warzone2100/lib/ivis_common/imdload.c

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/***************************************************************************/
/*
* imdload.c
*
* updated to load version 4 files
*
* changes at version 4;
* pcx name as string
* pcx filepath
* cut down vertex list
*
*/
/***************************************************************************/
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include "lib/framework/frame.h"
//#include "piematrix.h" //for surface normals
#include "ivisdef.h" // for imd structures
#include "imd.h" // for imd structures
#include "rendmode.h"
#include "ivispatch.h"
#include "bug.h"
#include "tex.h" // texture page loading
#include "bspfunc.h" // for imd functions
#ifdef _MSC_VER //fixed for .net -Q
#define strcasecmp stricmp
#define strncasecmp strnicmp
#endif
// Static variables
static uint32 _IMD_FLAGS;
static char _IMD_NAME[MAX_FILE_PATH];
static int32 _IMD_VER;
static VERTEXID vertexTable[iV_IMD_MAX_POINTS];
static char imagePath[MAX_FILE_PATH] = {""};
// kludge
extern void pie_SurfaceNormal(iVector *p1, iVector *p2, iVector *p3, iVector *v);
// local prototypes
static iIMDShape *_imd_load_level(STRING **FileData, STRING *FileDataEnd, int nlevels,
int texpage);
static char *_imd_get_path(STRING *filename, STRING *path);
BOOL CheckColourKey(iIMDShape *psShape);
#ifndef WIN32
// convert a string to lower case... by Tim ... dedicated to JS ... with love
void strlwr(STRING *String)
{
while (*String != 0) {
// loop around till we reach the end of the zero terminated string
if ((*String >= 'A') && (*String <= 'Z')) {
// if the current letter is in upper case...
*String += ('a'-'A'); // ... convert it to lower case
}
String++; // move to the next letter
}
}
#endif
BOOL AtEndOfFile(STRING *CurPos, STRING *EndOfFile)
{
while ((*CurPos==0x09)||(*CurPos==0x0a)||(*CurPos==0x0d)||(*CurPos==0x20)||(*CurPos==0x00))
{
CurPos++;
if (CurPos>=EndOfFile) return TRUE;
}
if (CurPos >= EndOfFile) {
return TRUE;
} else {
return FALSE;
}
}
//*************************************************************************
//*** load IMD shape
//*
//* params filename = IMD file to load (including extention)
//*
//* returns pointer to imd shape def
//*
//******
BOOL TESTDEBUG = FALSE;
// load the polygon level ... then load the texture .... Gareths code
#define POST_LEVEL_TEXTURELOAD
iIMDShape *iV_IMDLoad(STRING *filename, iBool palkeep)
{
iIMDShape *pIMD;
STRING *pFileData,*pFileDataStart;
UDWORD FileSize;
BOOL res;
char path[MAX_FILE_PATH];
UDWORD *tp;
UDWORD tt;
iV_DEBUG1("imd[IMDLoad] = loading shape file '%s':",filename);
strcpy(_IMD_NAME,filename);
strlwr(_IMD_NAME);
_imd_get_path(filename,path);
if (strlen(path) != 0) {
if (strlen(imagePath) != 0) {
if ((strlen(path) + strlen(imagePath)) > MAX_FILE_PATH) {
iV_Error(0xff,"(iv_IMDLoad) image path too long for load file");
return NULL;
}
strcat(imagePath,path);
}
}
res = loadFile(_IMD_NAME,&pFileData, &FileSize);
if (res == FALSE) {
iV_Error(0xff,"(iv_IMDLoad) unable to load file");
return NULL;
}
tp = (UDWORD *)pFileData;
tt = *tp;
// 'BPIE'
if (tt == 0x45495042) {
FREE(pFileData); // free the file up
return NULL;
}
pFileDataStart = pFileData;
pIMD = iV_ProcessIMD(&pFileData, pFileData + FileSize, path, imagePath, palkeep);
FREE(pFileDataStart); // free the file up
return (pIMD);
}
static UDWORD IMDcount = 0;
static UDWORD IMDPolycount = 0;
static UDWORD IMDVertexcount = 0;
static UDWORD IMDPoints = 0;
static UDWORD IMDTexAnims = 0;
static UDWORD IMDConnectors = 0;
void DumpIMDInfo(void)
{
DBPRINTF(("imds loaded =%d - using %d bytes\n",IMDcount,IMDcount*sizeof(iIMDShape)));
DBPRINTF(("polys loaded =%d - using %d bytes\n",IMDPolycount,IMDPolycount*sizeof(iIMDPoly)));
DBPRINTF(("vertices loaded=%d - using %d bytes\n",IMDVertexcount,IMDVertexcount*(sizeof(VERTEXID)+sizeof(iVertex))));
DBPRINTF(("points loaded =%d - using %d bytes\n",IMDPoints,IMDPoints*sizeof(iVector)));
DBPRINTF(("connectors =%d - using %d bytes\n",IMDConnectors,IMDConnectors*sizeof(iVector) ));
}
static STRING texfile[64]; //Last loaded texture page filename
char *GetLastLoadedTexturePage(void)
{
return texfile;
}
// ppFileData is incremented to the end of the file on exit!
