rename game -> g_game
This commit is contained in:
parent
5c5f698c28
commit
dbeb2d0718
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@ -320,7 +320,7 @@ int pk3BSPMain( int argc, char **argv ){
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}
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}
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pk3Shaderfiles = vfsListShaderFiles( game->shaderPath );
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pk3Shaderfiles = vfsListShaderFiles( g_game->shaderPath );
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if( dbg ){
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Sys_Printf( "\n\tSchroider fileses.....%zu\n", pk3Shaderfiles.size() );
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@ -342,7 +342,7 @@ int pk3BSPMain( int argc, char **argv ){
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char* ExReasonShaderFile[4096] = { NULL };
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{
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parseEXfile( stream( game->arg, ".exclude" ), ExTextures, ExShaders, ExShaderfiles, ExSounds, ExVideos );
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parseEXfile( stream( g_game->arg, ".exclude" ), ExTextures, ExShaders, ExShaderfiles, ExSounds, ExVideos );
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for ( i = 0; i < ExTextures->n; ++i ){
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if( !StrList_find( ExShaders, ExTextures->s[i] ) )
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@ -389,7 +389,7 @@ int pk3BSPMain( int argc, char **argv ){
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/* load the shader */
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char scriptFile[128];
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sprintf( scriptFile, "%s/%s", game->shaderPath, file.c_str() );
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sprintf( scriptFile, "%s/%s", g_game->shaderPath, file.c_str() );
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SilentLoadScriptFile( scriptFile, 0 );
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if( dbg )
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Sys_Printf( "\n\tentering %s\n", file.c_str() );
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@ -682,7 +682,7 @@ int pk3BSPMain( int argc, char **argv ){
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for ( CopiedString& file : pk3Shaderfiles ){
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if ( !file.empty() ){
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stream( game->shaderPath, "/", file.c_str() );
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stream( g_game->shaderPath, "/", file.c_str() );
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if ( !packResource( stream, packname, compLevel ) ){
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Sys_FPrintf( SYS_WRN, " !FAIL! %s\n", pk3Shaders->s[i] );
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packFAIL = true;
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@ -784,7 +784,7 @@ int repackBSPMain( int argc, char **argv ){
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StrList* ExPureTextures = StrList_allocate( 4096 );
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{
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parseEXfile( stream( game->arg, ".exclude" ), ExTextures, ExShaders, ExShaderfiles, ExSounds, ExVideos );
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parseEXfile( stream( g_game->arg, ".exclude" ), ExTextures, ExShaders, ExShaderfiles, ExSounds, ExVideos );
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for ( i = 0; i < ExTextures->n; ++i ){
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if( !StrList_find( ExShaders, ExTextures->s[i] ) )
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@ -1105,7 +1105,7 @@ int repackBSPMain( int argc, char **argv ){
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pk3Shaderfiles = vfsListShaderFiles( game->shaderPath );
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pk3Shaderfiles = vfsListShaderFiles( g_game->shaderPath );
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if( dbg ){
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Sys_Printf( "\n\tSchroider fileses.....%zu\n", pk3Shaderfiles.size() );
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@ -1140,7 +1140,7 @@ int repackBSPMain( int argc, char **argv ){
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/* load the shader */
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char scriptFile[128];
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sprintf( scriptFile, "%s/%s", game->shaderPath, file.c_str() );
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sprintf( scriptFile, "%s/%s", g_game->shaderPath, file.c_str() );
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if ( dbg )
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Sys_Printf( "\n\tentering %s\n", file.c_str() );
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SilentLoadScriptFile( scriptFile, 0 );
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@ -683,13 +683,13 @@ int BSPMain( int argc, char **argv ){
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strClear( tempSource );
