]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/main.c
split minimap stuff from q3map2
[xonotic/netradiant.git] / tools / quake3 / q3map2 / main.c
index e74a89cfc76141b124fc1f030a59b61d3a1cc9ef..bd8140f924203b02739837fadba7d317c09c49e7 100644 (file)
@@ -36,6 +36,8 @@
 /* dependencies */
 #include "q3map2.h"
 
+
+
 /*
    Random()
    returns a pseudorandom number between 0 and 1
@@ -78,7 +80,6 @@ char *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen ) {
        return Q_strncpyz( dst + n, src, MIN( slen, dlen - n ) );
 }
 
-
 /*
    ExitQ3Map()
    cleanup routine
@@ -91,17 +92,13 @@ static void ExitQ3Map( void ){
        }
 }
 
-static int MD4BlockChecksum( void * buffer, int length ) {
-       unsigned char digest[16];
-       int checksum;
-
-       md4_get_digest( buffer, length, digest );
-       /* I suppose it has to be done that way for legacy reasons? */
-       checksum = digest[0] & ( digest[1] << 8 ) & ( digest[2] << 16 ) & ( digest[3] << 24 );
-       checksum ^= digest[4] & ( digest[5] << 8 ) & ( digest[6] << 16 ) & ( digest[7] << 24 );
-       checksum ^= digest[8] & ( digest[9] << 8 ) & ( digest[10] << 16 ) & ( digest[11] << 24 );
-       checksum ^= digest[12] & ( digest[13] << 8 ) & ( digest[14] << 16 ) & ( digest[15] << 24 );
-       return checksum;
+/*
+   MD4BlockChecksum()
+   calculates an md4 checksum for a block of data
+ */
+
+static int MD4BlockChecksum( void *buffer, int length ){
+       return Com_BlockChecksum( buffer, length );
 }
 
 /*
@@ -278,8 +275,8 @@ int AnalyzeBSP( int argc, char **argv ){
                lump = (byte*) header + offset;
                lumpInt = LittleLong( (int) *( (int*) lump ) );
                lumpFloat = LittleFloat( (float) *( (float*) lump ) );
-               memcpy( lumpString, (char*) lump, ( length < 1024 ? length : 1024 ) );
-               lumpString[ 1024 ] = '\0';
+               memcpy( lumpString, (char*) lump, ( (size_t)length < sizeof( lumpString ) ? (size_t)length : sizeof( lumpString ) - 1 ) );
+               lumpString[ sizeof( lumpString ) - 1 ] = '\0';
 
                /* print basic lump info */
                Sys_Printf( "Lump:          %d\n", i );
@@ -397,6 +394,72 @@ int BSPInfo( int count, char **fileNames ){
 }
 
 
+static void ExtrapolateTexcoords( const float *axyz, const float *ast, const float *bxyz, const float *bst, const float *cxyz, const float *cst, const float *axyz_new, float *ast_out, const float *bxyz_new, float *bst_out, const float *cxyz_new, float *cst_out ){
+       vec4_t scoeffs, tcoeffs;
+       float md;
+       m4x4_t solvematrix;
+
+       vec3_t norm;
+       vec3_t dab, dac;
+       VectorSubtract( bxyz, axyz, dab );
+       VectorSubtract( cxyz, axyz, dac );
+       CrossProduct( dab, dac, norm );
+
+       // assume:
+       //   s = f(x, y, z)
+       //   s(v + norm) = s(v) when n ortho xyz
+
+       // s(v) = DotProduct(v, scoeffs) + scoeffs[3]
+
+       // solve:
+       //   scoeffs * (axyz, 1) == ast[0]
+       //   scoeffs * (bxyz, 1) == bst[0]
+       //   scoeffs * (cxyz, 1) == cst[0]
+       //   scoeffs * (norm, 0) == 0
+       // scoeffs * [axyz, 1 | bxyz, 1 | cxyz, 1 | norm, 0] = [ast[0], bst[0], cst[0], 0]
+       solvematrix[0] = axyz[0];
+       solvematrix[4] = axyz[1];
+       solvematrix[8] = axyz[2];
+       solvematrix[12] = 1;
+       solvematrix[1] = bxyz[0];
+       solvematrix[5] = bxyz[1];
+       solvematrix[9] = bxyz[2];
+       solvematrix[13] = 1;
+       solvematrix[2] = cxyz[0];
+       solvematrix[6] = cxyz[1];
+       solvematrix[10] = cxyz[2];
+       solvematrix[14] = 1;
+       solvematrix[3] = norm[0];
+       solvematrix[7] = norm[1];
+       solvematrix[11] = norm[2];
+       solvematrix[15] = 0;
+
+       md = m4_det( solvematrix );
+       if ( md * md < 1e-10 ) {
+               Sys_Printf( "Cannot invert some matrix, some texcoords aren't extrapolated!" );
+               return;
+       }
+
+       m4x4_invert( solvematrix );
+
+       scoeffs[0] = ast[0];
+       scoeffs[1] = bst[0];
+       scoeffs[2] = cst[0];
+       scoeffs[3] = 0;
+       m4x4_transform_vec4( solvematrix, scoeffs );
+       tcoeffs[0] = ast[1];
+       tcoeffs[1] = bst[1];
+       tcoeffs[2] = cst[1];
+       tcoeffs[3] = 0;
+       m4x4_transform_vec4( solvematrix, tcoeffs );
+
+       ast_out[0] = scoeffs[0] * axyz_new[0] + scoeffs[1] * axyz_new[1] + scoeffs[2] * axyz_new[2] + scoeffs[3];
+       ast_out[1] = tcoeffs[0] * axyz_new[0] + tcoeffs[1] * axyz_new[1] + tcoeffs[2] * axyz_new[2] + tcoeffs[3];
+       bst_out[0] = scoeffs[0] * bxyz_new[0] + scoeffs[1] * bxyz_new[1] + scoeffs[2] * bxyz_new[2] + scoeffs[3];
+       bst_out[1] = tcoeffs[0] * bxyz_new[0] + tcoeffs[1] * bxyz_new[1] + tcoeffs[2] * bxyz_new[2] + tcoeffs[3];
+       cst_out[0] = scoeffs[0] * cxyz_new[0] + scoeffs[1] * cxyz_new[1] + scoeffs[2] * cxyz_new[2] + scoeffs[3];
+       cst_out[1] = tcoeffs[0] * cxyz_new[0] + tcoeffs[1] * cxyz_new[1] + tcoeffs[2] * cxyz_new[2] + tcoeffs[3];
+}
 
