+
+void swapintblock(int *m, int size)
+{
+ size /= 4;
+ while(size--)
+ *m++ = BigLong(*m);
+}
+
+void Mod_LoadZymoticModel (model_t *mod, void *buffer)
+{
+ int i, pbase, start, end, total, *skin, *skinrange, *texturenum;
+ char *shadername;
+ zymtype1header_t *pinmodel, *pheader;
+ zymscene_t *scene;
+ zymbone_t *bone;
+
+ start = Hunk_LowMark ();
+
+ pinmodel = (void *)buffer;
+
+ if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
+ Host_Error ("Mod_LoadZymoticModel: %s is not a zymotic model\n");
+
+ if (BigLong(pinmodel->type) != 1)
+ Host_Error ("Mod_LoadZymoticModel: only type 1 (skeletal pose) models are currently supported\n");
+
+ mod->type = mod_alias;
+ mod->aliastype = ALIASTYPE_ZYM;
+
+ pheader = Hunk_AllocName (BigLong(pinmodel->filesize), va("%s Zymotic model", loadname));
+
+ pbase = (int) pheader;
+
+ memcpy(pheader, pinmodel, BigLong(pinmodel->filesize));
+
+ // byteswap header
+ memcpy(pheader->id, pinmodel->id, 12);
+ pheader->type = BigLong(pheader->type);
+ pheader->filesize = BigLong(pheader->filesize);
+ pheader->mins[0] = BigFloat(pheader->mins[0]);
+ pheader->mins[1] = BigFloat(pheader->mins[1]);
+ pheader->mins[2] = BigFloat(pheader->mins[2]);
+ pheader->maxs[0] = BigFloat(pheader->maxs[0]);
+ pheader->maxs[1] = BigFloat(pheader->maxs[1]);
+ pheader->maxs[2] = BigFloat(pheader->maxs[2]);
+ pheader->radius = BigFloat(pheader->radius);
+ pheader->numverts = BigLong(pheader->numverts);
+ pheader->numtris = BigLong(pheader->numtris);
+ pheader->numshaders = BigLong(pheader->numshaders);
+ pheader->numbones = BigLong(pheader->numbones);
+ pheader->numscenes = BigLong(pheader->numscenes);
+
+
+ pheader->lump_scenes.start = BigLong(pheader->lump_scenes.start);pheader->lump_scenes.length = BigLong(pheader->lump_scenes.length);
+ pheader->lump_poses.start = BigLong(pheader->lump_poses.start);pheader->lump_poses.length = BigLong(pheader->lump_poses.length);
+ pheader->lump_bones.start = BigLong(pheader->lump_bones.start);pheader->lump_bones.length = BigLong(pheader->lump_bones.length);
+ pheader->lump_vertbonecounts.start = BigLong(pheader->lump_vertbonecounts.start);pheader->lump_vertbonecounts.length = BigLong(pheader->lump_vertbonecounts.length);
+ pheader->lump_verts.start = BigLong(pheader->lump_verts.start);pheader->lump_verts.length = BigLong(pheader->lump_verts.length);
+ pheader->lump_texcoords.start = BigLong(pheader->lump_texcoords.start);pheader->lump_texcoords.length = BigLong(pheader->lump_texcoords.length);
+ pheader->lump_render.start = BigLong(pheader->lump_render.start);pheader->lump_render.length = BigLong(pheader->lump_render.length);
+ pheader->lump_shaders.start = BigLong(pheader->lump_shaders.start);pheader->lump_shaders.length = BigLong(pheader->lump_shaders.length);
+ pheader->lump_trizone.start = BigLong(pheader->lump_trizone.start);pheader->lump_trizone.length = BigLong(pheader->lump_trizone.length);
+
+ mod->flags = 0; // there are no flags
+ mod->numframes = pheader->numscenes;
+ mod->synctype = ST_SYNC;
+ mod->numtris = pheader->numtris;
+
+ // FIXME: add skin support and texturing and shaders and...
