示例#1
0
int GetUniqueTargetId(int iHint)
{
    int iMin, iMax, i;
    bool fFound;
    entity_t *pe;

    fFound = FALSE;
    pe = entities.next;
    iMin = 0;
    iMax = 0;

    for (; pe != NULL && pe != &entities ; pe = pe->next)
    {
        i = IntForKey(pe, "target");
        if (i)
        {
            iMin = MIN(i, iMin);
            iMax = MAX(i, iMax);
            if (i == iHint)
                fFound = TRUE;
        }
    }

    if (fFound)
        return iMax + 1;
    else
        return iHint;
}
示例#2
0
/*
 =======================================================================================================================
 =======================================================================================================================
 */
entity_t *FindEntityInt(const char *pszKey, int iValue) {
	entity_t	*pe;

	pe = entities.next;

	for (; pe != NULL && pe != &entities; pe = pe->next) {
		if (IntForKey(pe, pszKey) == iValue) {
			return pe;
		}
	}

	return NULL;
}
示例#3
0
void UpdateTarget(vec3_t origin, vec3_t dir)
{
	trace_t	t;
	entity_t *pe;
	int i;
	char sz[128];

	t = Test_Ray (origin, dir, 0);

	if (!t.brush)
		return;

	pe = t.brush->owner;

	if (pe == NULL)
		return;

	// is this the first?
	if (peLink != NULL)
	{

		// Get the target id from out current target
		// if there is no id, make one

		i = IntForKey(pe, "target");
		if (i <= 0)
		{
			i = GetUniqueTargetId(1);
			sprintf(sz, "%d", i);

			SetKeyValue(pe, "target", sz);
		}

		// set the target # into our src

		sprintf(sz, "%d", i);
		SetKeyValue(peLink, "targetname", sz);

		Sys_UpdateWindows(W_ENTITY);

	}

	// promote the target to the src

	peLink = pe;
	
}
void CEntityMiscModel::BuildCacheRequestString( const char *name ){
	bool hasRemaps = false;

	m_cachereq.Format( "%s:%i", name, IntForKey( m_entity,"_frame" ) );

	for ( epair_t* ep = m_entity->epairs ; ep ; ep = ep->next )
	{
		if ( strncmp( ep->key,"_remap",6 ) == 0 ) {
			if ( !hasRemaps ) {
				hasRemaps = true;
				m_cachereq += "?";
			}
			else {
				m_cachereq += "&";
			}
			m_cachereq += ep->value;
		}
	}
}
示例#5
0
/*
 =======================================================================================================================
    QE_LoadProject
 =======================================================================================================================
 */
bool QE_LoadProject(char *projectfile) {
	char		*data;
	ID_TIME_T		time;

	common->Printf("QE_LoadProject (%s)\n", projectfile);

	if ( fileSystem->ReadFile( projectfile, reinterpret_cast < void ** > (&data), &time) <= 0 ) {
		return false;
	}

	g_strProject = projectfile;
	g_PrefsDlg.m_strLastProject = projectfile;
	g_PrefsDlg.SavePrefs();

	CString strData = data;

	fileSystem->FreeFile( data );

	StartTokenParsing(strData.GetBuffer(0));
	g_qeglobals.d_project_entity = Entity_Parse(true);
	if (!g_qeglobals.d_project_entity) {
		Error("Couldn't parse %s", projectfile);
	}

	// set here some default project settings you need
	if (strlen(ValueForKey(g_qeglobals.d_project_entity, "brush_primit")) == 0) {
		SetKeyValue(g_qeglobals.d_project_entity, "brush_primit", "0");
	}

	g_qeglobals.m_bBrushPrimitMode = IntForKey(g_qeglobals.d_project_entity, "brush_primit");

	Eclass_InitForSourceDirectory(ValueForKey(g_qeglobals.d_project_entity, "entitypath"));
	g_Inspectors->FillClassList();	// list in entity window

	Map_New();

	// FillTextureMenu();
	FillBSPMenu();

	return true;
}
示例#6
0
文件: bsp.c 项目: Teivaz/nebula2
void ProcessWorldModel( void )
{
    int            i, s;
    entity_t    *e;
    tree_t        *tree;
    face_t        *faces;
    qboolean    ignoreLeaks, leaked;
    xmlNodePtr    polyline, leaknode;
    char        level[ 2 ], shader[ 1024 ];
    const char    *value;
    
    
    /* sets integer blockSize from worldspawn "_blocksize" key if it exists */
    value = ValueForKey( &entities[ 0 ], "_blocksize" );
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "blocksize" );
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "chopsize" );    /* sof2 */
    if( value[ 0 ] != '\0' )
    {
        /* scan 3 numbers */
        s = sscanf( value, "%d %d %d", &blockSize[ 0 ], &blockSize[ 1 ], &blockSize[ 2 ] );
        
        /* handle legacy case */
        if( s == 1 )
        {
            blockSize[ 1 ] = blockSize[ 0 ];
            blockSize[ 2 ] = blockSize[ 0 ];
        }
    }
    Sys_Printf( "block size = { %d %d %d }\n", blockSize[ 0 ], blockSize[ 1 ], blockSize[ 2 ] );
    
    /* sof2: ignore leaks? */
    value = ValueForKey( &entities[ 0 ], "_ignoreleaks" );    /* ydnar */
    if( value[ 0 ] == '\0' )
        value = ValueForKey( &entities[ 0 ], "ignoreleaks" );
    if( value[ 0 ] == '1' )
        ignoreLeaks = qtrue;
    else
        ignoreLeaks = qfalse;
    
    /* begin worldspawn model */
    BeginModel();
    e = &entities[ 0 ];
    e->firstDrawSurf = 0;
    
    /* ydnar: gs mods */
    ClearMetaTriangles();

    /* check for patches with adjacent edges that need to lod together */
    PatchMapDrawSurfs( e );

    /* build an initial bsp tree using all of the sides of all of the structural brushes */
    faces = MakeStructuralBSPFaceList( entities[ 0 ].brushes );
    tree = FaceBSP( faces );
    MakeTreePortals( tree );
    FilterStructuralBrushesIntoTree( e, tree );
    
    /* see if the bsp is completely enclosed */
    if( FloodEntities( tree ) || ignoreLeaks )
    {
        /* rebuild a better bsp tree using only the sides that are visible from the inside */
        FillOutside( tree->headnode );

        /* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
        ClipSidesIntoTree( e, tree );
        
        /* build a visible face tree */
        faces = MakeVisibleBSPFaceList( entities[ 0 ].brushes );
        FreeTree( tree );
        tree = FaceBSP( faces );
        MakeTreePortals( tree );
        FilterStructuralBrushesIntoTree( e, tree );
        leaked = qfalse;
        
        /* ydnar: flood again for skybox */
        if( skyboxPresent )
            FloodEntities( tree );
    }
    else
    {
        Sys_FPrintf( SYS_NOXML, "**********************\n" );
        Sys_FPrintf( SYS_NOXML, "******* leaked *******\n" );
        Sys_FPrintf( SYS_NOXML, "**********************\n" );
        polyline = LeakFile( tree );
        leaknode = xmlNewNode( NULL, "message" );
        xmlNodeSetContent( leaknode, "MAP LEAKED\n" );
        xmlAddChild( leaknode, polyline );
        level[0] = (int) '0' + SYS_ERR;
        level[1] = 0;
        xmlSetProp( leaknode, "level", (char*) &level );
        xml_SendNode( leaknode );
        if( leaktest )
        {
            Sys_Printf ("--- MAP LEAKED, ABORTING LEAKTEST ---\n");
            exit( 0 );
        }
        leaked = qtrue;
        
        /* chop the sides to the convex hull of their visible fragments, giving us the smallest polygons */
        ClipSidesIntoTree( e, tree );
    }
    
