Files
assaultcube-/source/src/md3.h
T
ac-stef 1310516c14 keep track of map load errors
Collect warnings during load_world() and issue a warning at the end. Most,
but not all warnings already printed a message - which usually scrolls out
of the console quite fast.

The collected value is also given back by the loadmap command, which
allows batch editing scripts for maps stop at problematic maps.

Mapsound errors are not detected, if soundvol is zero. Missing textures are
not flagged, if notexture is set.

The error code is ored together from those elements:

0x0000001  entity attribute overflow
  One or more map entities had attribute values, that are no longer
  supported with map format 10. Rework manually.

0x0000010  map decoder error
  Indicates a damaged map file.

0x0000100  world error -1
  Map is completely solid. Very funny.

0x0000200  world error -2
  Map border is not solid. Fix manually.

0x0001000  missing skymap texture files
0x0002000  missing world texture files (only if no notexture is set)
0x0004000  missing mapmodel files
0x0008000  missing mapsound files

0x0010000  bad mapsound command in map config
0x0020000  bad mapmodel command in map config
0x0040000  bad texture command in map config
0x0080000  bad loadnotexture command in map config

0x0100000  error during loading of mapmodels (see earlier console output)

0x1000000  out of range integer value in map config (for example, "fog 0")
0x2000000  out of range float value in map config
0x4000000  generic cubescript error in map config

The command loadmap is now also available for non-debug builds.

