jediacademy/code/qcommon/cm_load_xbox.cpp
2013-04-04 17:35:38 -05:00

1249 lines
29 KiB
C++

// cmodel.c -- model loading
#include "cm_local.h"
#include "cm_patch.h"
#include "../renderer/tr_local.h"
#include "../RMG/RM_Headers.h"
#include "sparc.h"
#include "../zlib/zlib.h"
static SPARC<byte> visData;
void *SparcAllocator(unsigned int size)
{
return Z_Malloc(size, TAG_BSP, false);
}
void SparcDeallocator(void *ptr)
{
Z_Free(ptr);
}
extern world_t s_worldData;
void CM_LoadShaderText(bool forceReload);
#ifdef BSPC
void SetPlaneSignbits (cplane_t *out) {
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++) {
if (out->normal[j] < 0) {
bits |= 1<<j;
}
}
out->signbits = bits;
}
#endif //BSPC
// to allow boxes to be treated as brush models, we allocate
// some extra indexes along with those needed by the map
#define BOX_BRUSHES 1
#define BOX_SIDES 6
#define BOX_LEAFS 2
#define BOX_PLANES 12
#define LL(x) x=LittleLong(x)
clipMap_t cmg;
int c_pointcontents;
int c_traces, c_brush_traces, c_patch_traces;
byte *cmod_base;
#ifndef BSPC
cvar_t *cm_noAreas;
cvar_t *cm_noCurves;
cvar_t *cm_playerCurveClip;
#endif
cmodel_t box_model;
cplane_t *box_planes;
cbrush_t *box_brush;
int CM_OrOfAllContentsFlagsInMap;
void CM_InitBoxHull (void);
void CM_FloodAreaConnections (void);
clipMap_t SubBSP[MAX_SUB_BSP];
int NumSubBSP = 0, TotalSubModels = 0;
/*
===============================================================================
MAP LOADING
===============================================================================
*/
/*
=================
CMod_LoadShaders
=================
*/
void CMod_LoadShaders( void *data, int len ) {
dshader_t *in;
int i, count;
CCMShader *out;
in = (dshader_t *)(data);
if (len % sizeof(*in)) {
Com_Error (ERR_DROP, "CMod_LoadShaders: funny lump size");
}
count = len / sizeof(*in);
if (count < 1) {
Com_Error (ERR_DROP, "Map with no shaders");
}
cmg.shaders = (CCMShader *) Z_Malloc( count * sizeof( *cmg.shaders ), TAG_BSP, qfalse);
cmg.numShaders = count;
s_worldData.shaders = (dshader_t *) Z_Malloc ( count*sizeof(dshader_t), TAG_BSP, qfalse );
s_worldData.numShaders = count;
out = cmg.shaders;
for ( i = 0; i < count; i++, in++, out++ )
{
Q_strncpyz(out->shader, in->shader, MAX_QPATH);
out->contentFlags = in->contentFlags;
out->surfaceFlags = in->surfaceFlags;
Q_strncpyz(s_worldData.shaders[i].shader, in->shader, MAX_QPATH);
s_worldData.shaders[i].contentFlags = in->contentFlags;
s_worldData.shaders[i].surfaceFlags = in->surfaceFlags;
}
}
/*
=================
CMod_LoadSubmodels
=================
*/
void CMod_LoadSubmodels( void *data, int len ) {
dmodel_t *in;
cmodel_t *out;
int i, j, count;
int *indexes;
in = (dmodel_t *)(data);
if (len % sizeof(*in))
Com_Error (ERR_DROP, "CMod_LoadSubmodels: funny lump size");
count = len / sizeof(*in);
if (count < 1) {
Com_Error (ERR_DROP, "Map with no models");
}
if ( count > MAX_SUBMODELS ) {
Com_Error( ERR_DROP, "MAX_SUBMODELS (%d) exceeded by %d", MAX_SUBMODELS, count-MAX_SUBMODELS );
}
cmg.cmodels = (struct cmodel_s *) Z_Malloc( count * sizeof( *cmg.cmodels ), TAG_BSP, qtrue );
cmg.numSubModels = count;
for ( i=0 ; i<count ; i++, in++, out++)
{
out = &cmg.cmodels[i];
for (j=0 ; j<3 ; j++)
{ // spread the mins / maxs by a pixel
out->mins[j] = in->mins[j] - 1;
out->maxs[j] = in->maxs[j] + 1;
}
if ( i == 0 ) {
continue; // world model doesn't need other info
}
// make a "leaf" just to hold the model's brushes and surfaces
out->leaf.numLeafBrushes = in->numBrushes;
indexes = (int *) Z_Malloc( out->leaf.numLeafBrushes * 4, TAG_BSP, qfalse);
out->leaf.firstLeafBrush = indexes - cmg.leafbrushes;
