-/*\r
-BobToolz plugin for GtkRadiant\r
-Copyright (C) 2001 Gordon Biggans\r
-\r
-This library is free software; you can redistribute it and/or\r
-modify it under the terms of the GNU Lesser General Public\r
-License as published by the Free Software Foundation; either\r
-version 2.1 of the License, or (at your option) any later version.\r
-\r
-This library is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU\r
-Lesser General Public License for more details.\r
-\r
-You should have received a copy of the GNU Lesser General Public\r
-License along with this library; if not, write to the Free Software\r
-Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\r
-*/\r
-\r
-// DShape.cpp: implementation of the DShape class.\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-#include "StdAfx.h"\r
-#include "DShape.h"\r
-\r
-//#include "dialogs-gtk.h"\r
-\r
-#include "misc.h"\r
-#include "shapes.h"\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-// Construction/Destruction\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-bool bFacesAll[6] = {TRUE, TRUE, TRUE, TRUE, TRUE, TRUE};\r
-\r
-DShape::DShape()\r
-{\r
- m_nNextBrush = 0;\r
-}\r
-\r
-DShape::~DShape()\r
-{\r
-\r
-}\r
-\r
-void DShape::BuildRegularPrism(vec3_t min, vec3_t max, int nSides, bool bAlignTop)\r
-{\r
- vec3_t vc[MAX_POLYGON_FACES+2], vd[MAX_POLYGON_FACES+2];\r
-\r
- vec3_t radius;\r
- vec3_t origin;\r
-\r
- VectorSubtract(max, min, radius);\r
- VectorScale(radius, 0.5f, radius);\r
- // calc 3d radius and origin\r
- VectorAdd(max, min, origin);\r
- VectorScale(origin, 0.5f, origin);\r
-\r
- float phase = 0.0f;\r
-\r
- if(bAlignTop)\r
- {\r
- phase = -(Q_PI/nSides);\r
- VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);\r
- }\r
-\r
- //----- Build Polygon Vertices -----\r
-\r
- int i;\r
- for(i = 0; i < nSides; i++)\r
- {\r
- VectorCopy(origin, vc[i]);\r
- VectorCopy(origin, vd[i]);\r
- \r
- vc[i][2] = min[2];\r
- vd[i][2] = max[2];\r
-\r
- vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );\r
- vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );\r
-\r
- vd[i][0] = vc[i][0];\r
- vd[i][1] = vc[i][1];\r
- }\r
-\r
- VectorCopy(vc[0], vc[nSides]);\r
- VectorCopy(vd[0], vd[nSides]);\r
- VectorCopy(vc[1], vc[nSides+1]);\r
- VectorCopy(vd[1], vd[nSides+1]);\r
- \r
- //----------------------------------\r
-\r
- DBrush* pB = m_Container.GetWorldSpawn()->NewBrush(m_nNextBrush++);\r
-\r
- for(i = 1; i <= nSides; i++)\r
- pB->AddFace(vc[i-1], vc[i], vd[i], GetCurrentTexture(), FALSE);\r
-\r
- pB->AddFace(vc[2], vc[1], vc[0], "textures/common/caulk", FALSE);\r
- pB->AddFace(vd[0], vd[1], vd[2], "textures/common/caulk", FALSE);\r
-}\r
-\r
-void DShape::Commit()\r
-{\r
- m_Container.GetWorldSpawn()->FixBrushes(FALSE);\r
- m_Container.BuildInRadiant(TRUE);\r
-}\r
-\r
-void DShape::BuildInversePrism(vec3_t min, vec3_t max, int nSides, bool bAlignTop)\r
-{\r
- vec3_t va[MAX_POLYGON_FACES+1], vb[MAX_POLYGON_FACES+1];\r
- vec3_t radius;\r
- vec3_t origin;\r
-\r
- VectorSubtract(max, min, radius);\r
- VectorScale(radius, 0.5f, radius);\r
- // calc 3d radius and origin\r