 /*
    ScaleBSPMain()
@@ -404,22 +467,52 @@ int BSPInfo( int count, char **fileNames ){
  */
 
 int ScaleBSPMain( int argc, char **argv ){
-       int i;
-       float f, scale;
+       int i, j;
+       float f, a;
+       vec3_t scale;
        vec3_t vec;
        char str[ 1024 ];
+       int uniform, axis;
+       qboolean texscale;
+       float *old_xyzst = NULL;
+       float spawn_ref = 0;
 
 
        /* arg checking */
-       if ( argc < 2 ) {
-               Sys_Printf( "Usage: q3map -scale <value> [-v] <mapname>\n" );
+       if ( argc < 3 ) {
+               Sys_Printf( "Usage: q3map [-v] -scale [-tex] [-spawn_ref <value>] <value> <mapname>\n" );
                return 0;
        }
 
+       texscale = qfalse;
+       for ( i = 1; i < argc - 2; ++i )
+       {
+               if ( !strcmp( argv[i], "-tex" ) ) {
+                       texscale = qtrue;
+               }
+               else if ( !strcmp( argv[i], "-spawn_ref" ) ) {
+                       spawn_ref = atof( argv[i + 1] );
+                       ++i;
+               }
+               else{
+                       break;
+               }
+       }
+
        /* get scale */
-       scale = atof( argv[ argc - 2 ] );
-       if ( scale == 0.0f ) {
-               Sys_Printf( "Usage: q3map -scale <value> [-v] <mapname>\n" );
+       // if(argc-2 >= i) // always true
+       scale[2] = scale[1] = scale[0] = atof( argv[ argc - 2 ] );
+       if ( argc - 3 >= i ) {
+               scale[1] = scale[0] = atof( argv[ argc - 3 ] );
+       }
+       if ( argc - 4 >= i ) {
+               scale[0] = atof( argv[ argc - 4 ] );
+       }
+
+       uniform = ( ( scale[0] == scale[1] ) && ( scale[1] == scale[2] ) );
+
+       if ( scale[0] == 0.0f || scale[1] == 0.0f || scale[2] == 0.0f ) {
+               Sys_Printf( "Usage: q3map [-v] -scale [-tex] [-spawn_ref <value>] <value> <mapname>\n" );
                Sys_Printf( "Non-zero scale value required.\n" );
                return 0;
        }
@@ -443,59 +536,174 @@ int ScaleBSPMain( int argc, char **argv ){
        {
                /* scale origin */
                GetVectorForKey( &entities[ i ], "origin", vec );
-               if ( ( vec[ 0 ] + vec[ 1 ] + vec[ 2 ] ) ) {
-                       VectorScale( vec, scale, vec );
+               if ( ( vec[ 0 ] || vec[ 1 ] || vec[ 2 ] ) ) {
+                       if ( !strncmp( ValueForKey( &entities[i], "classname" ), "info_player_", 12 ) ) {
+                               vec[2] += spawn_ref;
+                       }
+                       vec[0] *= scale[0];
+                       vec[1] *= scale[1];
+                       vec[2] *= scale[2];
+                       if ( !strncmp( ValueForKey( &entities[i], "classname" ), "info_player_", 12 ) ) {
+                               vec[2] -= spawn_ref;
+                       }
                        sprintf( str, "%f %f %f", vec[ 0 ], vec[ 1 ], vec[ 2 ] );
                        SetKeyValue( &entities[ i ], "origin", str );
                }
 
+               a = FloatForKey( &entities[ i ], "angle" );
+               if ( a == -1 || a == -2 ) { // z scale
+                       axis = 2;
+               }
+               else if ( fabs( sin( DEG2RAD( a ) ) ) < 0.707 ) {
+                       axis = 0;
+               }
+               else{
+                       axis = 1;
+               }
+
                /* scale door lip */
                f = FloatForKey( &entities[ i ], "lip" );
                if ( f ) {
-                       f *= scale;
+                       f *= scale[axis];
                        sprintf( str, "%f", f );
                        SetKeyValue( &entities[ i ], "lip", str );
                }
+
+               /* scale plat height */
+               f = FloatForKey( &entities[ i ], "height" );
+               if ( f ) {
+                       f *= scale[2];
+                       sprintf( str, "%f", f );
+                       SetKeyValue( &entities[ i ], "height", str );
+               }
+
+               // TODO maybe allow a definition file for entities to specify which values are scaled how?
        }
 
