mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-21 01:41:00 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
340 lines
11 KiB
C
340 lines
11 KiB
C
/* -------------------------------------------------------------------------------
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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. See the
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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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define BSPFILE_RBSP_C
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/* dependencies */
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#include "q3map2.h"
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/* -------------------------------------------------------------------------------
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this file handles translating the bsp file format used by quake 3, rtcw, and ef
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into the abstracted bsp file used by q3map2.
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------------------------------------------------------------------------------- */
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/* constants */
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#define LUMP_ENTITIES 0
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#define LUMP_SHADERS 1
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#define LUMP_PLANES 2
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#define LUMP_NODES 3
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#define LUMP_LEAFS 4
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#define LUMP_LEAFSURFACES 5
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#define LUMP_LEAFBRUSHES 6
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#define LUMP_MODELS 7
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#define LUMP_BRUSHES 8
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#define LUMP_BRUSHSIDES 9
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#define LUMP_DRAWVERTS 10
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#define LUMP_DRAWINDEXES 11
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#define LUMP_FOGS 12
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#define LUMP_SURFACES 13
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#define LUMP_LIGHTMAPS 14
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#define LUMP_LIGHTGRID 15
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#define LUMP_VISIBILITY 16
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#define LUMP_LIGHTARRAY 17
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#define HEADER_LUMPS 18
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/* types */
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typedef struct
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{
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char ident[ 4 ];
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int version;
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bspLump_t lumps[ HEADER_LUMPS ];
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}
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rbspHeader_t;
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/* light grid */
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#define MAX_MAP_GRID 0xffff
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#define MAX_MAP_GRIDARRAY 0x100000
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#define LG_EPSILON 4
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static void CopyLightGridLumps( rbspHeader_t *header )
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{
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int i;
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unsigned short *inArray;
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bspGridPoint_t *in, *out;
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/* get count */
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numBSPGridPoints = GetLumpElements( (bspHeader_t*) header, LUMP_LIGHTARRAY, sizeof( *inArray ) );
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/* allocate buffer */
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bspGridPoints = safe_malloc( numBSPGridPoints * sizeof( *bspGridPoints ) );
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memset( bspGridPoints, 0, numBSPGridPoints * sizeof( *bspGridPoints ) );
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/* copy */
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inArray = GetLump( (bspHeader_t*) header, LUMP_LIGHTARRAY );
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in = GetLump( (bspHeader_t*) header, LUMP_LIGHTGRID );
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out = bspGridPoints;
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for( i = 0; i < numBSPGridPoints; i++ )
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{
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memcpy( out, &in[ *inArray ], sizeof( *in ) );
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inArray++;
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out++;
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}
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}
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static void AddLightGridLumps( FILE *file, rbspHeader_t *header )
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{
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int i, j, k, c, d;
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int numGridPoints, maxGridPoints;
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bspGridPoint_t *gridPoints, *in, *out;
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int numGridArray;
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unsigned short *gridArray;
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qboolean bad;
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/* allocate temporary buffers */
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maxGridPoints = (numBSPGridPoints < MAX_MAP_GRID) ? numBSPGridPoints : MAX_MAP_GRID;
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gridPoints = safe_malloc( maxGridPoints * sizeof( *gridPoints ) );
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gridArray = safe_malloc( numBSPGridPoints * sizeof( *gridArray ) );
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/* zero out */
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numGridPoints = 0;
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numGridArray = numBSPGridPoints;
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/* for each bsp grid point, find an approximate twin */
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Sys_Printf( "Storing lightgrid: %d points\n", numBSPGridPoints );
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for( i = 0; i < numGridArray; i++ )
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{
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/* get points */
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in = &bspGridPoints[ i ];
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/* walk existing list */