- VectorAdd(max, min, origin);\r
- VectorScale(origin, 0.5f, origin);\r
-\r
- float phase = 0.0f;\r
-\r
- if(bAlignTop)\r
- {\r
- phase = -(Q_PI/nSides);\r
- VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);\r
- }\r
-\r
- //----- Build Polygon Vertices -----\r
-\r
- int i;\r
- for(i = 0; i < nSides; i++)\r
- {\r
- VectorCopy(origin, va[i]);\r
- VectorCopy(origin, vb[i]);\r
-\r
- va[i][2] = min[2];\r
- vb[i][2] = max[2];\r
-\r
- va[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );\r
- va[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );\r
-\r
- vb[i][0] = va[i][0];\r
- vb[i][1] = va[i][1];\r
- }\r
-\r
- VectorCopy(va[0], va[nSides]);\r
- VectorCopy(vb[0], vb[nSides]);\r
- \r
- //----------------------------------\r
-\r
- for(i = 1; i <= nSides; i++)\r
- {\r
- DBrush* pB = GetBoundingCube(min, max, "textures/common/caulk");\r
-\r
- vec3_t top, bottom;\r
- VectorCopy(va[i-1], top);\r
- VectorCopy(va[i], bottom);\r
-\r
- if(va[i-1][1] > va[i][1])\r
- {\r
- top[0] += 5;\r
- bottom[0] += 5;\r
- }\r
- else // flip direction of plane on crossover\r
- {\r
- top[0] -= 5;\r
- bottom[0] -= 5;\r
- }\r
- \r
- if(top[1] != bottom[1]) // internal line is flat already if true\r
- { \r
- pB->AddFace(va[i-1], top, vb[i-1], "textures/common/caulk", FALSE);\r
- pB->AddFace(va[i], vb[i], bottom, "textures/common/caulk", FALSE);\r
- } // add cut-off planes\r
-\r
- pB->AddFace(va[i-1], vb[i-1], vb[i], GetCurrentTexture(), FALSE);\r
- // add internal polygon plane\r
- }\r
-}\r
-\r
-void DShape::BuildBorderedPrism(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop)\r
-{\r
- vec3_t va[MAX_POLYGON_FACES+2], vb[MAX_POLYGON_FACES+2];\r
- vec3_t vc[MAX_POLYGON_FACES+2], vd[MAX_POLYGON_FACES+2];\r
-\r
- vec3_t radius;\r
- vec3_t origin;\r
-\r
- VectorSubtract(max, min, radius);\r
- VectorScale(radius, 0.5f, radius);\r
- // calc 3d radius and origin\r
- VectorAdd(max, min, origin);\r
- VectorScale(origin, 0.5f, origin);\r
-\r
- if(nBorder >= Min(radius[0], radius[1]))\r
- {\r
-// DoMessageBox("Border is too large", "Error", MB_OK);\r
- return;\r
- }\r
-\r
- float phase = 0.0f;\r
-\r
- if(bAlignTop)\r
- {\r
- phase = -(Q_PI/nSides);\r
- VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);\r
- }\r
-\r
- //----- Build Polygon Vertices -----\r
-\r
- int i;\r
- for(i = 0; i < nSides; i++)\r
- {\r
- VectorCopy(origin, va[i]);\r
- VectorCopy(origin, vb[i]);\r
- VectorCopy(origin, vc[i]);\r
- VectorCopy(origin, vd[i]);\r
-\r
- va[i][2] = min[2];\r
- vb[i][2] = max[2];\r
-\r
- va[i][0] += (radius[0] - nBorder) * sinf( ( 2 * Q_PI * i / nSides ) + phase );\r
- va[i][1] += (radius[1] - nBorder) * cosf( ( 2 * Q_PI * i / nSides ) + phase );\r
-\r
- vb[i][0] = va[i][0];\r
- vb[i][1] = va[i][1];\r
-\r
-\r
- \r
- vc[i][2] = min[2];\r
- vd[i][2] = max[2];\r
-\r
- vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );\r
- vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );\r
-\r
- vd[i][0] = vc[i][0];\r
- vd[i][1] = vc[i][1];\r
- }\r
-\r
- VectorCopy(va[0], va[nSides]);\r
- VectorCopy(vb[0], vb[nSides]);\r
- VectorCopy(va[1], va[nSides+1]);\r
- VectorCopy(vb[1], vb[nSides+1]);\r