        /* scale models */
        for ( i = 0; i < numBSPModels; i++ )
        {
-               VectorScale( bspModels[ i ].mins, scale, bspModels[ i ].mins );
-               VectorScale( bspModels[ i ].maxs, scale, bspModels[ i ].maxs );
+               bspModels[ i ].mins[0] *= scale[0];
+               bspModels[ i ].mins[1] *= scale[1];
+               bspModels[ i ].mins[2] *= scale[2];
+               bspModels[ i ].maxs[0] *= scale[0];
+               bspModels[ i ].maxs[1] *= scale[1];
+               bspModels[ i ].maxs[2] *= scale[2];
        }
 
        /* scale nodes */
        for ( i = 0; i < numBSPNodes; i++ )
        {
-               VectorScale( bspNodes[ i ].mins, scale, bspNodes[ i ].mins );
-               VectorScale( bspNodes[ i ].maxs, scale, bspNodes[ i ].maxs );
+               bspNodes[ i ].mins[0] *= scale[0];
+               bspNodes[ i ].mins[1] *= scale[1];
+               bspNodes[ i ].mins[2] *= scale[2];
+               bspNodes[ i ].maxs[0] *= scale[0];
+               bspNodes[ i ].maxs[1] *= scale[1];
+               bspNodes[ i ].maxs[2] *= scale[2];
        }
 
        /* scale leafs */
        for ( i = 0; i < numBSPLeafs; i++ )
        {
-               VectorScale( bspLeafs[ i ].mins, scale, bspLeafs[ i ].mins );
-               VectorScale( bspLeafs[ i ].maxs, scale, bspLeafs[ i ].maxs );
+               bspLeafs[ i ].mins[0] *= scale[0];
+               bspLeafs[ i ].mins[1] *= scale[1];
+               bspLeafs[ i ].mins[2] *= scale[2];
+               bspLeafs[ i ].maxs[0] *= scale[0];
+               bspLeafs[ i ].maxs[1] *= scale[1];
+               bspLeafs[ i ].maxs[2] *= scale[2];
+       }
+
+       if ( texscale ) {
+               Sys_Printf( "Using texture unlocking (and probably breaking texture alignment a lot)\n" );
+               old_xyzst = safe_malloc( sizeof( *old_xyzst ) * numBSPDrawVerts * 5 );
+               for ( i = 0; i < numBSPDrawVerts; i++ )
+               {
+                       old_xyzst[5 * i + 0] = bspDrawVerts[i].xyz[0];
+                       old_xyzst[5 * i + 1] = bspDrawVerts[i].xyz[1];
+                       old_xyzst[5 * i + 2] = bspDrawVerts[i].xyz[2];
+                       old_xyzst[5 * i + 3] = bspDrawVerts[i].st[0];
+                       old_xyzst[5 * i + 4] = bspDrawVerts[i].st[1];
+               }
        }
 
        /* scale drawverts */
        for ( i = 0; i < numBSPDrawVerts; i++ )
-               VectorScale( bspDrawVerts[ i ].xyz, scale, bspDrawVerts[ i ].xyz );
+       {
+               bspDrawVerts[i].xyz[0] *= scale[0];
+               bspDrawVerts[i].xyz[1] *= scale[1];
+               bspDrawVerts[i].xyz[2] *= scale[2];
+               bspDrawVerts[i].normal[0] /= scale[0];
+               bspDrawVerts[i].normal[1] /= scale[1];
+               bspDrawVerts[i].normal[2] /= scale[2];
+               VectorNormalize( bspDrawVerts[i].normal, bspDrawVerts[i].normal );
+       }
+
+       if ( texscale ) {
+               for ( i = 0; i < numBSPDrawSurfaces; i++ )
+               {
+                       switch ( bspDrawSurfaces[i].surfaceType )
+                       {
+                       case SURFACE_FACE:
+                       case SURFACE_META:
+                               if ( bspDrawSurfaces[i].numIndexes % 3 ) {
+                                       Error( "Not a triangulation!" );
+                               }
+                               for ( j = bspDrawSurfaces[i].firstIndex; j < bspDrawSurfaces[i].firstIndex + bspDrawSurfaces[i].numIndexes; j += 3 )
+                               {
+                                       int ia = bspDrawIndexes[j] + bspDrawSurfaces[i].firstVert, ib = bspDrawIndexes[j + 1] + bspDrawSurfaces[i].firstVert, ic = bspDrawIndexes[j + 2] + bspDrawSurfaces[i].firstVert;
+                                       bspDrawVert_t *a = &bspDrawVerts[ia], *b = &bspDrawVerts[ib], *c = &bspDrawVerts[ic];
+                                       float *oa = &old_xyzst[ia * 5], *ob = &old_xyzst[ib * 5], *oc = &old_xyzst[ic * 5];
+                                       // extrapolate:
+                                       //   a->xyz -> oa
+                                       //   b->xyz -> ob
+                                       //   c->xyz -> oc
+                                       ExtrapolateTexcoords(
+                                               &oa[0], &oa[3],
+                                               &ob[0], &ob[3],
+                                               &oc[0], &oc[3],
+                                               a->xyz, a->st,
+                                               b->xyz, b->st,
+                                               c->xyz, c->st );
+                               }
+                               break;
+                       }
+               }
+       }
 