iIMDShape *iV_ProcessIMD(STRING **ppFileData, STRING *FileDataEnd, STRING *IMDpath,
STRING *PCXpath,iBool palkeep)
{
STRING *pFileData = *ppFileData;
int cnt;
char buffer[MAX_FILE_PATH], texType[MAX_FILE_PATH], ch; //, *str;
int i, nlevels, ptype, pwidth, pheight, texpage;
iIMDShape *s, *psShape;
BOOL bColourKey = TRUE;
BOOL bTextured = FALSE;
#ifdef BSPIMD
UDWORD level;
#endif
IMDcount++;
if (sscanf(pFileData, "%s %d%n", buffer, &_IMD_VER, &cnt) != 2) {
debug(LOG_ERROR, "iV_ProcessIMD file corrupt -A (%s)", buffer);
assert(FALSE);
return NULL;
}
pFileData += cnt;
if ((strcmp(IMD_NAME,buffer) != 0) && (strcmp(PIE_NAME, buffer) !=0 )) {
debug(LOG_ERROR, "iV_ProcessIMD: not an IMD file (%s %d)", buffer, _IMD_VER);
return NULL;
}
//Now supporting version 4 files
if ((_IMD_VER < 1) || (_IMD_VER > 4)) {
debug(LOG_ERROR, "iV_ProcessIMD: file version not supported (%s)", buffer);
return NULL;
}
if (sscanf(pFileData, "%s %x%n", buffer, &_IMD_FLAGS, &cnt) != 2) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -B (%s)", buffer);
return NULL;
}
pFileData += cnt;
texpage = -1;
// get texture page if specified
if (_IMD_FLAGS & iV_IMD_XTEX){
if (_IMD_VER == 1) {
if (sscanf(pFileData, "%s %d %s %d %d%n", buffer, &ptype, texfile, &pwidth,
&pheight, &cnt) != 5) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -C (%s)", buffer);
return NULL;
}
pFileData += cnt;
if (strcmp(buffer,"TEXTURE") != 0) {
debug(LOG_ERROR, "iV_ProcessIMD: expecting 'TEXTURE' directive (%s)", buffer);
return NULL;
}
bTextured = TRUE;
}
else //version 2 copes with long file names
{
if (sscanf(pFileData,"%s %d%n", buffer, &ptype,&cnt) != 2) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -D (%s)", buffer);
return NULL;
}
pFileData += cnt;
if (strcmp(buffer,"TEXTURE") == 0) {
ch = *pFileData++;
for( i = 0; (i < 80) && ((ch = *pFileData++) != EOF) && (ch != '.'); i++ ) // yummy
{
texfile[i] = (char)ch;
}
if (sscanf(pFileData,"%s%n", texType,&cnt) != 1) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -E (%s)", buffer);
return NULL;
}
pFileData += cnt;
if (strcmp(texType,"png") != 0) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -F (%s)", buffer);
return NULL;
}
texfile[i] = 0;
strcat(texfile,".png");
if (sscanf(pFileData,"%d %d%n", &pwidth, &pheight,&cnt) != 2) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -G (%s)", buffer);
return NULL;
}
pFileData += cnt;
bTextured = TRUE;
} else if (strcmp(buffer,"NOTEXTURE") == 0) {
if (sscanf(pFileData, "%s %d %d%n", texfile, &pwidth, &pheight, &cnt) != 3) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -H (%s)", buffer);
return NULL;
}
pFileData += cnt;
} else {
debug(LOG_ERROR, "iV_ProcessIMD(2): expecting 'TEXTURE' directive (%s)", buffer);
return NULL;
}
}
#ifndef PIETOOL // The BSP tool should not reduce the texture page name down (please)
// Super scrummy hack to reduce texture page names down to the page id
if (bTextured) {
//resToLower(texfile);
// printf("texfile cmp in imdload.c :%s\n", texfile);
if (strncasecmp(texfile, "page-", 5) == 0) {
for(i = 5; i < (SDWORD)strlen(texfile); i++) {
if (!isdigit(texfile[i])) {
break;
}
}
texfile[i] = 0;
}
}
#endif
}
if (sscanf(pFileData, "%s %d%n", buffer, &nlevels, &cnt) !=2) {
debug(LOG_ERROR, "iV_ProcessIMD: file corrupt -I (%s)", buffer);
return NULL;
}
pFileData += cnt;
if (strcmp(buffer,"LEVELS") != 0) {
debug(LOG_ERROR, "iV_ProcessIMD: expecting 'LEVELS' directive (%s)", buffer);
return NULL;
}
#ifdef BSPIMD
// if we might have BSP then we need to preread the LEVEL directive
if (sscanf(pFileData,"%s %d%n",buffer,&level,&cnt) != 2) {
iV_Error(0xff,"(_load_level) file corrupt -J");
return NULL;
}
pFileData += cnt;
if (strcmp(buffer,"LEVEL") != 0) {
