mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-22 11:51:22 +00:00
411 lines
8.6 KiB
C++
411 lines
8.6 KiB
C++
/*
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BobToolz plugin for GtkRadiant
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Copyright (C) 2001 Gordon Biggans
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library 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. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; 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 "StdAfx.h"
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#include "DEntity.h"
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#include "funchandlers.h"
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#ifdef __linux__
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#include <sys/types.h>
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#include <unistd.h>
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#endif
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/*==========================
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Global Vars
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==========================*/
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//HANDLE bsp_process;
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char g_CurrentTexture[256] = "";
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//=============================================================
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//=============================================================
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void ReadCurrentTexture(){
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const char* textureName = g_FuncTable.m_pfnGetCurrentTexture();
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strcpy( g_CurrentTexture, textureName );
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}
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const char* GetCurrentTexture(){
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ReadCurrentTexture();
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return g_CurrentTexture;
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}
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epair_t* GetNextChainItem( epair_t* lastItem, const char* key, const char* value ){
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epair_t* nextEPair = g_FuncTable.m_pfnAllocateEpair( key, value );
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if ( lastItem != NULL ) {
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lastItem->next = nextEPair;
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}
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return nextEPair;
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}
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void MoveBlock( int dir, vec3_t min, vec3_t max, float dist ){
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switch ( dir )
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{
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case MOVE_EAST:
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{
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min[0] += dist;
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max[0] += dist;
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break;
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}
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case MOVE_WEST:
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{
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min[0] -= dist;
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max[0] -= dist;
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break;
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}
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case MOVE_NORTH:
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{
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min[1] += dist;
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max[1] += dist;
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break;
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}
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case MOVE_SOUTH:
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{
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min[1] -= dist;
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max[1] -= dist;
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break;
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}
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}
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}
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void SetInitialStairPos( int dir, vec3_t min, vec3_t max, float width ){
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switch ( dir )
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{
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case MOVE_EAST:
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{
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max[0] = min[0] + width;
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break;
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}
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case MOVE_WEST:
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{
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min[0] = max[0] - width;
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break;
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}
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case MOVE_NORTH:
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{
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max[1] = min[1] + width;
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break;
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}
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case MOVE_SOUTH:
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{
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min[1] = max[1] - width;
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break;
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}
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}
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}
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char* TranslateString( const char *buf ){
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static char buf2[32768];
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int i, l;
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char *out;
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l = strlen( buf );
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out = buf2;
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for ( i = 0 ; i < l ; i++ )
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{
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if ( buf[i] == '\n' ) {
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*out++ = '\r';
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*out++ = '\n';
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}
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else{
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*out++ = buf[i];
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}
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}
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*out++ = 0;
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return buf2;
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}
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void Sys_ERROR( const char* text, ... ){
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va_list argptr;
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char buf[32768];
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va_start( argptr,text );
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vsprintf( buf, text,argptr );
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va_end( argptr );
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Sys_Printf( "BobToolz::ERROR->%s", buf );
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}
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/*void Sys_Printf (char *text, ...)
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{
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va_list argptr;
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char buf[32768];
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va_start (argptr,text);
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vsprintf (buf, text,argptr);
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va_end (argptr);
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g_FuncTable.m_pfnSysMsg ( buf );
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}*/
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char* UnixToDosPath( char* path ){
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#ifndef _WIN32
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return path;
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#else
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for ( char* p = path; *p; p++ )
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{
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if ( *p == '/' ) {
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*p = '\\';
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}
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}
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return path;
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#endif
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}
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const char* ExtractFilename( const char* path ){
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const char* p = strrchr( path, '/' );
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if ( !p ) {
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p = strrchr( path, '\\' );
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if ( !p ) {
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return path;
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}
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}
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return ++p;
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}
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extern const char* PLUGIN_NAME;
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/*char* GetGameFilename(char* buffer, const char* filename)
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{
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strcpy(buffer, g_FuncTable.m_pfnGetGamePath());
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char* p = strrchr(buffer, '/');
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*++p = '\0';
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strcat(buffer, filename);
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buffer = UnixToDosPath(buffer);
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return buffer;
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}*/
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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// the bCreateConsole parameter is ignored on linux ..
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bool Q_Exec( const char *pCmd, bool bCreateConsole ){
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switch ( fork() )
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{
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case -1:
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return false;
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// Error ("CreateProcess failed");
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break;
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case 0:
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#ifdef _DEBUG
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printf( "Running system...\n" );
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printf( "Command: %s\n", pCmd );
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#endif
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// NOTE: we could use that to detect when a step finishes. But then it
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// would not work for remote compiling stuff.
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// execlp (pCmd, pCmd, NULL);
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system( pCmd );
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printf( "system() returned" );
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_exit( 0 );
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break;
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}
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return true;
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}
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#endif
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#ifdef _WIN32
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bool Q_Exec( const char *pCmd, bool bCreateConsole ){
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// G_DeWan: Don't know if this is needed for linux version
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PROCESS_INFORMATION pi;
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STARTUPINFO si = {0}; // Initialize all members to zero
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si.cb = sizeof( STARTUPINFO ); // Set byte count
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DWORD dwCreationFlags;
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if ( bCreateConsole ) {
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dwCreationFlags = CREATE_NEW_CONSOLE | NORMAL_PRIORITY_CLASS;
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}
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else{
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dwCreationFlags = DETACHED_PROCESS | NORMAL_PRIORITY_CLASS;
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}
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for (; *pCmd == ' '; pCmd++ ) ;
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if ( !CreateProcess( NULL, (char *)pCmd, NULL, NULL, FALSE, dwCreationFlags, NULL, NULL, &si, &pi ) ) {
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return false;
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}
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return true;
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}
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#endif
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void StartBSP(){
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char exename[256];
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GetFilename( exename, "q3map" );
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UnixToDosPath( exename ); // do we want this done in linux version?