        /* scale planes */
-       for ( i = 0; i < numBSPPlanes; i++ )
-               bspPlanes[ i ].dist *= scale;
+       if ( uniform ) {
+               for ( i = 0; i < numBSPPlanes; i++ )
+               {
+                       bspPlanes[ i ].dist *= scale[0];
+               }
+       }
+       else
+       {
+               for ( i = 0; i < numBSPPlanes; i++ )
+               {
+                       bspPlanes[ i ].normal[0] /= scale[0];
+                       bspPlanes[ i ].normal[1] /= scale[1];
+                       bspPlanes[ i ].normal[2] /= scale[2];
+                       f = 1 / VectorLength( bspPlanes[i].normal );
+                       VectorScale( bspPlanes[i].normal, f, bspPlanes[i].normal );
+                       bspPlanes[ i ].dist *= f;
+               }
+       }
 
        /* scale gridsize */
        GetVectorForKey( &entities[ 0 ], "gridsize", vec );
        if ( ( vec[ 0 ] + vec[ 1 ] + vec[ 2 ] ) == 0.0f ) {
                VectorCopy( gridSize, vec );
        }
-       VectorScale( vec, scale, vec );
+       vec[0] *= scale[0];
+       vec[1] *= scale[1];
+       vec[2] *= scale[2];
        sprintf( str, "%f %f %f", vec[ 0 ], vec[ 1 ], vec[ 2 ] );
        SetKeyValue( &entities[ 0 ], "gridsize", str );
 
+       /* inject command line parameters */
+       InjectCommandLine( argv, 0, argc - 1 );
+
        /* write the bsp */
        UnparseEntities();
        StripExtension( source );
@@ -508,6 +716,100 @@ int ScaleBSPMain( int argc, char **argv ){
 }
 
 
+/*
+   PseudoCompileBSP()
+   a stripped down ProcessModels
+ */
+void PseudoCompileBSP( qboolean need_tree ){
+       int models;
+       char modelValue[10];
+       entity_t *entity;
+       face_t *faces;
+       tree_t *tree;
+       node_t *node;
+       brush_t *brush;
+       side_t *side;
+       int i;
+
+       SetDrawSurfacesBuffer();
+       mapDrawSurfs = safe_malloc( sizeof( mapDrawSurface_t ) * MAX_MAP_DRAW_SURFS );
+       memset( mapDrawSurfs, 0, sizeof( mapDrawSurface_t ) * MAX_MAP_DRAW_SURFS );
+       numMapDrawSurfs = 0;
+
+       BeginBSPFile();
+       models = 1;
+       for ( mapEntityNum = 0; mapEntityNum < numEntities; mapEntityNum++ )
+       {
+               /* get entity */
+               entity = &entities[ mapEntityNum ];
+               if ( entity->brushes == NULL && entity->patches == NULL ) {
+                       continue;
+               }
+
+               if ( mapEntityNum != 0 ) {
+                       sprintf( modelValue, "*%d", models++ );
+                       SetKeyValue( entity, "model", modelValue );
+               }
+
+               /* process the model */
+               Sys_FPrintf( SYS_VRB, "############### model %i ###############\n", numBSPModels );
+               BeginModel();
+
+               entity->firstDrawSurf = numMapDrawSurfs;
+
+               ClearMetaTriangles();
+               PatchMapDrawSurfs( entity );
+
+               if ( mapEntityNum == 0 && need_tree ) {
+                       faces = MakeStructuralBSPFaceList( entities[0].brushes );
+                       tree = FaceBSP( faces );
+                       node = tree->headnode;
+               }
+               else
+               {
+                       node = AllocNode();
+                       node->planenum = PLANENUM_LEAF;
+                       tree = AllocTree();
+                       tree->headnode = node;
+               }
+
+               /* a minimized ClipSidesIntoTree */
+               for ( brush = entity->brushes; brush; brush = brush->next )
+               {
+                       /* walk the brush sides */
+                       for ( i = 0; i < brush->numsides; i++ )
+                       {
+                               /* get side */
+                               side = &brush->sides[ i ];
+                               if ( side->winding == NULL ) {
+                                       continue;
+                               }
+                               /* shader? */
+                               if ( side->shaderInfo == NULL ) {
+                                       continue;
+                               }
+                               /* save this winding as a visible surface */
+                               DrawSurfaceForSide( entity, brush, side, side->winding );
+                       }
+               }
+
+               if ( meta ) {
+                       ClassifyEntitySurfaces( entity );
+                       MakeEntityDecals( entity );
+                       MakeEntityMetaTriangles( entity );
+                       SmoothMetaTriangles();
+                       MergeMetaTriangles();
+               }
+               FilterDrawsurfsIntoTree( entity, tree );
+
+               FilterStructuralBrushesIntoTree( entity, tree );
+               FilterDetailBrushesIntoTree( entity, tree );
+
+               EmitBrushes( entity->brushes, &entity->firstBrush, &entity->numBrushes );
+               EndModel( entity, node );
+       }
+       EndBSPFile( qfalse );
+}
 
