ioq3/code/bspc/l_utils.c
Tim Angus 05e8ab9538 * Added STATUS
* Updated TODO
* Moved ChangeLog to root
* Updated ChangeLog
* s/Foobar/Quake III Arena Source Code/
* Biggest patch EVAR. I wonder how many mail boxes this will fill...
2005-10-29 01:53:09 +00:00

259 lines
7.3 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//#ifndef BOTLIB
//#define BOTLIB
//#endif //BOTLIB
#ifdef BOTLIB
#include "q_shared.h"
#include "qfiles.h"
#include "botlib.h"
#include "l_log.h"
#include "l_libvar.h"
#include "l_memory.h"
//#include "l_utils.h"
#include "be_interface.h"
#else //BOTLIB
#include "qbsp.h"
#include "l_mem.h"
#endif //BOTLIB
#ifdef BOTLIB
//========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//========================================================================
void Vector2Angles(vec3_t value1, vec3_t angles)
{
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0)
{
yaw = 0;
if (value1[2] > 0) pitch = 90;
else pitch = 270;
} //end if
else
{
yaw = (int) (atan2(value1[1], value1[0]) * 180 / M_PI);
if (yaw < 0) yaw += 360;
forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = (int) (atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0) pitch += 360;
} //end else
angles[PITCH] = -pitch;
angles[YAW] = yaw;
angles[ROLL] = 0;
} //end of the function Vector2Angles
#endif //BOTLIB
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void ConvertPath(char *path)
{
while(*path)
{
if (*path == '/' || *path == '\\') *path = PATHSEPERATOR_CHAR;
path++;
} //end while
} //end of the function ConvertPath
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
void AppendPathSeperator(char *path, int length)
{
int pathlen = strlen(path);
if (strlen(path) && length-pathlen > 1 && path[pathlen-1] != '/' && path[pathlen-1] != '\\')
{
path[pathlen] = PATHSEPERATOR_CHAR;
path[pathlen+1] = '\0';
} //end if
} //end of the function AppenPathSeperator
#if 0
//===========================================================================
// returns pointer to file handle
// sets offset to and length of 'filename' in the pak file
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
qboolean FindFileInPak(char *pakfile, char *filename, foundfile_t *file)
{
FILE *fp;
dpackheader_t packheader;
dpackfile_t *packfiles;
int numdirs, i;
char path[MAX_PATH];
//open the pak file
fp = fopen(pakfile, "rb");
if (!fp)
{
return false;
} //end if
//read pak header, check for valid pak id and seek to the dir entries
if ((fread(&packheader, 1, sizeof(dpackheader_t), fp) != sizeof(dpackheader_t))
|| (packheader.ident != IDPAKHEADER)
|| (fseek(fp, LittleLong(packheader.dirofs), SEEK_SET))
)
{
fclose(fp);
return false;
} //end if
//number of dir entries in the pak file
numdirs = LittleLong(packheader.dirlen) / sizeof(dpackfile_t);
packfiles = (dpackfile_t *) GetMemory(numdirs * sizeof(dpackfile_t));
//read the dir entry
if (fread(packfiles, sizeof(dpackfile_t), numdirs, fp) != numdirs)
{
fclose(fp);
FreeMemory(packfiles);
return false;
} //end if
fclose(fp);
//
strcpy(path, filename);
ConvertPath(path);
//find the dir entry in the pak file
for (i = 0; i < numdirs; i++)
{
//convert the dir entry name
ConvertPath(packfiles[i].name);
//compare the dir entry name with the filename
if (Q_strcasecmp(packfiles[i].name, path) == 0)
{
strcpy(file->filename, pakfile);
file->offset = LittleLong(packfiles[i].filepos);
file->length = LittleLong(packfiles[i].filelen);
FreeMemory(packfiles);
return true;
} //end if
} //end for
FreeMemory(packfiles);
return false;
} //end of the function FindFileInPak
//===========================================================================
// find a Quake2 file
// returns full path in 'filename'
// sets offset and length of the file
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
qboolean FindQuakeFile2(char *basedir, char *gamedir, char *filename, foundfile_t *file)
{
int dir, i;
//NOTE: 3 is necessary (LCC bug???)
char gamedirs[3][MAX_PATH] = {"","",""};
char filedir[MAX_PATH] = "";
//
if (gamedir) strncpy(gamedirs[0], gamedir, MAX_PATH);
strncpy(gamedirs[1], "baseq2", MAX_PATH);
//
//find the file in the two game directories
for (dir = 0; dir < 2; dir++)
{
//check if the file is in a directory
filedir[0] = 0;
if (basedir && strlen(basedir))
{
strncpy(filedir, basedir, MAX_PATH);
AppendPathSeperator(filedir, MAX_PATH);
} //end if
if (strlen(gamedirs[dir]))
{
strncat(filedir, gamedirs[dir], MAX_PATH - strlen(filedir));
AppendPathSeperator(filedir, MAX_PATH);
} //end if
strncat(filedir, filename, MAX_PATH - strlen(filedir));
ConvertPath(filedir);
Log_Write("accessing %s", filedir);
if (!access(filedir, 0x04))
{
strcpy(file->filename, filedir);
file->length = 0;
file->offset = 0;
return true;
} //end if
//check if the file is in a pak?.pak
for (i = 0; i < 10; i++)
{
filedir[0] = 0;
if (basedir && strlen(basedir))
{
strncpy(filedir, basedir, MAX_PATH);
AppendPathSeperator(filedir, MAX_PATH);
} //end if
if (strlen(gamedirs[dir]))
{
strncat(filedir, gamedirs[dir], MAX_PATH - strlen(filedir));
AppendPathSeperator(filedir, MAX_PATH);
} //end if
sprintf(&filedir[strlen(filedir)], "pak%d.pak\0", i);
if (!access(filedir, 0x04))
{
Log_Write("searching %s in %s", filename, filedir);
if (FindFileInPak(filedir, filename, file)) return true;
} //end if
} //end for
} //end for
file->offset = 0;
file->length = 0;
return false;
} //end of the function FindQuakeFile2
//===========================================================================
//
// Parameter: -
// Returns: -
// Changes Globals: -
//===========================================================================
#ifdef BOTLIB
qboolean FindQuakeFile(char *filename, foundfile_t *file)
{
return FindQuakeFile2(LibVarGetString("basedir"),
LibVarGetString("gamedir"), filename, file);
} //end of the function FindQuakeFile
#else //BOTLIB
qboolean FindQuakeFile(char *basedir, char *gamedir, char *filename, foundfile_t *file)
{
return FindQuakeFile2(basedir, gamedir, filename, file);
} //end of the function FindQuakeFile
#endif //BOTLIB
#endif