-\r
- VectorCopy(vc[0], vc[nSides]);\r
- VectorCopy(vd[0], vd[nSides]);\r
- VectorCopy(vc[1], vc[nSides+1]);\r
- VectorCopy(vd[1], vd[nSides+1]);\r
- \r
- //----------------------------------\r
-\r
- for(i = 1; i <= nSides; i++)\r
- {\r
- DBrush* pB = GetBoundingCube(min, max, "textures/common/caulk");\r
-\r
- pB->AddFace(origin, vc[i-1], vd[i-1], "textures/common/caulk", FALSE);\r
- pB->AddFace(origin, vd[i], vc[i], "textures/common/caulk", FALSE); \r
-\r
- pB->AddFace(vc[i-1], vc[i], vd[i], GetCurrentTexture(), FALSE);\r
- pB->AddFace(vb[i], va[i], va[i-1], GetCurrentTexture(), FALSE);\r
- }\r
-}\r
-\r
-DBrush* DShape::GetBoundingCube_Ext(vec3_t min, vec3_t max, const char *textureName, bool* bUseFaces, bool detail)\r
-{\r
- DBrush* pB = new DBrush;\r
- //----- Build Outer Bounds ---------\r
-\r
- vec3_t v1, v2, v3, v5, v6, v7;\r
- VectorCopy(min, v1);\r
- VectorCopy(min, v2);\r
- VectorCopy(min, v3);\r
- VectorCopy(max, v5);\r
- VectorCopy(max, v6);\r
- VectorCopy(max, v7);\r
-\r
- v2[0] = max[0];\r
- v3[1] = max[1];\r
-\r
- v6[0] = min[0];\r
- v7[1] = min[1];\r
-\r
- //----------------------------------\r
-\r
- //----- Add Six Cube Faces ---------\r
-\r
- if(bUseFaces[0])\r
- pB->AddFace(v1, v2, v3, textureName, detail);\r
- if(bUseFaces[1])\r
- pB->AddFace(v1, v3, v6, textureName, detail);\r
- if(bUseFaces[2])\r
- pB->AddFace(v1, v7, v2, textureName, detail);\r
-\r
- if(bUseFaces[3])\r
- pB->AddFace(v5, v6, v3, textureName, detail);\r
- if(bUseFaces[4])\r
- pB->AddFace(v5, v2, v7, textureName, detail);\r
- if(bUseFaces[5])\r
- pB->AddFace(v5, v7, v6, textureName, detail);\r
-\r
- //----------------------------------\r
-\r
- return pB;\r
-}\r
-\r
-DBrush* DShape::GetBoundingCube(vec3_t min, vec3_t max, const char *textureName, DEntity* ent, bool* bUseFaces)\r
-{\r
- DBrush* pB;\r
- if(ent == NULL)\r
- pB = m_Container.GetWorldSpawn()->NewBrush(m_nNextBrush++);\r
- else\r
- pB = ent->NewBrush(m_nNextBrush++);\r
-\r
- //----- Build Outer Bounds ---------\r
-\r
- vec3_t v1, v2, v3, v5, v6, v7;\r
- VectorCopy(min, v1);\r
- VectorCopy(min, v2);\r
- VectorCopy(min, v3);\r
- VectorCopy(max, v5);\r
- VectorCopy(max, v6);\r
- VectorCopy(max, v7);\r
-\r
- v2[0] = max[0];\r
- v3[1] = max[1];\r
-\r
- v6[0] = min[0];\r
- v7[1] = min[1];\r
-\r
- //----------------------------------\r
-\r
- //----- Add Six Cube Faces ---------\r
-\r
- if(bUseFaces[0])\r
- pB->AddFace(v1, v2, v3, textureName, FALSE);\r
- if(bUseFaces[1])\r
- pB->AddFace(v1, v3, v6, textureName, FALSE);\r
- if(bUseFaces[2])\r
- pB->AddFace(v1, v7, v2, textureName, FALSE);\r
-\r
- if(bUseFaces[3])\r
- pB->AddFace(v5, v6, v3, textureName, FALSE);\r
- if(bUseFaces[4])\r
- pB->AddFace(v5, v2, v7, textureName, FALSE);\r
- if(bUseFaces[5])\r
- pB->AddFace(v5, v7, v6, textureName, FALSE);\r
-\r
- //----------------------------------\r
-\r
- return pB;\r
-}\r
-\r
-bool DShape::BuildPit(vec3_t min, vec3_t max)\r
-{\r
- if((max[2] - min[2]) < 196)\r
- return FALSE;\r
-\r
- srand(time(NULL));\r
-\r
- vec3_t centre;\r
- VectorAdd(min, max, centre);\r
- VectorScale(centre, 0.5f, centre);\r
-\r
