gtkradiant/contrib/bobtoolz/misc.cpp
2012-03-17 15:01:54 -05:00

411 lines
8.6 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "StdAfx.h"
#include "DEntity.h"
#include "funchandlers.h"
#ifdef __linux__
#include <sys/types.h>
#include <unistd.h>
#endif
/*==========================
Global Vars
==========================*/
//HANDLE bsp_process;
char g_CurrentTexture[256] = "";
//=============================================================
//=============================================================
void ReadCurrentTexture(){
const char* textureName = g_FuncTable.m_pfnGetCurrentTexture();
strcpy( g_CurrentTexture, textureName );
}
const char* GetCurrentTexture(){
ReadCurrentTexture();
return g_CurrentTexture;
}
epair_t* GetNextChainItem( epair_t* lastItem, const char* key, const char* value ){
epair_t* nextEPair = g_FuncTable.m_pfnAllocateEpair( key, value );
if ( lastItem != NULL ) {
lastItem->next = nextEPair;
}
return nextEPair;
}
void MoveBlock( int dir, vec3_t min, vec3_t max, float dist ){
switch ( dir )
{
case MOVE_EAST:
{
min[0] += dist;
max[0] += dist;
break;
}
case MOVE_WEST:
{
min[0] -= dist;
max[0] -= dist;
break;
}
case MOVE_NORTH:
{
min[1] += dist;
max[1] += dist;
break;
}
case MOVE_SOUTH:
{
min[1] -= dist;
max[1] -= dist;
break;
}
}
}
void SetInitialStairPos( int dir, vec3_t min, vec3_t max, float width ){
switch ( dir )
{
case MOVE_EAST:
{
max[0] = min[0] + width;
break;
}
case MOVE_WEST:
{
min[0] = max[0] - width;
break;
}
case MOVE_NORTH:
{
max[1] = min[1] + width;
break;
}
case MOVE_SOUTH:
{
min[1] = max[1] - width;
break;
}
}
}
char* TranslateString( const char *buf ){
static char buf2[32768];
int i, l;
char *out;
l = strlen( buf );
out = buf2;
for ( i = 0 ; i < l ; i++ )
{
if ( buf[i] == '\n' ) {
*out++ = '\r';
*out++ = '\n';
}
else{
*out++ = buf[i];
}
}
*out++ = 0;
return buf2;
}
void Sys_ERROR( const char* text, ... ){
va_list argptr;
char buf[32768];
va_start( argptr,text );
vsprintf( buf, text,argptr );
va_end( argptr );
Sys_Printf( "BobToolz::ERROR->%s", buf );
}
/*void Sys_Printf (char *text, ...)
{
va_list argptr;
char buf[32768];
va_start (argptr,text);
vsprintf (buf, text,argptr);
va_end (argptr);
g_FuncTable.m_pfnSysMsg ( buf );
}*/
char* UnixToDosPath( char* path ){
#ifndef _WIN32
return path;
#else
for ( char* p = path; *p; p++ )
{
if ( *p == '/' ) {
*p = '\\';
}
}
return path;
#endif
}
const char* ExtractFilename( const char* path ){
const char* p = strrchr( path, '/' );
if ( !p ) {
p = strrchr( path, '\\' );
if ( !p ) {
return path;
}
}
return ++p;
}
extern const char* PLUGIN_NAME;
/*char* GetGameFilename(char* buffer, const char* filename)
{
strcpy(buffer, g_FuncTable.m_pfnGetGamePath());
char* p = strrchr(buffer, '/');
*++p = '\0';
strcat(buffer, filename);
buffer = UnixToDosPath(buffer);
return buffer;
}*/
#if defined ( __linux__ ) || defined ( __APPLE__ )
// the bCreateConsole parameter is ignored on linux ..
bool Q_Exec( const char *pCmd, bool bCreateConsole ){
switch ( fork() )
{
case -1:
return false;
// Error ("CreateProcess failed");
break;
case 0:
#ifdef _DEBUG
printf( "Running system...\n" );
printf( "Command: %s\n", pCmd );
#endif
// NOTE: we could use that to detect when a step finishes. But then it
// would not work for remote compiling stuff.
// execlp (pCmd, pCmd, NULL);
system( pCmd );
printf( "system() returned" );
_exit( 0 );
break;
}
return true;
}
#endif
#ifdef _WIN32
bool Q_Exec( const char *pCmd, bool bCreateConsole ){
// G_DeWan: Don't know if this is needed for linux version
PROCESS_INFORMATION pi;
STARTUPINFO si = {0}; // Initialize all members to zero
si.cb = sizeof( STARTUPINFO ); // Set byte count
DWORD dwCreationFlags;
if ( bCreateConsole ) {
dwCreationFlags = CREATE_NEW_CONSOLE | NORMAL_PRIORITY_CLASS;
}
else{
dwCreationFlags = DETACHED_PROCESS | NORMAL_PRIORITY_CLASS;
}
for (; *pCmd == ' '; pCmd++ ) ;
if ( !CreateProcess( NULL, (char *)pCmd, NULL, NULL, FALSE, dwCreationFlags, NULL, NULL, &si, &pi ) ) {
return false;
}
return true;
}
#endif
void StartBSP(){
char exename[256];
GetFilename( exename, "q3map" );
UnixToDosPath( exename ); // do we want this done in linux version?