+// load the skins
+ skinrange = loadmodel->skinanimrange;
+ skin = loadmodel->skinanim;
+// skinrange = Hunk_AllocName (sizeof(int) * (pheader->num_skins * 2), loadname);
+// skin = skinrange + pheader->num_skins * 2;
+// loadmodel->skinanimrange = (int) skinrange - (int) pheader;
+// loadmodel->skinanim = (int) skin - (int) pheader;
+ *skinrange++ = 0;
+ *skinrange++ = 1;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ *skin++ = 0;
+ loadmodel->numskins = 1;
+
+ // go through the lumps, swapping things
+
+// zymlump_t lump_scenes; // zymscene_t scene[numscenes]; // name and other information for each scene (see zymscene struct)
+ scene = (void *) (pheader->lump_scenes.start + pbase);
+ for (i = 0;i < pheader->numscenes;i++)
+ {
+ scene->mins[0] = BigFloat(scene->mins[0]);
+ scene->mins[1] = BigFloat(scene->mins[1]);
+ scene->mins[2] = BigFloat(scene->mins[2]);
+ scene->maxs[0] = BigFloat(scene->maxs[0]);
+ scene->maxs[1] = BigFloat(scene->maxs[1]);
+ scene->maxs[2] = BigFloat(scene->maxs[2]);
+ scene->radius = BigFloat(scene->radius);
+ scene->framerate = BigFloat(scene->framerate);
+ scene->flags = BigLong(scene->flags);
+ scene->start = BigLong(scene->start);
+ scene->length = BigLong(scene->length);
+ scene++;
+ }
+
+// zymlump_t lump_poses; // float pose[numposes][numbones][6]; // animation data
+ swapintblock((void *) (pheader->lump_poses.start + pbase), pheader->lump_poses.length);
+
+// zymlump_t lump_bones; // zymbone_t bone[numbones];
+ bone = (void *) (pheader->lump_bones.start + pbase);
+ for (i = 0;i < pheader->numbones;i++)
+ {
+ bone->flags = BigLong(bone->flags);
+ bone->parent = BigLong(bone->parent);
+ bone++;
+ }
+
+// zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+ swapintblock((void *) (pheader->lump_vertbonecounts.start + pbase), pheader->lump_vertbonecounts.length);
+
+// zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
+ swapintblock((void *) (pheader->lump_verts.start + pbase), pheader->lump_verts.length);
+
+// zymlump_t lump_texcoords; // float texcoords[numvertices][2];
+ swapintblock((void *) (pheader->lump_texcoords.start + pbase), pheader->lump_texcoords.length);
+
+// zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int shader, count), each run can be used with glDrawElements (each triangle is 3 int indices)
+ swapintblock((void *) (pheader->lump_render.start + pbase), pheader->lump_render.length);
+
+// zymlump_t lump_shaders; // char shadername[numshaders][32]; // shaders used on this model
+ shadername = (void *) (pheader->lump_shaders.start + pbase);
+ texturenum = (void *) shadername;
+ for (i = 0;i < pheader->numshaders;i++)
+ {
+ int j;
+ j = loadtextureimage(shadername, 0, 0, true, true);
+ shadername += 32;
+ *texturenum++ = j; // reuse shader name list for texture numbers
+ }
+
+// zymlump_t lump_trizone; // byte trizone[numtris]; // see trizone explanation
+ swapintblock((void *) (pheader->lump_trizone.start + pbase), pheader->lump_trizone.length);
+
+ // model bbox
+ for (i = 0;i < 3;i++)
+ {
+ mod->mins[i] = pheader->mins[i];
+ mod->maxs[i] = pheader->maxs[i];
+ }
+
+// move the complete, relocatable alias model to the cache
+ end = Hunk_LowMark ();
+ total = end - start;
+
+ Cache_Alloc (&mod->cache, total, loadname);
+ if (!mod->cache.data)
+ return;
+ memcpy (mod->cache.data, pheader, total);
+
+ Hunk_FreeToLowMark (start);
+}