]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/writebsp.c
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[xonotic/netradiant.git] / tools / quake3 / q3map2 / writebsp.c
index 756adb6ad1f02007080b2ce41f47d1e958750018..7fb51d83630e85baa920a8836f4f1107abfb2796 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define WRITEBSP_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/*\r
-EmitShader()\r
-emits a bsp shader entry\r
-*/\r
-\r
-int    EmitShader( const char *shader, int *contentFlags, int *surfaceFlags )\r
-{\r
-       int                             i;\r
-       shaderInfo_t    *si;\r
-       \r
-       \r
-       /* handle special cases */\r
-       if( shader == NULL )\r
-               shader = "noshader";\r
-       \r
-       /* try to find an existing shader */\r
-       for( i = 0; i < numBSPShaders; i++ )\r
-       {\r
-               /* ydnar: handle custom surface/content flags */\r
-               if( surfaceFlags != NULL && bspShaders[ i ].surfaceFlags != *surfaceFlags )\r
-                       continue;\r
-               if( contentFlags != NULL && bspShaders[ i ].contentFlags != *contentFlags )\r
-                       continue;\r
-               \r
-               /* compare name */\r
-               if( !Q_stricmp( shader, bspShaders[ i ].shader ) )\r
-                       return i;\r
-       }\r
-       \r
-       /* get shaderinfo */\r
-       si = ShaderInfoForShader( shader );\r
-       \r
-       /* emit a new shader */\r
-       if( i == MAX_MAP_SHADERS )\r
-               Error( "MAX_MAP_SHADERS" );\r
-       numBSPShaders++;\r
-       strcpy( bspShaders[ i ].shader, shader );\r
-       bspShaders[ i ].surfaceFlags = si->surfaceFlags;\r
-       bspShaders[ i ].contentFlags = si->contentFlags;\r
-       \r
-       /* handle custom content/surface flags */\r
-       if( surfaceFlags != NULL )\r
-               bspShaders[ i ].surfaceFlags = *surfaceFlags;\r
-       if( contentFlags != NULL )\r
-               bspShaders[ i ].contentFlags = *contentFlags;\r
-       \r
-       /* recursively emit any damage shaders */\r
-       if( si->damageShader[ 0 ] != '\0' )\r
-       {\r
-               Sys_FPrintf( SYS_VRB, "Shader %s has damage shader %s\n", si->shader, si->damageShader );\r
-               EmitShader( si->damageShader, NULL, NULL );\r
-       }\r
-       \r
-       /* return it */\r
-       return i;\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitPlanes()\r
-there is no oportunity to discard planes, because all of the original\r
-brushes will be saved in the map\r
-*/\r
-\r
-void EmitPlanes( void )\r
-{\r
-       int                     i;\r
-       bspPlane_t      *bp;\r
-       plane_t         *mp;\r
-       \r
-       \r
-       /* walk plane list */\r
-       mp = mapplanes;\r
-       for( i = 0; i < nummapplanes; i++, mp++ )\r
-       {\r
-               bp = &bspPlanes[ numBSPPlanes ];\r
-               VectorCopy( mp->normal, bp->normal );\r
-               bp->dist = mp->dist;\r
-               numBSPPlanes++;\r
-       }\r
-       \r
-       /* emit some statistics */\r
-       Sys_FPrintf( SYS_VRB, "%9d BSP planes\n", numBSPPlanes );\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitLeaf()\r
-emits a leafnode to the bsp file\r
-*/\r
-\r
-void EmitLeaf( node_t *node )\r
-{\r
-       bspLeaf_t               *leaf_p;\r
-       brush_t                 *b;\r
-       drawSurfRef_t   *dsr;\r
-       int                             i = 0;\r
-\r
-       \r
-       /* check limits */\r
-       if( numBSPLeafs >= MAX_MAP_LEAFS )\r
-               Error( "MAX_MAP_LEAFS" );\r
-\r
-       leaf_p = &bspLeafs[numBSPLeafs];\r
-       numBSPLeafs++;\r
-\r
-       leaf_p->cluster = node->cluster;\r
-       leaf_p->area = node->area;\r
-\r
-       /* emit bounding box */\r
-       VectorCopy( node->mins, leaf_p->mins );\r
-       VectorCopy( node->maxs, leaf_p->maxs );\r
-       \r
-       /* emit leaf brushes */\r
-       leaf_p->firstBSPLeafBrush = numBSPLeafBrushes;\r
-       for( b = node->brushlist; b; b = b->next )\r
-       {\r
-               /* something is corrupting brushes */\r
-               if( (int) b < 256 )\r
-               {\r
-                       Sys_Printf( "WARNING: Node brush list corrupted (0x%08X)\n", b );\r
-                       break;\r
-               }\r
-               //%     if( b->guard != 0xDEADBEEF )\r
-               //%             Sys_Printf( "Brush %6d: 0x%08X Guard: 0x%08X Next: 0x%08X Original: 0x%08X Sides: %d\n", b->brushNum, b, b, b->next, b->original, b->numsides );\r
-               \r
-               if( numBSPLeafBrushes >= MAX_MAP_LEAFBRUSHES )\r
-                       Error( "MAX_MAP_LEAFBRUSHES" );\r
-               bspLeafBrushes[ numBSPLeafBrushes ] = b->original->outputNum;\r
-               numBSPLeafBrushes++;\r
-       }\r
-       \r
-       leaf_p->numBSPLeafBrushes = numBSPLeafBrushes - leaf_p->firstBSPLeafBrush;\r
-       \r
-       /* emit leaf surfaces */\r