    /* save out information for visibility processing */
    NumberClusters( tree );
    if( !leaked )
        WritePortalFile( tree );
    
    /* flood from entities */
    FloodAreas( tree );
    
    /* create drawsurfs for triangle models */
    AddTriangleModels( e );
    
    /* create drawsurfs for surface models */
    AddEntitySurfaceModels( e );
    
    /* generate bsp brushes from map brushes */
    EmitBrushes( e->brushes, &e->firstBrush, &e->numBrushes );
    
    /* add references to the detail brushes */
    FilterDetailBrushesIntoTree( e, tree );
    
    /* drawsurfs that cross fog boundaries will need to be split along the fog boundary */
    if( !nofog )
        FogDrawSurfaces( e );
    
    /* subdivide each drawsurf as required by shader tesselation */
    if( !nosubdivide )
        SubdivideFaceSurfaces( e, tree );
    
    /* add in any vertexes required to fix t-junctions */
    if( !notjunc )
        FixTJunctions( e );
    
    /* ydnar: classify the surfaces */
    ClassifyEntitySurfaces( e );
    
    /* ydnar: project decals */
    MakeEntityDecals( e );
    
    /* ydnar: meta surfaces */
    MakeEntityMetaTriangles( e );
    SmoothMetaTriangles();
    FixMetaTJunctions();
    MergeMetaTriangles();
    
    /* ydnar: debug portals */
    if( debugPortals )
        MakeDebugPortalSurfs( tree );
    
    /* ydnar: fog hull */
    value = ValueForKey( &entities[ 0 ], "_foghull" );
    if( value[ 0 ] != '\0' )
    {
        sprintf( shader, "textures/%s", value );
        MakeFogHullSurfs( e, tree, shader );
    }
    
    /* ydnar: bug 645: do flares for lights */
    for( i = 0; i < numEntities && emitFlares; i++ )
    {
        entity_t    *light, *target;
        const char    *value, *flareShader;
        vec3_t        origin, targetOrigin, normal, color;
        int            lightStyle;
        
        
        /* get light */
        light = &entities[ i ];
        value = ValueForKey( light, "classname" );
        if( !strcmp( value, "light" ) )
        {
            /* get flare shader */
            flareShader = ValueForKey( light, "_flareshader" );
            value = ValueForKey( light, "_flare" );
            if( flareShader[ 0 ] != '\0' || value[ 0 ] != '\0' )
            {
                /* get specifics */
                GetVectorForKey( light, "origin", origin );
                GetVectorForKey( light, "_color", color );
                lightStyle = IntForKey( light, "_style" );
                if( lightStyle == 0 )
                    lightStyle = IntForKey( light, "style" );
                
                /* handle directional spotlights */
                value = ValueForKey( light, "target" );
                if( value[ 0 ] != '\0' )
                {
                    /* get target light */
                    target = FindTargetEntity( value );
                    if( target != NULL )
                    {
                        GetVectorForKey( target, "origin", targetOrigin );
                        VectorSubtract( targetOrigin, origin, normal );
                        VectorNormalize( normal, normal );
                    }
                }
                else
                    //%    VectorClear( normal );
                    VectorSet( normal, 0, 0, -1 );
                
                /* create the flare surface (note shader defaults automatically) */
                DrawSurfaceForFlare( mapEntityNum, origin, normal, color, (char*) flareShader, lightStyle );
            }
        }
    }
    
    /* add references to the final drawsurfs in the apropriate clusters */
    FilterDrawsurfsIntoTree( e, tree );
    
    /* match drawsurfaces back to original brushsides (sof2) */
    FixBrushSides( e );
    
    /* finish */
    EndModel( e, tree->headnode );
    FreeTree( tree );
}
示例#7
0
static void PopulateTraceNodes(void)
{
	int             i, m, frame, castShadows;
	float           temp;
	entity_t       *e;
	const char     *value;
	picoModel_t    *model;
	vec3_t          origin, scale, angles;
	matrix_t        rotation;
	matrix_t        transform;


	/* add worldspawn triangles */
	MatrixIdentity(transform);
	PopulateWithBSPModel(&bspModels[0], transform);

	/* walk each entity list */
	for(i = 1; i < numEntities; i++)
	{
		/* get entity */
		e = &entities[i];

		/* get shadow flags */
		castShadows = ENTITY_CAST_SHADOWS;
		GetEntityShadowFlags(e, NULL, &castShadows, NULL);

		/* early out? */
		if(!castShadows)
			continue;

		/* get entity origin */
		GetVectorForKey(e, "origin", origin);

		/* get "angle" (yaw) or "angles" (pitch yaw roll) */
		MatrixIdentity(rotation);
		angles[0] = angles[1] = angles[2] = 0.0f;

		value = ValueForKey(e, "angle");
		if(value[0] != '\0')
		{
			angles[1] = atof(value);
			MatrixFromAngles(rotation, angles[PITCH], angles[YAW], angles[ROLL]);
		}

		value = ValueForKey(e, "angles");
		if(value[0] != '\0')
		{
			sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
			MatrixFromAngles(rotation, angles[PITCH], angles[YAW], angles[ROLL]);
		}

		value = ValueForKey(e, "rotation");
		if(value[0] != '\0')
		{
			sscanf(value, "%f %f %f %f %f %f %f %f %f", &rotation[0], &rotation[1], &rotation[2],
				   &rotation[4], &rotation[5], &rotation[6], &rotation[8], &rotation[9], &rotation[10]);
		}

		/* get scale */
		scale[0] = scale[1] = scale[2] = 1.0f;
		temp = FloatForKey(e, "modelscale");
		if(temp != 0.0f)
			scale[0] = scale[1] = scale[2] = temp;
		value = ValueForKey(e, "modelscale_vec");
		if(value[0] != '\0')
			sscanf(value, "%f %f %f", &scale[0], &scale[1], &scale[2]);

		MatrixMultiplyScale(rotation, scale[0], scale[1], scale[2]);

		/* set transform matrix */
		MatrixIdentity(transform);
		MatrixSetupTransformFromRotation(transform, rotation, origin);

		//% m4x4_pivoted_transform_by_vec3(transform, origin, angles, eXYZ, scale, vec3_origin);

		/* get model */
		value = ValueForKey(e, "model");

		/* switch on model type */
		switch (value[0])
		{
				/* no model */
			case '\0':
				break;

				/* bsp model */
			case '*':
				m = atoi(&value[1]);
				if(m <= 0 || m >= numBSPModels)
					continue;
				PopulateWithBSPModel(&bspModels[m], transform);
				break;

				/* external model */
			default:
				frame = IntForKey(e, "_frame");
				model = LoadModel((char *)value, frame);
				if(model == NULL)
					continue;
				PopulateWithPicoModel(castShadows, model, transform);
				continue;
		}

		/* get model2 */
		value = ValueForKey(e, "model2");

		/* switch on model type */
		switch (value[0])
		{
				/* no model */
			case '\0':
				break;

				/* bsp model */
			case '*':
				m = atoi(&value[1]);
				if(m <= 0 || m >= numBSPModels)
					continue;
				PopulateWithBSPModel(&bspModels[m], transform);
				break;

				/* external model */
			default:
				frame = IntForKey(e, "_frame2");
				model = LoadModel((char *)value, frame);
				if(model == NULL)
					continue;
				PopulateWithPicoModel(castShadows, model, transform);
				continue;
		}
	}
}
示例#8
0
// AJM: addded in
// =====================================================================================
//  GetParamsFromEnt
//      this function is called from parseentity when it encounters the 
//      info_compile_parameters entity. each tool should have its own version of this
//      to handle its own specific settings.
// =====================================================================================
void            GetParamsFromEnt(entity_t* mapent)
{
    int iTmp;

    Log("\nCompile Settings detected from info_compile_parameters entity\n");