for ( j = 0 ; j < out->leaf.numLeafBrushes ; j++ ) {
indexes[j] = in->firstBrush + j;
}
out->leaf.numLeafSurfaces = in->numSurfaces;
indexes = (int *) Z_Malloc( out->leaf.numLeafSurfaces * 4, TAG_BSP, qfalse);
out->leaf.firstLeafSurface = indexes - cmg.leafsurfaces;
for ( j = 0 ; j < out->leaf.numLeafSurfaces ; j++ ) {
indexes[j] = in->firstSurface + j;
}
}
}
/*
=================
CMod_LoadNodes
=================
*/
void CMod_LoadNodes( void *data, int len ) {
dnode_t *in;
cNode_t *out;
int i, count;
in = (dnode_t *)(data);
if (len % sizeof(*in))
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
count = len / sizeof(*in);
if (count < 1)
Com_Error (ERR_DROP, "Map has no nodes");
cmg.nodes = (cNode_t *) Z_Malloc( count * sizeof( *cmg.nodes ), TAG_BSP, qfalse);
cmg.numNodes = count;
out = cmg.nodes;
for (i=0 ; i<count ; i++, out++, in++)
{
out->children[0] = in->children[0];
out->children[1] = in->children[1];
}
}
/*
=================
CM_BoundBrush
=================
*/
void CM_BoundBrush( cbrush_t *b ) {
b->bounds[0][0] = -cmg.planes[b->sides[0].planeNum.GetValue()].dist;
b->bounds[1][0] = cmg.planes[b->sides[1].planeNum.GetValue()].dist;
b->bounds[0][1] = -cmg.planes[b->sides[2].planeNum.GetValue()].dist;
b->bounds[1][1] = cmg.planes[b->sides[3].planeNum.GetValue()].dist;
b->bounds[0][2] = -cmg.planes[b->sides[4].planeNum.GetValue()].dist;
b->bounds[1][2] = cmg.planes[b->sides[5].planeNum.GetValue()].dist;
}
/*
=================
CMod_LoadBrushes
=================
*/
void CMod_LoadBrushes( void *data, int len ) {
dbrush_t *in;
cbrush_t *out;
int i, count;
in = (dbrush_t *)(data);
if (len % sizeof(*in)) {
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
}
count = len / sizeof(*in);
cmg.brushes = (cbrush_t *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cmg.brushes ), TAG_BSP, qfalse);
cmg.numBrushes = count;
out = cmg.brushes;
for ( i=0 ; i<count ; i++, out++, in++ ) {
out->sides = cmg.brushsides + in->firstSide;
out->numsides = in->numSides;
out->shaderNum = in->shaderNum;
if ( out->shaderNum < 0 || out->shaderNum >= cmg.numShaders ) {
Com_Error( ERR_DROP, "CMod_LoadBrushes: bad shaderNum: %i", out->shaderNum );
}
out->contents = cmg.shaders[out->shaderNum].contentFlags;
//TEMP HACK: for water that cuts vis but is not solid!!!
if ( cmg.shaders[out->shaderNum].surfaceFlags & SURF_SLICK )
{
out->contents &= ~CONTENTS_SOLID;
}
CM_OrOfAllContentsFlagsInMap |= out->contents;
CM_BoundBrush( out );
}
}
/*
=================
CMod_LoadLeafs
=================
*/
void CMod_LoadLeafs (void *data, int len)
{
int i;
cLeaf_t *out;
dleaf_t *in;
int count;
in = (dleaf_t *)(data);
if (len % sizeof(*in))
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
count = len / sizeof(*in);
if (count < 1)
Com_Error (ERR_DROP, "Map with no leafs");
cmg.leafs = (cLeaf_t *) Z_Malloc( ( BOX_LEAFS + count ) * sizeof( *cmg.leafs ), TAG_BSP, qfalse);
cmg.numLeafs = count;
out = cmg.leafs;
for ( i=0 ; i<count ; i++, in++, out++)
{
out->cluster = in->cluster;
out->area = in->area;
out->firstLeafBrush = in->firstLeafBrush;
out->numLeafBrushes = in->numLeafBrushes;
out->firstLeafSurface = in->firstLeafSurface;
out->numLeafSurfaces = in->numLeafSurfaces;
if (out->cluster >= cmg.numClusters)
cmg.numClusters = out->cluster + 1;
if (out->area >= cmg.numAreas)
cmg.numAreas = out->area + 1;
}
cmg.areas = (cArea_t *) Z_Malloc( cmg.numAreas * sizeof( *cmg.areas ), TAG_BSP, qtrue );
extern qboolean vidRestartReloadMap;
if (!vidRestartReloadMap)
{
cmg.areaPortals = (int *) Z_Malloc( cmg.numAreas * cmg.numAreas * sizeof( *cmg.areaPortals ), TAG_BSP, qtrue );