-       if( node->opaque )\r
-               return;\r
-       \r
-       /* add the drawSurfRef_t drawsurfs */\r
-       leaf_p->firstBSPLeafSurface = numBSPLeafSurfaces;\r
-       for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )\r
-       {\r
-               if( numBSPLeafSurfaces >= MAX_MAP_LEAFFACES )\r
-                       Error( "MAX_MAP_LEAFFACES" );\r
-               bspLeafSurfaces[ numBSPLeafSurfaces ] = dsr->outputNum;\r
-               numBSPLeafSurfaces++;                   \r
-       }\r
-       \r
-       leaf_p->numBSPLeafSurfaces = numBSPLeafSurfaces - leaf_p->firstBSPLeafSurface;\r
-}\r
-\r
-\r
-/*\r
-EmitDrawNode_r()\r
-recursively emit the bsp nodes\r
-*/\r
-\r
-int EmitDrawNode_r( node_t *node )\r
-{\r
-       bspNode_t       *n;\r
-       int                     i;\r
-       \r
-       \r
-       /* check for leafnode */\r
-       if( node->planenum == PLANENUM_LEAF )\r
-       {\r
-               EmitLeaf( node );\r
-               return -numBSPLeafs;\r
-       }\r
-       \r
-       /* emit a node */\r
-       if( numBSPNodes == MAX_MAP_NODES )\r
-               Error( "MAX_MAP_NODES" );\r
-       n = &bspNodes[ numBSPNodes ];\r
-       numBSPNodes++;\r
-       \r
-       VectorCopy (node->mins, n->mins);\r
-       VectorCopy (node->maxs, n->maxs);\r
-\r
-       if (node->planenum & 1)\r
-               Error ("WriteDrawNodes_r: odd planenum");\r
-       n->planeNum = node->planenum;\r
-\r
-       //\r
-       // recursively output the other nodes\r
-       //      \r
-       for (i=0 ; i<2 ; i++)\r
-       {\r
-               if (node->children[i]->planenum == PLANENUM_LEAF)\r
-               {\r
-                       n->children[i] = -(numBSPLeafs + 1);\r
-                       EmitLeaf (node->children[i]);\r
-               }\r
-               else\r
-               {\r
-                       n->children[i] = numBSPNodes;   \r
-                       EmitDrawNode_r (node->children[i]);\r
-               }\r
-       }\r
-\r
-       return n - bspNodes;\r
-}\r
-\r
-\r
-\r
-/*\r
-============\r
-SetModelNumbers\r
-============\r
-*/\r
-void SetModelNumbers (void)\r
-{\r
-       int             i;\r
-       int             models;\r
-       char    value[10];\r
-\r
-       models = 1;\r
-       for ( i=1 ; i<numEntities ; i++ ) {\r
-               if ( entities[i].brushes || entities[i].patches ) {\r
-                       sprintf ( value, "*%i", models );\r
-                       models++;\r
-                       SetKeyValue (&entities[i], "model", value);\r
-               }\r
-       }\r
-\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-SetLightStyles()\r
-sets style keys for entity lights\r
-*/\r
-\r
-void SetLightStyles( void )\r
-{\r
-       int                     i, j, style, numStyles;\r
-       qboolean        keepLights;\r
-       const char      *t;\r
-       entity_t        *e;\r
-       epair_t         *ep, *next;\r
-       char            value[ 10 ];\r
-       char            lightTargets[ MAX_SWITCHED_LIGHTS ][ 64 ];\r
-       int                     lightStyles[ MAX_SWITCHED_LIGHTS ];\r
-       \r
-       \r
-       /* ydnar: determine if we keep lights in the bsp */\r
-       t = ValueForKey( &entities[ 0 ], "_keepLights" );\r
-       keepLights = (t[ 0 ] == '1') ? qtrue : qfalse;\r
-       \r
-       /* any light that is controlled (has a targetname) must have a unique style number generated for it */\r
-       numStyles = 0;\r
-       for( i = 1; i < numEntities; i++ )\r
-       {\r
-               e = &entities[ i ];\r
-\r
-               t = ValueForKey( e, "classname" );\r
-               if( Q_strncasecmp( t, "light", 5 ) )\r
-                       continue;\r
-               t = ValueForKey( e, "targetname" );\r
-               if( t[ 0 ] == '\0' )\r
-               {\r
-                       /* ydnar: strip the light from the BSP file */\r
-                       if( keepLights == qfalse )\r
-                       {\r
-                               ep = e->epairs;\r
-                               while( ep != NULL )\r
-                               {\r
-                                       next = ep->next;\r
-                                       free( ep->key );\r
-                                       free( ep->value );\r
-                                       free( ep );\r
-                                       ep = next;\r
-                               }\r
-                               e->epairs = NULL;\r
-                               numStrippedLights++;\r
-                       }\r
-                       \r
-                       /* next light */\r
-                       continue;\r
-               }\r
-               \r
-               /* get existing style */\r
-               style = IntForKey( e, "style" );\r
-               if( style < LS_NORMAL || style > LS_NONE )\r
-                       Error( "Invalid lightstyle (%d) on entity %d", style, i );\r