    // verbose(choices) : "Verbose compile messages" : 0 = [ 0 : "Off" 1 : "On" ]
    iTmp = IntForKey(mapent, "verbose");
    if (iTmp == 1)
    {
        g_verbose = true;
    }
    else if (iTmp == 0)
    {
        g_verbose = false;
    }
    Log("%30s [ %-9s ]\n", "Compile Option", "setting");
    Log("%30s [ %-9s ]\n", "Verbose Compile Messages", g_verbose ? "on" : "off");

    // estimate(choices) :"Estimate Compile Times?" : 0 = [ 0: "Yes" 1: "No" ]
    if (IntForKey(mapent, "estimate")) 
    {
        g_estimate = true;
    }
    else
    {
        g_estimate = false;
    }
    Log("%30s [ %-9s ]\n", "Estimate Compile Times", g_estimate ? "on" : "off");

	// priority(choices) : "Priority Level" : 0 = [	0 : "Normal" 1 : "High"	-1 : "Low" ]
	if (!strcmp(ValueForKey(mapent, "priority"), "1"))
    {
        g_threadpriority = eThreadPriorityHigh;
        Log("%30s [ %-9s ]\n", "Thread Priority", "high");
    }
    else if (!strcmp(ValueForKey(mapent, "priority"), "-1"))
    {
        g_threadpriority = eThreadPriorityLow;
        Log("%30s [ %-9s ]\n", "Thread Priority", "low");
    }

    /*
    hlvis(choices) : "HLVIS" : 2 = 
    [ 
        0 : "Off"
        1 : "Fast"
        2 : "Normal" 
        3 : "Full"
    ]
    */
    iTmp = IntForKey(mapent, "hlvis");
    if (iTmp == 0)
    {
        Fatal(assume_TOOL_CANCEL, 
            "%s flag was not checked in info_compile_parameters entity, execution of %s cancelled", g_Program, g_Program);
        CheckFatal();   
    }
    else if (iTmp == 1)
    {
        g_fastvis = true;
        g_fullvis = false;
    }
    else if (iTmp == 2)
    {
        g_fastvis = false;
        g_fullvis = false;
    }
    else if (iTmp == 3)
    {
        g_fullvis = true;
        g_fastvis = false;
    }
    Log("%30s [ %-9s ]\n", "Fast VIS", g_fastvis ? "on" : "off"); 
    Log("%30s [ %-9s ]\n", "Full VIS", g_fullvis ? "on" : "off" );

    ///////////////////
    Log("\n");
}
示例#9
0
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int Overlay_GetFromEntity( entity_t *pMapEnt )
{
	int iAccessorID = -1;

	// Allocate the new overlay.
	int iOverlay = g_aMapOverlays.AddToTail();
	mapoverlay_t *pMapOverlay = &g_aMapOverlays[iOverlay];

	// Get the overlay data.
	pMapOverlay->nId = g_aMapOverlays.Count() - 1;

	if ( ValueForKey( pMapEnt, "targetname" )[ 0 ] != '\0' )
	{
		// Overlay has a name, remember it's ID for accessing
		iAccessorID = pMapOverlay->nId;
	}

	pMapOverlay->flU[0] = FloatForKey( pMapEnt, "StartU" );
	pMapOverlay->flU[1] = FloatForKey( pMapEnt, "EndU" );
	pMapOverlay->flV[0] = FloatForKey( pMapEnt, "StartV" );
	pMapOverlay->flV[1] = FloatForKey( pMapEnt, "EndV" );

	pMapOverlay->flFadeDistMinSq = FloatForKey( pMapEnt, "fademindist" );
	if ( pMapOverlay->flFadeDistMinSq > 0 )
	{
		pMapOverlay->flFadeDistMinSq *= pMapOverlay->flFadeDistMinSq;
	}

	pMapOverlay->flFadeDistMaxSq = FloatForKey( pMapEnt, "fademaxdist" );
	if ( pMapOverlay->flFadeDistMaxSq > 0 )
	{
		pMapOverlay->flFadeDistMaxSq *= pMapOverlay->flFadeDistMaxSq;
	}

	GetVectorForKey( pMapEnt, "BasisOrigin", pMapOverlay->vecOrigin );

	pMapOverlay->m_nRenderOrder = IntForKey( pMapEnt, "RenderOrder" );
	if ( pMapOverlay->m_nRenderOrder < 0 || pMapOverlay->m_nRenderOrder >= OVERLAY_NUM_RENDER_ORDERS )
		Error( "Overlay (%s) at %f %f %f has invalid render order (%d).\n", ValueForKey( pMapEnt, "material" ), pMapOverlay->vecOrigin );

	GetVectorForKey( pMapEnt, "uv0", pMapOverlay->vecUVPoints[0] );
	GetVectorForKey( pMapEnt, "uv1", pMapOverlay->vecUVPoints[1] );
	GetVectorForKey( pMapEnt, "uv2", pMapOverlay->vecUVPoints[2] );
	GetVectorForKey( pMapEnt, "uv3", pMapOverlay->vecUVPoints[3] );

	GetVectorForKey( pMapEnt, "BasisU", pMapOverlay->vecBasis[0] );
	GetVectorForKey( pMapEnt, "BasisV", pMapOverlay->vecBasis[1] );
	GetVectorForKey( pMapEnt, "BasisNormal", pMapOverlay->vecBasis[2] );

	const char *pMaterialName = ValueForKey( pMapEnt, "material" );
	Assert( strlen( pMaterialName ) < OVERLAY_MAP_STRLEN );
	if ( strlen( pMaterialName ) >= OVERLAY_MAP_STRLEN )
	{
		Error( "Overlay Material Name (%s) too long! > OVERLAY_MAP_STRLEN (%d)", pMaterialName, OVERLAY_MAP_STRLEN );
		return -1;
	}
	strcpy( pMapOverlay->szMaterialName, pMaterialName );	

	// Convert the sidelist to side id(s).
	const char *pSideList = ValueForKey( pMapEnt, "sides" );
	char *pTmpList = ( char* )_alloca( strlen( pSideList ) + 1 );
	strcpy( pTmpList, pSideList );
	const char *pScan = strtok( pTmpList, " " );
	if ( !pScan )
		return iAccessorID;

	pMapOverlay->aSideList.Purge();
	pMapOverlay->aFaceList.Purge();

	do
	{
		int nSideId;
		if ( sscanf( pScan, "%d", &nSideId ) == 1 )
		{
			pMapOverlay->aSideList.AddToTail( nSideId );
		}
	} while ( ( pScan = strtok( NULL, " " ) ) );

	return iAccessorID;
}
示例#10
0
文件: qe3.cpp 项目: GSIO01/GtkRadiant
/*
   ===========
   QE_LoadProject
   NOTE: rather than bumping "version", consider bumping "template_version" (see above)
   NOTE: when QE_LoadProject is called, the prefs are updated with path to the latest project and saved on disk
   ===========
 */
bool QE_LoadProject( const char *projectfile ){
	char buf[1024];
	xmlDocPtr doc;
	xmlNodePtr node, project;

	Sys_Printf( "Loading project file: \"%s\"\n", projectfile );
	doc = ParseXMLFile( projectfile, true );

	if ( doc == NULL ) {
		return false;
	}

	node = doc->children;
	while ( node != NULL && node->type != XML_DTD_NODE ) node = node->next;
	if ( node == NULL || strcmp( (char*)node->name, "project" ) != 0 ) {
		Sys_FPrintf( SYS_ERR, "ERROR: invalid file type\n" );
		return false;
	}

	while ( node->type != XML_ELEMENT_NODE ) node = node->next;
	// <project>
	project = node;

	if ( g_qeglobals.d_project_entity != NULL ) {
		Entity_Free( g_qeglobals.d_project_entity );
	}
	g_qeglobals.d_project_entity = Entity_Alloc();

	for ( node = project->children; node != NULL; node = node->next )
	{
		if ( node->type != XML_ELEMENT_NODE ) {
			continue;
		}