- char buffer[256];\r
-\r
- int team = (rand()%10000)+5000;\r
-\r
-// ************* SPEAKER ***************\r
- sprintf(buffer, "t%i_1", team);\r
-\r
-// trigger for speaker\r
- vec3_t triggerVoiceBtm;\r
- VectorCopy(min, triggerVoiceBtm);\r
- triggerVoiceBtm[2] = max[2] - 16;\r
-\r
- DEntity* triggerVoice = m_Container.AddEntity("trigger_multiple");\r
- GetBoundingCube(triggerVoiceBtm, max, "textures/common/trigger", triggerVoice);\r
- triggerVoice->AddEPair("target", buffer);\r
-//--------------------\r
-\r
-// target for speaker\r
- vec3_t voiceOrigin;\r
- VectorCopy(centre, voiceOrigin);\r
- voiceOrigin[2] = max[2]+16;\r
-\r
-\r
- DEntity* targetVoice = m_Container.AddEntity("target_speaker");\r
- targetVoice->AddEPair("targetname", buffer);\r
-\r
- sprintf(buffer, "%f %f %f", voiceOrigin[0], voiceOrigin[1], voiceOrigin[2]);\r
- targetVoice->AddEPair("origin", buffer);\r
- targetVoice->AddEPair("spawnflags", "8");\r
- targetVoice->AddEPair("noise", "*falling1.wav");\r
-//--------------------\r
-\r
-// *********** END SPEAKER *************\r
-\r
-// ********* POWERUP REMOVAL ***********\r
- sprintf(buffer, "t%i_2", team);\r
-\r
-// trigger for powerup removal\r
- vec3_t triggerPwrRmvTop, triggerPwrRmvBtm;\r
- VectorCopy(min, triggerPwrRmvBtm);\r
- VectorCopy(max, triggerPwrRmvTop);\r
-\r
- triggerPwrRmvTop[2] = triggerVoiceBtm[2] - 64;\r
- triggerPwrRmvBtm[2] = triggerPwrRmvTop[2] - 16;\r
-\r
- DEntity* triggerPwrRmv = m_Container.AddEntity("trigger_multiple");\r
- GetBoundingCube(triggerPwrRmvBtm, triggerPwrRmvTop, "textures/common/trigger", triggerPwrRmv);\r
- triggerPwrRmv->AddEPair("target", buffer);\r
-//--------------------\r
-\r
-// target for powerup removal\r
- vec3_t pwrRmvOrigin;\r
- VectorCopy(centre, pwrRmvOrigin);\r
- pwrRmvOrigin[2] = triggerPwrRmvTop[2]+16;\r
-\r
- DEntity* targetPwrRmv = m_Container.AddEntity("target_remove_powerups");\r
- targetPwrRmv->AddEPair("targetname", buffer);\r
-\r
- sprintf(buffer, "%f %f %f", pwrRmvOrigin[0], pwrRmvOrigin[1], pwrRmvOrigin[2]);\r
- targetPwrRmv->AddEPair("origin", buffer);\r
-//--------------------\r
-\r
-// ****** END POWERUP REMOVAL ********\r
-\r
-// ********* DAMAGE ***********\r
-\r
-// trigger for damage\r
- vec3_t triggerDmgTop, triggerDmgBtm;\r
- VectorCopy(min, triggerDmgBtm);\r
- VectorCopy(max, triggerDmgTop);\r
-\r
- triggerDmgBtm[2] = min[2] + 64;\r
- triggerDmgTop[2] = triggerDmgBtm[2] + 16;\r
-\r
- DEntity* triggerDmg = m_Container.AddEntity("trigger_hurt");\r
- GetBoundingCube(triggerDmgBtm, triggerDmgTop, "textures/common/trigger", triggerDmg);\r
- triggerDmg->AddEPair("dmg", "9999");\r
- triggerDmg->AddEPair("spawnflags", "12");\r
-//--------------------\r
-\r
-// ****** END DAMAGE ********\r
-\r
-// ********* NODROP ***********\r
-\r
- vec3_t nodropTop;\r
- VectorCopy(max, nodropTop);\r
-\r
- nodropTop[2] = min[2] + 64;\r
-\r
- GetBoundingCube(min, nodropTop, "textures/common/nodrop");\r
-\r
-// ****** END NODROP ********\r
-\r
- return TRUE;\r
-}\r
+/*
+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
+*/
+
+// DShape.cpp: implementation of the DShape class.
