コード例 #1
0
ファイル: aas_map.c プロジェクト: morsik/war-territory
//===========================================================================
// this function sets the func_rotating_door in it's final position
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_PositionFuncRotatingBrush(entity_t *mapent, mapbrush_t *brush)
{
	int    spawnflags, i;
	float  distance;
	vec3_t movedir, angles, pos1, pos2;
	side_t *s;

	spawnflags = FloatForKey(mapent, "spawnflags");
	VectorClear(movedir);
	if (spawnflags & DOOR_X_AXIS)
	{
		movedir[2] = 1.0;       //roll
	}
	else if (spawnflags & DOOR_Y_AXIS)
	{
		movedir[0] = 1.0;       //pitch
	}
	else     // Z_AXIS
	{
		movedir[1] = 1.0;       //yaw

	}
	// check for reverse rotation
	if (spawnflags & DOOR_REVERSE)
	{
		VectorInverse(movedir);
	}

	distance = FloatForKey(mapent, "distance");
	if (!distance)
	{
		distance = 90;
	}

	GetVectorForKey(mapent, "angles", angles);
	VectorCopy(angles, pos1);
	VectorMA(angles, -distance, movedir, pos2);
	// if it starts open, switch the positions
	if (spawnflags & DOOR_START_OPEN)
	{
		VectorCopy(pos2, angles);
		VectorCopy(pos1, pos2);
		VectorCopy(angles, pos1);
		VectorInverse(movedir);
	} //end if
	  //
	for (i = 0; i < brush->numsides; i++)
	{
		s           = &brush->original_sides[i];
		s->planenum = AAS_TransformPlane(s->planenum, mapent->origin, pos2);
	} //end for
	  //
	FreeBrushWindings(brush);
	AAS_MakeBrushWindings(brush);
	AddBrushBevels(brush);
	FreeBrushWindings(brush);
} //end of the function AAS_PositionFuncRotatingBrush
コード例 #2
0
//===========================================================================
// uses the global cfg_t cfg
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
void AAS_CreateMapBrushes(mapbrush_t *brush, entity_t *mapent, int addbevels)
{
	int i;
	//side_t *s;
	mapbrush_t *bboxbrushes[16];

	//if the brushes are not from an entity used for AAS
	if (!AAS_ValidEntity(mapent))
	{
		nummapbrushsides -= brush->numsides;
		brush->numsides = 0;
		return;
	} //end if
	//
	AAS_PositionBrush(mapent, brush);
	//from all normal solid brushes only the textured brush sides will
	//be used as bsp splitters, so set the right texinfo reference here
	AAS_SetTexinfo(brush);
	//remove contents detail flag, otherwise player clip contents won't be
	//bsped correctly for AAS!
	brush->contents &= ~CONTENTS_DETAIL;
	//if the brush has contents area portal it should be the only contents
	if (brush->contents & (CONTENTS_AREAPORTAL|CONTENTS_CLUSTERPORTAL))
	{
		brush->contents = CONTENTS_CLUSTERPORTAL;
		brush->leafnum = -1;
	} //end if
	//window and playerclip are used for player clipping, make them solid
	if (brush->contents & (CONTENTS_WINDOW | CONTENTS_PLAYERCLIP))
	{
		//
		brush->contents &= ~(CONTENTS_WINDOW | CONTENTS_PLAYERCLIP);
		brush->contents |= CONTENTS_SOLID;
		brush->leafnum = -1;
	} //end if
	//
	if (brush->contents & CONTENTS_BOTCLIP)
	{
		brush->contents = CONTENTS_SOLID;
		brush->leafnum = -1;
	} //end if
	//
	//Log_Write("brush %d contents = ", brush->brushnum);
	//PrintContents(brush->contents);
	//Log_Write("\r\n");
	//if not one of the following brushes then the brush is NOT used for AAS
	if (!(brush->contents & (CONTENTS_SOLID
									| CONTENTS_LADDER
									| CONTENTS_CLUSTERPORTAL
									| CONTENTS_DONOTENTER
									| CONTENTS_TELEPORTER
									| CONTENTS_JUMPPAD
									| CONTENTS_WATER
									| CONTENTS_LAVA
									| CONTENTS_SLIME
									| CONTENTS_MOVER
									)))
	{
		nummapbrushsides -= brush->numsides;
		brush->numsides = 0;
		return;
	} //end if
	//fix the map brush
	//AAS_FixMapBrush(brush);
	//if brush bevels should be added (for real map brushes, not bsp map brushes)
	if (addbevels)
	{
		//NOTE: we first have to get the mins and maxs of the brush before
		//			creating the brush bevels... the mins and maxs are used to
		//			create them. so we call MakeBrushWindings to get the mins
		//			and maxs and then after creating the bevels we free the
		//			windings because they are created for all sides (including
		//			bevels) a little later
		AAS_MakeBrushWindings(brush);
		AddBrushBevels(brush);
		FreeBrushWindings(brush);
	} //end if
	//NOTE: add the brush to the WORLD entity!!!
	mapent = &entities[0];
	//there's at least one new brush for now
	nummapbrushes++;
	mapent->numbrushes++;
	//liquid brushes are expanded for the maximum possible bounding box
	if (brush->contents & (CONTENTS_WATER
									| CONTENTS_LAVA
									| CONTENTS_SLIME 
									| CONTENTS_TELEPORTER
									| CONTENTS_JUMPPAD
									| CONTENTS_DONOTENTER
									| CONTENTS_MOVER
									))
	{
		brush->expansionbbox = 0;
		//NOTE: the first bounding box is the max
		//FIXME: use max bounding box created from all bboxes
		AAS_ExpandMapBrush(brush, cfg.bboxes[0].mins, cfg.bboxes[0].maxs);
		AAS_MakeBrushWindings(brush);
	} //end if
	//area portal brushes are NOT expanded
	else if (brush->contents & CONTENTS_CLUSTERPORTAL)
	{
		brush->expansionbbox = 0;
		//NOTE: the first bounding box is the max
		//FIXME: use max bounding box created from all bboxes
		AAS_ExpandMapBrush(brush, cfg.bboxes[0].mins, cfg.bboxes[0].maxs);
		AAS_MakeBrushWindings(brush);
	} //end if
	//all solid brushes are expanded for all bounding boxes
	else if (brush->contents & (CONTENTS_SOLID
										| CONTENTS_LADDER
										))
	{
		//brush for the first bounding box
		bboxbrushes[0] = brush;
		//make a copy for the other bounding boxes
		for (i = 1; i < cfg.numbboxes; i++)
		{
			bboxbrushes[i] = AAS_CopyMapBrush(brush, mapent);
		} //end for
		//expand every brush for it's bounding box and create windings
		for (i = 0; i < cfg.numbboxes; i++)
		{
			AAS_ExpandMapBrush(bboxbrushes[i], cfg.bboxes[i].mins, cfg.bboxes[i].maxs);
			bboxbrushes[i]->expansionbbox = cfg.bboxes[i].presencetype;
			AAS_MakeBrushWindings(bboxbrushes[i]);
		} //end for
	} //end else
} //end of the function AAS_CreateMapBrushes