debug(LOG_ERROR, "iV_ProcessIMD(2): expecting 'LEVELS' directive (%s)", buffer);
return NULL;
}
#endif
s = _imd_load_level(&pFileData,FileDataEnd,nlevels,texpage);
#ifdef POST_LEVEL_TEXTURELOAD
// load texture page if specified
if ( (s != NULL) && (_IMD_FLAGS & iV_IMD_XTEX)) {
bColourKey = FALSE;// CheckColourKey( s );//TRUE not the only imd using this texture
if(bTextured) {
texpage = iV_GetTexture(texfile);
if (texpage < 0) {
debug(LOG_ERROR, "iV_ProcessIMD: could not load tex page %s", texfile);
return NULL;
}
} else {
texpage = -1;
}
/* assign tex page to levels */
psShape = s;
while (psShape != NULL) {
psShape->texpage = texpage;
psShape = psShape->next;
}
}
#endif
if (s == NULL) {
debug(LOG_ERROR, "iV_ProcessIMD: unsuccessful (%s)", buffer);
}
*ppFileData = pFileData;
return (s);
}
//*************************************************************************
//*** load shape level polygons
//*
//* pre fp open
//* s allocated, s->npolys set
//*
//* params fp = currently open shape file pointer
//* s = pointer to shape level
//*
//* on exit s->polys allocated (iFSDPoly * s->npolys
//* s->pindex allocated for each poly
//* returns FALSE on error (memory allocation failure/bad file format)
//*
//******
static iBool _imd_load_polys(STRING **ppFileData, STRING *FileDataEnd, iIMDShape *s)
{
STRING *pFileData = *ppFileData;
int cnt;
int i, j; //, anim;
iVector p0, p1, p2, *points;
iIMDPoly *poly;
int nFrames,pbRate,tWidth,tHeight;
//assumes points already set
points = s->points;
IMDPolycount+= s->npolys;
s->numFrames = 0;
s->animInterval = 0;
s->polys = (iIMDPoly *) iV_HeapAlloc(sizeof(iIMDPoly) * s->npolys);
if (s->polys) {
poly = s->polys;
for (i = 0; i < s->npolys; i++, poly++) {
UDWORD flags,npnts;
if (sscanf(pFileData, "%x %d%n", &flags, &npnts, &cnt) != 2) {
iV_Error(0xff,"(_load_polys) [poly %d] error loading flags and npoints",i);
}
pFileData += cnt;
poly->flags=flags;
if (flags & PIE_NO_CULL) {
s->flags |= iV_IMD_NOCULLSOME;
}
poly->npnts=npnts;
IMDVertexcount+= poly->npnts;
poly->pindex = (VERTEXID *) iV_HeapAlloc(sizeof(VERTEXID) * poly->npnts);
if ((poly->vrt = (iVertex *) iV_HeapAlloc(sizeof(iVertex) * poly->npnts)) == NULL) {
iV_Error(0xff,"(_load_polys) [poly %d] memory alloc fail (vertex struct)",i);
return FALSE;
}
if (poly->pindex) {
for (j=0; j<poly->npnts; j++) {
int NewID;
if (sscanf(pFileData, "%d%n", &NewID,&cnt) != 1) {
DBPRINTF(("failed poly %d. point %d [%s]\n",i,j,_IMD_NAME));
iV_Error(0xff,"(_load_polys) [poly %d] error reading poly indices",i);
return FALSE;
}
pFileData += cnt;
poly->pindex[j]=vertexTable[NewID];
}
} else {
iV_Error(0xff,"(_load_polys) [poly %d] memory alloc fail (poly indices)",i);
return FALSE;
}
// calc poly normal
if (poly->npnts > 2) {
p0.x = points[poly->pindex[0]].x;
p0.y = points[poly->pindex[0]].y;
p0.z = points[poly->pindex[0]].z;
p1.x = points[poly->pindex[1]].x;
p1.y = points[poly->pindex[1]].y;
p1.z = points[poly->pindex[1]].z;
p2.x = points[poly->pindex[poly->npnts-1]].x;
p2.y = points[poly->pindex[poly->npnts-1]].y;
p2.z = points[poly->pindex[poly->npnts-1]].z;
pie_SurfaceNormal(&p0,&p1,&p2,&poly->normal);
//iV_DEBUG3("normal %d %d %d\n",poly->normal.x,poly->normal.y,poly->normal.z);
} else {
poly->normal.x = poly->normal.y = poly->normal.z = 0;
}
if (poly->flags & iV_IMD_TEXANIM) {
IMDTexAnims++;
if ((poly->pTexAnim = (iTexAnim *)iV_HeapAlloc(sizeof(iTexAnim))) == NULL) {
iV_Error(0xff,"(_load_polys) [poly %d] memory alloc fail (iTexAnim struct)",i);
return FALSE;
}
// even the psx needs to skip the data
if (sscanf(pFileData,"%d %d %d %d%n",
&nFrames,
&pbRate,
&tWidth,
&tHeight,&cnt) != 4)
{
iV_Error(0xff,"(_load_polys) [poly %d] error reading texanim data",i);
return FALSE;
}
pFileData += cnt;
ASSERT( (tWidth>0, "_imd_load_polys: texture width = %i", tWidth) );
