Pull the progress output up into the caller (not ideal) to deal with the
fact we are making extra calls to load the detail entities for the
worldspawn.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
The first step towards supporting detail brushes for Quake 1. This gives
us a way to add detail brushes to a map within the existing mapping tools. A
mapper can simply add a definition for a "func_detail" entity to their
editor and create func_detail entities.
Of course, currently they will behave exactly like world brushes. Future
patches will start to treat them differently.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Make Brush_LoadEntity() take a source and destination entity arguments. In
order for this to work, intialisation is done before calling and then the
BSP brushes generated from the source entity's map brushes are added to
whatever is already in the destination entity.
Reasons for doing this will become obvious with the following patch! :)
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>
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>
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>
Make the caller look up the fixed origin again if they need it rather than
always passing in/out an origin. FindTargetEntity also now returns a
pointer rather than entity number.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Offsets pointing to clipnodes were originally used as signed short (16-bit)
numbers, so that negative numbers could represent the various content types of
leaf nodes. However, only a small number of these types are required, so we
now make use of the rest of the clipnode range.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Ugh, looks like this extraneous line snuck in with commit 6bb3ad32
While I'm here, I see no reason to zero pWorldEnt->cTexdata just above
either. It should already be zero'd memory from the malloc of map.rgEntities.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Use a hash to speed up FindPlane for maps that have huge numbers of
planes. Not many maps have enough planes that this is a win, but those maps
are the ones where speed matters most. :)
Signed-off-by: Tyrann <tyrann@disenchant.net>