Here's another little tyrutils patch: in qbsp, I believe the
calculation of the "disksize" field of the miptex lumps when using
WAD3 textures is missing the size of the dmiptex_t struct (40 bytes),
causing the resulting bsp file to be slightly truncated.
I noticed this because one of Tronyn's levels (jam2_tronyn.bsp) was
crashing Quakespasm for me; it turned out the engine was trying to
read 40 bytes past the end of the file when loading the last texture
in the bsp. I got him to send over his map source, wads, and compiler;
he was using tyrutils 0.15 and wad3 format textures, and I confirmed
that this patch fixes the engine crash.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Search the WADs for extra frames on any animated textures used and add
them to the bsp. This restores the old behaviour which was mistakenly
removed, but now we have the assurance that textures are added in
order and all lower numbered animation frames are added a warning is
printed if it is missing from the wad.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Kind of taking a step backwards here to where we were, but make the
MemSizes array dynamically changable so that we can switch out and
allocate BSP2 sized elements when we want to write a file in that format.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Some of the bsp2 data structures are bigger than the bsp29 structures, so
we need to know the difference in allocation size. Stop using the data
structure enum for lump numbers.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
We take care of adding extra animation frames during loading of the map
file to ensure that we add lower-numbered texture frames before the higher
numbered frames. Most Quake engines will choke on a BSP if the texture
frames are presented out of order (including the original).
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
If brushes in the map are textured with alt-animations, and the second
character (i.e. the 'a' in +abutton) is lower case then we have the
lowercase texture name in the miptex list, but when we add alt textures we
use the uppercase, so it gets duplicated. Duplicated animating textures
cause most engines to exit with an error.
Since the map file could use uppercase texture names as well, really we
should either be normalizing texture names to upper or lower case, or we
need to do case-insensitive matching - so I just changed to
case-insensitive matching.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Also do a quick sweep of the source and consistently use %d instead of
%i (no real difference, but just pick one).
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>
Add the "-wadpath" command-line argument to allow the user to specify a
directory where wad files can be found. If no wadpath is given, the path
defaults to the directory where the map file is located. Absolute path names
in the worldspawn "wad" key should also work.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Make all WADList functions take a pointer to the first wad_t, rather than
embedding it inside the struct wadlist. wadlist_t is no longer needed.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Begin breaking down the wadlist_t structure by having the Init function return
the number of wads loaded to the caller, rather than relying on just setting
it internally.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Add back the warning message about invalid wads. Don't bother to differentiate
between filesystem errors and bad magic, etc. The file is already open, so if
we can't read it's either too small or there might be some hardware problem
(not worth dealing with separately).
Signed-off-by: Tyrann <tyrann@disenchant.net>
Move the logic from WADList_LoadLumpInfo into WADList_Init. Now the init
function will open all the wad files, testing for validity. Note that I still
need to tidy up the error handling and warnings a little bit to handle the
difference between filesystem/read errors and invalid/corrupt wad files.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Renaming a few variables to keep things nice and clear:
- w -> list ; the wadlist_t
- list -> wadstring ; the string from the map's "wad" key
- wad -> w ; local pointer to a single wad
Signed-off-by: Tyrann <tyrann@disenchant.net>
Rename a couple more structure members to make their purposes clearer;
- wad_t::Wad -> wad_t::file - it's a file handle
- wadlist_t::wadlist -> wadlist_t::wads - yes, we already know it's a list
Also, get rid of fileT from WADList_LoadLumpInfo.
Signed-off-by: Tyrann <tyrann@disenchant.net>
The wad_t struct is actually a list of wads, and the wadlist_t struct
represents the info for a single wad. This is kind of backwards, so reverse
the names. A few function renames went along with this to make things look
saner.
Signed-off-by: Tyrann <tyrann@disenchant.net>
wad_t::name isn't required outside of some temporary usage in WAD_InitWadList
so doesn't really belong in the struct.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Fix a bug introduced in my class File -> stdio conversion. Don't use the len
variable to save the result of fread, since it's still needed as part of the
loop condition!
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>
Now that all the C++isms have been removed, rename the .cpp source files to .c
and remove the special case makefile rules for compiling qbsp object files.
Signed-off-by: Tyrann <tyrann@disenchant.net>