ASSERT( (tHeight>0, "_imd_load_polys: texture height = %i", tHeight) );
poly->pTexAnim->nFrames = nFrames;
/* Assumes same number of frames per poly */
s->numFrames = nFrames;
poly->pTexAnim->playbackRate =pbRate;
/* Uses Max metric playback rate */
s->animInterval = pbRate;
poly->pTexAnim->textureWidth =tWidth;
poly->pTexAnim->textureHeight =tHeight;
} else {
poly->pTexAnim = NULL;
}
// PC texture coord routine
if (poly->vrt && (poly->flags & (iV_IMD_TEX|iV_IMD_PSXTEX))) {
for (j=0; j<poly->npnts; j++) {
int32 VertexU,VertexV;
if (sscanf(pFileData, "%d %d%n", &VertexU, &VertexV, &cnt) != 2) {
iV_Error(0xff,"(_load_polys) [poly %d] error reading tex outline",i);
return FALSE;
}
pFileData += cnt;
poly->vrt[j].u=VertexU;
poly->vrt[j].v=VertexV;
poly->vrt[j].g=255;
}
}
#ifdef BSPIMD
poly->BSP_NextPoly=BSPPOLYID_TERMINATE; // make it end end of the BSP chain by default
#endif
}
} else {
return FALSE;
}
*ppFileData = pFileData;
return TRUE;
}
#ifdef BSPIMD
// The order for the BSP section of the IMD is :-
// LEFTLINK FORWARD_POLYGONS_LIST_TEMRINATED_BY_-1 BACKWARD_POLYGONS_LIST_TEMRINATED_BY_-1 RIGHTLINK
#define GETBSPTRIANGLE(polyid) (&(s->polys[(polyid)]))
static iBool _imd_load_bsp(STRING **ppFileData, STRING *FileDataEnd, iIMDShape *s, UWORD BSPNodeCount)
{
STRING *pFileData = *ppFileData;
int cnt;
UWORD Node;
PSBSPTREENODE NodeList; // An pointer to an array of nodes
iIMDPoly *IMDTri; // pointer to a polygon ... for handling the link list in the bsp
iV_DEBUG1("imd[_load_bsp] = number of nodes =%d\n",BSPNodeCount);
if (s->npolys > BSPPOLYID_MAXPOLYID) {
iV_Error(0xff,"(_imd_load_bsp) Too many polygons in IMD for BSP to handle");
}
// Build table of nodes - we sort out the links later
NodeList=MALLOC((sizeof(BSPTREENODE))*BSPNodeCount); // Allocate the entire node tree
memset(NodeList,0,(sizeof(BSPTREENODE))*BSPNodeCount); // Zero it out ... we need to make all pointers NULL
for (Node = 0; Node < BSPNodeCount; Node++) {
BSPTREENODE *psNode;
SDWORD NodeID; // Temp storage area for a node ID
SDWORD PolygonID,FirstPolygonID; // Temp storage area for a polygon ID
psNode = &(NodeList[Node]);
FirstPolygonID=-1; // This indicates the first polygon in the forward facing BSP list
InitNode(psNode);
if (sscanf(pFileData,"%d%n",&NodeID,&cnt) != 1) // Check that we read 1 parameter ok
{
iV_Error(0xff,"(_load_bsp) - needed a left node!");
return FALSE;
}
pFileData += cnt;
psNode->link[LEFT]=(PSBSPTREENODE)NodeID; // This could be -1 indicating an empty node
// Get forward facing polygon list - never empty apart from root node
while(1) {
if (sscanf(pFileData,"%d%n",&PolygonID,&cnt) != 1) // Get a valid polygon number
{
iV_Error(0xff,"(_load_bsp) - needed a polygon number");
return FALSE;
}
pFileData += cnt;
if (PolygonID==-1) break;
if ((PolygonID<0) || (PolygonID >= s->npolys)) {
iV_Error(0xff,"(_load_bsp) - bad polygon number");
return FALSE;
}
if (FirstPolygonID==-1) FirstPolygonID=PolygonID;
IMDTri=GETBSPTRIANGLE(PolygonID);
if (IMDTri->BSP_NextPoly != BSPPOLYID_TERMINATE) {
iV_Error(0xff,"(_load_bsp) - Polygon is mentioned more than once in the BSP");
}
IMDTri->BSP_NextPoly=psNode->TriSameDir;
psNode->TriSameDir=PolygonID;
// list_Add( psNode->psTriSameDir , &(s->polys[PolygonID]) );
}
// Generate the plane equation - if weve got any polygons
if (FirstPolygonID != -1) {
GetPlane(s, FirstPolygonID, &(psNode->Plane));
} else {
memset((char *)&(psNode->Plane),0,sizeof(PLANE)); // Clear the plane equation
}
// Get reverse facing polygon list - frequently empty
while(1) {
if (sscanf(pFileData,"%d%n",&PolygonID,&cnt) != 1) // Get a valid polygon number
{
iV_Error(0xff,"(_load_bsp) - needed a polygon number");
return FALSE;
}
pFileData += cnt;