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/* set standard game flags */
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maxLMSurfaceVerts = game->maxLMSurfaceVerts;
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maxSurfaceVerts = game->maxSurfaceVerts;
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maxSurfaceIndexes = game->maxSurfaceIndexes;
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emitFlares = game->emitFlares;
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texturesRGB = game->texturesRGB;
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colorsRGB = game->colorsRGB;
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keepLights = game->keepLights;
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maxLMSurfaceVerts = g_game->maxLMSurfaceVerts;
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maxSurfaceVerts = g_game->maxSurfaceVerts;
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maxSurfaceIndexes = g_game->maxSurfaceIndexes;
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emitFlares = g_game->emitFlares;
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texturesRGB = g_game->texturesRGB;
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colorsRGB = g_game->colorsRGB;
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keepLights = g_game->keepLights;
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/* process arguments */
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for ( i = 1; i < ( argc - 1 ); i++ )
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@ -349,12 +349,12 @@ void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, in
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void LoadBSPFile( const char *filename ){
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/* dummy check */
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if ( game == NULL || game->load == NULL ) {
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if ( g_game == NULL || g_game->load == NULL ) {
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Error( "LoadBSPFile: unsupported BSP file format" );
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}
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/* load it, then byte swap the in-memory version */
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game->load( filename );
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g_game->load( filename );
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SwapBSPFile();
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}
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@ -366,12 +366,12 @@ void LoadBSPFile( const char *filename ){
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void PartialLoadBSPFile( const char *filename ){
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/* dummy check */
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if ( game == NULL || game->load == NULL ) {
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if ( g_game == NULL || g_game->load == NULL ) {
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Error( "LoadBSPFile: unsupported BSP file format" );
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}
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/* load it, then byte swap the in-memory version */
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//game->load( filename );
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//g_game->load( filename );
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PartialLoadIBSPFile( filename );
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/* PartialSwapBSPFile() */
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@ -407,7 +407,7 @@ void WriteBSPFile( const char *filename ){
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/* dummy check */
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if ( game == NULL || game->write == NULL ) {
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if ( g_game == NULL || g_game->write == NULL ) {
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Error( "WriteBSPFile: unsupported BSP file format" );
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}
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@ -417,7 +417,7 @@ void WriteBSPFile( const char *filename ){
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/* byteswap, write the bsp, then swap back so it can be manipulated further */
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SwapBSPFile();
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game->write( tempname );
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g_game->write( tempname );
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SwapBSPFile();
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/* replace existing bsp file */
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@ -491,7 +491,7 @@ void PrintBSPFileSizes( void ){
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Sys_Printf( "\n" );
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Sys_Printf( "%9d lightmaps %9d\n",
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numBSPLightBytes / ( game->lightmapSize * game->lightmapSize * 3 ), numBSPLightBytes );
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numBSPLightBytes / ( g_game->lightmapSize * g_game->lightmapSize * 3 ), numBSPLightBytes );