}
}
/*
=================
CMod_LoadPlanes
=================
*/
void CMod_LoadPlanes (void *data, int len)
{
int i, j;
cplane_t *out;
dplane_t *in;
int count;
int bits;
in = (dplane_t *)(data);
if (len % sizeof(*in))
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
count = len / sizeof(*in);
if (count < 1)
Com_Error (ERR_DROP, "Map with no planes");
cmg.planes = (struct cplane_s *) Z_Malloc( ( BOX_PLANES + count ) * sizeof( *cmg.planes ), TAG_BSP, qfalse);
cmg.numPlanes = count;
out = cmg.planes;
for ( i=0 ; i<count ; i++, in++, out++)
{
bits = 0;
for (j=0 ; j<3 ; j++)
{
out->normal[j] = in->normal[j];
if (out->normal[j] < 0)
bits |= 1<<j;
}
out->dist = in->dist;
out->type = PlaneTypeForNormal( out->normal );
out->signbits = bits;
}
}
/*
=================
CMod_LoadLeafBrushes
=================
*/
void CMod_LoadLeafBrushes (void *data, int len)
{
int *out;
int *in;
int count;
in = (int *)(data);
if (len % sizeof(*in))
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
count = len / sizeof(*in);
cmg.leafbrushes = (int *) Z_Malloc( ( BOX_BRUSHES + count ) * sizeof( *cmg.leafbrushes ), TAG_BSP, qfalse);
cmg.numLeafBrushes = count;
out = cmg.leafbrushes;
memcpy(out, in, len);
}
/*
=================
CMod_LoadBrushSides
=================
*/
void CMod_LoadBrushSides (void *data, int len)
{
int i;
cbrushside_t *out;
dbrushside_t *in;
int count;
in = (dbrushside_t *)(data);
if ( len % sizeof(*in) ) {
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
}
count = len / sizeof(*in);
cmg.brushsides = (cbrushside_t *) Z_Malloc( ( BOX_SIDES + count ) * sizeof( *cmg.brushsides ), TAG_BSP, qfalse);
cmg.numBrushSides = count;
out = cmg.brushsides;
for ( i=0 ; i<count ; i++, in++, out++) {
out->planeNum = in->planeNum;
assert(in->planeNum == out->planeNum.GetValue());
out->shaderNum = in->shaderNum;
if ( out->shaderNum < 0 || out->shaderNum >= cmg.numShaders ) {
Com_Error( ERR_DROP, "CMod_LoadBrushSides: bad shaderNum: %i", out->shaderNum );
}
}
}
/*
=================
CMod_LoadEntityString
=================
*/
void CMod_LoadEntityString( void *data, int len ) {
cmg.entityString = (char *) Z_Malloc( len, TAG_BSP, qfalse);
cmg.numEntityChars = len;
memcpy (cmg.entityString, data, len);
}
/*
=================
CMod_LoadVisibility
=================
*/
#define VIS_HEADER 8
void CMod_LoadVisibility( void *data, int len ) {
char *buf;
if ( !len ) {
cmg.visibility = NULL;
return;
}
buf = (char*)data;
visData.SetAllocator(SparcAllocator, SparcDeallocator);
cmg.vised = qtrue;
cmg.numClusters = ((int *)buf)[0];
cmg.clusterBytes = ((int *)buf)[1];
visData.Load(buf + VIS_HEADER, len - VIS_HEADER);
cmg.visibility = &visData;
RE_SetWorldVisData(&visData);
}
//==================================================================
/*
=================
CMod_LoadPatches
=================
*/
#define MAX_PATCH_VERTS 1024
void CMod_LoadPatches( void *verts, int vertlen, void *surfaces, int surfacelen, int numsurfs ) {
mapVert_t *dv, *dv_p;
dpatch_t *in;
int count;
int i, j;
int c;
cPatch_t *patch;
vec3_t points[MAX_PATCH_VERTS];
int width, height;
int shaderNum;
count = surfacelen / sizeof(*in);
cmg.numSurfaces = numsurfs;
cmg.surfaces = (cPatch_t **) Z_Malloc( cmg.numSurfaces * sizeof( cmg.surfaces[0] ), TAG_BSP, qtrue );
dv = (mapVert_t *)(verts);
if (vertlen % sizeof(*dv))
Com_Error (ERR_DROP, "MOD_LoadBmodel: funny lump size");
unsigned char* patchScratch = (unsigned char*)Z_Malloc( sizeof( *patch ) * count, TAG_BSP, qtrue);
extern void CM_GridAlloc();
extern void CM_PatchCollideFromGridTempAlloc();
extern void CM_PreparePatchCollide(int num);