 /*
    ConvertBSPMain()
@@ -518,15 +820,20 @@ int ConvertBSPMain( int argc, char **argv ){
        int i;
        int ( *convertFunc )( char * );
        game_t  *convertGame;
+       char ext[1024];
+       qboolean map_allowed, force_bsp, force_map;
 
 
        /* set default */
        convertFunc = ConvertBSPToASE;
        convertGame = NULL;
+       map_allowed = qfalse;
+       force_bsp = qfalse;
+       force_map = qfalse;
 
        /* arg checking */
        if ( argc < 1 ) {
-               Sys_Printf( "Usage: q3map -convert [-format <ase|map>] [-v] <mapname>\n" );
+               Sys_Printf( "Usage: q3map -convert [-format <ase|obj|map_bp|map>] [-shadersasbitmap|-lightmapsastexcoord|-deluxemapsastexcoord] [-readbsp|-readmap [-meta|-patchmeta]] [-v] <mapname>\n" );
                return 0;
        }
 
@@ -538,36 +845,92 @@ int ConvertBSPMain( int argc, char **argv ){
                        i++;
                        if ( !Q_stricmp( argv[ i ], "ase" ) ) {
                                convertFunc = ConvertBSPToASE;
+                               map_allowed = qfalse;
+                       }
+                       else if ( !Q_stricmp( argv[ i ], "obj" ) ) {
+                               convertFunc = ConvertBSPToOBJ;
+                               map_allowed = qfalse;
+                       }
+                       else if ( !Q_stricmp( argv[ i ], "map_bp" ) ) {
+                               convertFunc = ConvertBSPToMap_BP;
+                               map_allowed = qtrue;
                        }
                        else if ( !Q_stricmp( argv[ i ], "map" ) ) {
                                convertFunc = ConvertBSPToMap;
+                               map_allowed = qtrue;
                        }
                        else
                        {
                                convertGame = GetGame( argv[ i ] );
+                               map_allowed = qfalse;
                                if ( convertGame == NULL ) {
                                        Sys_Printf( "Unknown conversion format \"%s\". Defaulting to ASE.\n", argv[ i ] );
                                }
                        }
                }
+               else if ( !strcmp( argv[ i ],  "-ne" ) ) {
+                       normalEpsilon = atof( argv[ i + 1 ] );
+                       i++;
+                       Sys_Printf( "Normal epsilon set to %f\n", normalEpsilon );
+               }
+               else if ( !strcmp( argv[ i ],  "-de" ) ) {
+                       distanceEpsilon = atof( argv[ i + 1 ] );
+                       i++;
+                       Sys_Printf( "Distance epsilon set to %f\n", distanceEpsilon );
+               }
+               else if ( !strcmp( argv[ i ],  "-shaderasbitmap" ) || !strcmp( argv[ i ],  "-shadersasbitmap" ) ) {
+                       shadersAsBitmap = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-lightmapastexcoord" ) || !strcmp( argv[ i ],  "-lightmapsastexcoord" ) ) {
+                       lightmapsAsTexcoord = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-deluxemapastexcoord" ) || !strcmp( argv[ i ],  "-deluxemapsastexcoord" ) ) {
+                       lightmapsAsTexcoord = qtrue;
+                       deluxemap = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-readbsp" ) ) {
+                       force_bsp = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-readmap" ) ) {
+                       force_map = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-meta" ) ) {
+                       meta = qtrue;
+               }
+               else if ( !strcmp( argv[ i ],  "-patchmeta" ) ) {
+                       meta = qtrue;
+                       patchMeta = qtrue;
+               }
        }
 
-       /* clean up map name */
-       strcpy( source, ExpandArg( argv[ i ] ) );
-       StripExtension( source );
-       DefaultExtension( source, ".bsp" );
-
        LoadShaderInfo();
 
-       Sys_Printf( "Loading %s\n", source );
-
-       /* ydnar: load surface file */
-       //%     LoadSurfaceExtraFile( source );
+       /* clean up map name */
+       strcpy( source, ExpandArg( argv[i] ) );
+       ExtractFileExtension( source, ext );
 
-       LoadBSPFile( source );
+       if ( !map_allowed && !force_map ) {
+               force_bsp = qtrue;
+       }
 
-       /* parse bsp entities */
-       ParseEntities();
+       if ( force_map || ( !force_bsp && !Q_stricmp( ext, "map" ) && map_allowed ) ) {
+               if ( !map_allowed ) {
+                       Sys_Printf( "WARNING: the requested conversion should not be done from .map files. Compile a .bsp first.\n" );
+               }
+               StripExtension( source );
+               DefaultExtension( source, ".map" );
+               Sys_Printf( "Loading %s\n", source );
+               LoadMapFile( source, qfalse, convertGame == NULL );
+               PseudoCompileBSP( convertGame != NULL );
+       }
+       else
+       {
+               StripExtension( source );
+               DefaultExtension( source, ".bsp" );
+               Sys_Printf( "Loading %s\n", source );
+               LoadBSPFile( source );
+               ParseEntities();
+       }
 
        /* bsp format convert? */
        if ( convertGame != NULL ) {
@@ -589,6 +952,364 @@ int ConvertBSPMain( int argc, char **argv ){
 }
 