+//
+//////////////////////////////////////////////////////////////////////
+
+#include "StdAfx.h"
+#include "DShape.h"
+
+//#include "dialogs-gtk.h"
+
+#include "misc.h"
+#include "shapes.h"
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+bool bFacesAll[6] = {TRUE, TRUE, TRUE, TRUE, TRUE, TRUE};
+
+DShape::DShape()
+{
+ m_nNextBrush = 0;
+}
+
+DShape::~DShape()
+{
+
+}
+
+void DShape::BuildRegularPrism(vec3_t min, vec3_t max, int nSides, bool bAlignTop)
+{
+ vec3_t vc[MAX_POLYGON_FACES+2], vd[MAX_POLYGON_FACES+2];
+
+ vec3_t radius;
+ vec3_t origin;
+
+ VectorSubtract(max, min, radius);
+ VectorScale(radius, 0.5f, radius);
+ // calc 3d radius and origin
+ VectorAdd(max, min, origin);
+ VectorScale(origin, 0.5f, origin);
+
+ float phase = 0.0f;
+
+ if(bAlignTop)
+ {
+ phase = -(Q_PI/nSides);
+ VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);
+ }
+
+ //----- Build Polygon Vertices -----
+
+ int i;
+ for(i = 0; i < nSides; i++)
+ {
+ VectorCopy(origin, vc[i]);
+ VectorCopy(origin, vd[i]);
+
+ vc[i][2] = min[2];
+ vd[i][2] = max[2];
+
+ vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
+ vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
+
+ vd[i][0] = vc[i][0];
+ vd[i][1] = vc[i][1];
+ }
+
+ VectorCopy(vc[0], vc[nSides]);
+ VectorCopy(vd[0], vd[nSides]);
+ VectorCopy(vc[1], vc[nSides+1]);
+ VectorCopy(vd[1], vd[nSides+1]);
+
+ //----------------------------------
+
+ DBrush* pB = m_Container.GetWorldSpawn()->NewBrush(m_nNextBrush++);
+
+ for(i = 1; i <= nSides; i++)
+ pB->AddFace(vc[i-1], vc[i], vd[i], GetCurrentTexture(), FALSE);
+
+ pB->AddFace(vc[2], vc[1], vc[0], "textures/common/caulk", FALSE);
+ pB->AddFace(vd[0], vd[1], vd[2], "textures/common/caulk", FALSE);
+}
+
+void DShape::Commit()
+{
+ m_Container.GetWorldSpawn()->FixBrushes(FALSE);
+ m_Container.BuildInRadiant(TRUE);
+}
+
+void DShape::BuildInversePrism(vec3_t min, vec3_t max, int nSides, bool bAlignTop)
+{
+ vec3_t va[MAX_POLYGON_FACES+1], vb[MAX_POLYGON_FACES+1];
+ vec3_t radius;
+ vec3_t origin;
+
+ VectorSubtract(max, min, radius);
+ VectorScale(radius, 0.5f, radius);
+ // calc 3d radius and origin
+ VectorAdd(max, min, origin);
+ VectorScale(origin, 0.5f, origin);
+
+ float phase = 0.0f;
+
+ if(bAlignTop)
+ {
+ phase = -(Q_PI/nSides);
+ VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);
+ }
+
+ //----- Build Polygon Vertices -----
+
+ int i;
+ for(i = 0; i < nSides; i++)
+ {
+ VectorCopy(origin, va[i]);
+ VectorCopy(origin, vb[i]);
+
+ va[i][2] = min[2];
+ vb[i][2] = max[2];
+
+ va[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
+ va[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
+
+ vb[i][0] = va[i][0];