extern void CM_TempPatchPlanesAlloc();
CM_GridAlloc();
CM_PatchCollideFromGridTempAlloc();
CM_PreparePatchCollide(count);
CM_TempPatchPlanesAlloc();
facetLoad_t *facetbuf = (facetLoad_t*)Z_Malloc(
MAX_PATCH_PLANES*sizeof(facetLoad_t), TAG_TEMP_WORKSPACE, qfalse);
int *gridbuf = (int*)Z_Malloc(
CM_MAX_GRID_SIZE*CM_MAX_GRID_SIZE*2*sizeof(int), TAG_TEMP_WORKSPACE, qfalse);
for ( i = 0 ; i < count ; i++) {
in = (dpatch_t *)surfaces + i;
cmg.surfaces[ in->code ] = patch = (cPatch_t *) patchScratch;
patchScratch += sizeof( *patch );
// load the full drawverts onto the stack
width = in->patchWidth;
height = in->patchHeight;
c = width * height;
if ( c > MAX_PATCH_VERTS ) {
Com_Error( ERR_DROP, "ParseMesh: MAX_PATCH_VERTS" );
}
dv_p = dv + (in->verts >> 12);
for ( j = 0 ; j < c ; j++, dv_p++ ) {
points[j][0] = dv_p->xyz[0];
points[j][1] = dv_p->xyz[1];
points[j][2] = dv_p->xyz[2];
}
shaderNum = in->shaderNum;
patch->contents = cmg.shaders[shaderNum].contentFlags;
CM_OrOfAllContentsFlagsInMap |= patch->contents;
patch->surfaceFlags = cmg.shaders[shaderNum].surfaceFlags;
// create the internal facet structure
patch->pc = CM_GeneratePatchCollide( width, height, points, facetbuf, gridbuf );
}
extern void CM_GridDealloc();
extern void CM_PatchCollideFromGridTempDealloc();
extern void CM_TempPatchPlanesDealloc();
CM_PatchCollideFromGridTempDealloc();
CM_GridDealloc();
CM_TempPatchPlanesDealloc();
Z_Free(gridbuf);
Z_Free(facetbuf);
}
//==================================================================
#ifdef BSPC
/*
==================
CM_FreeMap
Free any loaded map and all submodels
==================
*/
void CM_FreeMap(void) {
memset( &cmg, 0, sizeof( cmg ) );
Hunk_ClearHigh();
CM_ClearLevelPatches();
}
#endif //BSPC
/*
==================
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;
}
void CM_Free(void)
{
CM_ClearLevelPatches();
visData.Release();
Z_TagFree(TAG_BSP);
}
void R_LoadSurfaces( int count );
void R_LoadPatches( void *verts, int vertlen,
void *surfaces, int surfacelen );
void R_LoadTriSurfs( void *indexdata, int indexlen,
void *verts, int vertlen,
void *surfaces, int surfacelen );
void R_LoadFaces( void *indexdata, int indexlen,
void *verts, int vertlen,
void *surfaces, int surfacelen );
void R_LoadFlares( void *surfaces, int surfacelen );
extern void R_LoadShaders( void );
extern void R_LoadLightmaps( void *data, int len, const char *psMapName );
extern byte *fileBase;
static void CM_LoadMap_Actual( const char *name, qboolean clientload, int *checksum ) {
const int *buf = NULL;
const int *surfBuf = NULL;
static unsigned last_checksum;
char lmName[MAX_QPATH];
char stripName[MAX_QPATH];
Lump outputLump;
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( cmg.name, name ) && clientload ) {
*checksum = last_checksum;
return;
}
// free old stuff
extern qboolean vidRestartReloadMap;
int* ap;
if (vidRestartReloadMap) ap = cmg.areaPortals;
memset( &cmg, 0, sizeof( cmg ) );
if (vidRestartReloadMap) cmg.areaPortals = ap;
if ( !name[0] ) {
cmg.numLeafs = 1;
cmg.numClusters = 1;
cmg.numAreas = 1;
cmg.cmodels = (struct cmodel_s *) Z_Malloc( sizeof( *cmg.cmodels ), TAG_BSP, qtrue );
*checksum = 0;
return;
}
last_checksum = crc32(0, (const Bytef *)name, strlen(name));
COM_StripExtension(name, stripName);
// load into heap
outputLump.load(stripName, "shaders");
CMod_LoadShaders( outputLump.data, outputLump.len );
R_LoadShaders();
strcpy(lmName, name);
outputLump.load(stripName, "lightmaps");
R_LoadLightmaps( outputLump.data, outputLump.len, lmName);
{
fileBase = NULL;
outputLump.clear();
Lump misc;
misc.load(stripName, "misc");
int num_surfs = *(int*)misc.data;