-               \r
-               /* find this targetname */\r
-               for( j = 0; j < numStyles; j++ )\r
-                       if( lightStyles[ j ] == style && !strcmp( lightTargets[ j ], t ) )\r
-                               break;\r
-               \r
-               /* add a new style */\r
-               if( j >= numStyles )\r
-               {\r
-                       if( numStyles == MAX_SWITCHED_LIGHTS )\r
-                               Error( "MAX_SWITCHED_LIGHTS (%d) exceeded, reduce the number of lights with targetnames", MAX_SWITCHED_LIGHTS );\r
-                       strcpy( lightTargets[ j ], t );\r
-                       lightStyles[ j ] = style;\r
-                       numStyles++;\r
-               }\r
-               \r
-               /* set explicit style */\r
-               sprintf( value, "%d", 32 + j );\r
-               SetKeyValue( e, "style", value );\r
-               \r
-               /* set old style */\r
-               if( style != LS_NORMAL )\r
-               {\r
-                       sprintf( value, "%d", style );\r
-                       SetKeyValue( e, "switch_style", value );\r
-               }\r
-       }\r
-       \r
-       /* emit some statistics */\r
-       Sys_FPrintf( SYS_VRB, "%9d light entities stripped\n", numStrippedLights );\r
-}\r
-\r
-\r
-\r
-/*\r
-BeginBSPFile()\r
-starts a new bsp file\r
-*/\r
-\r
-void BeginBSPFile( void )\r
-{\r
-       /* these values may actually be initialized if the file existed when loaded, so clear them explicitly */\r
-       numBSPModels = 0;\r
-       numBSPNodes = 0;\r
-       numBSPBrushSides = 0;\r
-       numBSPLeafSurfaces = 0;\r
-       numBSPLeafBrushes = 0;\r
-       \r
-       /* leave leaf 0 as an error, because leafs are referenced as negative number nodes */\r
-       numBSPLeafs = 1;\r
-       \r
-       \r
-       /* ydnar: gs mods: set the first 6 drawindexes to 0 1 2 2 1 3 for triangles and quads */\r
-       numBSPDrawIndexes = 6;\r
-       bspDrawIndexes[ 0 ] = 0;\r
-       bspDrawIndexes[ 1 ] = 1;\r
-       bspDrawIndexes[ 2 ] = 2;\r
-       bspDrawIndexes[ 3 ] = 0;\r
-       bspDrawIndexes[ 4 ] = 2;\r
-       bspDrawIndexes[ 5 ] = 3;\r
-}\r
-\r
-\r
-\r
-/*\r
-EndBSPFile()\r
-finishes a new bsp and writes to disk\r
-*/\r
-\r
-void EndBSPFile( void )\r
-{\r
-       char    path[ 1024 ];\r
-       \r
-\r
-       EmitPlanes();\r
-       \r
-       numBSPEntities = numEntities;\r
-       UnparseEntities();\r
-       \r
-       /* write the surface extra file */\r
-       WriteSurfaceExtraFile( source );\r
-       \r
-       /* write the bsp */\r
-       sprintf( path, "%s.bsp", source );\r
-       Sys_Printf( "Writing %s\n", path );\r
-       WriteBSPFile( path );\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitBrushes()\r
-writes the brush list to the bsp\r
-*/\r
-\r
-void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes )\r
-{\r
-       int                             j;\r
-       brush_t                 *b;\r
-       bspBrush_t              *db;\r
-       bspBrushSide_t  *cp;\r
-       \r
-       \r
-       /* set initial brush */\r
-       if( firstBrush != NULL )\r
-               *firstBrush = numBSPBrushes;\r
-       if( numBrushes != NULL )\r
-               *numBrushes = 0;\r
-       \r
-       /* walk list of brushes */\r
-       for( b = brushes; b != NULL; b = b->next )\r
-       {\r
-               /* check limits */\r
-               if( numBSPBrushes == MAX_MAP_BRUSHES )\r
-                       Error( "MAX_MAP_BRUSHES (%d)", numBSPBrushes );\r
-               \r
-               /* get bsp brush */\r
-               b->outputNum = numBSPBrushes;\r
-               db = &bspBrushes[ numBSPBrushes ];\r
-               numBSPBrushes++;\r
-               if( numBrushes != NULL )\r
-                       (*numBrushes)++;\r
-               \r
-               db->shaderNum = EmitShader( b->contentShader->shader, &b->contentShader->contentFlags, &b->contentShader->surfaceFlags );\r
-               db->firstSide = numBSPBrushSides;\r
-               \r
-               /* walk sides */\r
-               db->numSides = 0;\r
-               for( j = 0; j < b->numsides; j++ )\r
-               {\r
-                       /* set output number to bogus initially */\r
-                       b->sides[ j ].outputNum = -1;\r
-                       \r
-                       /* don't emit generated backSide sides */\r
-                       if ( b->sides[ j ].backSide )\r
-                               continue;\r
-                       \r
-                       /* check count */\r
-                       if( numBSPBrushSides == MAX_MAP_BRUSHSIDES )\r
-                               Error( "MAX_MAP_BRUSHSIDES ");\r
-                       \r
-                       /* emit side */\r
-                       b->sides[ j ].outputNum = numBSPBrushSides;\r
-                       cp = &bspBrushSides[ numBSPBrushSides ];\r