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Sys_Printf( "%9d lightgrid %9d *\n",
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numBSPGridPoints, (int) ( numBSPGridPoints * sizeof( *bspGridPoints ) ) );
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Sys_Printf( " visibility %9d\n",
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@ -839,7 +839,7 @@ void GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castS
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}
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/* vortex: game-specific default entity keys */
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if ( striEqual( game->magic, "dq" ) || striEqual( game->magic, "prophecy" ) ) {
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if ( striEqual( g_game->magic, "dq" ) || striEqual( g_game->magic, "prophecy" ) ) {
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/* vortex: deluxe quake default shadow flags */
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if ( ent->classname_is( "func_wall" ) ) {
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if ( recvShadows != NULL ) {
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@ -424,11 +424,11 @@ void LoadIBSPFile( const char *filename ){
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SwapBlock( (int*) ( (byte*) header + sizeof( int ) ), sizeof( *header ) - sizeof( int ) );
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/* make sure it matches the format we're trying to load */
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if ( !force && *( (int*) header->ident ) != *( (const int*) game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, game->bspIdent );
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if ( !force && *( (int*) header->ident ) != *( (const int*) g_game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, g_game->bspIdent );
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}
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if ( !force && header->version != game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, game->bspVersion );
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if ( !force && header->version != g_game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, g_game->bspVersion );
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}
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/* load/convert lumps */
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@ -469,7 +469,7 @@ void LoadIBSPFile( const char *filename ){
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CopyLightGridLumps( header );
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/* advertisements */
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if ( header->version == 47 && strEqual( game->arg, "quakelive" ) ) { // quake live's bsp version minus wolf, et, etut
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if ( header->version == 47 && strEqual( g_game->arg, "quakelive" ) ) { // quake live's bsp version minus wolf, et, etut
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numBSPAds = CopyLump( (bspHeader_t*) header, LUMP_ADVERTISEMENTS, bspAds, sizeof( bspAdvertisement_t ) );
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}
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else{
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@ -496,11 +496,11 @@ void PartialLoadIBSPFile( const char *filename ){
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SwapBlock( (int*) ( (byte*) header + sizeof( int ) ), sizeof( *header ) - sizeof( int ) );
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/* make sure it matches the format we're trying to load */
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if ( !force && *( (int*) header->ident ) != *( (const int*) game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, game->bspIdent );
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if ( !force && *( (int*) header->ident ) != *( (const int*) g_game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, g_game->bspIdent );
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}
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if ( !force && header->version != game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, game->bspVersion );
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if ( !force && header->version != g_game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, g_game->bspVersion );
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}
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/* load/convert lumps */
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@ -536,8 +536,8 @@ void WriteIBSPFile( const char *filename ){
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//% Swapfile();
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/* set up header */
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*( (int*) (bspHeader_t*) header->ident ) = *( (const int*) game->bspIdent );
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header->version = LittleLong( game->bspVersion );
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*( (int*) (bspHeader_t*) header->ident ) = *( (const int*) g_game->bspIdent );
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header->version = LittleLong( g_game->bspVersion );