+ vb[i][1] = va[i][1];
+ }
+
+ VectorCopy(va[0], va[nSides]);
+ VectorCopy(vb[0], vb[nSides]);
+
+ //----------------------------------
+
+ for(i = 1; i <= nSides; i++)
+ {
+ DBrush* pB = GetBoundingCube(min, max, "textures/common/caulk");
+
+ vec3_t top, bottom;
+ VectorCopy(va[i-1], top);
+ VectorCopy(va[i], bottom);
+
+ if(va[i-1][1] > va[i][1])
+ {
+ top[0] += 5;
+ bottom[0] += 5;
+ }
+ else // flip direction of plane on crossover
+ {
+ top[0] -= 5;
+ bottom[0] -= 5;
+ }
+
+ if(top[1] != bottom[1]) // internal line is flat already if true
+ {
+ pB->AddFace(va[i-1], top, vb[i-1], "textures/common/caulk", FALSE);
+ pB->AddFace(va[i], vb[i], bottom, "textures/common/caulk", FALSE);
+ } // add cut-off planes
+
+ pB->AddFace(va[i-1], vb[i-1], vb[i], GetCurrentTexture(), FALSE);
+ // add internal polygon plane
+ }
+}
+
+void DShape::BuildBorderedPrism(vec3_t min, vec3_t max, int nSides, int nBorder, bool bAlignTop)
+{
+ vec3_t va[MAX_POLYGON_FACES+2], vb[MAX_POLYGON_FACES+2];
+ vec3_t vc[MAX_POLYGON_FACES+2], vd[MAX_POLYGON_FACES+2];
+
+ vec3_t radius;
+ vec3_t origin;
+
+ VectorSubtract(max, min, radius);
+ VectorScale(radius, 0.5f, radius);
+ // calc 3d radius and origin
+ VectorAdd(max, min, origin);
+ VectorScale(origin, 0.5f, origin);
+
+ if(nBorder >= Min(radius[0], radius[1]))
+ {
+// DoMessageBox("Border is too large", "Error", MB_OK);
+ return;
+ }
+
+ float phase = 0.0f;
+
+ if(bAlignTop)
+ {
+ phase = -(Q_PI/nSides);
+ VectorScale(radius, static_cast< float >( 1/cos(phase) ), radius);
+ }
+
+ //----- Build Polygon Vertices -----
+
+ int i;
+ for(i = 0; i < nSides; i++)
+ {
+ VectorCopy(origin, va[i]);
+ VectorCopy(origin, vb[i]);
+ VectorCopy(origin, vc[i]);
+ VectorCopy(origin, vd[i]);
+
+ va[i][2] = min[2];
+ vb[i][2] = max[2];
+
+ va[i][0] += (radius[0] - nBorder) * sinf( ( 2 * Q_PI * i / nSides ) + phase );
+ va[i][1] += (radius[1] - nBorder) * cosf( ( 2 * Q_PI * i / nSides ) + phase );
+
+ vb[i][0] = va[i][0];
+ vb[i][1] = va[i][1];
+
+
+
+ vc[i][2] = min[2];
+ vd[i][2] = max[2];
+
+ vc[i][0] += radius[0] * sinf( ( 2 * Q_PI * i / nSides ) + phase );
+ vc[i][1] += radius[1] * cosf( ( 2 * Q_PI * i / nSides ) + phase );
+
+ vd[i][0] = vc[i][0];
+ vd[i][1] = vc[i][1];
+ }
+
+ VectorCopy(va[0], va[nSides]);
+ VectorCopy(vb[0], vb[nSides]);
+ VectorCopy(va[1], va[nSides+1]);
+ VectorCopy(vb[1], vb[nSides+1]);
+
+ VectorCopy(vc[0], vc[nSides]);
+ VectorCopy(vd[0], vd[nSides]);
+ VectorCopy(vc[1], vc[nSides+1]);
+ VectorCopy(vd[1], vd[nSides+1]);
+
+ //----------------------------------
+
+ for(i = 1; i <= nSides; i++)
+ {
+ DBrush* pB = GetBoundingCube(min, max, "textures/common/caulk");
+