DOCREF loadmap
2016-08-30 20:56:58 +02:00

322 lines
11 KiB
C

struct md3;
md3 *loadingmd3 = NULL;
string md3dir;
struct md3tag
{
char name[64];
vec pos;
float rotation[3][3];
};
struct md3vertex
{
short vertex[3];
short normal;
};
struct md3triangle
{
int vertexindices[3];
};
struct md3header
{
char id[4];
int version;
char name[64];
int flags;
int numframes, numtags, nummeshes, numskins;
int ofs_frames, ofs_tags, ofs_meshes, ofs_eof; // offsets
};
struct md3meshheader
{
char id[4];
char name[64];
int flags;
int numframes, numshaders, numvertices, numtriangles;
int ofs_triangles, ofs_shaders, ofs_uv, ofs_vertices, meshsize; // offsets
};
struct md3 : vertmodel
{
md3(const char *name) : vertmodel(name) {}
int type() { return MDL_MD3; }
struct md3part : part
{
bool load(char *path)
{
if(filename) return true;
stream *f = openfile(path, "rb");
if(!f) return false;
md3header header;
f->read(&header, sizeof(md3header));
lilswap(&header.version, 1);
lilswap(&header.flags, 9);
if(strncmp(header.id, "IDP3", 4) != 0 || header.version != 15) // header check
{
delete f;
conoutf("md3: corrupted header");
flagmapconfigerror(LWW_MODELERR);
return false;
}
numframes = header.numframes;
numtags = header.numtags;
if(numtags)
{
tags = new tag[numframes*numtags];
f->seek(header.ofs_tags, SEEK_SET);
md3tag tag;
loopi(header.numframes*header.numtags)
{
f->read(&tag, sizeof(md3tag));
lilswap((float *)&tag.pos, 12);
if(tag.name[0] && i<header.numtags) tags[i].name = newstring(tag.name);
tags[i].pos = vec(tag.pos.y, tag.pos.x, tag.pos.z);
memcpy(tags[i].transform, tag.rotation, sizeof(tag.rotation));
// undo the x/y swap
loopj(3) swap(tags[i].transform[0][j], tags[i].transform[1][j]);
// then restore it
loopj(3) swap(tags[i].transform[j][0], tags[i].transform[j][1]);
}
links = new linkedpart[numtags];
}
int mesh_offset = header.ofs_meshes;
loopi(header.nummeshes)
{
md3meshheader mheader;
f->seek(mesh_offset, SEEK_SET);
f->read(&mheader, sizeof(md3meshheader));
lilswap(&mheader.flags, 10);
if(mheader.numtriangles <= 0)
{
mesh_offset += mheader.meshsize;
continue;
}
mesh &m = *meshes.add(new mesh);
m.owner = this;
m.name = newstring(mheader.name);
m.numtris = mheader.numtriangles;
m.tris = new tri[m.numtris];
f->seek(mesh_offset + mheader.ofs_triangles, SEEK_SET);
loopj(mheader.numtriangles)
{
md3triangle tri;
f->read(&tri, sizeof(md3triangle)); // read the triangles
lilswap((int *)&tri, 3);
loopk(3) m.tris[j].vert[k] = (ushort)tri.vertexindices[k];
}
m.numverts = mheader.numvertices;
m.tcverts = new tcvert[m.numverts];
f->seek(mesh_offset + mheader.ofs_uv , SEEK_SET);
f->read(m.tcverts, 2*sizeof(float)*m.numverts); // read the UV data
lilswap(&m.tcverts[0].u, 2*m.numverts);
m.verts = new vec[numframes*m.numverts + 1];
f->seek(mesh_offset + mheader.ofs_vertices, SEEK_SET);
loopj(numframes*mheader.numvertices)
{
md3vertex v;
f->read(&v, sizeof(md3vertex)); // read the vertices
lilswap((short *)&v, 4);
m.verts[j].x = v.vertex[1]/64.0f;
m.verts[j].y = v.vertex[0]/64.0f;
m.verts[j].z = v.vertex[2]/64.0f;
}
mesh_offset += mheader.meshsize;
}
delete f;
filename = newstring(path);
return true;
}
void begingenshadow()
{
matrixpos = 0;
matrixstack[0].identity();
matrixstack[0].rotate_around_z(180*RAD);
}
};
void render(int anim, int varseed, float speed, int basetime, const vec &o, float roll, float yaw, float pitch, dynent *d, modelattach *a, float scale)
{
if(!loaded) return;
if(a) for(int i = 0; a[i].tag; i++)
{
vertmodel *m = (vertmodel *)a[i].m;
if(!m)
{
if(a[i].pos) link(NULL, a[i].tag);
continue;
}
part *p = m->parts[0];
if(link(p, a[i].tag, a[i].pos)) p->index = parts.length()+i;
}
if(!cullface) glDisable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_BACK);
if(stenciling)
{
shadowdir = vec(0, 1/SQRT2, -1/SQRT2);
shadowdir.rotate_around_z((-shadowyaw-yaw-180.0f)*RAD);
shadowdir.rotate_around_y(-pitch*RAD);
shadowdir.rotate_around_x(roll*RAD);
(shadowpos = shadowdir).mul(shadowdist);
}
modelpos = o;
modelroll = roll;
modelyaw = yaw;
modelpitch = pitch;
matrixpos = 0;
quat q(- yaw - 180, pitch);
matrixstack[0].fromquat(roll == 0.0f ? q : q.roll(roll));
matrixstack[0].translate(o);
if(anim&ANIM_MIRROR || scale!=1) matrixstack[0].scale(scale, anim&ANIM_MIRROR ? -scale : scale, scale);
parts[0]->render(anim, varseed, speed, basetime, d);