 
+struct HelpOption
+{
+       const char* name;
+       const char* description;
+};
+
+void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count)
+{
+       indentation *= 2;
+       char* indent = malloc(indentation+1);
+       memset(indent, ' ', indentation);
+       indent[indentation] = 0;
+       printf("%s%s:\n", indent, group_name);
+       indentation += 2;
+       indent = realloc(indent, indentation+1);
+       memset(indent, ' ', indentation);
+       indent[indentation] = 0;
+
+       int i;
+       for ( i = 0; i < count; i++ )
+       {
+               int printed = printf("%s%-24s  ", indent, options[i].name);
+               int descsz = strlen(options[i].description);
+               int j = 0;
+               while ( j < descsz && descsz-j > width - printed )
+               {
+                       if ( j != 0 )
+                               printf("%s%26c",indent,' ');
+                       int fragment = width - printed;
+                       while ( fragment > 0 && options[i].description[j+fragment-1] != ' ')
+                                       fragment--;
+                       j += fwrite(options[i].description+j, sizeof(char), fragment, stdout);
+                       putchar('\n');
+                       printed = indentation+26;
+               }
+               if ( j == 0 )
+               {
+                       printf("%s\n",options[i].description+j);
+               }
+               else if ( j < descsz )
+               {
+                       printf("%s%26c%s\n",indent,' ',options[i].description+j);
+               }
+       }
+
+       putchar('\n');
+
+       free(indent);
+}
+
+void HelpBsp()
+{
+       struct HelpOption bsp[] = {
+               {"-bsp <filename.map>", "Switch that enters this stage"},
+               {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
+               {"-celshader <shadername>", "Sets a global cel shader name"},
+               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
+               {"-debuginset", "Push all triangle vertexes towards the triangle center"},
+               {"-debugportals", "Make BSP portals visible in the map"},
+               {"-debugsurfaces", "Color the vertexes according to the index of the surface"},
+               {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"},
+               {"-de <F>", "Distance epsilon for plane snapping etc."},
+               {"-fakemap", "Write fakemap.map containing all world brushes"},
+               {"-flares", "Turn on support for flares (TEST?)"},
+               {"-flat", "Enable flat shading (good for combining with -celshader)"},
+               {"-fulldetail", "Treat detail brushes as structural ones"},
+               {"-leaktest", "Abort if a leak was found"},
+               {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
+               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
+               {"-mi <N>", "Sets the maximum number of indexes per surface"},
+               {"-mv <N>", "Sets the maximum number of vertices of a lightmapped surface"},
+               {"-ne <F>", "Normal epsilon for plane snapping etc."},
+               {"-nocurves", "Turn off support for patches"},
+               {"-nodetail", "Leave out detail brushes"},
+               {"-noflares", "Turn off support for flares"},
+               {"-nofog", "Turn off support for fog volumes"},
+               {"-nohint", "Turn off support for hint brushes"},
+               {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"},
+               {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"},
+               {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"},
+               {"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
+               {"-onlyents", "Only update entities in the BSP"},
+               {"-patchmeta", "Turn patches into triangle meshes for display"},
+               {"-rename", "Append â€œbspâ€\9d suffix to miscmodel shaders (needed for SoF2)"},
+               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
+               {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
+               {"-snap <N>", "Snap brush bevel planes to the given number of units"},
+               {"-tempname <filename.map>", "Read the MAP file from the given file name"},
+               {"-texrange <N>", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"},
+               {"-tmpout", "Write the BSP file to /tmp"},
+               {"-verboseentities", "Enable `-v` only for map entities, not for the world"},
+       };
+       HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption));
+}
+void HelpVis()
+{
+       struct HelpOption vis[] = {
+               {"-vis <filename.map>", "Switch that enters this stage"},
+               {"-fast", "Very fast and crude vis calculation"},
+               {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
+               {"-merge", "Faster but still okay vis calculation"},
+               {"-nopassage", "Just use PortalFlow vis (usually less fps)"},
+               {"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
+               {"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
+               {"-saveprt", "Keep the PRT file after running vis (so you can run vis again)"},
+               {"-tmpin", "Use /tmp folder for input"},
+               {"-tmpout", "Use /tmp folder for output"},
+       };
+       HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
+}
+void HelpLight()
+{
+       struct HelpOption light[] = {
+               {"-light <filename.map>", "Switch that enters this stage"},
+               {"-vlight <filename.map>", "Deprecated alias for `-light -fast` ... filename.map"},
+               {"-approx <N>", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"},
+               {"-areascale <F, `-area` F>", "Scaling factor for area lights (surfacelight)"},
+               {"-border", "Add a red border to lightmaps for debugging"},
+               {"-bouncegrid", "Also compute radiosity on the light grid"},
+               {"-bounceonly", "Only compute radiosity"},
+               {"-bouncescale <F>", "Scaling factor for radiosity"},
+               {"-bounce <N>", "Number of bounces for radiosity"},
+               {"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
+               {"-cheap", "Abort vertex light calculations when white is reached"},
+               {"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
+               {"-cpma", "CPMA vertex lighting mode"},
+               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
+               {"-dark", "Darken lightmap seams"},
+               {"-debugaxis", "Color the lightmaps according to the lightmap axis"},
+               {"-debugcluster", "Color the lightmaps according to the index of the cluster"},
+               {"-debugdeluxe", "Show deluxemaps on the lightmap"},
+               {"-debugnormals", "Color the lightmaps according to the direction of the surface normal"},
+               {"-debugorigin", "Color the lightmaps according to the origin of the luxels"},
+               {"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"},
+               {"-debugunused", "This option does nothing"},
+               {"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"},
+               {"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"},
+               {"-deluxemode 1", "Use tangentspace deluxemaps"},
+               {"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"},
+               {"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"},
+               {"-dirtdepth", "Dirtmapping depth"},
+               {"-dirtgain", "Dirtmapping exponent"},
+               {"-dirtmode 0", "Ordered direction dirtmapping"},
+               {"-dirtmode 1", "Randomized direction dirtmapping"},
+               {"-dirtscale", "Dirtmapping scaling factor"},
+               {"-dirty", "Enable dirtmapping"},
+               {"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"},
+               {"-export", "Export lightmaps when compile finished (like `-export` mode)"},
+               {"-exposure <F>", "Lightmap exposure to better support overbright spots"},
+               {"-external", "Force external lightmaps even if at size of internal lightmaps"},
+               {"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
+               {"-extrawide", "Deprecated alias for `-super 2 -filter`"},
+               {"-extra", "Deprecated alias for `-super 2`"},
+               {"-fastbounce", "Use `-fast` style lighting for radiosity"},
+               {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
+               {"-fastgrid", "Use `-fast` style lighting for the light grid"},
+               {"-fast", "Ignore tiny light contributions"},