+ pB->AddFace(origin, vc[i-1], vd[i-1], "textures/common/caulk", FALSE);
+ pB->AddFace(origin, vd[i], vc[i], "textures/common/caulk", FALSE);
+
+ pB->AddFace(vc[i-1], vc[i], vd[i], GetCurrentTexture(), FALSE);
+ pB->AddFace(vb[i], va[i], va[i-1], GetCurrentTexture(), FALSE);
+ }
+}
+
+DBrush* DShape::GetBoundingCube_Ext(vec3_t min, vec3_t max, const char *textureName, bool* bUseFaces, bool detail)
+{
+ DBrush* pB = new DBrush;
+ //----- Build Outer Bounds ---------
+
+ vec3_t v1, v2, v3, v5, v6, v7;
+ VectorCopy(min, v1);
+ VectorCopy(min, v2);
+ VectorCopy(min, v3);
+ VectorCopy(max, v5);
+ VectorCopy(max, v6);
+ VectorCopy(max, v7);
+
+ v2[0] = max[0];
+ v3[1] = max[1];
+
+ v6[0] = min[0];
+ v7[1] = min[1];
+
+ //----------------------------------
+
+ //----- Add Six Cube Faces ---------
+
+ if(bUseFaces[0])
+ pB->AddFace(v1, v2, v3, textureName, detail);
+ if(bUseFaces[1])
+ pB->AddFace(v1, v3, v6, textureName, detail);
+ if(bUseFaces[2])
+ pB->AddFace(v1, v7, v2, textureName, detail);
+
+ if(bUseFaces[3])
+ pB->AddFace(v5, v6, v3, textureName, detail);
+ if(bUseFaces[4])
+ pB->AddFace(v5, v2, v7, textureName, detail);
+ if(bUseFaces[5])
+ pB->AddFace(v5, v7, v6, textureName, detail);
+
+ //----------------------------------
+
+ return pB;
+}
+
+DBrush* DShape::GetBoundingCube(vec3_t min, vec3_t max, const char *textureName, DEntity* ent, bool* bUseFaces)
+{
+ DBrush* pB;
+ if(ent == NULL)
+ pB = m_Container.GetWorldSpawn()->NewBrush(m_nNextBrush++);
+ else
+ pB = ent->NewBrush(m_nNextBrush++);
+
+ //----- Build Outer Bounds ---------
+
+ vec3_t v1, v2, v3, v5, v6, v7;
+ VectorCopy(min, v1);
+ VectorCopy(min, v2);
+ VectorCopy(min, v3);
+ VectorCopy(max, v5);
+ VectorCopy(max, v6);
+ VectorCopy(max, v7);
+
+ v2[0] = max[0];
+ v3[1] = max[1];
+
+ v6[0] = min[0];
+ v7[1] = min[1];
+
+ //----------------------------------
+
+ //----- Add Six Cube Faces ---------
+
+ if(bUseFaces[0])
+ pB->AddFace(v1, v2, v3, textureName, FALSE);
+ if(bUseFaces[1])
+ pB->AddFace(v1, v3, v6, textureName, FALSE);
+ if(bUseFaces[2])
+ pB->AddFace(v1, v7, v2, textureName, FALSE);
+
+ if(bUseFaces[3])
+ pB->AddFace(v5, v6, v3, textureName, FALSE);
+ if(bUseFaces[4])
+ pB->AddFace(v5, v2, v7, textureName, FALSE);
+ if(bUseFaces[5])
+ pB->AddFace(v5, v7, v6, textureName, FALSE);
+
+ //----------------------------------
+
+ return pB;
+}
+
+bool DShape::BuildPit(vec3_t min, vec3_t max)
+{
+ if((max[2] - min[2]) < 196)
+ return FALSE;
+
+ srand(time(NULL));
+
+ vec3_t centre;
+ VectorAdd(min, max, centre);
+ VectorScale(centre, 0.5f, centre);
+
+ char buffer[256];
+
+ int team = (rand()%10000)+5000;
+
+// ************* SPEAKER ***************
+ sprintf(buffer, "t%i_1", team);