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/* write initial header */
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file = SafeOpenWrite( filename );
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@ -215,11 +215,11 @@ void LoadRBSPFile( const char *filename ){
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SwapBlock( (int*) ( (byte*) header + sizeof( int ) ), sizeof( *header ) - sizeof( int ) );
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/* make sure it matches the format we're trying to load */
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if ( !force && *( (int*) header->ident ) != *( (const int*) game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, game->bspIdent );
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if ( !force && *( (int*) header->ident ) != *( (const int*) g_game->bspIdent ) ) {
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Error( "%s is not a %s file", filename, g_game->bspIdent );
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}
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if ( !force && header->version != game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, game->bspVersion );
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if ( !force && header->version != g_game->bspVersion ) {
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Error( "%s is version %d, not %d", filename, header->version, g_game->bspVersion );
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}
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/* load/convert lumps */
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@ -289,8 +289,8 @@ void WriteRBSPFile( const char *filename ){
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//% Swapfile();
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/* set up header */
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*( (int*) (bspHeader_t*) header->ident ) = *( (const int*) game->bspIdent );
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header->version = LittleLong( game->bspVersion );
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*( (int*) (bspHeader_t*) header->ident ) = *( (const int*) g_game->bspIdent );
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header->version = LittleLong( g_game->bspVersion );
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/* write initial header */
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file = SafeOpenWrite( filename );
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@ -925,7 +925,7 @@ int ConvertBSPMain( int argc, char **argv ){
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/* bsp format convert? */
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if ( convertGame != NULL ) {
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/* set global game */
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game = convertGame;
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g_game = convertGame;
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/* write bsp */
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path_set_extension( source, "_c.bsp" );
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@ -205,7 +205,7 @@ static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum ){
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int Convert_CountLightmaps( const char* dirname ){
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int lightmapCount;
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//FIXME numBSPLightmaps is 0, must be bspLightBytes / ( game->lightmapSize * game->lightmapSize * 3 )
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//FIXME numBSPLightmaps is 0, must be bspLightBytes / ( g_game->lightmapSize * g_game->lightmapSize * 3 )
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for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
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;
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for ( ; ; lightmapCount++ )
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@ -226,7 +226,7 @@ void Convert_ReferenceLightmaps( const char* base, int* lmIndices ){
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lmIndices[i] = -1;
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char shaderfile[256];
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sprintf( shaderfile, "%s/q3map2_%s.shader", game->shaderPath, base );
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sprintf( shaderfile, "%s/q3map2_%s.shader", g_game->shaderPath, base );
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LoadScriptFile( shaderfile, 0 );
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/* tokenize it */
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while ( 1 )
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@ -941,4 +941,4 @@ const std::vector<game_t> g_games = { game_quake3(),
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game_jk2(),
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game_ja(),
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};
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const game_t *game = &g_games[0];
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const game_t *g_game = &g_games[0];
