/* 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 #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 #include #endif #include "iundo.h" #include "ientity.h" #include "iscenegraph.h" #include "qerplugin.h" #include #include #include #include #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 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* exclusionList; public: EntityWriteMiniPrt( FILE* pFile, std::list* 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* 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; }