if (PolygonID == -1) {
break;
}
if ((PolygonID < 0) || (PolygonID >= s->npolys)) {
iV_Error(0xff,"(_load_bsp) - bad polygon number");
return FALSE;
}
// Insert into the list
IMDTri=GETBSPTRIANGLE(PolygonID);
if (IMDTri->BSP_NextPoly != BSPPOLYID_TERMINATE) {
iV_Error(0xff,"(_load_bsp) - Polygon is mentioned more than once in the BSP");
}
IMDTri->BSP_NextPoly=psNode->TriOppoDir;
psNode->TriOppoDir=PolygonID;
// list_Add( psNode->psTriOppoDir , &(s->polys[PolygonID]) );
}
if (sscanf(pFileData,"%d%n",&NodeID,&cnt) != 1) // Check that we read 1 parameter ok
{
iV_Error(0xff,"(_load_bsp) - needed a right node!");
return FALSE;
}
pFileData += cnt;
psNode->link[RIGHT]=(PSBSPTREENODE)NodeID; // This could be -1 indicating an empty node
}
// Now fix all the links
for (Node = 0; Node < BSPNodeCount; Node++) {
BSPTREENODE *psNode;
int NodeID;
psNode = &(NodeList[Node]);
if ((SDWORD)(psNode->link[LEFT]) == -1) {
psNode->link[LEFT]=0; // if its zero then its an empty link
} else {
NodeID = (int) psNode->link[LEFT];
psNode->link[LEFT] = &NodeList[NodeID];
}
if ((SDWORD)(psNode->link[RIGHT]) == -1) {
psNode->link[RIGHT]=0; // if its zero then its an empty link
} else {
NodeID = (int) psNode->link[RIGHT];
psNode->link[RIGHT] = &NodeList[NodeID];
}
}
// Set the shape node list to the root node ... this can be used to
// FREE up the BSP memory if we needed to
s->BSPNode = &NodeList[0];
iV_DEBUG0("BSP Loaded AOK\n");
*ppFileData = pFileData;
return TRUE;
}
#endif
BOOL ReadPoints(STRING **ppFileData, STRING *FileDataEnd, iIMDShape *s)
{
STRING *pFileData = *ppFileData;
int cnt;
int i;
iVector *p;
int lastPoint,match,j;
SDWORD newX,newY,newZ;
p = s->points;
lastPoint = 0;
for (i = 0; i < s->npoints; i++) {
if (sscanf(pFileData, "%d %d %d%n", &(newX), &(newY), &(newZ), &cnt) != 3) {
iV_Error(0xff,"(_load_points) file corrupt -K");
return FALSE;
}
pFileData += cnt;
// DBPRINTF(("%d) x=%d y=%x z=%d\n",i,newX,newY,newZ));
//check for duplicate points
match = -1;
j = 0;
// scan through list upto the number of points added (lastPoint) ... not up to the number of points scanned in (i) (which will include duplicates)
while((j < lastPoint) && (match == -1))
// while((j < i) && (match == -1))
{
if (newX == p[j].x) {
if (newY == p[j].y) {
if (newZ == p[j].z) {
match = j;
}
}
}
j++;
}
if (match == -1) {
// new point
p[lastPoint].x=newX;
p[lastPoint].y=newY;
p[lastPoint].z=newZ;
vertexTable[i] = lastPoint;
lastPoint++;
} else {
vertexTable[i] = match;
}
}
//clear remaining table
for (i = s->npoints; i < iV_IMD_MAX_POINTS; i++) {
vertexTable[i] = -1;
}
s->npoints = lastPoint;
*ppFileData = pFileData;
return(TRUE);
}
//*************************************************************************
//*** load shape level vertices
//*
//* pre fp open
//* s allocated, s->npoints set
//*
//* params fp = currently open shape file pointer
//* s = pointer to shape level
//*
//* on exit s->points allocated (iVector * s->npoints
//* returns FALSE on error (memory allocation failure/bad file format)
//*
//******
static iBool _imd_load_points(STRING **ppFileData, STRING *FileDataEnd, iIMDShape *s)
{
int i ;
iVector *p;
int32 tempXMax,tempXMin,tempZMax,tempZMin,extremeX,extremeZ;
int32 xmax, ymax, zmax;
double dx, dy, dz, rad_sq, rad, old_to_p_sq, old_to_p, old_to_new;
double xspan, yspan, zspan, maxspan;
iVectorf dia1, dia2, cen;
iVectorf vxmin = { 0, 0, 0 }, vymin = { 0, 0, 0 }, vzmin = { 0, 0, 0 },
vxmax = { 0, 0, 0 }, vymax = { 0, 0, 0 }, vzmax = { 0, 0, 0 };
//load the points then pass through a second time to setup bounding datavalues
IMDPoints+=s->npoints;
s->points = p = (iVector *) iV_HeapAlloc(sizeof(iVector) * s->npoints);
if (p == NULL) {
return FALSE;
}
// Read in points and remove duplicates (!)
