gtkradiant/contrib/bobtoolz/misc.cpp
mattn 0e5c89d2c0 * fixed a warning and an error in the overflow check in l_net
* const stuff for GetNextChainItem (bobtoolz)


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@303 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-07-25 19:14:48 +00:00

424 lines
8.3 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 (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 (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)
{
char* p = strrchr(path, '/');
if(!p)
{
p = strrchr(path, '\\');
if(!p)
return path;
}
return ++p;
}
extern 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);
}