-                       db->numSides++;\r
-                       numBSPBrushSides++;\r
-                       cp->planeNum = b->sides[ j ].planenum;\r
-                       \r
-                       /* emit shader */\r
-                       if( b->sides[ j ].shaderInfo )\r
-                               cp->shaderNum = EmitShader( b->sides[ j ].shaderInfo->shader, &b->sides[ j ].shaderInfo->contentFlags, &b->sides[ j ].shaderInfo->surfaceFlags );\r
-                       else\r
-                               cp->shaderNum = EmitShader( NULL, NULL, NULL );\r
-               }\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-EmitFogs() - ydnar\r
-turns map fogs into bsp fogs\r
-*/\r
-\r
-void EmitFogs( void )\r
-{\r
-       int                     i, j;\r
-       \r
-       \r
-       /* setup */\r
-       numBSPFogs = numMapFogs;\r
-       \r
-       /* walk list */\r
-       for( i = 0; i < numMapFogs; i++ )\r
-       {\r
-               /* set shader */\r
-               strcpy( bspFogs[ i ].shader, mapFogs[ i ].si->shader );\r
-               \r
-               /* global fog doesn't have an associated brush */\r
-               if( mapFogs[ i ].brush == NULL )\r
-               {\r
-                       bspFogs[ i ].brushNum = -1;\r
-                       bspFogs[ i ].visibleSide = -1;\r
-               }\r
-               else\r
-               {\r
-                       /* set brush */\r
-                       bspFogs[ i ].brushNum = mapFogs[ i ].brush->outputNum;\r
-                       \r
-                       /* try to use forced visible side */\r
-                       if( mapFogs[ i ].visibleSide >= 0 )\r
-                       {\r
-                               bspFogs[ i ].visibleSide = mapFogs[ i ].visibleSide;\r
-                               continue;\r
-                       }\r
-                       \r
-                       /* find visible side */\r
-                       for( j = 0; j < 6; j++ )\r
-                       {\r
-                               if( mapFogs[ i ].brush->sides[ j ].visibleHull != NULL )\r
-                               {\r
-                                       Sys_Printf( "Fog %d has visible side %d\n", i, j );\r
-                                       bspFogs[ i ].visibleSide = j;\r
-                                       break;\r
-                               }\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-BeginModel()\r
-sets up a new brush model\r
-*/\r
-\r
-void BeginModel( void )\r
-{\r
-       bspModel_t      *mod;\r
-       brush_t         *b;\r
-       entity_t        *e;\r
-       vec3_t          mins, maxs;\r
-       vec3_t          lgMins, lgMaxs;         /* ydnar: lightgrid mins/maxs */\r
-       parseMesh_t     *p;\r
-       int                     i;\r
-       \r
-       \r
-       /* test limits */\r
-       if( numBSPModels == MAX_MAP_MODELS )\r
-               Error( "MAX_MAP_MODELS" );\r
-       \r
-       /* get model and entity */\r
-       mod = &bspModels[ numBSPModels ];\r
-       e = &entities[ mapEntityNum ];\r
-       \r
-       /* ydnar: lightgrid mins/maxs */\r
-       ClearBounds( lgMins, lgMaxs );\r
-       \r
-       /* bound the brushes */\r
-       ClearBounds( mins, maxs );\r
-       for ( b = e->brushes; b; b = b->next )\r
-       {\r
-               /* ignore non-real brushes (origin, etc) */\r
-               if( b->numsides == 0 )\r
-                       continue;\r
-               AddPointToBounds( b->mins, mins, maxs );\r
-               AddPointToBounds( b->maxs, mins, maxs );\r
-               \r
-               /* ydnar: lightgrid bounds */\r
-               if( b->compileFlags & C_LIGHTGRID )\r
-               {\r
-                       AddPointToBounds( b->mins, lgMins, lgMaxs );\r
-                       AddPointToBounds( b->maxs, lgMins, lgMaxs );\r
-               }\r
-       }\r
-       \r
-       /* bound patches */\r
-       for( p = e->patches; p; p = p->next )\r
-       {\r
-               for( i = 0; i < (p->mesh.width * p->mesh.height); i++ )\r
-                       AddPointToBounds( p->mesh.verts[i].xyz, mins, maxs );\r
-       }\r
-       \r
-       /* ydnar: lightgrid mins/maxs */\r
-       if( lgMins[ 0 ] < 99999 )\r
-       {\r
-               /* use lightgrid bounds */\r
-               VectorCopy( lgMins, mod->mins );\r
-               VectorCopy( lgMaxs, mod->maxs );\r
-       }\r
-       else\r
-       {\r
-               /* use brush/patch bounds */\r
-               VectorCopy( mins, mod->mins );\r
-               VectorCopy( maxs, mod->maxs );\r
-       }\r
-       \r
-       /* note size */\r
-       Sys_FPrintf( SYS_VRB, "BSP bounds: { %f %f %f } { %f %f %f }\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );\r
-       Sys_FPrintf( SYS_VRB, "Lightgrid bounds: { %f %f %f } { %f %f %f }\n", lgMins[ 0 ], lgMins[ 1 ], lgMins[ 2 ], lgMaxs[ 0 ], lgMaxs[ 1 ], lgMaxs[ 2 ] );\r
-       \r
-       /* set firsts */\r