if (ReadPoints(ppFileData,FileDataEnd, s)==FALSE) return FALSE;
s->xmax = s->ymax = s->zmax = tempXMax = tempZMax = -FP12_MULTIPLIER;
s->xmin = s->ymin = s->zmin = tempXMin = tempZMin = FP12_MULTIPLIER;
vxmax.x = vymax.y = vzmax.z = (double) -FP12_MULTIPLIER;
vxmin.x = vymin.y = vzmin.z = (double) FP12_MULTIPLIER;
// set up bounding data for minimum number of vertices
for (i = 0; i < s->npoints; i++, p++) {
if (p->x > s->xmax)
s->xmax = p->x;
if (p->x < s->xmin)
s->xmin = p->x;
/* Biggest x coord so far within our height window? */
if( (p->x > tempXMax) && (p->y > DROID_VIS_LOWER) && (p->y < DROID_VIS_UPPER) )
{
tempXMax = p->x;
}
/* Smallest x coord so far within our height window? */
if( (p->x < tempXMin) && (p->y > DROID_VIS_LOWER) && (p->y < DROID_VIS_UPPER) )
{
tempXMin = p->x;
}
if (p->y > s->ymax)
s->ymax = p->y;
if (p->y < s->ymin)
s->ymin = p->y;
if (p->z > s->zmax)
s->zmax = p->z;
if (p->z < s->zmin)
s->zmin = p->z;
/* Biggest z coord so far within our height window? */
if( (p->z > tempZMax) && (p->y > DROID_VIS_LOWER) && (p->y < DROID_VIS_UPPER) )
{
tempZMax = p->z;
}
/* Smallest z coord so far within our height window? */
if( (p->z < tempZMax) && (p->y > DROID_VIS_LOWER) && (p->y < DROID_VIS_UPPER) )
{
tempZMin = p->z;
}
// for tight sphere calculations
if ((double) p->x < vxmin.x) {
vxmin.x = (double) p->x;
vxmin.y = (double) p->y;
vxmin.z = (double) p->z;
}
if ((double) p->x > vxmax.x) {
vxmax.x = (double) p->x;
vxmax.y = (double) p->y;
vxmax.z = (double) p->z;
}
if ((double) p->y < vymin.y) {
vymin.x = (double) p->x;
vymin.y = (double) p->y;
vymin.z = (double) p->z;
}
if ((double) p->y > vymax.y) {
vymax.x = (double) p->x;
vymax.y = (double) p->y;
vymax.z = (double) p->z;
}
if ((double) p->z < vzmin.z) {
vzmin.x = (double) p->x;
vzmin.y = (double) p->y;
vzmin.z = (double) p->z;
}
if ((double) p->z > vzmax.z) {
vzmax.x = (double) p->x;
vzmax.y = (double) p->y;
vzmax.z = (double) p->z;
}
}
/* Centered about origin I can do the '-' thing below!! */
extremeX = pie_MAX(tempXMax,-tempXMin);
extremeZ = pie_MAX(tempZMax,-tempZMin);
s->visRadius = pie_MAX(extremeX,extremeZ);
// no need to scale an IMD shape (only FSD)
xmax = pie_MAX(s->xmax,-s->xmin);
ymax = pie_MAX(s->ymax,-s->ymin);
zmax = pie_MAX(s->zmax,-s->zmin);
s->radius = pie_MAX(xmax,(pie_MAX(ymax,zmax)));
s->sradius = (SDWORD)((float)sqrt( xmax*xmax + ymax*ymax + zmax*zmax));
// START: tight bounding sphere
// set xspan = distance between 2 points xmin & xmax (squared)
dx = vxmax.x - vxmin.x;
dy = vxmax.y - vxmin.y;
dz = vxmax.z - vxmin.z;
xspan = dx*dx + dy*dy + dz*dz;
// same for yspan
dx = vymax.x - vymin.x;
dy = vymax.y - vymin.y;
dz = vymax.z - vymin.z;
yspan = dx*dx + dy*dy + dz*dz;
// and ofcourse zspan
dx = vzmax.x - vzmin.x;
dy = vzmax.y - vzmin.y;
dz = vzmax.z - vzmin.z;
zspan = dx*dx + dy*dy + dz*dz;
// set points dia1 & dia2 to maximally seperated pair
// assume xspan biggest
dia1 = vxmin;
dia2 = vxmax;
maxspan = xspan;
if (yspan>maxspan) {
maxspan = yspan;
dia1 = vymin;
dia2 = vymax;
}
if (zspan>maxspan) {
maxspan = zspan;
dia1 = vzmin;
dia2 = vzmax;
}
// dia1, dia2 diameter of initial sphere
cen.x = (dia1.x + dia2.x) / 2.;
cen.y = (dia1.y + dia2.y) / 2.;
cen.z = (dia1.z + dia2.z) / 2.;
// calc initial radius
dx = dia2.x - cen.x;
dy = dia2.y - cen.y;
dz = dia2.z - cen.z;
rad_sq = dx*dx + dy*dy + dz*dz;
rad = sqrt(rad_sq);
// second pass (find tight sphere)
for (p = s->points, i=0; i<s->npoints; i++, p++) {
