorClear(cl.skyaxis);
|
|
|
|
wads[0] = '\0';
|
|
|
|
#ifndef CLIENTONLY
|
|
if (isDedicated) //don't bother
|
|
return;
|
|
#endif
|
|
|
|
// this hack is necessary to ensure Quake 2 maps get their
|
|
// default skybox
|
|
if (wmodel->fromgame == fg_quake2)
|
|
strcpy(cl.skyname, "unit1_");
|
|
else
|
|
cl.skyname[0] = '\0';
|
|
|
|
for (msky = mapskies; msky; msky = msky->next)
|
|
{
|
|
if (!strcmp(msky->mapname, mapname))
|
|
{
|
|
Q_strncpyz(cl.skyname, msky->skyname, sizeof(cl.skyname));
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (data)
|
|
if ((data=COM_Parse(data))) //read the map info.
|
|
if (com_token[0] == '{')
|
|
while (1)
|
|
{
|
|
if (!(data=COM_Parse(data)))
|
|
break; // error
|
|
if (com_token[0] == '}')
|
|
break; // end of worldspawn
|
|
if (com_token[0] == '_')
|
|
strcpy(key, com_token + 1); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
|
|
else
|
|
strcpy(key, com_token);
|
|
if (!((data=COM_Parse(data))))
|
|
break; // error
|
|
if (!strcmp("wad", key)) // for HalfLife maps
|
|
{
|
|
if (wmodel->fromgame == fg_halflife)
|
|
{
|
|
strncat(wads, ";", 4095); //cache it for later (so that we don't play with any temp memory yet)
|
|
strncat(wads, com_token, 4095); //cache it for later (so that we don't play with any temp memory yet)
|
|
}
|
|
}
|
|
else if (!strcmp("skyname", key)) // for HalfLife maps
|
|
{
|
|
Q_strncpyz(cl.skyname, com_token, sizeof(cl.skyname));
|
|
}
|
|
else if (!strcmp("fog", key))
|
|
{
|
|
int oel = Cmd_ExecLevel;
|
|
void CL_Fog_f(void);
|
|
key[0] = 'f';
|
|
key[1] = ' ';
|
|
Q_strncpyz(key+2, com_token, sizeof(key)-2);
|
|
Cmd_TokenizeString(key, false, false);
|
|
Cmd_ExecLevel=RESTRICT_LOCAL;
|
|
CL_Fog_f();
|
|
Cmd_ExecLevel=oel;
|
|
}
|
|
else if (!strcmp("sky", key)) // for Quake2 maps
|
|
{
|
|
Q_strncpyz(cl.skyname, com_token, sizeof(cl.skyname));
|
|
}
|
|
else if (!strcmp("skyrotate", key))
|
|
{
|
|
cl.skyrotate = atof(com_token);
|
|
}
|
|
else if (!strcmp("skyaxis", key))
|
|
{
|
|
char *s;
|
|
Q_strncpyz(key, com_token, sizeof(key));
|
|
s = COM_Parse(key);
|
|
if (s)
|
|
{
|
|
cl.skyaxis[0] = atof(s);
|
|
s = COM_Parse(s);
|
|
if (s)
|
|
{
|
|
cl.skyaxis[1] = atof(s);
|
|
COM_Parse(s);
|
|
if (s)
|
|
cl.skyaxis[2] = atof(s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//textures/fred.wad is the DP standard - I wanna go for that one.
|
|
//textures/halfline/fred.wad is what fuhquake can use (yuck).
|
|
//fred.wad is what half-life supports.
|
|
|
|
//we only try one download, for textures/fred.wad
|
|
//but we will load wads from the other two paths if we have them locally.
|
|
qboolean Wad_NextDownload (void)
|
|
{
|
|
char wadname[4096+9]="textures/";
|
|
int i, j, k;
|
|
|
|
if (*wads) //now go about checking the wads
|
|
{
|
|
j = 0;
|
|
wads[4095] = '\0';
|
|
for (i = 0;i < 4095;i++)
|
|
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
|
|
break;
|
|
if (wads[i])
|
|
{
|
|
j=i;
|
|
for (;i < 4095;i++)
|
|
{
|
|
// ignore path...
|
|
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
|
|
j = i+1;
|
|
else if (wads[i] == ';' || wads[i] == 0)
|
|
{
|
|
k = wads[i];
|
|
wads[i] = 0;
|
|
strcpy(wadname, &wads[j]);
|
|
if (wadname[9])
|
|
{
|
|
if (COM_FCheckExists(wadname+9)) //wad is in root dir, so we don't need to try textures.
|
|
CL_CheckOrEnqueDownloadFile(wadname, wadname, DLLF_REQUIRED); //don't skip this one, or the world is white.
|
|
}
|
|
wads[i] = k;
|
|
|
|
j = i+1;
|
|
if (!k)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
Wads_Flush();
|
|
if (*wads) //now go about loading the wads, we are now safe from tempallocs
|
|
{
|
|
j = 0;
|
|
wads[4095] = '\0';
|
|
for (i = 0;i < 4095;i++)
|
|
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
|
|
break;
|
|
if (wads[i])
|
|
{
|
|
j=i;
|
|
for (;i < 4095;i++)
|
|
{
|
|
// ignore path...
|
|
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
|
|
j = i+1;
|
|
else if (wads[i] == ';' || wads[i] == 0)
|
|
{
|
|
k = wads[i];
|
|
wads[i] = 0;
|
|
strcpy(wadname+9, &wads[j]);
|
|
if (wadname[9])
|
|
{
|
|
if (COM_FCheckExists(wadname+9))
|
|
W_LoadTextureWadFile (wadname+9, false);
|
|
else
|
|
W_LoadTextureWadFile (wadname, false);
|
|
}
|
|
j = i+1;
|
|
if (!k)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|