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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Copyright (C) 1996-1997 Id Software, Inc.
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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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// r_efrag.c
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#include "quakedef.h"
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mnode_t *r_pefragtopnode;
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//===========================================================================
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/*
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===============================================================================
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ENTITY FRAGMENT FUNCTIONS
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===============================================================================
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*/
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efrag_t **lastlink;
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vec3_t r_emins, r_emaxs;
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entity_t *r_addent;
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/*
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================
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R_RemoveEfrags
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Call when removing an object from the world or moving it to another position
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================
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*/
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void R_RemoveEfrags (entity_t *ent)
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{
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efrag_t *ef, *old, *walk, **prev;
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ef = ent->efrag;
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while (ef)
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{
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prev = &ef->leaf->efrags;
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while (1)
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{
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walk = *prev;
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if (!walk)
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break;
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if (walk == ef)
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{ // remove this fragment
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*prev = ef->leafnext;
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break;
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}
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else
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prev = &walk->leafnext;
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}
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old = ef;
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ef = ef->entnext;
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// put it on the free list
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old->entnext = cl.free_efrags;
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cl.free_efrags = old;
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}
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ent->efrag = NULL;
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}
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/*
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===================
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R_SplitEntityOnNode
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===================
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*/
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void R_SplitEntityOnNode (mnode_t *node)
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{
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efrag_t *ef;
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mplane_t *splitplane;
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mleaf_t *leaf;
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int sides;
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if (node->contents == CONTENTS_SOLID)
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{
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return;
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}
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// add an efrag if the node is a leaf
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if ( node->contents < 0)
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{
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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leaf = (mleaf_t *)node;
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// grab an efrag off the free list
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ef = cl.free_efrags;
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if (!ef)
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{
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Con_Printf ("Too many efrags!\n");
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return; // no free fragments...
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}
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cl.free_efrags = cl.free_efrags->entnext;
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ef->entity = r_addent;
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// add the entity link
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*lastlink = ef;
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lastlink = &ef->entnext;
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ef->entnext = NULL;
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// set the leaf links
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ef->leaf = leaf;
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ef->leafnext = leaf->efrags;
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leaf->efrags = ef;
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return;
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}
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// NODE_MIXED
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splitplane = node->plane;
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1999-12-28 00:05:59 +00:00
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// sides = BOX_ON_PLANE_SIDE(r_emins, r_emaxs, splitplane);
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sides = BoxOnPlaneSide(r_emins, r_emaxs, splitplane);
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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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if (sides == 3)
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{
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// split on this plane
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// if this is the first splitter of this bmodel, remember it
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if (!r_pefragtopnode)
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r_pefragtopnode = node;
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}
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// recurse down the contacted sides
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if (sides & 1)
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R_SplitEntityOnNode (node->children[0]);
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if (sides & 2)
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R_SplitEntityOnNode (node->children[1]);
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}
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/*
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===========
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R_AddEfrags
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===========
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*/
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void R_AddEfrags (entity_t *ent)
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{
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model_t *entmodel;
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int i;
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if (!ent->model)
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return;
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r_addent = ent;
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lastlink = &ent->efrag;
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r_pefragtopnode = NULL;
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entmodel = ent->model;
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for (i=0 ; i<3 ; i++)
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{
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r_emins[i] = ent->origin[i] + entmodel->mins[i];
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r_emaxs[i] = ent->origin[i] + entmodel->maxs[i];
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}
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R_SplitEntityOnNode (cl.worldmodel->nodes);
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ent->topnode = r_pefragtopnode;
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}
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/*
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================
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|
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R_StoreEfrags
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// FIXME: a lot of this goes away with edge-based
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|
|
|
================
|
|
|
|
*/
|
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void R_StoreEfrags (efrag_t **ppefrag)
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{
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entity_t *pent;
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model_t *clmodel;
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efrag_t *pefrag;
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while ((pefrag = *ppefrag) != NULL)
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{
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pent = pefrag->entity;
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clmodel = pent->model;
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switch (clmodel->type)
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{
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case mod_alias:
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case mod_brush:
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case mod_sprite:
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pent = pefrag->entity;
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if ((pent->visframe != r_framecount) &&
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(cl_numvisedicts < MAX_VISEDICTS))
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{
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cl_visedicts[cl_numvisedicts++] = pent;
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// mark that we've recorded this entity for this frame
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pent->visframe = r_framecount;
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}
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ppefrag = &pefrag->leafnext;
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break;
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default:
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Sys_Error ("R_StoreEfrags: Bad entity type %d\n", clmodel->type);
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}
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}
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}
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