		// <key>
		ReplaceTemplates( buf, (char*)node->properties->next->children->content );

		SetKeyValue( g_qeglobals.d_project_entity, (char*)node->properties->children->content, buf );
	}

	xmlFreeDoc( doc );

	// project file version checking
	// add a version checking to avoid people loading later versions of the project file and bitching
	int ver = IntForKey( g_qeglobals.d_project_entity, "version" );
	if ( ver > PROJECT_VERSION ) {
		char strMsg[1024];
		sprintf( strMsg, "This is a version %d project file. This build only supports <=%d project files.\n"
						 "Please choose another project file or upgrade your version of Radiant.", ver, PROJECT_VERSION );
		gtk_MessageBox( g_pParentWnd->m_pWidget, strMsg, "Can't load project file", MB_ICONERROR | MB_OK );
		// set the project file to nothing so we are sure we'll ask next time?
		g_PrefsDlg.m_strLastProject = "";
		g_PrefsDlg.SavePrefs();
		return false;
	}

	// set here some default project settings you need
	if ( strlen( ValueForKey( g_qeglobals.d_project_entity, "brush_primit" ) ) == 0 ) {
		SetKeyValue( g_qeglobals.d_project_entity, "brush_primit", "0" );
	}

	g_qeglobals.m_bBrushPrimitMode = IntForKey( g_qeglobals.d_project_entity, "brush_primit" );

	g_qeglobals.m_strHomeMaps = g_qeglobals.m_strHomeGame;
	const char* str = ValueForKey( g_qeglobals.d_project_entity, "gamename" );
	if ( str[0] == '\0' ) {
		str = g_pGameDescription->mBaseGame.GetBuffer();
	}
	g_qeglobals.m_strHomeMaps += str;
	g_qeglobals.m_strHomeMaps += '/';

	// don't forget to create the dirs
	Q_mkdir( g_qeglobals.m_strHomeGame.GetBuffer(), 0775 );
	Q_mkdir( g_qeglobals.m_strHomeMaps.GetBuffer(), 0775 );

	// usefull for the log file and debuggin f****d up configurations from users:
	// output the basic information of the .qe4 project file
	// SPoG
	// all these paths should be unix format, with a trailing slash at the end
	// if not.. to debug, check that the project file paths are set up correctly
	Sys_Printf( "basepath    : %s\n", ValueForKey( g_qeglobals.d_project_entity, "basepath" ) );
	Sys_Printf( "entitypath  : %s\n", ValueForKey( g_qeglobals.d_project_entity, "entitypath" ) );


	// check whether user_project key exists..
	// if not, save the current project under a new name
	if ( ValueForKey( g_qeglobals.d_project_entity, "user_project" )[0] == '\0' ) {
		Sys_Printf( "Loaded a template project file\n" );

		// create the user_project key
		SetKeyValue( g_qeglobals.d_project_entity, "user_project", "1" );

		if ( IntForKey( g_qeglobals.d_project_entity, "version" ) != PROJECT_VERSION ) {
			char strMsg[2048];
			sprintf( strMsg,
					 "The template project '%s' has version %d. The editor binary is configured for version %d.\n"
					 "This indicates a problem in your setup.\n"
					 "I will keep going with this project till you fix this",
					 projectfile, IntForKey( g_qeglobals.d_project_entity, "version" ), PROJECT_VERSION );
			gtk_MessageBox( g_pParentWnd->m_pWidget, strMsg, "Can't load project file", MB_ICONERROR | MB_OK );
		}

		// create the writable project file path
		strcpy( buf, g_qeglobals.m_strHomeGame.GetBuffer() );
		strcat( buf, g_pGameDescription->mBaseGame.GetBuffer() );
		strcat( buf, "/scripts/" );
		// while the filename is already in use, increment the number we add to the end
		int counter = 0;
		char pUser[PATH_MAX];
		while ( 1 )
		{
			sprintf( pUser, "%suser%d." PROJECT_FILETYPE, buf, counter );
			counter++;
			if ( access( pUser, R_OK ) != 0 ) {
				// this is the one
				strcpy( buf, pUser );
				break;
			}
		}
		// saving project will cause a save prefs
		g_PrefsDlg.m_strLastProject = buf;
		g_PrefsDlg.m_nLastProjectVer = IntForKey( g_qeglobals.d_project_entity, "version" );
		QE_SaveProject( buf );
	}
	else
	{
		// update preferences::LastProject with path of this successfully-loaded project
		// save preferences
		Sys_Printf( "Setting current project in prefs to \"%s\"\n", g_PrefsDlg.m_strLastProject.GetBuffer() );
		g_PrefsDlg.m_strLastProject = projectfile;
		g_PrefsDlg.SavePrefs();
	}

	return true;
}
示例#11
0
文件: qe3.cpp 项目: FS-NulL/Q3Radiant
/*
===========
QE_LoadProject
FIXME: the BuildShortPathName calls should be removed, it would get much more cleaner
  I don't have time to modify something so deep in the system, but this lead to a bug when loading .md3
	see Win_ent.cpp AssignModel
===========
*/
qboolean QE_LoadProject (char *projectfile)
{
	char	*data;
	Sys_Printf ("QE_LoadProject (%s)\n", projectfile);
	
	if ( LoadFileNoCrash (projectfile, (void **)&data) == -1)
		return false;
	
	g_strProject = projectfile;
	
	CString strData = data;
	free(data);
	
	CString strQ2Path = g_PrefsDlg.m_strQuake2;
	CString strQ2File;
	ExtractPath_and_Filename(g_PrefsDlg.m_strQuake2, strQ2Path, strQ2File);
	AddSlash(strQ2Path);
	
	
	char* pBuff = new char[1024];
	
	//BuildShortPathName(strQ2Path, pBuff, 1024);
	strcpy_s(pBuff, 1024,strQ2Path);	// Jonathan: strcpy_s replaces BuildShortPathName
	FindReplace(strData, "__Q2PATH", pBuff);
	//BuildShortPathName(g_strAppPath, pBuff, 1024);
	strcpy_s(pBuff, 1024,g_strAppPath);	// Jonathan: strcpy_s replaces BuildShortPathName
	FindReplace(strData, "__QERPATH", pBuff);
	
	char* pFile;
	if (GetFullPathName(projectfile, 1024, pBuff, &pFile))
	{
		g_PrefsDlg.m_strLastProject = pBuff;
		//BuildShortPathName(g_PrefsDlg.m_strLastProject, pBuff, 1024);
		g_PrefsDlg.m_strLastProject = pBuff;
		g_PrefsDlg.SavePrefs();
		
		ExtractPath_and_Filename(pBuff, strQ2Path, strQ2File);
		int nLen = strQ2Path.GetLength();
		if (nLen > 0)
		{
			if (strQ2Path[nLen - 1] == '\\')
				strQ2Path.SetAt(nLen-1,'\0');
			char* pBuffer = strQ2Path.GetBufferSetLength(_MAX_PATH + 1);
			int n = strQ2Path.ReverseFind('\\');
			if (n >=0 )
				pBuffer[n + 1] = '\0';
			strQ2Path.ReleaseBuffer();
			FindReplace(strData, "__QEPROJPATH", strQ2Path);
		}
	}
	
	
	StartTokenParsing (strData.GetBuffer(0));
	g_qeglobals.d_project_entity = Entity_Parse (true);
	if (!g_qeglobals.d_project_entity)
		Error ("Couldn't parse project file: %s", projectfile);

