Some editors will work with floating point rotations, so let them keep the
precise texture alignment written to the .map file.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Less error prone as it's usually followed by a strn?cmp or something.
Callers that were relying on null checks updated.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The previous code would possibly leak faces with weird effects if we
iterate over the face data e.g. 0 -> map.numfaces.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Instead of doing awkward gymnastics to try and load the brushes and faces
into memory in reverse order for compatibility with the original qbsp,
just load them in map file order.
Simplifies iteration over the data, particularly if I want to load less
items than the pre-parse found.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Future work will break the assumption that the number of used items will
be equal to the maximum number of items, so separate the two numbers.
Replace use of maxblah with numblah as appropriate.
This makes the reverse order loading or brushes, etc. look even more
painful, so will look at whether we can change that now. As far as I know
no editors do clever things that would make the map compile "better" in a
different order - it's just that it might break some previously working
maps if they were an edge case that different ordering makes the precision
flip in a non-favourable direction.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
It does make them somewhat less greppable, but makes the variable naming
style more consistent with the rest of the quake utilities.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The count members are actually where we store how much memory has been
allocated for each type of item in the mapdata struct, so rename these to
indicate these are the maximum counts.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
* ParseEntity/ParseBrush now take a mapface_t argument, endface
* mapbrush_t now defines a pointer to first face and count of faces
* entity->iFaces no longer needed
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Tidy up the functions that calculate the texinfo data for either QuakeEd
or QuArK texture coordinates.
* Remove cleverness in SetTexinfo_QuArK where checking style1 or style2
just expand the loop for both cases for increased clarity.
* Pass the face plane into SetTexinfo_QuakeEd so it doesn't need to rely
on map.iFaces.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Instead of iBrushStart and iBrushEnd, we now store a pointer into the
mapbrush array and store the count of brushes for this entity. pBrushes
and cBrushes members are renamed to brushes and numbrushes, respectively.
The iBrushes member of mapentity_t is no longer needed.
At this stage we still go through hoops to load the brushes in reverse.
The original comment indicates that this was needed for compatibility, I
may try simplifying and loading in map file order and see if that has any
ill effects on compilation of test maps.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Remove the big union in mapentity_t, collecting together the information for
each lump in a struct. Still not 100% sure where I'm going with this, but I
think this will help me with removing some of the reliance on globals further
along (which will be important once it comes to multi-threading).
Signed-off-by: Tyrann <tyrann@disenchant.net>
Fix numerous places where epsilons have been hard-coded, substituting one of
the defines from qbsp.h.
A couple of epsilons have actually been changed in this patch; the one used to
detect degenerate QuArK texture coordinates has been loosened (so the test is
actually a little more strict). The other is the test for flipped portals. If
my understanding is correct, then result would actually be < 0 if the portal
winding normal flipped, so this change _should_ be harmless.
Signed-off-by: Tyrann <tyrann@disenchant.net>
QuArK generates floating point values for the brush face plane points and also
has it's own way of defining texture placement. Read in all plane points as
floats (does no harm maps that use integers) and also parse the extra comment
at end of line which indicates that the special texturing rules apply to the
face (two variants).
Signed-off-by: Tyrann <tyrann@disenchant.net>
Move the QuakeEd style texture vector calculations out of the ParseBrush
function. This will keep things tidier when adding other the other types of
texture vector calculation.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Change the boolean argument to parsetoken to a set of optional flags. Calls
that previously had crossline == false now pass PARSE_SAMELINE instead. Add
PARSE_COMMENT flag to parse the next token as a comment. If the token isn't a
comment, then return false.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Set the vec_t type to "double" using the DOUBLEVEC_T preproccessor define. Fix
up hard-coded usages of float in various places throughout the code. Note that
texinfo_t is an on-disk structure, so that needs to stay as float and we work
around incompatibilities with the vector functions using a temporary vec3_t.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Now that we're compiling as C code, the memory returned by AllocMem no longer
needs to be explicitly cast when assigning to our typed pointers.
Signed-off-by: Tyrann <tyrann@disenchant.net>
There's a couple of usages outside of the AllocMem/FreeMem functions. Flag
these as something to look at later.
Signed-off-by: Tyrann <tyrann@disenchant.net>