+               {"-filter", "Lightmap filtering"},
+               {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
+               {"-gamma <F>", "Lightmap gamma"},
+               {"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
+               {"-gridscale <F>", "Scaling factor for the light grid only"},
+               {"-keeplights", "Keep light entities in the BSP file after compile"},
+               {"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
+               {"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
+               {"-lomem", "Low memory but slower lighting mode"},
+               {"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
+               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
+               {"-nocollapse", "Do not collapse identical lightmaps"},
+               {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
+               {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"},
+               {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"},
+               {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"},
+               {"-nostyle, -nostyles", "Disable support for light styles"},
+               {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"},
+               {"-notrace", "Disable shadow occlusion"},
+               {"-novertex", "Disable vertex lighting"},
+               {"-patchshadows", "Cast shadows from patches"},
+               {"-pointscale <F, `-point` F>", "Scaling factor for point lights (light entities)"},
+               {"-q3", "Use nonlinear falloff curve by default (like Q3A)"},
+               {"-samplescale <F>", "Scales all lightmap resolutions"},
+               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
+               {"-samples <N>", "Adaptive supersampling quality"},
+               {"-scale <F>", "Scaling factor for all light types"},
+               {"-shadeangle <A>", "Angle for phong shading"},
+               {"-shade", "Enable phong shading at default shade angle"},
+               {"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
+               {"-smooth", "Deprecated alias for `-samples 2`"},
+               {"-style, -styles", "Enable support for light styles"},
+               {"-sunonly", "Only compute sun light"},
+               {"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
+               {"-thresh <F>", "Triangle subdivision threshold"},
+               {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"},
+               {"-trisoup", "Convert brush faces to triangle soup"},
+               {"-wolf", "Use linear falloff curve by default (like W:ET)"},
+       };
+
+       HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption));
+}
+
+void HelpAnalize()
+{
+       struct HelpOption analize[] = {
+               {"-analyze <filename.bsp>", "Switch that enters this mode"},
+               {"-lumpswap", "Swap byte order in the lumps"},
+       };
+
+       HelpOptions("Analyzing BSP-like file structure", 0, 80, analize, sizeof(analize)/sizeof(struct HelpOption));
+}
+void HelpScale()
+{
+       struct HelpOption scale[] = {
+               {"-scale <S filename.bsp>", "Scale uniformly"},
+               {"-scale <SX SY SZ filename.bsp>", "Scale non-uniformly"},
+               {"-scale -tex <S filename.bsp>", "Scale uniformly without texture lock"},
+               {"-scale -tex <SX SY SZ filename.bsp>", "Scale non-uniformly without texture lock"},
+       };
+       HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
+}
+void HelpConvert()
+{
+       struct HelpOption convert[] = {
+               {"-convert <filename.bsp>", "Switch that enters this mode"},
+               {"-de <number>", "Distance epsilon for the conversion"},
+               {"-format <converter>", "Select the converter (available: map, ase, or game names)"},
+               {"-ne <F>", "Normal epsilon for the conversion"},
+               {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"},
+       };
+
+       HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
+}
+
+void HelpExport()
+{
+       struct HelpOption exportl[] = {
+               {"-export <filename.bsp>", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"}
+       };
+
+       HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
+}
+
+void HelpFixaas()
+{
+       struct HelpOption fixaas[] = {
+               {"-fixaas <filename.bsp>", "Switch that enters this mode"},
+       };
+
+       HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
+}
+
+void HelpInfo()
+{
+       struct HelpOption info[] = {
+               {"-info <filename.bsp>", "Switch that enters this mode"},
+       };
+
+       HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
+}
+
+void HelpImport()
+{
+       struct HelpOption import[] = {
+               {"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
+       };
+
+       HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption));
+}
+
+void HelpMinimap()
+{
+       struct HelpOption minimap[] = {
+               {"-minimap <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
+               {"-black", "Write the minimap as a black-on-transparency RGBA32 image"},
+               {"-boost <F>", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"},
+               {"-border <F>", "Sets the amount of border pixels relative to the total image size"},
+               {"-gray", "Write the minimap as a white-on-black GRAY8 image"},
+               {"-keepaspect", "Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)"},
+               {"-minmax <xmin ymin zmin xmax ymax zmax>", "Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)"},
+               {"-nokeepaspect", "Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)"},
+               {"-o <filename.tga>", "Sets the output file name"},
+               {"-random <N>", "Sets the randomized supersampling count (cannot be combined with `-samples`)"},
+               {"-samples <N>", "Sets the ordered supersampling count (cannot be combined with `-random`)"},
+               {"-sharpen <F>", "Sets the sharpening coefficient"},
+               {"-size <N>", "Sets the width and height of the output image"},
+               {"-white", "Write the minimap as a white-on-transparency RGBA32 image"},
+       };
+
+       HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption));
+}
+
+void HelpCommon()
+{
+       struct HelpOption common[] = {
+               {"-connect <address>", "Talk to a NetRadiant instance using a specific XML based protocol"},
+               {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
+               {"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
+               {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3)"},
+               {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
+               {"-game <gamename>", "Load settings for the given game (default: quake3)"},
+               {"-subdivisions <F>", "multiplier for patch subdivisions quality"},
+               {"-threads <N>", "number of threads to use"},
+               {"-v", "Verbose mode"}
+       };
+
+       HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption));
+
+}
+
+void Help(const char* arg)
+{
+       printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n");
+       printf("       q3map2 -help [stage]\n\n");
+
+       HelpCommon();
+
+       struct HelpOption stages[] = {
+               {"-bsp", "BSP Stage"},
+               {"-vis", "VIS Stage"},
+               {"-light", "Light Stage"},
+               {"-analize", "Analyzing BSP-like file structure"},
+               {"-scale", "Scaling"},
+               {"-convert", "Converting & Decompiling"},
+               {"-export", "Exporting lightmaps"},
+               {"-fixaas", "Fixing AAS checksum"},
+               {"-info", "Get info about BSP file"},
+               {"-import", "Importing lightmaps"},
+               {"-minimap", "MiniMap"},
+       };
+       void(*help_funcs[])() = {
+               HelpBsp,
+               HelpVis,
+               HelpLight,
+               HelpAnalize,
+               HelpScale,
+               HelpConvert,
+               HelpExport,
+               HelpFixaas,
+               HelpInfo,
+               HelpImport,
+               HelpMinimap
+       };
+
+       if ( arg && strlen(arg) > 0 )
+       {
+               if ( arg[0] == '-' )
+                       arg++;
+
+               unsigned i;
+               for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
+                       if ( strcmp(arg, stages[i].name+1) == 0 )
+                       {
+                               help_funcs[i]();
+                               return;
+                       }
+       }
+
+       HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));
+}
 