dx = p->x - cen.x;
dy = p->y - cen.y;
dz = p->z - cen.z;
old_to_p_sq = dx*dx + dy*dy + dz*dz;
// do r**2 first
if (old_to_p_sq>rad_sq) {
// this point outside current sphere
old_to_p = sqrt(old_to_p_sq);
// radius of new sphere
rad = (rad + old_to_p) / 2.;
// rad**2 for next compare
rad_sq = rad*rad;
old_to_new = old_to_p - rad;
// centre of new sphere
cen.x = (rad*cen.x + old_to_new*p->x) / old_to_p;
cen.y = (rad*cen.y + old_to_new*p->y) / old_to_p;
cen.z = (rad*cen.z + old_to_new*p->z) / old_to_p;
iV_DEBUG4("NEW SPHERE: cen,rad = %d %d %d, %d\n",(int32) cen.x, (int32) cen.y, (int32) cen.z, (int32) rad);
}
}
s->ocen.x = (int32) cen.x;
s->ocen.y = (int32) cen.y;
s->ocen.z = (int32) cen.z;
s->oradius = (int32) rad;
iV_DEBUG2("radius, sradius, %d, %d\n",s->radius,s->sradius);
iV_DEBUG4("SPHERE: cen,rad = %d %d %d, %d\n",s->ocen.x,s->ocen.y,s->ocen.z,s->oradius);
// END: tight bounding sphere
return TRUE;
}
static iBool _imd_load_connectors(STRING **ppFileData, STRING *FileDataEnd, iIMDShape *s)
{
STRING *pFileData = *ppFileData;
int cnt;
int i;
iVector *p;
SDWORD newX,newY,newZ;
IMDConnectors+=s->nconnectors;
if ((s->connectors = (iVector *) iV_HeapAlloc(sizeof(iVector) * s->nconnectors)) == NULL)
{
iV_Error(0xff,"(_load_connectors) iV_HeapAlloc fail");
return FALSE;
}
p = s->connectors;
for (i=0; i<s->nconnectors; i++, p++)
{
if (sscanf(pFileData,"%d %d %d%n",&(newX),&(newY),&(newZ),&cnt) != 3)
{
iV_Error(0xff,"(_load_connectors) file corrupt -M");
return FALSE;
}
pFileData += cnt;
p->x=newX;
p->y=newY;
p->z=newZ;
}
*ppFileData = pFileData;
return TRUE;
}
//*************************************************************************
//*** load shape levels recurrsively
//*
//* pre fp open
//*
//* params fp = currently open shape file pointer
//* s = pointer to shape level
//* texpage = texture page number if iV_IMD_TEX
//*
//* on exit s allocated
//* returns pointer to iFSDShape structure (or NULL on error)
//*
//******
static iIMDShape *_imd_load_level(STRING **ppFileData, STRING *FileDataEnd, int nlevels, int texpage)
{
STRING *pFileData = *ppFileData;
int cnt;
iIMDShape *s;
char buffer[MAX_FILE_PATH];
// int level;
int n;
int npolys;
#ifdef BSPIMD
// UWORD NumberOfParameters;
// UDWORD count;
#endif
if (nlevels == 0)
return NULL;
s = (iIMDShape *) iV_HeapAlloc(sizeof(iIMDShape));
if (s) {
s->points = NULL;
s->polys = NULL;
s->connectors = NULL;
s->texanims = NULL;
s->next=NULL;
// if we can be sure that there is no bsp ... the we check for level number at this point
#ifndef BSPIMD
if (sscanf(pFileData,"%s %d%n",buffer,&level,&cnt) != 2) {
debug(LOG_ERROR, "_imd_load_level: file corrupt");
return NULL;
}
pFileData += cnt;
if (strcmp(buffer,"LEVEL") != 0) {
debug(LOG_ERROR, "_imd_load_level: excepting 'LEVEL' directive");
return NULL;
}
#endif
s->flags = _IMD_FLAGS;
s->texpage = texpage;
if (sscanf(pFileData,"%s %d%n",buffer,&n,&cnt) != 2) {
debug(LOG_ERROR, "_imd_load_level(2): file corrupt");
return NULL;
}
pFileData += cnt;
// load texture anims if specified
// load points
if (strcmp(buffer,"POINTS") != 0) {
debug(LOG_ERROR, "_imd_load_level: expecting 'POINTS' directive");
return NULL;
}
if (n>iV_IMD_MAX_POINTS) {
debug(LOG_ERROR, "_imd_load_level: too many points in IMD");
}
s->npoints = n;
// DBPRINTF(("%s %d , %d \n",buffer,n,s->npoints));
// Some imd/pie's were greater than the max number of points causing all sorts of memory overflows (blfact2)
//
// There was no check / error handling!