-       mod->firstBSPSurface = numBSPDrawSurfaces;\r
-       mod->firstBSPBrush = numBSPBrushes;\r
-}\r
-\r
-\r
-\r
-\r
-/*\r
-EndModel()\r
-finish a model's processing\r
-*/\r
-\r
-void EndModel( entity_t *e, node_t *headnode )\r
-{\r
-       bspModel_t      *mod;\r
-       \r
-       \r
-       /* note it */\r
-       Sys_FPrintf( SYS_VRB, "--- EndModel ---\n" );\r
-       \r
-       /* emit the bsp */\r
-       mod = &bspModels[ numBSPModels ];\r
-       EmitDrawNode_r( headnode );\r
-       \r
-       /* set surfaces and brushes */\r
-       mod->numBSPSurfaces = numBSPDrawSurfaces - mod->firstBSPSurface;\r
-       mod->firstBSPBrush = e->firstBrush;\r
-       mod->numBSPBrushes = e->numBrushes;\r
-       \r
-       /* increment model count */\r
-       numBSPModels++;\r
-}\r
-\r
-\r
-\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define WRITEBSP_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+/*
+EmitShader()
+emits a bsp shader entry
+*/
+
+int    EmitShader( const char *shader, int *contentFlags, int *surfaceFlags )
+{
+       int                             i;
+       shaderInfo_t    *si;
+       
+       
+       /* handle special cases */
+       if( shader == NULL )
+               shader = "noshader";
+       
+       /* try to find an existing shader */
+       for( i = 0; i < numBSPShaders; i++ )
+       {
+               /* ydnar: handle custom surface/content flags */
+               if( surfaceFlags != NULL && bspShaders[ i ].surfaceFlags != *surfaceFlags )
+                       continue;
+               if( contentFlags != NULL && bspShaders[ i ].contentFlags != *contentFlags )
+                       continue;
+               
+               /* compare name */
+               if( !Q_stricmp( shader, bspShaders[ i ].shader ) )
+                       return i;
+       }
+       
+       /* get shaderinfo */
+       si = ShaderInfoForShader( shader );
+       
+       /* emit a new shader */
+       if( i == MAX_MAP_SHADERS )
+               Error( "MAX_MAP_SHADERS" );
+       numBSPShaders++;
+       strcpy( bspShaders[ i ].shader, shader );
+       bspShaders[ i ].surfaceFlags = si->surfaceFlags;
+       bspShaders[ i ].contentFlags = si->contentFlags;
+       
+       /* handle custom content/surface flags */
+       if( surfaceFlags != NULL )
+               bspShaders[ i ].surfaceFlags = *surfaceFlags;
+       if( contentFlags != NULL )
+               bspShaders[ i ].contentFlags = *contentFlags;
+       
+       /* recursively emit any damage shaders */
+       if( si->damageShader[ 0 ] != '\0' )
+       {
+               Sys_FPrintf( SYS_VRB, "Shader %s has damage shader %s\n", si->shader, si->damageShader );
+               EmitShader( si->damageShader, NULL, NULL );
+       }
+       
+       /* return it */
+       return i;
+}
+
+
+
+/*
+EmitPlanes()
+there is no oportunity to discard planes, because all of the original
+brushes will be saved in the map
+*/
+
+void EmitPlanes( void )
+{
+       int                     i;
+       bspPlane_t      *bp;
+       plane_t         *mp;
+       
+       
+       /* walk plane list */
+       mp = mapplanes;
+       for( i = 0; i < nummapplanes; i++, mp++ )
+       {
+               bp = &bspPlanes[ numBSPPlanes ];
+               VectorCopy( mp->normal, bp->normal );
+               bp->dist = mp->dist;
+               numBSPPlanes++;
+       }
+       
+       /* emit some statistics */
+       Sys_FPrintf( SYS_VRB, "%9d BSP planes\n", numBSPPlanes );
+}
+
+
+
+/*
+EmitLeaf()
+emits a leafnode to the bsp file
+*/
+
+void EmitLeaf( node_t *node )
+{
+       bspLeaf_t               *leaf_p;
+       brush_t                 *b;
+       drawSurfRef_t   *dsr;
+       int                             i = 0;
+
+       
+       /* check limits */
+       if( numBSPLeafs >= MAX_MAP_LEAFS )
+               Error( "MAX_MAP_LEAFS" );
+
+       leaf_p = &bspLeafs[numBSPLeafs];
+       numBSPLeafs++;
+
+       leaf_p->cluster = node->cluster;
+       leaf_p->area = node->area;
+
+       /* emit bounding box */
+       VectorCopy( node->mins, leaf_p->mins );
+       VectorCopy( node->maxs, leaf_p->maxs );
+       
+       /* emit leaf brushes */
+       leaf_p->firstBSPLeafBrush = numBSPLeafBrushes;
+       for( b = node->brushlist; b; b = b->next )
+       {
+               /* something is corrupting brushes */
+               if( (int) b < 256 )
+               {
+                       Sys_Printf( "WARNING: Node brush list corrupted (0x%08X)\n", b );
+                       break;
+               }
+               //%     if( b->guard != 0xDEADBEEF )
+               //%             Sys_Printf( "Brush %6d: 0x%08X Guard: 0x%08X Next: 0x%08X Original: 0x%08X Sides: %d\n", b->brushNum, b, b, b->next, b->original, b->numsides );
+               
+               if( numBSPLeafBrushes >= MAX_MAP_LEAFBRUSHES )
+                       Error( "MAX_MAP_LEAFBRUSHES" );
+               bspLeafBrushes[ numBSPLeafBrushes ] = b->original->outputNum;