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@ -117,4 +117,4 @@ struct game_t
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};
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extern const std::vector<game_t> g_games;
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extern const game_t *game;
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extern const game_t *g_game;
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@ -1928,7 +1928,7 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( "--- ProcessGameSpecific ---\n" );
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/* set standard game flags */
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wolfLight = game->wolfLight;
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wolfLight = g_game->wolfLight;
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if ( wolfLight ) {
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Sys_Printf( " lightning model: wolf\n" );
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}
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@ -1936,13 +1936,13 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " lightning model: quake3\n" );
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}
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lmCustomSizeW = lmCustomSizeH = game->lightmapSize;
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lmCustomSizeW = lmCustomSizeH = g_game->lightmapSize;
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Sys_Printf( " lightmap size: %d x %d pixels\n", lmCustomSizeW, lmCustomSizeH );
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lightmapGamma = game->lightmapGamma;
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lightmapGamma = g_game->lightmapGamma;
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Sys_Printf( " lightning gamma: %f\n", lightmapGamma );
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lightmapsRGB = game->lightmapsRGB;
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lightmapsRGB = g_game->lightmapsRGB;
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if ( lightmapsRGB ) {
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Sys_Printf( " lightmap colorspace: sRGB\n" );
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}
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@ -1950,7 +1950,7 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " lightmap colorspace: linear\n" );
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}
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texturesRGB = game->texturesRGB;
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texturesRGB = g_game->texturesRGB;
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if ( texturesRGB ) {
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Sys_Printf( " texture colorspace: sRGB\n" );
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}
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@ -1958,7 +1958,7 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " texture colorspace: linear\n" );
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}
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colorsRGB = game->colorsRGB;
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colorsRGB = g_game->colorsRGB;
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if ( colorsRGB ) {
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Sys_Printf( " _color colorspace: sRGB\n" );
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}
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@ -1966,24 +1966,24 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " _color colorspace: linear\n" );
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}
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lightmapCompensate = game->lightmapCompensate;
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lightmapCompensate = g_game->lightmapCompensate;
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Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );
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lightmapExposure = game->lightmapExposure;
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lightmapExposure = g_game->lightmapExposure;
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Sys_Printf( " lightning exposure: %f\n", lightmapExposure );
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gridScale = game->gridScale;
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gridScale = g_game->gridScale;
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Sys_Printf( " lightgrid scale: %f\n", gridScale );
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gridAmbientScale = game->gridAmbientScale;
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gridAmbientScale = g_game->gridAmbientScale;
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Sys_Printf( " lightgrid ambient scale: %f\n", gridAmbientScale );
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lightAngleHL = game->lightAngleHL;
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lightAngleHL = g_game->lightAngleHL;
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if ( lightAngleHL ) {
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Sys_Printf( " half lambert light angle attenuation enabled \n" );
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}