//
_imd_load_points(&pFileData,FileDataEnd,s);
if (sscanf(pFileData,"%s %d%n",buffer,&npolys,&cnt) != 2) {
debug(LOG_ERROR, "_imd_load_level(3): file corrupt");
return NULL;
}
pFileData += cnt;
s->npolys=npolys;
if (strcmp(buffer,"POLYGONS") != 0) {
debug(LOG_ERROR,"_imd_load_level: expecting 'POLYGONS' directive");
return NULL;
}
// DBPRINTF(("loading polygons - %d\n",s->npolys));
_imd_load_polys(&pFileData,FileDataEnd,s);
//NOW load optional stuff
{
BOOL OptionalsCompleted;
#ifdef BSPIMD
s->BSPNode=NULL; // Zero the bsp node pointer to zero as a default
#endif
s->nconnectors = 0; // Default number of connectors must be 0 ( this was'nt being done PBD. )
OptionalsCompleted=FALSE;
while(OptionalsCompleted == FALSE) {
// DBPRINTF(("current file pos = %p (%x)(%x)(%x) - endoffile = %p\n",*ppFileData,**ppFileData,*((*ppFileData)+1),*((*ppFileData)+2),FileDataEnd));
// check for end of file (give or take white space)
if (AtEndOfFile(*&pFileData,FileDataEnd)==TRUE)
{
OptionalsCompleted=TRUE;
break;
}
// Scans in the line ... if we don't get 2 parameters then quit
if (sscanf(pFileData,"%s %d%n",buffer,&n,&cnt) != 2)
{
OptionalsCompleted=TRUE;
break;
}
pFileData += cnt;
// check for next level ... or might be a BSP - This should handle an imd if it has a BSP tree attached to it
// might be "BSP" or "LEVEL"
if (strcmp(buffer,"LEVEL") == 0)
{
iV_DEBUG2("imd[_load_level] = npoints %d, npolys %d\n",s->npoints,s->npolys);
s->next = _imd_load_level(&pFileData,FileDataEnd,nlevels-1,texpage);
}
#ifdef BSPIMD
else if (strcmp(buffer,"BSP") == 0)
{
_imd_load_bsp(&pFileData,FileDataEnd,s,(UWORD)n);
}
#endif
else if (strcmp(buffer,"CONNECTORS") == 0)
{
//load connector stuff
s->nconnectors = n;
_imd_load_connectors(&pFileData,FileDataEnd,s);
}
else
{
// DBPRINTF(("1) current file pos = %p (%x) - endoffile = %p\n",*ppFileData,**ppFileData,FileDataEnd));
iV_Error(0xff,"(_load_level) unexpected directive %s %d",buffer,&n);
OptionalsCompleted=TRUE;
break;
}
}
}
} else {
/* Failed to allocate memory for s */
debug(LOG_ERROR, "_imd_load_level: Memory allocation error");
}
*ppFileData = pFileData;
return s;
}
BOOL iV_setImagePath(STRING *path)
{
int i;
strcpy(imagePath,path);
i = strlen(imagePath);
if (imagePath[i] != '\\')
{
imagePath[i] = '\\';
imagePath[i+1] = 0;
}
return TRUE;
}
static char *_imd_get_path(STRING *filename, STRING *path)
{
int n, i;
n = strlen(filename);
for (i=n-1; i>=0 && (filename[i] != '\\'); i--)
;
if (i<0)
path[0] = '\0';
else {
memcpy(path,filename,i+1);
path[i+1] = '\0';
}
return path;
}
/***************************************************************************/
BOOL CheckColourKey( iIMDShape *psShape ) {
iIMDShape *psShapeLevel;
int i;
if ( rendSurface.usr >= REND_D3D_RGB &&
rendSurface.usr <= REND_D3D_REF )
{
/* check model override flags else check all polys for colorkey flag */
if ( _IMD_FLAGS & iV_IMD_XTRANS ) {
return TRUE;
} else {
psShapeLevel = psShape;
/* loop over levels in model */
while ( psShape != NULL ) {
/* loop over polys in level */
for ( i=0; i<psShape->npolys; i++ ) {
/* break if transparent poly found */
if ( psShape->polys[i].flags & PIE_COLOURKEYED ) {
return TRUE;
}
}
/* next level */
psShape = psShape->next;
}
}
}
return FALSE;
}