  // add a version checking to avoid people loading later versions of the project file and bitching against me
  int ver = IntForKey( g_qeglobals.d_project_entity, "version" );
  if (ver != 0)
  {
    char strMsg[1024];
    sprintf( strMsg, "This is a version %d project file. This build only supports <=0 project files.\n"
      "Please choose another project file or upgrade your version of Radiant.", ver );
    MessageBox( NULL, strMsg, "Can't load project file", MB_ICONERROR | MB_OK );
    return false;
  }

  for (int i = 0; i < g_nPathFixupCount; i++)
  {
    char *pPath = ValueForKey (g_qeglobals.d_project_entity, g_pPathFixups[i]);
    if (pPath[0] != '\\' && pPath[0] != '/')
    {
	    if (GetFullPathName(pPath, 1024, pBuff, &pFile))
      {
        SetKeyValue(g_qeglobals.d_project_entity, g_pPathFixups[i], pBuff);
      }
    }
  }

	delete []pBuff;

	// set here some default project settings you need
	if ( strlen( ValueForKey( g_qeglobals.d_project_entity, "brush_primit" ) ) == 0 )
	{
		SetKeyValue( g_qeglobals.d_project_entity, "brush_primit", "0" );
	}

	g_qeglobals.m_bBrushPrimitMode = IntForKey( g_qeglobals.d_project_entity, "brush_primit" );

  // usefull for the log file and debuggin f****d up configurations from users:
  // output the basic information of the .qe4 project file
  Sys_Printf("basepath    : %s\n", ValueForKey( g_qeglobals.d_project_entity, "basepath") );
  Sys_Printf("mapspath    : %s\n", ValueForKey( g_qeglobals.d_project_entity, "mapspath") );
//  the rsh command code is probably broken in these builds .. I would need ppl that actually use it ..
//  Sys_Printf("rshcmd         : %s\n", ValueForKey( g_qeglobals.d_project_entity, "rshcmd" ) );
//  Sys_Printf("remotebasepath : %s\n", ValueForKey( g_qeglobals.d_project_entity, "remotebasepath" ) );
  Sys_Printf("entitypath  : %s\n", ValueForKey( g_qeglobals.d_project_entity, "entitypath" ) );
  Sys_Printf("texturepath : %s\n", ValueForKey( g_qeglobals.d_project_entity, "texturepath" ) );

	Eclass_InitForSourceDirectory (ValueForKey (g_qeglobals.d_project_entity, "entitypath"));
	FillClassList();		// list in entity window
	
	Map_New();
	
	
	FillTextureMenu();
	FillBSPMenu();
	
	return true;
}
//-----------------------------------------------------------------------------
// Places Detail Objects in the level
//-----------------------------------------------------------------------------
void EmitDetailModels()
{
	StartPacifier("Placing detail props : ");

	// Place stuff on each face
	dface_t* pFace = dfaces;
	for (int j = 0; j < numfaces; ++j)
	{
		UpdatePacifier( (float)j / (float)numfaces );

		// Get at the material associated with this face
		texinfo_t* pTexInfo = &texinfo[pFace[j].texinfo];
		dtexdata_t* pTexData = GetTexData( pTexInfo->texdata );

		// Try to get at the material
		bool found;
		MaterialSystemMaterial_t handle = 
			FindOriginalMaterial( TexDataStringTable_GetString( pTexData->nameStringTableID ), 
						  &found, false );
		if (!found)
			continue;

		// See if its got any detail objects on it
		const char* pDetailType = GetMaterialVar( handle, "%detailtype" );
		if (!pDetailType)
			continue;

		// Get the detail type...
		DetailObject_t search;
		search.m_Name = pDetailType;
		int objectType = s_DetailObjectDict.Find(search);
		if (objectType < 0)
		{
			Warning("Material %s uses unknown detail object type %s!\n",	
				TexDataStringTable_GetString( pTexData->nameStringTableID ),
				pDetailType);
			continue;
		}

		// Emit objects on a particular face
		DetailObject_t& detail = s_DetailObjectDict[objectType];

		if (pFace[j].dispinfo < 0)
		{
			EmitDetailObjectsOnFace( &pFace[j], detail );
		}
		else
		{
			// Get a CCoreDispInfo. All we need is the triangles and lightmap texture coordinates.
			mapdispinfo_t *pMapDisp = &mapdispinfo[pFace[j].dispinfo];
			CCoreDispInfo coreDispInfo;
			DispMapToCoreDispInfo( pMapDisp, &coreDispInfo, &pFace[j] );

			EmitDetailObjectsOnDisplacementFace( &pFace[j], detail, coreDispInfo );
		}
	}

	// Emit specifically specified detail props
	Vector origin;
	QAngle angles;
	Vector2D pos[2];
	Vector2D tex[2];
	for (int i = 0; i < num_entities; ++i)
	{
		char* pEntity = ValueForKey(&entities[i], "classname");
		if (!strcmp(pEntity, "detail_prop") || !strcmp(pEntity, "prop_detail"))
		{
			GetVectorForKey( &entities[i], "origin", origin );
			GetAnglesForKey( &entities[i], "angles", angles );
			char* pModelName = ValueForKey( &entities[i], "model" );
			int nOrientation = IntForKey( &entities[i], "detailOrientation" );

			AddDetailToLump( pModelName, origin, angles, nOrientation );

			// strip this ent from the .bsp file
			entities[i].epairs = 0;
			continue;
		}

		if (!strcmp(pEntity, "prop_detail_sprite"))
		{
			GetVectorForKey( &entities[i], "origin", origin );
			GetAnglesForKey( &entities[i], "angles", angles );
			int nOrientation = IntForKey( &entities[i], "detailOrientation" );
			GetVector2DForKey( &entities[i], "position_ul", pos[0] );
			GetVector2DForKey( &entities[i], "position_lr", pos[1] );
			GetVector2DForKey( &entities[i], "tex_ul", tex[0] );
			GetVector2DForKey( &entities[i], "tex_size", tex[1] );
			float flTextureSize = FloatForKey( &entities[i], "tex_total_size" );

			tex[1].x += tex[0].x - 0.5f;
			tex[1].y += tex[0].y - 0.5f;
			tex[0].x += 0.5f;
			tex[0].y += 0.5f;
			tex[0] /= flTextureSize;
			tex[1] /= flTextureSize;

			AddDetailSpriteToLump( origin, angles, nOrientation, pos, tex, 1.0f );

			// strip this ent from the .bsp file
			entities[i].epairs = 0;
			continue;
		}
	}

	EndPacifier( true );
}
示例#13
0
static void PopulateTraceNodes( void ){
	int i, m, frame, castShadows;
	float temp;
	entity_t        *e;
	const char      *value;
	picoModel_t     *model;
	vec3_t origin, scale, angles;
	m4x4_t transform;


	/* add worldspawn triangles */
	m4x4_identity( transform );
	PopulateWithBSPModel( &bspModels[ 0 ], transform );

	/* walk each entity list */
	for ( i = 1; i < numEntities; i++ )
	{
		/* get entity */
		e = &entities[ i ];

		/* get shadow flags */
		castShadows = ENTITY_CAST_SHADOWS;
		GetEntityShadowFlags( e, NULL, &castShadows, NULL );

		/* early out? */
		if ( !castShadows ) {
			continue;
		}

		/* get entity origin */
		GetVectorForKey( e, "origin", origin );

		/* get scale */
		scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = 1.0f;
		temp = FloatForKey( e, "modelscale" );
		if ( temp != 0.0f ) {
			scale[ 0 ] = scale[ 1 ] = scale[ 2 ] = temp;
		}
		value = ValueForKey( e, "modelscale_vec" );
		if ( value[ 0 ] != '\0' ) {
			sscanf( value, "%f %f %f", &scale[ 0 ], &scale[ 1 ], &scale[ 2 ] );
		}

		/* get "angle" (yaw) or "angles" (pitch yaw roll) */
		angles[ 0 ] = angles[ 1 ] = angles[ 2 ] = 0.0f;
		angles[ 2 ] = FloatForKey( e, "angle" );
		value = ValueForKey( e, "angles" );
		if ( value[ 0 ] != '\0' ) {
			sscanf( value, "%f %f %f", &angles[ 1 ], &angles[ 2 ], &angles[ 0 ] );
		}