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noStyles = game->noStyles;
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noStyles = g_game->noStyles;
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if ( noStyles ) {
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Sys_Printf( " shader lightstyles hack: disabled\n" );
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}
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@ -1991,7 +1991,7 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " shader lightstyles hack: enabled\n" );
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}
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patchShadows = game->patchShadows;
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patchShadows = g_game->patchShadows;
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if ( patchShadows ) {
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Sys_Printf( " patch shadows: enabled\n" );
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}
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@ -1999,8 +1999,8 @@ int LightMain( int argc, char **argv ){
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Sys_Printf( " patch shadows: disabled\n" );
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}
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deluxemap = game->deluxeMap;
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deluxemode = game->deluxeMode;
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deluxemap = g_game->deluxeMap;
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deluxemode = g_game->deluxeMode;
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if ( deluxemap ) {
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if ( deluxemode ) {
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Sys_Printf( " deluxemapping: enabled with tangentspace deluxemaps\n" );
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@ -2339,12 +2339,12 @@ int LightMain( int argc, char **argv ){
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if ( ( ( lmCustomSizeW - 1 ) & lmCustomSizeW ) || lmCustomSizeW < 2 ||
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( ( lmCustomSizeH - 1 ) & lmCustomSizeH ) || lmCustomSizeH < 2 ) {
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Sys_Warning( "Lightmap size must be a power of 2, greater or equal to 2 pixels.\n" );
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lmCustomSizeW = lmCustomSizeH = game->lightmapSize;
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lmCustomSizeW = lmCustomSizeH = g_game->lightmapSize;
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}
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Sys_Printf( "Default lightmap size set to %d x %d pixels\n", lmCustomSizeW, lmCustomSizeH );
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/* enable external lightmaps */
|
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if ( lmCustomSizeW != game->lightmapSize || lmCustomSizeH != game->lightmapSize ) {
|
||||
if ( lmCustomSizeW != g_game->lightmapSize || lmCustomSizeH != g_game->lightmapSize ) {
|
||||
/* -lightmapsize might just require -external for native external lms, but it has already been used in existing batches alone,
|
||||
so brand new switch here for external lms, referenced by shaders hack/behavior */
|
||||
externalLightmaps = !extlmhack;
|
||||
|
|
@ -2412,7 +2412,7 @@ int LightMain( int argc, char **argv ){
|
|||
}
|
||||
|
||||
else if ( striEqual( argv[ i ], "-lightmapsearchpower" ) ) {
|
||||
lightmapMergeSize = ( game->lightmapSize << atoi( argv[i + 1] ) );
|
||||
lightmapMergeSize = ( g_game->lightmapSize << atoi( argv[i + 1] ) );
|
||||
++i;
|
||||
Sys_Printf( "Restricted lightmap searching enabled - optimize for lightmap merge power %d (size %d)\n", atoi( argv[i] ), lightmapMergeSize );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -129,12 +129,12 @@ void ExportLightmaps( void ){
|
|||
Q_mkdir( dirname );
|
||||
|
||||
/* iterate through the lightmaps */
|
||||
for ( i = 0, lightmap = bspLightBytes; lightmap < ( bspLightBytes + numBSPLightBytes ); i++, lightmap += ( game->lightmapSize * game->lightmapSize * 3 ) )
|
||||
for ( i = 0, lightmap = bspLightBytes; lightmap < ( bspLightBytes + numBSPLightBytes ); i++, lightmap += ( g_game->lightmapSize * g_game->lightmapSize * 3 ) )
|
||||
{
|
||||
/* write a tga image out */
|
||||
sprintf( filename, "%s/lightmap_%04d.tga", dirname, i );
|
||||
Sys_Printf( "Writing %s\n", filename );
|
||||
WriteTGA24( filename, lightmap, game->lightmapSize, game->lightmapSize, false );
|
||||
WriteTGA24( filename, lightmap, g_game->lightmapSize, g_game->lightmapSize, false );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -210,7 +210,7 @@ int ImportLightmapsMain( int argc, char **argv ){
|
|||
Q_mkdir( dirname );
|
||||
|
||||
/* iterate through the lightmaps */
|
||||
for ( i = 0, lightmap = bspLightBytes; lightmap < ( bspLightBytes + numBSPLightBytes ); i++, lightmap += ( game->lightmapSize * game->lightmapSize * 3 ) )
|
||||
for ( i = 0, lightmap = bspLightBytes; lightmap < ( bspLightBytes + numBSPLightBytes ); i++, lightmap += ( g_game->lightmapSize * g_game->lightmapSize * 3 ) )
|
||||
{
|
||||
/* read a tga image */
|
||||
sprintf( filename, "%s/lightmap_%04d.tga", dirname, i );
|
||||
|
|