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for( j = 0; j < numGridPoints; j++ )
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{
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/* get point */
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out = &gridPoints[ j ];
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/* compare styles */
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if( *((unsigned int*) in->styles) != *((unsigned int*) out->styles) )
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continue;
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/* compare direction */
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d = abs( in->latLong[ 0 ] - out->latLong[ 0 ] );
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if( d < (255 - LG_EPSILON) && d > LG_EPSILON )
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continue;
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d = abs( in->latLong[ 1 ] - out->latLong[ 1 ] );
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if( d < 255 - LG_EPSILON && d > LG_EPSILON )
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continue;
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/* compare light */
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bad = qfalse;
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for( k = 0; (k < MAX_LIGHTMAPS && bad == qfalse); k++ )
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{
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for( c = 0; c < 3; c++ )
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{
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if( abs( (int) in->ambient[ k ][ c ] - (int) out->ambient[ k ][ c ]) > LG_EPSILON ||
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abs( (int) in->directed[ k ][ c ] - (int) out->directed[ k ][ c ]) > LG_EPSILON )
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{
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bad = qtrue;
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break;
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}
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}
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}
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/* failure */
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if( bad )
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continue;
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/* this sample is ok */
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break;
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}
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/* set sample index */
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gridArray[ i ] = (unsigned short) j;
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/* if no sample found, add a new one */
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if( j >= numGridPoints && numGridPoints < maxGridPoints )
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{
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out = &gridPoints[ numGridPoints++ ];
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memcpy( out, in, sizeof( *in ) );
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}
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}
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/* swap array */
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for( i = 0; i < numGridArray; i++ )
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gridArray[ i ] = LittleShort( gridArray[ i ] );
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/* write lumps */
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AddLump( file, (bspHeader_t*) header, LUMP_LIGHTGRID, gridPoints, (numGridPoints * sizeof( *gridPoints )) );
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AddLump( file, (bspHeader_t*) header, LUMP_LIGHTARRAY, gridArray, (numGridArray * sizeof( *gridArray )) );
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/* free buffers */
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free( gridPoints );
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free( gridArray );
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}
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/*
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LoadRBSPFile()
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loads a raven bsp file into memory
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*/
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void LoadRBSPFile( const char *filename )
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{
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rbspHeader_t *header;
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/* load the file header */
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LoadFile( filename, (void**) &header );
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/* swap the header (except the first 4 bytes) */
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SwapBlock( (int*) ((byte*) header + sizeof( int )), sizeof( *header ) - sizeof( int ) );
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/* make sure it matches the format we're trying to load */
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if( force == qfalse && *((int*) header->ident) != *((int*) game->bspIdent) )
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Error( "%s is not a %s file", filename, game->bspIdent );
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if( force == qfalse && header->version != game->bspVersion )
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Error( "%s is version %d, not %d", filename, header->version, game->bspVersion );
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/* load/convert lumps */
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numBSPShaders = CopyLump( (bspHeader_t*) header, LUMP_SHADERS, bspShaders, sizeof( bspShader_t ) );
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numBSPModels = CopyLump( (bspHeader_t*) header, LUMP_MODELS, bspModels, sizeof( bspModel_t ) );
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numBSPPlanes = CopyLump( (bspHeader_t*) header, LUMP_PLANES, bspPlanes, sizeof( bspPlane_t ) );
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numBSPLeafs = CopyLump( (bspHeader_t*) header, LUMP_LEAFS, bspLeafs, sizeof( bspLeaf_t ) );
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numBSPNodes = CopyLump( (bspHeader_t*) header, LUMP_NODES, bspNodes, sizeof( bspNode_t ) );
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numBSPLeafSurfaces = CopyLump( (bspHeader_t*) header, LUMP_LEAFSURFACES, bspLeafSurfaces, sizeof( bspLeafSurfaces[ 0 ] ) );
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numBSPLeafBrushes = CopyLump( (bspHeader_t*) header, LUMP_LEAFBRUSHES, bspLeafBrushes, sizeof( bspLeafBrushes[ 0 ] ) );
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numBSPBrushes = CopyLump( (bspHeader_t*) header, LUMP_BRUSHES, bspBrushes, sizeof( bspBrush_t ) );
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numBSPBrushSides = CopyLump( (bspHeader_t*) header, LUMP_BRUSHSIDES, bspBrushSides, sizeof( bspBrushSide_t ) );