		/* set transform matrix (thanks spog) */
		m4x4_identity( transform );
		m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );

		/* hack: Stable-1_2 and trunk have differing row/column major matrix order
		   this transpose is necessary with Stable-1_2
		   uncomment the following line with old m4x4_t (non 1.3/spog_branch) code */
		//%	m4x4_transpose( transform );

		/* get model */
		value = ValueForKey( e, "model" );

		/* switch on model type */
		switch ( value[ 0 ] )
		{
		/* no model */
		case '\0':
			break;

		/* bsp model */
		case '*':
			m = atoi( &value[ 1 ] );
			if ( m <= 0 || m >= numBSPModels ) {
				continue;
			}
			PopulateWithBSPModel( &bspModels[ m ], transform );
			break;

		/* external model */
		default:
			frame = 0;
			if ( strcmp( "", ValueForKey( e, "_frame" ) ) ) {
				frame = IntForKey( e, "_frame" );
			}
			else if ( strcmp( "", ValueForKey( e, "frame" ) ) ) {
				frame = IntForKey( e, "frame" );
			}
			model = LoadModel( value, frame );
			if ( model == NULL ) {
				continue;
			}
			PopulateWithPicoModel( castShadows, model, transform );
			continue;
		}

		/* get model2 */
		value = ValueForKey( e, "model2" );

		/* switch on model type */
		switch ( value[ 0 ] )
		{
		/* no model */
		case '\0':
			break;

		/* bsp model */
		case '*':
			m = atoi( &value[ 1 ] );
			if ( m <= 0 || m >= numBSPModels ) {
				continue;
			}
			PopulateWithBSPModel( &bspModels[ m ], transform );
			break;

		/* external model */
		default:
			frame = IntForKey( e, "_frame2" );
			model = LoadModel( value, frame );
			if ( model == NULL ) {
				continue;
			}
			PopulateWithPicoModel( castShadows, model, transform );
			continue;
		}
	}
}
示例#14
0
文件: model.c 项目: joseprous/xmap
void AddTriangleModels(entity_t * e)
{
	int             num, frame, castShadows, recvShadows, spawnFlags;
	entity_t       *e2;
	const char     *targetName;
	const char     *target, *model, *value;
	char            shader[MAX_QPATH];
	shaderInfo_t   *celShader;
	float           temp, baseLightmapScale, lightmapScale;
	float           shadeAngle;
	int             lightmapSampleSize;
	vec3_t          origin, scale, angles;
	matrix_t        rotation, rotationScaled, transform;
	epair_t        *ep;
	remap_t        *remap, *remap2;
	char           *split;


	/* note it */
	Sys_FPrintf(SYS_VRB, "--- AddTriangleModels ---\n");

	/* get current brush entity targetname */
	if(e == entities)
		targetName = "";
	else
	{
		targetName = ValueForKey(e, "name");

		/* misc_model entities target non-worldspawn brush model entities */
		if(targetName[0] == '\0')
			return;
	}

	/* get lightmap scale */
	/* vortex: added _ls key (short name of lightmapscale) */
	baseLightmapScale = 0.0f;
	if(strcmp("", ValueForKey(e, "lightmapscale")) ||
	   strcmp("", ValueForKey(e, "_lightmapscale")) || strcmp("", ValueForKey(e, "_ls")))
	{
		baseLightmapScale = FloatForKey(e, "lightmapscale");
		if(baseLightmapScale <= 0.0f)
			baseLightmapScale = FloatForKey(e, "_lightmapscale");
		if(baseLightmapScale <= 0.0f)
			baseLightmapScale = FloatForKey(e, "_ls");
		if(baseLightmapScale < 0.0f)
			baseLightmapScale = 0.0f;
		if(baseLightmapScale > 0.0f)
			Sys_Printf("World Entity has lightmap scale of %.4f\n", baseLightmapScale);
	}

	/* walk the entity list */
	for(num = 1; num < numEntities; num++)
	{
		/* get e2 */
		e2 = &entities[num];

		/* convert misc_models into raw geometry */
		if(Q_stricmp("misc_model", ValueForKey(e2, "classname")))
			continue;

		/* ydnar: added support for md3 models on non-worldspawn models */
		target = ValueForKey(e2, "target");
		if(strcmp(target, targetName))
			continue;

		/* get model name */
		model = ValueForKey(e2, "model");
		if(model[0] == '\0')
		{
			Sys_Printf("WARNING: misc_model at %i %i %i without a model key\n", (int)origin[0], (int)origin[1], (int)origin[2]);
			continue;
		}

		/* get model frame */
		frame = IntForKey(e2, "_frame");

		/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
		if(e == entities)
		{
			castShadows = WORLDSPAWN_CAST_SHADOWS;
			recvShadows = WORLDSPAWN_RECV_SHADOWS;
		}

		/* other entities don't cast any shadows, but recv worldspawn shadows */
		else
		{
			castShadows = ENTITY_CAST_SHADOWS;
			recvShadows = ENTITY_RECV_SHADOWS;
		}

		/* get explicit shadow flags */
		GetEntityShadowFlags(e2, e, &castShadows, &recvShadows);

		/* get spawnflags */
		spawnFlags = IntForKey(e2, "spawnflags");

		/* Tr3B: added clipModel option */
		spawnFlags |= (IntForKey(e2, "clipModel") > 0) ? 2 : 0;

		/* Tr3B: added forceMeta option */
		spawnFlags |= (IntForKey(e2, "forceMeta") > 0) ? 4 : 0;

		/* get origin */
		GetVectorForKey(e2, "origin", origin);
		VectorSubtract(origin, e->origin, origin);	/* offset by parent */

		/* get "angle" (yaw) or "angles" (pitch yaw roll) */
		MatrixIdentity(rotation);
		angles[0] = angles[1] = angles[2] = 0.0f;

		value = ValueForKey(e2, "angle");
		if(value[0] != '\0')
		{
			angles[1] = atof(value);
			MatrixFromAngles(rotation, angles[PITCH], angles[YAW], angles[ROLL]);
		}

		value = ValueForKey(e2, "angles");
		if(value[0] != '\0')
		{
			sscanf(value, "%f %f %f", &angles[0], &angles[1], &angles[2]);
			MatrixFromAngles(rotation, angles[PITCH], angles[YAW], angles[ROLL]);
		}

		value = ValueForKey(e2, "rotation");
		if(value[0] != '\0')
		{
			sscanf(value, "%f %f %f %f %f %f %f %f %f", &rotation[0], &rotation[1], &rotation[2],
				   &rotation[4], &rotation[5], &rotation[6], &rotation[8], &rotation[9], &rotation[10]);
		}

		/* get scale */
		scale[0] = scale[1] = scale[2] = 1.0f;
		temp = FloatForKey(e2, "modelscale");
		if(temp != 0.0f)
			scale[0] = scale[1] = scale[2] = temp;
		value = ValueForKey(e2, "modelscale_vec");
		if(value[0] != '\0')
			sscanf(value, "%f %f %f", &scale[0], &scale[1], &scale[2]);

		MatrixCopy(rotation, rotationScaled);
		MatrixMultiplyScale(rotationScaled, scale[0], scale[1], scale[2]);

		/* set transform matrix */
		MatrixIdentity(transform);
		MatrixSetupTransformFromRotation(transform, rotationScaled, origin);

		/* get shader remappings */
		remap = NULL;
		for(ep = e2->epairs; ep != NULL; ep = ep->next)
		{
			/* look for keys prefixed with "_remap" */
			if(ep->key != NULL && ep->value != NULL &&
			   ep->key[0] != '\0' && ep->value[0] != '\0' && !Q_strncasecmp(ep->key, "_remap", 6))
			{
				/* create new remapping */
				remap2 = remap;
				remap = safe_malloc(sizeof(*remap));
				remap->next = remap2;
				strcpy(remap->from, ep->value);