+
+// trigger for speaker
+ vec3_t triggerVoiceBtm;
+ VectorCopy(min, triggerVoiceBtm);
+ triggerVoiceBtm[2] = max[2] - 16;
+
+ DEntity* triggerVoice = m_Container.AddEntity("trigger_multiple");
+ GetBoundingCube(triggerVoiceBtm, max, "textures/common/trigger", triggerVoice);
+ triggerVoice->AddEPair("target", buffer);
+//--------------------
+
+// target for speaker
+ vec3_t voiceOrigin;
+ VectorCopy(centre, voiceOrigin);
+ voiceOrigin[2] = max[2]+16;
+
+
+ DEntity* targetVoice = m_Container.AddEntity("target_speaker");
+ targetVoice->AddEPair("targetname", buffer);
+
+ sprintf(buffer, "%f %f %f", voiceOrigin[0], voiceOrigin[1], voiceOrigin[2]);
+ targetVoice->AddEPair("origin", buffer);
+ targetVoice->AddEPair("spawnflags", "8");
+ targetVoice->AddEPair("noise", "*falling1.wav");
+//--------------------
+
+// *********** END SPEAKER *************
+
+// ********* POWERUP REMOVAL ***********
+ sprintf(buffer, "t%i_2", team);
+
+// trigger for powerup removal
+ vec3_t triggerPwrRmvTop, triggerPwrRmvBtm;
+ VectorCopy(min, triggerPwrRmvBtm);
+ VectorCopy(max, triggerPwrRmvTop);
+
+ triggerPwrRmvTop[2] = triggerVoiceBtm[2] - 64;
+ triggerPwrRmvBtm[2] = triggerPwrRmvTop[2] - 16;
+
+ DEntity* triggerPwrRmv = m_Container.AddEntity("trigger_multiple");
+ GetBoundingCube(triggerPwrRmvBtm, triggerPwrRmvTop, "textures/common/trigger", triggerPwrRmv);
+ triggerPwrRmv->AddEPair("target", buffer);
+//--------------------
+
+// target for powerup removal
+ vec3_t pwrRmvOrigin;
+ VectorCopy(centre, pwrRmvOrigin);
+ pwrRmvOrigin[2] = triggerPwrRmvTop[2]+16;
+
+ DEntity* targetPwrRmv = m_Container.AddEntity("target_remove_powerups");
+ targetPwrRmv->AddEPair("targetname", buffer);
+
+ sprintf(buffer, "%f %f %f", pwrRmvOrigin[0], pwrRmvOrigin[1], pwrRmvOrigin[2]);
+ targetPwrRmv->AddEPair("origin", buffer);
+//--------------------
+
+// ****** END POWERUP REMOVAL ********
+
+// ********* DAMAGE ***********
+
+// trigger for damage
+ vec3_t triggerDmgTop, triggerDmgBtm;
+ VectorCopy(min, triggerDmgBtm);
+ VectorCopy(max, triggerDmgTop);
+
+ triggerDmgBtm[2] = min[2] + 64;
+ triggerDmgTop[2] = triggerDmgBtm[2] + 16;
+
+ DEntity* triggerDmg = m_Container.AddEntity("trigger_hurt");
+ GetBoundingCube(triggerDmgBtm, triggerDmgTop, "textures/common/trigger", triggerDmg);
+ triggerDmg->AddEPair("dmg", "9999");
+ triggerDmg->AddEPair("spawnflags", "12");
+//--------------------
+
+// ****** END DAMAGE ********
+
+// ********* NODROP ***********
+
+ vec3_t nodropTop;
+ VectorCopy(max, nodropTop);
+
+ nodropTop[2] = min[2] + 64;
+
+ GetBoundingCube(min, nodropTop, "textures/common/nodrop");
+
+// ****** END NODROP ********
+
+ return TRUE;
+}