 /*
    main()
@@ -615,6 +1336,13 @@ int main( int argc, char **argv ){
        /* read general options first */
        for ( i = 1; i < argc; i++ )
        {
+               /* -help */
+               if ( !strcmp( argv[ i ], "-h" ) || !strcmp( argv[ i ], "--help" )
+                       || !strcmp( argv[ i ], "-help" ) ) {
+                       Help(argv[i+1]);
+                       return 0;
+               }
+
                /* -connect */
                if ( !strcmp( argv[ i ], "-connect" ) ) {
                        argv[ i ] = NULL;
@@ -625,8 +1353,10 @@ int main( int argc, char **argv ){
 
                /* verbose */
                else if ( !strcmp( argv[ i ], "-v" ) ) {
-                       verbose = qtrue;
-                       argv[ i ] = NULL;
+                       if ( !verbose ) {
+                               verbose = qtrue;
+                               argv[ i ] = NULL;
+                       }
                }
 
                /* force */
@@ -678,12 +1408,17 @@ int main( int argc, char **argv ){
 
        Sys_Printf( "Q3Map         - v1.0r (c) 1999 Id Software Inc.\n" );
        Sys_Printf( "Q3Map (ydnar) - v" Q3MAP_VERSION "\n" );
-       Sys_Printf( "GtkRadiant    - v" RADIANT_VERSION " " __DATE__ " " __TIME__ "\n" );
+       Sys_Printf( "NetRadiant    - v" RADIANT_VERSION " " __DATE__ " " __TIME__ "\n" );
        Sys_Printf( "%s\n", Q3MAP_MOTD );
 
        /* ydnar: new path initialization */
        InitPaths( &argc, argv );
 
+       /* set game options */
+       if ( !patchSubdivisions ) {
+               patchSubdivisions = game->patchSubdivisions;
+       }
+
        /* check if we have enough options left to attempt something */
        if ( argc < 2 ) {
                Error( "Usage: %s [general options] [options] mapfile", argv[ 0 ] );
@@ -741,6 +1476,11 @@ int main( int argc, char **argv ){
                r = ConvertBSPMain( argc - 1, argv + 1 );
        }
 
+       /* div0: minimap */
+       else if ( !strcmp( argv[ 1 ], "-minimap" ) ) {
+               r = MiniMapBSPMain( argc - 1, argv + 1 );
+       }
+
        /* ydnar: otherwise create a bsp */
        else{
                r = BSPMain( argc, argv );