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numBSPDrawVerts = GetLumpElements( (bspHeader_t*) header, LUMP_DRAWVERTS, sizeof( bspDrawVerts[ 0 ] ) );
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SetDrawVerts( numBSPDrawVerts );
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CopyLump( (bspHeader_t*) header, LUMP_DRAWVERTS, bspDrawVerts, sizeof( bspDrawVerts[ 0 ] ) );
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numBSPDrawSurfaces = GetLumpElements( (bspHeader_t*) header, LUMP_SURFACES, sizeof( bspDrawSurfaces[ 0 ] ) );
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SetDrawSurfaces( numBSPDrawSurfaces );
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CopyLump( (bspHeader_t*) header, LUMP_SURFACES, bspDrawSurfaces, sizeof( bspDrawSurfaces[ 0 ] ) );
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numBSPFogs = CopyLump( (bspHeader_t*) header, LUMP_FOGS, bspFogs, sizeof( bspFogs[ 0 ] ) );
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numBSPDrawIndexes = CopyLump( (bspHeader_t*) header, LUMP_DRAWINDEXES, bspDrawIndexes, sizeof( bspDrawIndexes[ 0 ] ) );
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numBSPVisBytes = CopyLump( (bspHeader_t*) header, LUMP_VISIBILITY, bspVisBytes, 1 );
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numBSPLightBytes = GetLumpElements( (bspHeader_t*) header, LUMP_LIGHTMAPS, 1 );
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bspLightBytes = safe_malloc( numBSPLightBytes );
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CopyLump( (bspHeader_t*) header, LUMP_LIGHTMAPS, bspLightBytes, 1 );
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bspEntDataSize = CopyLump( (bspHeader_t*) header, LUMP_ENTITIES, bspEntData, 1);
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CopyLightGridLumps( header );
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/* free the file buffer */
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free( header );
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}
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/*
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WriteRBSPFile()
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writes a raven bsp file
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*/
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void WriteRBSPFile( const char *filename )
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{
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rbspHeader_t outheader, *header;
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FILE *file;
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time_t t;
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char marker[ 1024 ];
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int size;
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/* set header */
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header = &outheader;
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memset( header, 0, sizeof( *header ) );
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//% Swapfile();
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/* set up header */
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*((int*) (bspHeader_t*) header->ident) = *((int*) game->bspIdent);
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header->version = LittleLong( game->bspVersion );
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/* write initial header */
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file = SafeOpenWrite( filename );
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SafeWrite( file, (bspHeader_t*) header, sizeof( *header ) ); /* overwritten later */
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/* add marker lump */
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time( &t );
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sprintf( marker, "I LOVE MY Q3MAP2 %s on %s)", Q3MAP_VERSION, asctime( localtime( &t ) ) );
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AddLump( file, (bspHeader_t*) header, 0, marker, strlen( marker ) + 1 );
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/* add lumps */
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AddLump( file, (bspHeader_t*) header, LUMP_SHADERS, bspShaders, numBSPShaders * sizeof( bspShader_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_PLANES, bspPlanes, numBSPPlanes * sizeof( bspPlane_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_LEAFS, bspLeafs, numBSPLeafs * sizeof( bspLeaf_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_NODES, bspNodes, numBSPNodes * sizeof( bspNode_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_BRUSHES, bspBrushes, numBSPBrushes*sizeof( bspBrush_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_BRUSHSIDES, bspBrushSides, numBSPBrushSides * sizeof( bspBrushSides[ 0 ] ) );
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AddLump( file, (bspHeader_t*) header, LUMP_LEAFSURFACES, bspLeafSurfaces, numBSPLeafSurfaces * sizeof( bspLeafSurfaces[ 0 ] ) );
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AddLump( file, (bspHeader_t*) header, LUMP_LEAFBRUSHES, bspLeafBrushes, numBSPLeafBrushes * sizeof( bspLeafBrushes[ 0 ] ) );
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AddLump( file, (bspHeader_t*) header, LUMP_MODELS, bspModels, numBSPModels * sizeof( bspModel_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_DRAWVERTS, bspDrawVerts, numBSPDrawVerts * sizeof( bspDrawVerts[ 0 ] ) );
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AddLump( file, (bspHeader_t*) header, LUMP_SURFACES, bspDrawSurfaces, numBSPDrawSurfaces * sizeof( bspDrawSurfaces[ 0 ] ) );
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AddLump( file, (bspHeader_t*) header, LUMP_VISIBILITY, bspVisBytes, numBSPVisBytes );
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AddLump( file, (bspHeader_t*) header, LUMP_LIGHTMAPS, bspLightBytes, numBSPLightBytes );
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AddLightGridLumps( file, header );
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AddLump( file, (bspHeader_t*) header, LUMP_ENTITIES, bspEntData, bspEntDataSize );
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AddLump( file, (bspHeader_t*) header, LUMP_FOGS, bspFogs, numBSPFogs * sizeof( bspFog_t ) );
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AddLump( file, (bspHeader_t*) header, LUMP_DRAWINDEXES, bspDrawIndexes, numBSPDrawIndexes * sizeof( bspDrawIndexes[ 0 ] ) );
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/* emit bsp size */
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size = ftell( file );
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Sys_Printf( "Wrote %.1f MB (%d bytes)\n", (float) size / (1024 * 1024), size );
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/* write the completed header */
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fseek( file, 0, SEEK_SET );
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SafeWrite( file, header, sizeof( *header ) );
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/* close the file */
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fclose( file );
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}
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