				/* split the string */
				split = strchr(remap->from, ';');
				if(split == NULL)
				{
					Sys_Printf("WARNING: Shader _remap key found in misc_model without a ; character\n");
					free(remap);
					remap = remap2;
					continue;
				}

				/* store the split */
				*split = '\0';
				strcpy(remap->to, (split + 1));

				/* note it */
				//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
			}
		}

		/* ydnar: cel shader support */
		value = ValueForKey(e2, "_celshader");
		if(value[0] == '\0')
			value = ValueForKey(&entities[0], "_celshader");
		if(value[0] != '\0')
		{
			sprintf(shader, "textures/%s", value);
			celShader = ShaderInfoForShader(shader);
		}
		else
			celShader = NULL;

		/* jal : entity based _samplesize */
		lightmapSampleSize = 0;
		if(strcmp("", ValueForKey(e2, "_lightmapsamplesize")))
			lightmapSampleSize = IntForKey(e2, "_lightmapsamplesize");
		else if(strcmp("", ValueForKey(e2, "_samplesize")))
			lightmapSampleSize = IntForKey(e2, "_samplesize");

		if(lightmapSampleSize < 0)
			lightmapSampleSize = 0;

		if(lightmapSampleSize > 0.0f)
			Sys_Printf("misc_model has lightmap sample size of %.d\n", lightmapSampleSize);

		/* get lightmap scale */
		/* vortex: added _ls key (short name of lightmapscale) */
		lightmapScale = 0.0f;
		if(strcmp("", ValueForKey(e2, "lightmapscale")) ||
		   strcmp("", ValueForKey(e2, "_lightmapscale")) || strcmp("", ValueForKey(e2, "_ls")))
		{
			lightmapScale = FloatForKey(e2, "lightmapscale");
			if(lightmapScale <= 0.0f)
				lightmapScale = FloatForKey(e2, "_lightmapscale");
			if(lightmapScale <= 0.0f)
				lightmapScale = FloatForKey(e2, "_ls");
			if(lightmapScale < 0.0f)
				lightmapScale = 0.0f;
			if(lightmapScale > 0.0f)
				Sys_Printf("misc_model has lightmap scale of %.4f\n", lightmapScale);
		}

		/* jal : entity based _shadeangle */
		shadeAngle = 0.0f;
		if(strcmp("", ValueForKey(e2, "_shadeangle")))
			shadeAngle = FloatForKey(e2, "_shadeangle");
		/* vortex' aliases */
		else if(strcmp("", ValueForKey(mapEnt, "_smoothnormals")))
			shadeAngle = FloatForKey(mapEnt, "_smoothnormals");
		else if(strcmp("", ValueForKey(mapEnt, "_sn")))
			shadeAngle = FloatForKey(mapEnt, "_sn");
		else if(strcmp("", ValueForKey(mapEnt, "_smooth")))
			shadeAngle = FloatForKey(mapEnt, "_smooth");

		if(shadeAngle < 0.0f)
			shadeAngle = 0.0f;

		if(shadeAngle > 0.0f)
			Sys_Printf("misc_model has shading angle of %.4f\n", shadeAngle);

		/* insert the model */
		InsertModel((char *)model, frame, transform, rotation, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags,
					lightmapScale, lightmapSampleSize, shadeAngle);

		/* free shader remappings */
		while(remap != NULL)
		{
			remap2 = remap->next;
			free(remap);
			remap = remap2;
		}
	}
}
示例#15
0
文件: model.c 项目: joseprous/xmap
void AddTriangleModel(entity_t * e)
{
	int             frame, castShadows, recvShadows, spawnFlags;
	const char     *name, *model, *value;
	char            shader[MAX_QPATH];
	shaderInfo_t   *celShader;
	float           temp, baseLightmapScale, lightmapScale;
	float           shadeAngle;
	int             lightmapSampleSize;
	vec3_t          scale;
	matrix_t        rotation, transform;
	epair_t        *ep;
	remap_t        *remap, *remap2;
	char           *split;

	/* note it */
	Sys_FPrintf(SYS_VRB, "--- AddTriangleModel ---\n");

	/* get current brush entity name */
	name = ValueForKey(e, "name");

	/* misc_model entities target non-worldspawn brush model entities */
	if(name[0] == '\0')
		return;

	/* get model name */
	model = ValueForKey(e, "model");
	if(model[0] == '\0')
		return;

	/* Tr3B: skip triggers and other entities */
	if(!Q_stricmp(name, model))
		return;

	/* get model frame */
	frame = IntForKey(e, "_frame");

	/* worldspawn (and func_groups) default to cast/recv shadows in worldspawn group */
	if(e == entities)
	{
		castShadows = WORLDSPAWN_CAST_SHADOWS;
		recvShadows = WORLDSPAWN_RECV_SHADOWS;
	}

	/* other entities don't cast any shadows, but recv worldspawn shadows */
	else
	{
		castShadows = ENTITY_CAST_SHADOWS;
		recvShadows = ENTITY_RECV_SHADOWS;
	}

	/* get explicit shadow flags */
	GetEntityShadowFlags(NULL, e, &castShadows, &recvShadows);

	/* get spawnflags */
	spawnFlags = IntForKey(e, "spawnflags");

	/* Tr3B: added clipModel option */
	spawnFlags |= (IntForKey(e, "clipModel") > 0) ? 2 : 0;

	/* Tr3B: added forceMeta option */
	spawnFlags |= (IntForKey(e, "forceMeta") > 0) ? 4 : 0;

	/* get scale */
	scale[0] = scale[1] = scale[2] = 1.0f;
	temp = FloatForKey(e, "modelscale");
	if(temp != 0.0f)
		scale[0] = scale[1] = scale[2] = temp;
	value = ValueForKey(e, "modelscale_vec");
	if(value[0] != '\0')
		sscanf(value, "%f %f %f", &scale[0], &scale[1], &scale[2]);

	/* set transform matrix */
	MatrixIdentity(transform);
	MatrixMultiplyScale(transform, scale[0], scale[1], scale[2]);
	MatrixIdentity(rotation);

	/* get shader remappings */
	remap = NULL;
	for(ep = e->epairs; ep != NULL; ep = ep->next)
	{
		/* look for keys prefixed with "_remap" */
		if(ep->key != NULL && ep->value != NULL &&
		   ep->key[0] != '\0' && ep->value[0] != '\0' && !Q_strncasecmp(ep->key, "_remap", 6))
		{
			/* create new remapping */
			remap2 = remap;
			remap = safe_malloc(sizeof(*remap));
			remap->next = remap2;
			strcpy(remap->from, ep->value);

			/* split the string */
			split = strchr(remap->from, ';');
			if(split == NULL)
			{
				Sys_Printf("WARNING: Shader _remap key found in misc_model without a ; character\n");
				free(remap);
				remap = remap2;
				continue;
			}

			/* store the split */
			*split = '\0';
			strcpy(remap->to, (split + 1));

			/* note it */
			//% Sys_FPrintf( SYS_VRB, "Remapping %s to %s\n", remap->from, remap->to );
		}
	}

	/* ydnar: cel shader support */
	value = ValueForKey(e, "_celshader");
	if(value[0] == '\0')
		value = ValueForKey(&entities[0], "_celshader");
	if(value[0] != '\0')
	{
		sprintf(shader, "textures/%s", value);
		celShader = ShaderInfoForShader(shader);
	}
	else
		celShader = NULL;

	/* get lightmap scale */
	/* jal : entity based _samplesize */
	lightmapSampleSize = 0;
	if(strcmp("", ValueForKey(e, "_lightmapsamplesize")))
		lightmapSampleSize = IntForKey(e, "_lightmapsamplesize");
	else if(strcmp("", ValueForKey(e, "_samplesize")))
		lightmapSampleSize = IntForKey(e, "_samplesize");

	if(lightmapSampleSize < 0)
		lightmapSampleSize = 0;

	if(lightmapSampleSize > 0.0f)
		Sys_Printf(" has lightmap sample size of %.d\n", lightmapSampleSize);