misc.clear();
R_LoadSurfaces(num_surfs);
Lump verts;
verts.load(stripName, "verts");
Lump patches;
patches.load(stripName, "patches");
CMod_LoadPatches(verts.data, verts.len,
patches.data, patches.len,
num_surfs );
R_LoadPatches(verts.data, verts.len,
patches.data, patches.len);
patches.clear();
Lump indexes;
indexes.load(stripName, "indexes");
Lump trisurfs;
trisurfs.load(stripName, "trisurfs");
R_LoadTriSurfs(indexes.data, indexes.len,
verts.data, verts.len,
trisurfs.data, trisurfs.len);
trisurfs.clear();
Lump faces;
faces.load(stripName, "faces");
R_LoadFaces(indexes.data, indexes.len,
verts.data, verts.len,
faces.data, faces.len);
Lump flares;
flares.load(stripName, "flares");
R_LoadFlares(flares.data, flares.len);
}
outputLump.load(stripName, "leafs");
CMod_LoadLeafs (outputLump.data, outputLump.len);
outputLump.load(stripName, "leafbrushes");
CMod_LoadLeafBrushes (outputLump.data, outputLump.len);
cmg.leafsurfaces = NULL;
outputLump.load(stripName, "planes");
CMod_LoadPlanes (outputLump.data, outputLump.len);
outputLump.load(stripName, "brushsides");
CMod_LoadBrushSides (outputLump.data, outputLump.len);
outputLump.load(stripName, "brushes");
CMod_LoadBrushes (outputLump.data, outputLump.len);
outputLump.load(stripName, "models");
CMod_LoadSubmodels (outputLump.data, outputLump.len);
outputLump.load(stripName, "nodes");
CMod_LoadNodes (outputLump.data, outputLump.len);
outputLump.load(stripName, "entities");
CMod_LoadEntityString (outputLump.data, outputLump.len);
outputLump.load(stripName, "visibility");
CMod_LoadVisibility( outputLump.data, outputLump.len);
TotalSubModels += cmg.numSubModels;
CM_InitBoxHull ();
*checksum = last_checksum;
// do this whether or not the map was cached from last load...
//
CM_FloodAreaConnections ();
// allow this to be cached if it is loaded by the server
if ( !clientload ) {
Q_strncpyz( cmg.name, name, sizeof( cmg.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 )
{
CM_LoadMap_Actual( name, clientload, checksum );
}
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;
}
#ifndef _XBOX
qboolean CM_HasTerrain(void)
{
if (cmg.landScape)
return qtrue;
return qfalse;
}
#endif
/*
==================
CM_ClearMap
==================
*/
void CM_ClearMap( void )
{
int i;
CM_OrOfAllContentsFlagsInMap = CONTENTS_BODY;
#if !defined(BSPC)
// CM_ShutdownShaderProperties();
// MAT_Shutdown();
#endif
#ifndef _XBOX
if (TheRandomMissionManager)
{
delete TheRandomMissionManager;
TheRandomMissionManager = 0;
}
if (cmg.landScape)
{
delete cmg.landScape;
cmg.landScape = 0;
}
#endif
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->planeNum = cmg.numPlanes+i*2+side;
s->shaderNum = cmg.numShaders;
// planes
p = &box_planes[i*2];
p->type = i>>1;
p->signbits = 0;
VectorClear (p->normal);
p->normal[i>>1] = 1;
p = &box_planes[i*2+1];
p->type = 3 + (i>>1);
p->signbits = 0;
VectorClear (p->normal);
p->normal[i>>1] = -1;
SetPlaneSignbits( p );
}
}
/*
===================
CM_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 &cmg, 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)
#if 0 // Removing terrain on Xbox
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 // No terrain on Xbox
#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");
}
#ifdef _XBOX
assert(0); // MATT! - testing now - fix this later!
#else
CM_LoadMap_Actual( name, clientload, &checksum, SubBSP[NumSubBSP] );
#endif
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
===================
*/
// having to proto this stuff again here is crap, but wtf?...
//
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 ();
}