+               numBSPLeafBrushes++;
+       }
+       
+       leaf_p->numBSPLeafBrushes = numBSPLeafBrushes - leaf_p->firstBSPLeafBrush;
+       
+       /* emit leaf surfaces */
+       if( node->opaque )
+               return;
+       
+       /* add the drawSurfRef_t drawsurfs */
+       leaf_p->firstBSPLeafSurface = numBSPLeafSurfaces;
+       for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
+       {
+               if( numBSPLeafSurfaces >= MAX_MAP_LEAFFACES )
+                       Error( "MAX_MAP_LEAFFACES" );
+               bspLeafSurfaces[ numBSPLeafSurfaces ] = dsr->outputNum;
+               numBSPLeafSurfaces++;                   
+       }
+       
+       leaf_p->numBSPLeafSurfaces = numBSPLeafSurfaces - leaf_p->firstBSPLeafSurface;
+}
+
+
+/*
+EmitDrawNode_r()
+recursively emit the bsp nodes
+*/
+
+int EmitDrawNode_r( node_t *node )
+{
+       bspNode_t       *n;
+       int                     i;
+       
+       
+       /* check for leafnode */
+       if( node->planenum == PLANENUM_LEAF )
+       {
+               EmitLeaf( node );
+               return -numBSPLeafs;
+       }
+       
+       /* emit a node */
+       if( numBSPNodes == MAX_MAP_NODES )
+               Error( "MAX_MAP_NODES" );
+       n = &bspNodes[ numBSPNodes ];
+       numBSPNodes++;
+       
+       VectorCopy (node->mins, n->mins);
+       VectorCopy (node->maxs, n->maxs);
+
+       if (node->planenum & 1)
+               Error ("WriteDrawNodes_r: odd planenum");
+       n->planeNum = node->planenum;
+
+       //
+       // recursively output the other nodes
+       //      
+       for (i=0 ; i<2 ; i++)
+       {
+               if (node->children[i]->planenum == PLANENUM_LEAF)
+               {
+                       n->children[i] = -(numBSPLeafs + 1);
+                       EmitLeaf (node->children[i]);
+               }
+               else
+               {
+                       n->children[i] = numBSPNodes;   
+                       EmitDrawNode_r (node->children[i]);
+               }
+       }
+
+       return n - bspNodes;
+}
+
+
+
+/*
+============
+SetModelNumbers
+============
+*/
+void SetModelNumbers (void)
+{
+       int             i;
+       int             models;
+       char    value[10];
+
+       models = 1;
+       for ( i=1 ; i<numEntities ; i++ ) {
+               if ( entities[i].brushes || entities[i].patches ) {
+                       sprintf ( value, "*%i", models );
+                       models++;
+                       SetKeyValue (&entities[i], "model", value);
+               }
+       }
+
+}
+
+
+
+
+/*
+SetLightStyles()
+sets style keys for entity lights
+*/
+
+void SetLightStyles( void )
+{
+       int                     i, j, style, numStyles;
+       qboolean        keepLights;
+       const char      *t;
+       entity_t        *e;
+       epair_t         *ep, *next;
+       char            value[ 10 ];
+       char            lightTargets[ MAX_SWITCHED_LIGHTS ][ 64 ];
+       int                     lightStyles[ MAX_SWITCHED_LIGHTS ];
+       
+       
+       /* ydnar: determine if we keep lights in the bsp */
+       t = ValueForKey( &entities[ 0 ], "_keepLights" );
+       keepLights = (t[ 0 ] == '1') ? qtrue : qfalse;
+       
+       /* any light that is controlled (has a targetname) must have a unique style number generated for it */
+       numStyles = 0;
+       for( i = 1; i < numEntities; i++ )
+       {
+               e = &entities[ i ];
+
+               t = ValueForKey( e, "classname" );
+               if( Q_strncasecmp( t, "light", 5 ) )
+                       continue;
+               t = ValueForKey( e, "targetname" );
+               if( t[ 0 ] == '\0' )
+               {
+                       /* ydnar: strip the light from the BSP file */
+                       if( keepLights == qfalse )
+                       {
+                               ep = e->epairs;
+                               while( ep != NULL )
+                               {
+                                       next = ep->next;
+                                       free( ep->key );
+                                       free( ep->value );
+                                       free( ep );
+                                       ep = next;
+                               }
+                               e->epairs = NULL;
+                               numStrippedLights++;
+                       }
+                       
+                       /* next light */
+                       continue;
+               }
+               
+               /* get existing style */
+               style = IntForKey( e, "style" );
+               if( style < LS_NORMAL || style > LS_NONE )
+                       Error( "Invalid lightstyle (%d) on entity %d", style, i );
+               
+               /* find this targetname */
+               for( j = 0; j < numStyles; j++ )