char mapname[256];
const char *pn = g_FuncTable.m_pfnReadProjectKey( "mapspath" );
strcpy( mapname, pn );
strcat( mapname, "/ac_prt.map" );
UnixToDosPath( mapname );
char command[1024];
sprintf( command, "%s -nowater -fulldetail %s", exename, mapname );
Q_Exec( command, TRUE );
}
void BuildMiniPrt( list<Str>* exclusionList ){
// yes, we could just use -fulldetail option, but, as SPOG said
// it'd be faster without all the hint, donotenter etc textures and
// doors, etc
DEntity world;
char buffer[128];
const char *pn = g_FuncTable.m_pfnReadProjectKey( "mapspath" );
strcpy( buffer, pn );
strcat( buffer, "/ac_prt.map" );
FILE* pFile = fopen( buffer, "w" );
// ahem, thx rr2
if ( !pFile ) {
return;
}
int count = g_FuncTable.m_pfnGetEntityCount();
for ( int i = 0; i < count; i++ )
{
entity_t* ent = (entity_t*)g_FuncTable.m_pfnGetEntityHandle( i );
epair_t* epl = *g_EntityTable.m_pfnGetEntityKeyValList( ent );
epair_t* ep = epl;
while ( ep )
{
if ( !strcmp( ep->key, "classname" ) ) {
if ( !strcmp( ep->value, "worldspawn" ) ) {
world.LoadFromEntity( i, FALSE );
world.RemoveNonCheckBrushes( exclusionList, TRUE );
world.SaveToFile( pFile );
}
else if ( strstr( ep->value, "info_" ) ) {
world.ClearBrushes();
world.ClearEPairs();
world.LoadEPairList( epl );
world.SaveToFile( pFile );
}
break;
}
ep = ep->next;
}
}
fclose( pFile );
StartBSP();
}
entity_s* FindEntityFromTargetname( const char* targetname, int* entNum ){
DEntity world;
int count = g_FuncTable.m_pfnGetEntityCount();
for ( int i = 0; i < count; i++ )
{
world.ClearEPairs();
entity_s* ent = (entity_s*)g_FuncTable.m_pfnGetEntityHandle( i );
world.LoadEPairList( *g_EntityTable.m_pfnGetEntityKeyValList( ent ) );
DEPair* tn = world.FindEPairByKey( "targetname" );
if ( tn ) {
if ( !stricmp( tn->value, targetname ) ) {
if ( entNum ) {
*entNum = i;
}
return ent;
}
}
}
return NULL;
}
void FillDefaultTexture( _QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture ){
faceData->m_bBPrimit = FALSE;
faceData->m_fRotate = 0;
faceData->m_fScale[0] = 0.5;
faceData->m_fScale[1] = 0.5;
faceData->m_fShift[0] = 0;
faceData->m_fShift[1] = 0;
faceData->m_nContents = 0;
faceData->m_nFlags = 0;
faceData->m_nValue = 0;
if ( *texture ) {
strcpy( faceData->m_TextureName, texture );
}
else{
strcpy( faceData->m_TextureName, "textures/common/caulk" );
}
VectorCopy( va, faceData->m_v1 );
VectorCopy( vb, faceData->m_v2 );
VectorCopy( vc, faceData->m_v3 );
}
float Determinant3x3( float a1, float a2, float a3,
float b1, float b2, float b3,
float c1, float c2, float c3 ){
return a1 * ( b2 * c3 - b3 * c2 ) - a2 * ( b1 * c3 - b3 * c1 ) + a3 * ( b1 * c2 - b2 * c1 );
}
bool GetEntityCentre( const char* entity, vec3_t centre ){
entity_s* ent = FindEntityFromTargetname( entity, NULL );
if ( !ent ) {
return FALSE;
}
int cnt = g_FuncTable.m_pfnAllocateEntityBrushHandles( ent );
if ( cnt == 0 ) {
g_FuncTable.m_pfnReleaseEntityBrushHandles();
return FALSE;
}
brush_t* brush = (brush_t*)g_FuncTable.m_pfnGetEntityBrushHandle( 0 );
DBrush cBrush;
cBrush.LoadFromBrush_t( brush, FALSE );
vec3_t min, max;
cBrush.GetBounds( min, max );
VectorAdd( min, max, centre );
VectorScale( centre, 0.5f, centre );
g_FuncTable.m_pfnReleaseEntityBrushHandles();
return TRUE;
}
vec_t Min( vec_t a, vec_t b ){
if ( a < b ) {
return a;
}
return b;
}
void MakeNormal( vec_t* va, vec_t* vb, vec_t* vc, vec_t* out ) {
vec3_t v1, v2;
VectorSubtract( va, vb, v1 );
VectorSubtract( vc, vb, v2 );
CrossProduct( v1, v2, out );
}