#endif
#include "iundo.h"
+#include "ientity.h"
+#include "iscenegraph.h"
#include "qerplugin.h"
#include <vector>
char* TranslateString (char *buf)
{
static char buf2[32768];
- int i, l;
- char *out;
- l = strlen(buf);
- out = buf2;
- for (i=0 ; i<l ; i++)
+ std::size_t l = strlen(buf);
+ char* out = buf2;
+ for (int i=0 ; i<l ; i++)
{
if (buf[i] == '\n')
{
const char* ExtractFilename(const char* path)
{
- char* p = strrchr(path, '/');
+ const char* p = strrchr(path, '/');
if(!p)
{
p = strrchr(path, '\\');
return buffer;
}*/
-#if defined (__linux__) || defined (__APPLE__)
+#if defined (POSIX)
// the bCreateConsole parameter is ignored on linux ..
bool Q_Exec( const char *pCmd, bool bCreateConsole )
{
}
#endif
-#include <windows.h>
-
#ifdef WIN32
#include <windows.h>
for(; *pCmd == ' '; pCmd++);
- if(!CreateProcess(NULL, (char *)pCmd, NULL, NULL, FALSE, dwCreationFlags, NULL, NULL, &si, &pi))
+ if(!CreateProcess(NULL, (char *)pCmd, NULL, NULL, false, dwCreationFlags, NULL, NULL, &si, &pi))
return false;
return true;
UnixToDosPath(exename); // do we want this done in linux version?
char mapname[256];
- const char *pn = g_FuncTable.m_pfnReadProjectKey("mapspath");
+ const char *pn = GlobalRadiant().getMapsPath();
strcpy( mapname, pn );
strcat( mapname, "/ac_prt.map" );
char command[1024];
sprintf(command, "%s -nowater -fulldetail %s", exename, mapname);
- Q_Exec( command, TRUE );
+ 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
- DEntity world;
+
char buffer[128];
- const char *pn = g_FuncTable.m_pfnReadProjectKey("mapspath");
+ const char *pn = GlobalRadiant().getMapsPath();
strcpy( buffer, pn );
strcat( buffer, "/ac_prt.map" );
if(!pFile)
return;
-#if 0
- 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;
- }
- }
-#endif
+ Scene_forEachEntity(EntityWriteMiniPrt(pFile, exclusionList));
fclose(pFile);
StartBSP();
}
-template<typename Functor>
-class EntityWalker
+class EntityFindByTargetName
{
- const Functor& functor;
+ const char* targetname;
public:
- EntityWalker(const Functor& functor) : functor(functor)
+ mutable const scene::Path* result;
+ EntityFindByTargetName(const char* targetname)
+ : targetname(targetname), result(0)
{
}
- bool pre(const Path& path, Instance& instance) const
+ void operator()(scene::Instance& instance) const
{
- if(Node_isEntity(path.top()))
+ if(result == 0)
{
- functor(path.top());
+ const char* value = Node_getEntity(instance.path().top())->getKeyValue("targetname");
+
+ if(!strcmp(value, targetname))
+ {
+ result = &instance.path();
+ }
}
}
};
-
-template<typename Functor>
-const Functor& Scene_forEachEntity(const Functor& functor)
+
+const scene::Path* FindEntityFromTargetname(const char* targetname)
{
- GlobalSceneGraph().traverse(EntityWalker<Functor>(functor));
-}
-
-void
-
-scene::Path* FindEntityFromTargetname(const char* targetname, int* entNum)
-{
-#if 0
- 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(string_equal_nocase(tn->value, targetname)) {
- if(entNum) {
- *entNum = i;
- }
- return ent;
- }
- }
- }
-
-#endif
- return NULL;
+ 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.scale[1] = 0.5;
faceData->m_texdef.shift[0] = 0;
faceData->m_texdef.shift[1] = 0;
- faceData->m_texdef.contents = 0;
- faceData->m_texdef.flags = 0;
- faceData->m_texdef.value = 0;
+ faceData->contents = 0;
+ faceData->flags = 0;
+ faceData->value = 0;
if(*texture)
faceData->m_shader = texture;
else
bool GetEntityCentre(const char* entity, vec3_t centre)
{
- const scene::Path* ent = FindEntityFromTargetname(entity, NULL);
+ const scene::Path* ent = FindEntityFromTargetname(entity);
if(!ent)
- return FALSE;
+ return false;
scene::Instance& instance = *GlobalSceneGraph().find(*ent);
- VectorCopy(instance.aabb_world().origin, centre);
+ VectorCopy(instance.worldAABB().origin, centre);
- return TRUE;
+ return true;
}
vec_t Min(vec_t a, vec_t b)
}
char* GetFilename(char* buffer, const char* filename) {
- strcpy(buffer, g_pSynapseServer->GetModuleFilename(&g_SynapseClient));
- StripFilename( buffer );
- strcat(buffer, "/");
+ strcpy(buffer, GlobalRadiant().getAppPath());
+ strcat(buffer, "plugins/");
strcat(buffer, filename);
- //buffer = UnixToDosPath(buffer);
return buffer;
}