+                       if( lightStyles[ j ] == style && !strcmp( lightTargets[ j ], t ) )
+                               break;
+               
+               /* add a new style */
+               if( j >= numStyles )
+               {
+                       if( numStyles == MAX_SWITCHED_LIGHTS )
+                               Error( "MAX_SWITCHED_LIGHTS (%d) exceeded, reduce the number of lights with targetnames", MAX_SWITCHED_LIGHTS );
+                       strcpy( lightTargets[ j ], t );
+                       lightStyles[ j ] = style;
+                       numStyles++;
+               }
+               
+               /* set explicit style */
+               sprintf( value, "%d", 32 + j );
+               SetKeyValue( e, "style", value );
+               
+               /* set old style */
+               if( style != LS_NORMAL )
+               {
+                       sprintf( value, "%d", style );
+                       SetKeyValue( e, "switch_style", value );
+               }
+       }
+       
+       /* emit some statistics */
+       Sys_FPrintf( SYS_VRB, "%9d light entities stripped\n", numStrippedLights );
+}
+
+
+
+/*
+BeginBSPFile()
+starts a new bsp file
+*/
+
+void BeginBSPFile( void )
+{
+       /* these values may actually be initialized if the file existed when loaded, so clear them explicitly */
+       numBSPModels = 0;
+       numBSPNodes = 0;
+       numBSPBrushSides = 0;
+       numBSPLeafSurfaces = 0;
+       numBSPLeafBrushes = 0;
+       
+       /* leave leaf 0 as an error, because leafs are referenced as negative number nodes */
+       numBSPLeafs = 1;
+       
+       
+       /* ydnar: gs mods: set the first 6 drawindexes to 0 1 2 2 1 3 for triangles and quads */
+       numBSPDrawIndexes = 6;
+       bspDrawIndexes[ 0 ] = 0;
+       bspDrawIndexes[ 1 ] = 1;
+       bspDrawIndexes[ 2 ] = 2;
+       bspDrawIndexes[ 3 ] = 0;
+       bspDrawIndexes[ 4 ] = 2;
+       bspDrawIndexes[ 5 ] = 3;
+}
+
+
+
+/*
+EndBSPFile()
+finishes a new bsp and writes to disk
+*/
+
+void EndBSPFile( void )
+{
+       char    path[ 1024 ];
+       
+
+       EmitPlanes();
+       
+       numBSPEntities = numEntities;
+       UnparseEntities();
+       
+       /* write the surface extra file */
+       WriteSurfaceExtraFile( source );
+       
+       /* write the bsp */
+       sprintf( path, "%s.bsp", source );
+       Sys_Printf( "Writing %s\n", path );
+       WriteBSPFile( path );
+}
+
+
+
+/*
+EmitBrushes()
+writes the brush list to the bsp
+*/
+
+void EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes )
+{
+       int                             j;
+       brush_t                 *b;
+       bspBrush_t              *db;
+       bspBrushSide_t  *cp;
+       
+       
+       /* set initial brush */
+       if( firstBrush != NULL )
+               *firstBrush = numBSPBrushes;
+       if( numBrushes != NULL )
+               *numBrushes = 0;
+       
+       /* walk list of brushes */
+       for( b = brushes; b != NULL; b = b->next )
+       {
+               /* check limits */
+               if( numBSPBrushes == MAX_MAP_BRUSHES )
+                       Error( "MAX_MAP_BRUSHES (%d)", numBSPBrushes );
+               
+               /* get bsp brush */
+               b->outputNum = numBSPBrushes;
+               db = &bspBrushes[ numBSPBrushes ];
+               numBSPBrushes++;
+               if( numBrushes != NULL )
+                       (*numBrushes)++;
+               
+               db->shaderNum = EmitShader( b->contentShader->shader, &b->contentShader->contentFlags, &b->contentShader->surfaceFlags );
+               db->firstSide = numBSPBrushSides;
+               
+               /* walk sides */
+               db->numSides = 0;
+               for( j = 0; j < b->numsides; j++ )
+               {
+                       /* set output number to bogus initially */
+                       b->sides[ j ].outputNum = -1;
+                       
+                       /* don't emit generated backSide sides */
+                       if ( b->sides[ j ].backSide )
+                               continue;
+                       
+                       /* check count */
+                       if( numBSPBrushSides == MAX_MAP_BRUSHSIDES )
+                               Error( "MAX_MAP_BRUSHSIDES ");
+                       
+                       /* emit side */
+                       b->sides[ j ].outputNum = numBSPBrushSides;
+                       cp = &bspBrushSides[ numBSPBrushSides ];
+                       db->numSides++;
+                       numBSPBrushSides++;
+                       cp->planeNum = b->sides[ j ].planenum;
+                       
+                       /* emit shader */
+                       if( b->sides[ j ].shaderInfo )
+                               cp->shaderNum = EmitShader( b->sides[ j ].shaderInfo->shader, &b->sides[ j ].shaderInfo->contentFlags, &b->sides[ j ].shaderInfo->surfaceFlags );
+                       else
