Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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2000-01-06 13:48:07 +00:00
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#ifdef GLTEST
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typedef struct
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{
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plane_t *plane;
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vec3_t origin;
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vec3_t normal;
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vec3_t up;
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vec3_t right;
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vec3_t reflect;
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float length;
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} puff_t;
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#define MAX_PUFFS 64
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puff_t puffs[MAX_PUFFS];
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void Test_Init (void)
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{
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}
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plane_t junk;
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plane_t *HitPlane (vec3_t start, vec3_t end)
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{
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trace_t trace;
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// fill in a default trace
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memset (&trace, 0, sizeof(trace_t));
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trace.fraction = 1;
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trace.allsolid = true;
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VectorCopy (end, trace.endpos);
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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junk = trace.plane;
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return &junk;
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}
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void Test_Spawn (vec3_t origin)
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{
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int i;
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puff_t *p;
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vec3_t temp;
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vec3_t normal;
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vec3_t incoming;
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plane_t *plane;
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float d;
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for (i=0,p=puffs ; i<MAX_PUFFS ; i++,p++)
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{
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if (p->length <= 0)
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break;
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}
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if (i == MAX_PUFFS)
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return;
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VectorSubtract (r_refdef.vieworg, origin, incoming);
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VectorSubtract (origin, incoming, temp);
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plane = HitPlane (r_refdef.vieworg, temp);
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VectorNormalize (incoming);
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d = DotProduct (incoming, plane->normal);
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VectorSubtract (vec3_origin, incoming, p->reflect);
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VectorMA (p->reflect, d*2, plane->normal, p->reflect);
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VectorCopy (origin, p->origin);
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VectorCopy (plane->normal, p->normal);
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CrossProduct (incoming, p->normal, p->up);
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CrossProduct (p->up, p->normal, p->right);
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p->length = 8;
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}
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void DrawPuff (puff_t *p)
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{
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vec3_t pts[2][3];
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int i, j;
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float s, d;
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for (i=0 ; i<2 ; i++)
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{
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if (i == 1)
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{
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s = 6;
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d = p->length;
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}
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else
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{
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s = 2;
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d = 0;
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}
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for (j=0 ; j<3 ; j++)
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{
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pts[i][0][j] = p->origin[j] + p->up[j]*s + p->reflect[j]*d;
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pts[i][1][j] = p->origin[j] + p->right[j]*s + p->reflect[j]*d;
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pts[i][2][j] = p->origin[j] + -p->right[j]*s + p->reflect[j]*d;
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}
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}
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glColor3f (1, 0, 0);
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#if 0
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glBegin (GL_LINES);
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glVertex3fv (p->origin);
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glVertex3f (p->origin[0] + p->length*p->reflect[0],
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p->origin[1] + p->length*p->reflect[1],
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p->origin[2] + p->length*p->reflect[2]);
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glVertex3fv (pts[0][0]);
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glVertex3fv (pts[1][0]);
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glVertex3fv (pts[0][1]);
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glVertex3fv (pts[1][1]);
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glVertex3fv (pts[0][2]);
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glVertex3fv (pts[1][2]);
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glEnd ();
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#endif
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glBegin (GL_QUADS);
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for (i=0 ; i<3 ; i++)
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{
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j = (i+1)%3;
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glVertex3fv (pts[0][j]);
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glVertex3fv (pts[1][j]);
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glVertex3fv (pts[1][i]);
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glVertex3fv (pts[0][i]);
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}
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glEnd ();
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glBegin (GL_TRIANGLES);
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glVertex3fv (pts[1][0]);
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glVertex3fv (pts[1][1]);
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glVertex3fv (pts[1][2]);
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glEnd ();
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p->length -= host_frametime*2;
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}
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void Test_Draw (void)
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{
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int i;
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puff_t *p;
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for (i=0, p=puffs ; i<MAX_PUFFS ; i++,p++)
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{
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if (p->length > 0)
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DrawPuff (p);
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}
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}
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#endif
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