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char mapname[256];
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const char *pn = g_FuncTable.m_pfnReadProjectKey( "mapspath" );
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strcpy( mapname, pn );
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strcat( mapname, "/ac_prt.map" );
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UnixToDosPath( mapname );
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char command[1024];
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sprintf( command, "%s -nowater -fulldetail %s", exename, mapname );
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Q_Exec( command, TRUE );
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}
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void BuildMiniPrt( list<Str>* exclusionList ){
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// yes, we could just use -fulldetail option, but, as SPOG said
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// it'd be faster without all the hint, donotenter etc textures and
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// doors, etc
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DEntity world;
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char buffer[128];
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const char *pn = g_FuncTable.m_pfnReadProjectKey( "mapspath" );
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strcpy( buffer, pn );
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strcat( buffer, "/ac_prt.map" );
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FILE* pFile = fopen( buffer, "w" );
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// ahem, thx rr2
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if ( !pFile ) {
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return;
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}
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int count = g_FuncTable.m_pfnGetEntityCount();
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for ( int i = 0; i < count; i++ )
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{
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entity_t* ent = (entity_t*)g_FuncTable.m_pfnGetEntityHandle( i );
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epair_t* epl = *g_EntityTable.m_pfnGetEntityKeyValList( ent );
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epair_t* ep = epl;
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while ( ep )
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{
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if ( !strcmp( ep->key, "classname" ) ) {
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if ( !strcmp( ep->value, "worldspawn" ) ) {
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world.LoadFromEntity( i, FALSE );
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world.RemoveNonCheckBrushes( exclusionList, TRUE );
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world.SaveToFile( pFile );
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}
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else if ( strstr( ep->value, "info_" ) ) {
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world.ClearBrushes();
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world.ClearEPairs();
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world.LoadEPairList( epl );
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world.SaveToFile( pFile );
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}
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break;
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}
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ep = ep->next;
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}
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}
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fclose( pFile );
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StartBSP();
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}
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entity_s* FindEntityFromTargetname( const char* targetname, int* entNum ){
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DEntity world;
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int count = g_FuncTable.m_pfnGetEntityCount();
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for ( int i = 0; i < count; i++ )
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{
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world.ClearEPairs();
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entity_s* ent = (entity_s*)g_FuncTable.m_pfnGetEntityHandle( i );
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world.LoadEPairList( *g_EntityTable.m_pfnGetEntityKeyValList( ent ) );
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DEPair* tn = world.FindEPairByKey( "targetname" );
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if ( tn ) {
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if ( !stricmp( tn->value, targetname ) ) {
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if ( entNum ) {
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*entNum = i;
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}
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return ent;
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}
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}
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}
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return NULL;
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}
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void FillDefaultTexture( _QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture ){
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faceData->m_bBPrimit = FALSE;
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faceData->m_fRotate = 0;
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faceData->m_fScale[0] = 0.5;
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faceData->m_fScale[1] = 0.5;
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faceData->m_fShift[0] = 0;
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faceData->m_fShift[1] = 0;
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faceData->m_nContents = 0;
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faceData->m_nFlags = 0;
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faceData->m_nValue = 0;
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if ( *texture ) {
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strcpy( faceData->m_TextureName, texture );
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}
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else{
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strcpy( faceData->m_TextureName, "textures/common/caulk" );
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}
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VectorCopy( va, faceData->m_v1 );
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VectorCopy( vb, faceData->m_v2 );
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VectorCopy( vc, faceData->m_v3 );
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}
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float Determinant3x3( float a1, float a2, float a3,
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float b1, float b2, float b3,
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float c1, float c2, float c3 ){
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return a1 * ( b2 * c3 - b3 * c2 ) - a2 * ( b1 * c3 - b3 * c1 ) + a3 * ( b1 * c2 - b2 * c1 );
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}
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bool GetEntityCentre( const char* entity, vec3_t centre ){
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entity_s* ent = FindEntityFromTargetname( entity, NULL );
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if ( !ent ) {
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return FALSE;
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}
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int cnt = g_FuncTable.m_pfnAllocateEntityBrushHandles( ent );
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if ( cnt == 0 ) {
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g_FuncTable.m_pfnReleaseEntityBrushHandles();
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return FALSE;
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}
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brush_t* brush = (brush_t*)g_FuncTable.m_pfnGetEntityBrushHandle( 0 );
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DBrush cBrush;
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cBrush.LoadFromBrush_t( brush, FALSE );
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vec3_t min, max;
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cBrush.GetBounds( min, max );
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VectorAdd( min, max, centre );
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VectorScale( centre, 0.5f, centre );
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g_FuncTable.m_pfnReleaseEntityBrushHandles();
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return TRUE;
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}
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vec_t Min( vec_t a, vec_t b ){
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if ( a < b ) {
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return a;
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}
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return b;
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}
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void MakeNormal( vec_t* va, vec_t* vb, vec_t* vc, vec_t* out ) {
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vec3_t v1, v2;
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VectorSubtract( va, vb, v1 );
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VectorSubtract( vc, vb, v2 );
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CrossProduct( v1, v2, out );
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}
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