@ -232,17 +232,17 @@ int ImportLightmapsMain( int argc, char **argv ){
|
|||
Sys_Warning( "Unable to load image %s\n", filename );
|
||||
continue;
|
||||
}
|
||||
if ( width != game->lightmapSize || height != game->lightmapSize ) {
|
||||
if ( width != g_game->lightmapSize || height != g_game->lightmapSize ) {
|
||||
Sys_Warning( "Image %s is not the right size (%d, %d) != (%d, %d)\n",
|
||||
filename, width, height, game->lightmapSize, game->lightmapSize );
|
||||
filename, width, height, g_game->lightmapSize, g_game->lightmapSize );
|
||||
}
|
||||
|
||||
/* copy the pixels */
|
||||
in = pixels;
|
||||
for ( y = 1; y <= game->lightmapSize; y++ )
|
||||
for ( y = 1; y <= g_game->lightmapSize; y++ )
|
||||
{
|
||||
out = lightmap + ( ( game->lightmapSize - y ) * game->lightmapSize * 3 );
|
||||
for ( x = 0; x < game->lightmapSize; x++, in += 4, out += 3 )
|
||||
out = lightmap + ( ( g_game->lightmapSize - y ) * g_game->lightmapSize * 3 );
|
||||
for ( x = 0; x < g_game->lightmapSize; x++, in += 4, out += 3 )
|
||||
VectorCopy( in, out );
|
||||
}
|
||||
|
||||
|
|
@ -1826,7 +1826,7 @@ static void SetupOutLightmap( rawLightmap_t *lm, outLightmap_t *olm ){
|
|||
}
|
||||
|
||||
/* is this a "normal" bsp-stored lightmap? */
|
||||
if ( ( lm->customWidth == game->lightmapSize && lm->customHeight == game->lightmapSize ) || externalLightmaps ) {
|
||||
if ( ( lm->customWidth == g_game->lightmapSize && lm->customHeight == g_game->lightmapSize ) || externalLightmaps ) {
|
||||
olm->lightmapNum = numBSPLightmaps;
|
||||
numBSPLightmaps++;
|
||||
|
||||
|
|
@ -2071,7 +2071,7 @@ static void FindOutLightmaps( rawLightmap_t *lm, bool fastAllocate ){
|
|||
}
|
||||
|
||||
/* if this is a style-using lightmap, it must be exported */
|
||||
if ( lightmapNum > 0 && game->load != LoadRBSPFile ) {
|
||||
if ( lightmapNum > 0 && g_game->load != LoadRBSPFile ) {
|
||||
olm->extLightmapNum = 0;
|
||||
}
|
||||
|
||||
|
|
@ -2976,7 +2976,7 @@ void StoreSurfaceLightmaps( bool fastAllocate ){
|
|||
|
||||
/* count the bsp lightmaps and allocate space */
|
||||
free( bspLightBytes );
|
||||
const size_t gameLmSize = game->lightmapSize * game->lightmapSize * sizeof( Vector3b );
|
||||
const size_t gameLmSize = g_game->lightmapSize * g_game->lightmapSize * sizeof( Vector3b );
|
||||
if ( numBSPLightmaps == 0 || externalLightmaps ) {
|
||||
numBSPLightBytes = 0;
|
||||
bspLightBytes = NULL;
|
||||
|
|
@ -3200,7 +3200,7 @@ void StoreSurfaceLightmaps( bool fastAllocate ){
|
|||
}
|
||||
|
||||
/* surfaces with styled lightmaps and a style marker get a custom generated shader (fixme: make this work with external lightmaps) */
|
||||
if ( olm != NULL && lm != NULL && lm->styles[ 1 ] != LS_NONE && game->load != LoadRBSPFile ) { //% info->si->styleMarker > 0 )
|
||||
if ( olm != NULL && lm != NULL && lm->styles[ 1 ] != LS_NONE && g_game->load != LoadRBSPFile ) { //% info->si->styleMarker > 0 )
|
||||
char key[ 32 ], styleStage[ 512 ], styleStages[ 4096 ], rgbGen[ 128 ], alphaGen[ 128 ];
|
||||
|
||||
|
||||
|
|
@ -3321,7 +3321,7 @@ void StoreSurfaceLightmaps( bool fastAllocate ){
|
|||
|
||||
/* devise a custom shader for this surface (fixme: make this work with light styles) */
|
||||
else if ( olm != NULL && lm != NULL && !externalLightmaps &&
|
||||
( olm->customWidth != game->lightmapSize || olm->customHeight != game->lightmapSize ) ) {
|
||||
( olm->customWidth != g_game->lightmapSize || olm->customHeight != g_game->lightmapSize ) ) {
|
||||
/* get output lightmap */
|
||||
olm = &outLightmaps[ lm->outLightmapNums[ 0 ] ];
|
||||
|
||||
|
|
|
|||
|
|
@ -173,7 +173,7 @@ int main( int argc, char **argv ){
|
|||
|
||||
/* set game options */
|
||||
if ( !patchSubdivisions ) {
|
||||
patchSubdivisions = game->patchSubdivisions;
|
||||
patchSubdivisions = g_game->patchSubdivisions;
|
||||
}
|
||||
|
||||
/* check if we have enough options left to attempt something */
|
||||
|
|
|
|||
|
|
@ -567,7 +567,7 @@ void SetBrushContents( brush_t& b ){
|
|||
*/
|
||||
|
||||
void AddBrushBevels( void ){
|
||||
const int surfaceFlagsMask = game->brushBevelsSurfaceFlagsMask;
|
||||
const int surfaceFlagsMask = g_game->brushBevelsSurfaceFlagsMask;
|
||||
auto& sides = buildBrush.sides;
|
||||
|
||||
//
|
||||
|
|
|
|||
|
|
@ -483,11 +483,11 @@ int MiniMapBSPMain( int argc, char **argv ){
|
|||
Vector3 maxs = minimap.model->minmax.maxs;
|
||||
|
||||
strClear( minimapFilename );
|
||||
minimapSharpen = game->miniMapSharpen;
|
||||
minimap.width = minimap.height = game->miniMapSize;
|
||||
border = game->miniMapBorder;
|
||||
keepaspect = game->miniMapKeepAspect;
|
||||
mode = game->miniMapMode;
|
||||
minimapSharpen = g_game->miniMapSharpen;
|
||||
minimap.width = minimap.height = g_game->miniMapSize;
|
||||
border = g_game->miniMapBorder;
|
||||
keepaspect = g_game->miniMapKeepAspect;
|
||||
mode = g_game->miniMapMode;
|
||||
|
||||
autolevel = false;
|
||||
minimap.samples = 1;
|
||||
|
|
@ -594,7 +594,7 @@ int MiniMapBSPMain( int argc, char **argv ){
|
|||
if ( strEmpty( minimapFilename ) ) {
|
||||
ExtractFileBase( source, basename );
|
||||
ExtractFilePath( source, path );
|
||||
sprintf( relativeMinimapFilename, game->miniMapNameFormat, basename );
|
||||
sprintf( relativeMinimapFilename, g_game->miniMapNameFormat, basename );
|
||||
MergeRelativePath( minimapFilename, path, relativeMinimapFilename );
