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[voretournament/voretournament.git] / misc / mediasource / extra / netradiant-src / contrib / bobtoolz / misc.cpp
diff --git a/misc/mediasource/extra/netradiant-src/contrib/bobtoolz/misc.cpp b/misc/mediasource/extra/netradiant-src/contrib/bobtoolz/misc.cpp
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+/*
+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 "misc.h"
+
+#include <list>
+#include "str.h"
+
+#include "DPoint.h"
+#include "DPlane.h"
+#include "DBrush.h"
+#include "DEPair.h"
+#include "DPatch.h"
+#include "DEntity.h"
+
+#include "funchandlers.h"
+
+#ifdef __linux__
+#include <sys/types.h>
+#include <unistd.h>
+#endif
+
+#include "iundo.h"
+#include "ientity.h"
+#include "iscenegraph.h"
+#include "qerplugin.h"
+
+#include <vector>
+#include <list>
+#include <map>
+#include <algorithm>
+
+#include "scenelib.h"
+
+/*==========================
+               Global Vars
+==========================*/
+
+//HANDLE bsp_process;
+char   g_CurrentTexture[256] = "";
+
+//=============================================================
+//=============================================================
+
+void ReadCurrentTexture()
+{
+       const char* textureName = GlobalRadiant().TextureBrowser_getSelectedShader();
+       strcpy(g_CurrentTexture, textureName);
+}
+
+const char*  GetCurrentTexture()
+{
+       ReadCurrentTexture();
+       return g_CurrentTexture;
+}
+
+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];
+
+  std::size_t l = strlen(buf);
+       char* out = buf2;
+       for (int i=0 ; i<l ; i++)
+       {
+               if (buf[i] == '\n')
+               {
+                       *out++ = '\r';
+                       *out++ = '\n';
+               }
+               else
+                       *out++ = buf[i];
+       }
+       *out++ = 0;
+
+       return buf2;
+}
+
+
+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)
+{
+       const 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 (POSIX)
+// 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
+
+#include <windows.h>
+
+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 = GlobalRadiant().getMapsPath();
+  
+       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 );
+}
+
+class EntityWriteMiniPrt
+{
+       mutable DEntity world;
+  FILE* pFile;
+  std::list<Str>* exclusionList;
+public:
+  EntityWriteMiniPrt(FILE* pFile, std::list<Str>* exclusionList)
+    : pFile(pFile), exclusionList(exclusionList)
+  {
+  }
+  void operator()(scene::Instance& instance) const
+  {
+               const char* classname = Node_getEntity(instance.path().top())->getKeyValue("classname");
+
+               if(!strcmp(classname, "worldspawn"))
+               {
+                       world.LoadFromEntity(instance.path().top(), false);
+                       world.RemoveNonCheckBrushes(exclusionList, true);
+                       world.SaveToFile(pFile);
+               }
+               else if(strstr(classname, "info_"))
+               {
+                       world.ClearBrushes();
+                       world.ClearEPairs();
+                       world.LoadEPairList(Node_getEntity(instance.path().top()));
+                       world.SaveToFile(pFile);
+               }
+  }
+};
+void BuildMiniPrt(std::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
+
+       
+       
+       char buffer[128];
+  const char *pn = GlobalRadiant().getMapsPath();
+
+       strcpy( buffer, pn );
+       strcat( buffer, "/ac_prt.map" );
+       FILE* pFile = fopen(buffer, "w");
+
+       // ahem, thx rr2
+       if(!pFile)
+               return;
+
+  Scene_forEachEntity(EntityWriteMiniPrt(pFile, exclusionList));
+
+       fclose(pFile);
+
+       StartBSP();
+}
+
+class EntityFindByTargetName
+{
+  const char* targetname;
+public:
+       mutable const scene::Path* result;
+  EntityFindByTargetName(const char* targetname)
+    : targetname(targetname), result(0)
+  {
+  }
+  void operator()(scene::Instance& instance) const
+  {
+    if(result == 0)
+    {
+                 const char* value = Node_getEntity(instance.path().top())->getKeyValue("targetname");
+
+                 if(!strcmp(value, targetname))
+                 {
+                         result = &instance.path();
+                 }
+    }
+  }
+};
+const scene::Path* FindEntityFromTargetname(const char* targetname)
+{
+  return Scene_forEachEntity(EntityFindByTargetName(targetname)).result;
+}
+
+void FillDefaultTexture(_QERFaceData* faceData, vec3_t va, vec3_t vb, vec3_t vc, const char* texture)
+{
+       faceData->m_texdef.rotate = 0;
+       faceData->m_texdef.scale[0] = 0.5;
+       faceData->m_texdef.scale[1] = 0.5;
+       faceData->m_texdef.shift[0] = 0;
+       faceData->m_texdef.shift[1] = 0;
+       faceData->contents = 0;
+       faceData->flags = 0;
+       faceData->value = 0;
+       if(*texture)
+               faceData->m_shader = texture;
+       else
+               faceData->m_shader = "textures/common/caulk";
+       VectorCopy(va, faceData->m_p0);
+       VectorCopy(vb, faceData->m_p1);
+       VectorCopy(vc, faceData->m_p2);
+}
+
+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)
+{
+  const scene::Path* ent = FindEntityFromTargetname(entity);
+       if(!ent)
+               return false;
+
+  scene::Instance& instance = *GlobalSceneGraph().find(*ent);
+  VectorCopy(instance.worldAABB().origin, centre);
+
+       return true;
+}
+
+vec_t Min(vec_t a, vec_t b)
+{
+       if(a < b)
+               return a;
+       return b;
+}
+
+void MakeNormal( const vec_t* va, const vec_t* vb, const vec_t* vc, vec_t* out ) {
+       vec3_t v1, v2;
+       VectorSubtract(va, vb, v1);
+       VectorSubtract(vc, vb, v2);
+       CrossProduct(v1, v2, out);
+}
+
+char* GetFilename(char* buffer, const char* filename) {
+       strcpy(buffer, GlobalRadiant().getAppPath());
+       strcat(buffer, "plugins/");
+       strcat(buffer, filename);
+       return buffer;
+}
+