if(!cullface) glEnable(GL_CULL_FACE);
else if(anim&ANIM_MIRROR) glCullFace(GL_FRONT);
if(a) for(int i = 0; a[i].tag; i++) link(NULL, a[i].tag);
if(d) d->lastrendered = lastmillis;
}
void rendershadow(int anim, int varseed, float speed, int basetime, const vec &o, float yaw, modelattach *a)
{
if(parts.length()>1) return;
parts[0]->rendershadow(anim, varseed, speed, basetime, o, yaw);
}
bool load()
{
if(loaded) return true;
formatstring(md3dir)("packages/models/%s", loadname);
const char *pname = parentdir(loadname);
defformatstring(cfgname)("packages/models/%s/md3.cfg", loadname);
loadingmd3 = this;
per_idents = false;
neverpersist = true;
if(execfile(cfgname) && parts.length()) // configured md3, will call the md3* commands below
{
neverpersist = false;
per_idents = true;
loadingmd3 = NULL;
if(parts.empty()) return false;
loopv(parts) if(!parts[i]->filename) return false;
}
else // md3 without configuration, try default tris and skin
{
per_idents = false;
loadingmd3 = NULL;
md3part &mdl = *new md3part;
parts.add(&mdl);
mdl.model = this;
mdl.index = 0;
defformatstring(name1)("packages/models/%s/tris.md3", loadname);
if(!mdl.load(path(name1)))
{
formatstring(name1)("packages/models/%s/tris.md3", pname); // try md3 in parent folder (vert sharing)
if(!mdl.load(path(name1))) return false;
};
Texture *skin;
loadskin(loadname, pname, skin);
loopv(mdl.meshes) mdl.meshes[i]->skin = skin;
if(skin==notexture) { conoutf("could not load model skin for %s", name1); flagmapconfigerror(LWW_MODELERR); }
}
loopv(parts) parts[i]->scaleverts(scale/16.0f, vec(translate.x, -translate.y, translate.z));
radius = calcradius(zradius);
if(shadowdist) calcneighbors();
calcbbs();
return loaded = true;
}
};
void md3load(char *model)
{
if(!loadingmd3) { conoutf("not loading an md3"); flagmapconfigerror(LWW_MODELERR); return; };
filtertext(model, model, FTXT__MEDIAFILEPATH);
defformatstring(filename)("%s/%s", md3dir, model);
md3::md3part &mdl = *new md3::md3part;
loadingmd3->parts.add(&mdl);
mdl.model = loadingmd3;
mdl.index = loadingmd3->parts.length()-1;
if(!mdl.load(path(filename))) { conoutf("could not load %s", filename); flagmapconfigerror(LWW_MODELERR); } // ignore failure
}
void md3skin(char *objname, char *skin)
{
filtertext(skin, skin, FTXT__MEDIAFILEPATH);
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); flagmapconfigerror(LWW_MODELERR); return; };
md3::part &mdl = *loadingmd3->parts.last();
bool used = false;
loopv(mdl.meshes)
{
md3::mesh &m = *mdl.meshes[i];
if(!strcmp(objname, "*") || !strcmp(m.name, objname))
{
defformatstring(spath)("%s/%s", md3dir, skin);
m.skin = textureload(spath);
used = true;
}
}
if(!used)
{
defformatstring(s)(", possibilities are: *");
loopv(mdl.meshes) concatformatstring(s, "|%s", mdl.meshes[i]->name);
conoutf("mesh \"%s\" not found in model %s, skin %s not loaded%s", objname, loadingmd3->loadname, skin, mdl.meshes.length() ? s : "");
flagmapconfigerror(LWW_MODELERR);
}
}
void md3anim(char *anim, int *startframe, int *range, float *speed)
{
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); flagmapconfigerror(LWW_MODELERR); return; };
int num = findanim(anim);
if(num<0) { conoutf("could not find animation %s", anim); flagmapconfigerror(LWW_MODELERR); return; };
loadingmd3->parts.last()->setanim(num, *startframe, *range, *speed);
}
void md3link(int *parent, int *child, char *tagname)
{
if(!loadingmd3) { conoutf("not loading an md3"); return; };
if(!loadingmd3->parts.inrange(*parent) || !loadingmd3->parts.inrange(*child)) { conoutf("no models loaded to link"); flagmapconfigerror(LWW_MODELERR); return; }
if(!loadingmd3->parts[*parent]->link(loadingmd3->parts[*child], tagname)) { conoutf("could not link model %s", loadingmd3->loadname); flagmapconfigerror(LWW_MODELERR); }
}
void md3emit(char *tag, int *type, int *arg1, int *arg2)
{
if(!loadingmd3 || loadingmd3->parts.empty()) { conoutf("not loading an md3"); flagmapconfigerror(LWW_MODELERR); return; };
md3::part &mdl = *loadingmd3->parts.last();
if(!mdl.addemitter(tag, *type, *arg1, *arg2)) { conoutf("could not find tag %s", tag); flagmapconfigerror(LWW_MODELERR); return; }
}
COMMAND(md3load, "s");
COMMAND(md3skin, "ss");
COMMAND(md3anim, "siif");
COMMAND(md3link, "iis");
COMMAND(md3emit, "siii");