|
||||
Sys_Printf( "Output file name automatically set to %s\n", minimapFilename );
|
||||
}
|
||||
|
|
|
|||
|
|
@ -368,7 +368,7 @@ void InitPaths( int *argc, char **argv ){
|
|||
LokiInitPaths( argv[ 0 ] );
|
||||
|
||||
/* set game to default (q3a) */
|
||||
game = &g_games[ 0 ];
|
||||
g_game = &g_games[ 0 ];
|
||||
numBasePaths = 0;
|
||||
numGamePaths = 0;
|
||||
|
||||
|
|
@ -388,9 +388,9 @@ void InitPaths( int *argc, char **argv ){
|
|||
Error( "Out of arguments: No game specified after %s", argv[ i - 1 ] );
|
||||
}
|
||||
argv[ i - 1 ] = NULL;
|
||||
game = GetGame( argv[ i ] );
|
||||
if ( game == NULL ) {
|
||||
game = &g_games[ 0 ];
|
||||
g_game = GetGame( argv[ i ] );
|
||||
if ( g_game == NULL ) {
|
||||
g_game = &g_games[ 0 ];
|
||||
}
|
||||
argv[ i ] = NULL;
|
||||
}
|
||||
|
|
@ -485,7 +485,7 @@ void InitPaths( int *argc, char **argv ){
|
|||
*argc = k;
|
||||
|
||||
/* add standard game path */
|
||||
AddGamePath( game->gamePath );
|
||||
AddGamePath( g_game->gamePath );
|
||||
|
||||
/* if there is no base path set, figure it out */
|
||||
if ( numBasePaths == 0 ) {
|
||||
|
|
@ -495,9 +495,9 @@ void InitPaths( int *argc, char **argv ){
|
|||
/* extract the arg */
|
||||
strcpy( temp, argv[ i ] );
|
||||
FixDOSName( temp );
|
||||
Sys_FPrintf( SYS_VRB, "Searching for \"%s\" in \"%s\" (%d)...\n", game->magic, temp, i );
|
||||
Sys_FPrintf( SYS_VRB, "Searching for \"%s\" in \"%s\" (%d)...\n", g_game->magic, temp, i );
|
||||
/* check for the game's magic word */
|
||||
char* found = strIstr( temp, game->magic );
|
||||
char* found = strIstr( temp, g_game->magic );
|
||||
if( found ){
|
||||
/* now find the next slash and nuke everything after it */
|
||||
found = strchr( found, '/' );
|
||||
|
|
@ -524,7 +524,7 @@ void InitPaths( int *argc, char **argv ){
|
|||
AddHomeBasePath( homeBasePath );
|
||||
}
|
||||
else{
|
||||
AddHomeBasePath( game->homeBasePath );
|
||||
AddHomeBasePath( g_game->homeBasePath );
|
||||
}
|
||||
|
||||
/* initialize vfs paths */
|
||||
|
|
|
|||
|
|
@ -234,7 +234,7 @@ bool ApplySurfaceParm( const char *name, int *contentFlags, int *surfaceFlags, i
|
|||
}
|
||||
|
||||
/* walk the current game's surfaceparms */
|
||||
for( const surfaceParm_t& sp : game->surfaceParms )
|
||||
for( const surfaceParm_t& sp : g_game->surfaceParms )
|
||||
{
|
||||
/* match? */
|
||||
if ( striEqual( name, sp.name ) ) {
|
||||
|
|
@ -295,7 +295,7 @@ void BeginMapShaderFile( const char *mapFile ){
|
|||
mapName( PathFilename( mapFile ) );
|
||||
|
||||
/* append ../scripts/q3map2_<mapname>.shader */
|
||||
mapShaderFile = StringOutputStream( 256 )( PathFilenameless( mapFile ), "../", game->shaderPath, "/q3map2_", mapName.c_str(), ".shader" );
|
||||
mapShaderFile = StringOutputStream( 256 )( PathFilenameless( mapFile ), "../", g_game->shaderPath, "/q3map2_", mapName.c_str(), ".shader" );
|
||||
Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile.c_str() );
|
||||
|
||||
/* remove it */
|
||||
|
|
@ -1113,7 +1113,7 @@ static void ParseShaderFile( const char *filename ){
|
|||
/* light <value> (old-style flare specification) */
|
||||
else if ( striEqual( token, "light" ) ) {
|
||||
GetTokenAppend( shaderText, false );
|
||||
si->flareShader = game->flareShader;
|
||||
si->flareShader = g_game->flareShader;
|
||||
}
|
||||
|
||||
/* ydnar: damageShader <shader> <health> (sof2 mods) */
|
||||
|
|
@ -1992,7 +1992,7 @@ void LoadShaderInfo( void ){
|
|||
}
|
||||
|
||||
/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
|
||||
const auto filename = StringOutputStream( 64 )( game->shaderPath, "/shaderlist.txt" );
|
||||
const auto filename = StringOutputStream( 64 )( g_game->shaderPath, "/shaderlist.txt" );
|
||||
const int count = vfsGetFileCount( filename );
|
||||
|
||||
/* load them all */
|
||||
|
|
@ -2023,13 +2023,13 @@ void LoadShaderInfo( void ){
|
|||
|
||||
if( shaderFiles.empty() ){
|
||||
Sys_Printf( "%s", "No shaderlist.txt found: loading all shaders\n" );
|
||||
shaderFiles = vfsListShaderFiles( game->shaderPath );
|
||||
shaderFiles = vfsListShaderFiles( g_game->shaderPath );
|
||||
}
|
||||
|
||||
/* parse the shader files */
|
||||
for ( const CopiedString& file : shaderFiles )
|
||||
{
|
||||
ParseShaderFile( StringOutputStream( 64 )( game->shaderPath, '/', file.c_str() ) );
|
||||
ParseShaderFile( StringOutputStream( 64 )( g_game->shaderPath, '/', file.c_str() ) );
|
||||
}
|
||||
|
||||
/* emit some statistics */
|
||||
|
|
|
|||
|
|
@ -1070,7 +1070,7 @@ mapDrawSurface_t *DrawSurfaceForFlare( int entNum, const Vector3& origin, const
|
|||
ds->shaderInfo = ShaderInfoForShader( flareShader );
|
||||
}
|
||||
else{
|
||||
ds->shaderInfo = ShaderInfoForShader( game->flareShader );
|
||||
ds->shaderInfo = ShaderInfoForShader( g_game->flareShader );
|
||||
}
|
||||
ds->lightmapOrigin = origin;
|
||||
ds->lightmapVecs[ 2 ] = normal;
|
||||
|
|
|
|||
|
|
@ -523,7 +523,7 @@ void EmitFogs( void ){
|
|||
}
|
||||
|
||||
/* warn about overflow */
|
||||
if( strEqual( game->bspIdent, "RBSP" ) ){
|
||||
if( strEqual( g_game->bspIdent, "RBSP" ) ){
|
||||
if( numMapFogs > MAX_RBSP_FOGS )
|
||||
Sys_Warning( "MAX_RBSP_FOGS (%i) exceeded (%i). Visual inconsistencies are expected.\n", MAX_RBSP_FOGS, numMapFogs );
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user