+                               cp->shaderNum = EmitShader( NULL, NULL, NULL );
+               }
+       }
+}
+
+
+
+/*
+EmitFogs() - ydnar
+turns map fogs into bsp fogs
+*/
+
+void EmitFogs( void )
+{
+       int                     i, j;
+       
+       
+       /* setup */
+       numBSPFogs = numMapFogs;
+       
+       /* walk list */
+       for( i = 0; i < numMapFogs; i++ )
+       {
+               /* set shader */
+               strcpy( bspFogs[ i ].shader, mapFogs[ i ].si->shader );
+               
+               /* global fog doesn't have an associated brush */
+               if( mapFogs[ i ].brush == NULL )
+               {
+                       bspFogs[ i ].brushNum = -1;
+                       bspFogs[ i ].visibleSide = -1;
+               }
+               else
+               {
+                       /* set brush */
+                       bspFogs[ i ].brushNum = mapFogs[ i ].brush->outputNum;
+                       
+                       /* try to use forced visible side */
+                       if( mapFogs[ i ].visibleSide >= 0 )
+                       {
+                               bspFogs[ i ].visibleSide = mapFogs[ i ].visibleSide;
+                               continue;
+                       }
+                       
+                       /* find visible side */
+                       for( j = 0; j < 6; j++ )
+                       {
+                               if( mapFogs[ i ].brush->sides[ j ].visibleHull != NULL )
+                               {
+                                       Sys_Printf( "Fog %d has visible side %d\n", i, j );
+                                       bspFogs[ i ].visibleSide = j;
+                                       break;
+                               }
+                       }
+               }
+       }
+}
+
+
+
+/*
+BeginModel()
+sets up a new brush model
+*/
+
+void BeginModel( void )
+{
+       bspModel_t      *mod;
+       brush_t         *b;
+       entity_t        *e;
+       vec3_t          mins, maxs;
+       vec3_t          lgMins, lgMaxs;         /* ydnar: lightgrid mins/maxs */
+       parseMesh_t     *p;
+       int                     i;
+       
+       
+       /* test limits */
+       if( numBSPModels == MAX_MAP_MODELS )
+               Error( "MAX_MAP_MODELS" );
+       
+       /* get model and entity */
+       mod = &bspModels[ numBSPModels ];
+       e = &entities[ mapEntityNum ];
+       
+       /* ydnar: lightgrid mins/maxs */
+       ClearBounds( lgMins, lgMaxs );
+       
+       /* bound the brushes */
+       ClearBounds( mins, maxs );
+       for ( b = e->brushes; b; b = b->next )
+       {
+               /* ignore non-real brushes (origin, etc) */
+               if( b->numsides == 0 )
+                       continue;
+               AddPointToBounds( b->mins, mins, maxs );
+               AddPointToBounds( b->maxs, mins, maxs );
+               
+               /* ydnar: lightgrid bounds */
+               if( b->compileFlags & C_LIGHTGRID )
+               {
+                       AddPointToBounds( b->mins, lgMins, lgMaxs );
+                       AddPointToBounds( b->maxs, lgMins, lgMaxs );
+               }
+       }
+       
+       /* bound patches */
+       for( p = e->patches; p; p = p->next )
+       {
+               for( i = 0; i < (p->mesh.width * p->mesh.height); i++ )
+                       AddPointToBounds( p->mesh.verts[i].xyz, mins, maxs );
+       }
+       
+       /* ydnar: lightgrid mins/maxs */
+       if( lgMins[ 0 ] < 99999 )
+       {
+               /* use lightgrid bounds */
+               VectorCopy( lgMins, mod->mins );
+               VectorCopy( lgMaxs, mod->maxs );
+       }
+       else
+       {
+               /* use brush/patch bounds */
+               VectorCopy( mins, mod->mins );
+               VectorCopy( maxs, mod->maxs );
+       }
+       
+       /* note size */
+       Sys_FPrintf( SYS_VRB, "BSP bounds: { %f %f %f } { %f %f %f }\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
+       Sys_FPrintf( SYS_VRB, "Lightgrid bounds: { %f %f %f } { %f %f %f }\n", lgMins[ 0 ], lgMins[ 1 ], lgMins[ 2 ], lgMaxs[ 0 ], lgMaxs[ 1 ], lgMaxs[ 2 ] );
+       
+       /* set firsts */
+       mod->firstBSPSurface = numBSPDrawSurfaces;
+       mod->firstBSPBrush = numBSPBrushes;
+}
+
+
+
+
+/*
+EndModel()
+finish a model's processing
+*/
+
+void EndModel( entity_t *e, node_t *headnode )
+{
+       bspModel_t      *mod;
+       
+       
+       /* note it */
+       Sys_FPrintf( SYS_VRB, "--- EndModel ---\n" );
+       
+       /* emit the bsp */
+       mod = &bspModels[ numBSPModels ];
+       EmitDrawNode_r( headnode );
+       
+       /* set surfaces and brushes */
+       mod->numBSPSurfaces = numBSPDrawSurfaces - mod->firstBSPSurface;
+       mod->firstBSPBrush = e->firstBrush;
+       mod->numBSPBrushes = e->numBrushes;
+       
+       /* increment model count */
+       numBSPModels++;
+}
+
+
+