	/* get lightmap scale */
	/* vortex: added _ls key (short name of lightmapscale) */
	lightmapScale = 0.0f;
	if(strcmp("", ValueForKey(e, "lightmapscale")) ||
	   strcmp("", ValueForKey(e, "_lightmapscale")) || strcmp("", ValueForKey(e, "_ls")))
	{
		lightmapScale = FloatForKey(e, "lightmapscale");
		if(lightmapScale <= 0.0f)
			lightmapScale = FloatForKey(e, "_lightmapscale");
		if(lightmapScale <= 0.0f)
			lightmapScale = FloatForKey(e, "_ls");
		if(lightmapScale < 0.0f)
			lightmapScale = 0.0f;
		if(lightmapScale > 0.0f)
			Sys_Printf("misc_model has lightmap scale of %.4f\n", lightmapScale);
	}

	/* jal : entity based _shadeangle */
	shadeAngle = 0.0f;
	if(strcmp("", ValueForKey(e, "_shadeangle")))
		shadeAngle = FloatForKey(e, "_shadeangle");
	/* vortex' aliases */
	else if(strcmp("", ValueForKey(e, "_smoothnormals")))
		shadeAngle = FloatForKey(e, "_smoothnormals");
	else if(strcmp("", ValueForKey(e, "_sn")))
		shadeAngle = FloatForKey(e, "_sn");
	else if(strcmp("", ValueForKey(e, "_smooth")))
		shadeAngle = FloatForKey(e, "_smooth");

	if(shadeAngle < 0.0f)
		shadeAngle = 0.0f;

	if(shadeAngle > 0.0f)
		Sys_Printf("misc_model has shading angle of %.4f\n", shadeAngle);

	/* insert the model */
	InsertModel((char *)model, frame, transform, rotation, remap, celShader, mapEntityNum, castShadows, recvShadows, spawnFlags,
				lightmapScale, lightmapSampleSize, shadeAngle);

	/* free shader remappings */
	while(remap != NULL)
	{
		remap2 = remap->next;
		free(remap);
		remap = remap2;
	}
}
示例#16
0
void SetLightStyles( void )
{
	int			i, j, style, numStyles;
	qboolean	keepLights;
	const char	*t;
	entity_t	*e;
	epair_t		*ep, *next;
	char		value[ 10 ];
	char		lightTargets[ MAX_SWITCHED_LIGHTS ][ 64 ];
	int			lightStyles[ MAX_SWITCHED_LIGHTS ];
	
	
	/* ydnar: determine if we keep lights in the bsp */
	t = ValueForKey( &entities[ 0 ], "_keepLights" );
	keepLights = (t[ 0 ] == '1') ? qtrue : qfalse;
	
	/* any light that is controlled (has a targetname) must have a unique style number generated for it */
	numStyles = 0;
	for( i = 1; i < numEntities; i++ )
	{
		e = &entities[ i ];

		t = ValueForKey( e, "classname" );
		if( Q_strncasecmp( t, "light", 5 ) )
			continue;
		t = ValueForKey( e, "targetname" );
		if( t[ 0 ] == '\0' )
		{
			/* ydnar: strip the light from the BSP file */
			if( keepLights == qfalse )
			{
				ep = e->epairs;
				while( ep != NULL )
				{
					next = ep->next;
					free( ep->key );
					free( ep->value );
					free( ep );
					ep = next;
				}
				e->epairs = NULL;
				numStrippedLights++;
			}
			
			/* next light */
			continue;
		}
		
		/* get existing style */
		style = IntForKey( e, "style" );
		if( style < LS_NORMAL || style > LS_NONE )
			Error( "Invalid lightstyle (%d) on entity %d", style, i );
		
		/* find this targetname */
		for( j = 0; j < numStyles; j++ )
			if( lightStyles[ j ] == style && !strcmp( lightTargets[ j ], t ) )
				break;
		
		/* add a new style */
		if( j >= numStyles )
		{
			if( numStyles == MAX_SWITCHED_LIGHTS )
				Error( "MAX_SWITCHED_LIGHTS (%d) exceeded, reduce the number of lights with targetnames", MAX_SWITCHED_LIGHTS );
			strcpy( lightTargets[ j ], t );
			lightStyles[ j ] = style;
			numStyles++;
		}
		
		/* set explicit style */
		sprintf( value, "%d", 32 + j );
		SetKeyValue( e, "style", value );
		
		/* set old style */
		if( style != LS_NORMAL )
		{
			sprintf( value, "%d", style );
			SetKeyValue( e, "switch_style", value );
		}
	}
	
	/* emit some statistics */
	Sys_FPrintf( SYS_VRB, "%9d light entities stripped\n", numStrippedLights );
}
示例#17
0
文件: bsp.c 项目: Triang3l/netradiant
static void ProcessAdvertisements( void ) {
	int i;
	const char*         className;
	const char*         modelKey;
	int modelNum;
	bspModel_t*         adModel;
	bspDrawSurface_t*   adSurface;

	Sys_FPrintf( SYS_VRB, "--- ProcessAdvertisements ---\n" );

	for ( i = 0; i < numEntities; i++ ) {

		/* is an advertisement? */
		className = ValueForKey( &entities[ i ], "classname" );

		if ( !Q_stricmp( "advertisement", className ) ) {

			modelKey = ValueForKey( &entities[ i ], "model" );

			if ( strlen( modelKey ) > MAX_QPATH - 1 ) {
				Error( "Model Key for entity exceeds ad struct string length." );
			}
			else {
				if ( numBSPAds < MAX_MAP_ADVERTISEMENTS ) {
					bspAds[numBSPAds].cellId = IntForKey( &entities[ i ], "cellId" );
					strncpy( bspAds[numBSPAds].model, modelKey, sizeof( bspAds[numBSPAds].model ) );

					modelKey++;
					modelNum = atoi( modelKey );
					adModel = &bspModels[modelNum];

					if ( adModel->numBSPSurfaces != 1 ) {
						Error( "Ad cell id %d has more than one surface.", bspAds[numBSPAds].cellId );
					}

					adSurface = &bspDrawSurfaces[adModel->firstBSPSurface];

					// store the normal for use at run time.. all ad verts are assumed to
					// have identical normals (because they should be a simple rectangle)
					// so just use the first vert's normal
					VectorCopy( bspDrawVerts[adSurface->firstVert].normal, bspAds[numBSPAds].normal );

					// store the ad quad for quick use at run time
					if ( adSurface->surfaceType == MST_PATCH ) {
						int v0 = adSurface->firstVert + adSurface->patchHeight - 1;
						int v1 = adSurface->firstVert + adSurface->numVerts - 1;
						int v2 = adSurface->firstVert + adSurface->numVerts - adSurface->patchWidth;
						int v3 = adSurface->firstVert;
						VectorCopy( bspDrawVerts[v0].xyz, bspAds[numBSPAds].rect[0] );
						VectorCopy( bspDrawVerts[v1].xyz, bspAds[numBSPAds].rect[1] );
						VectorCopy( bspDrawVerts[v2].xyz, bspAds[numBSPAds].rect[2] );
						VectorCopy( bspDrawVerts[v3].xyz, bspAds[numBSPAds].rect[3] );
					}
					else {
						Error( "Ad cell %d has an unsupported Ad Surface type.", bspAds[numBSPAds].cellId );
					}

					numBSPAds++;
				}
				else {
					Error( "Maximum number of map advertisements exceeded." );
				}
			}
		}
	}

	Sys_FPrintf( SYS_VRB, "%9d in-game advertisements\n", numBSPAds );
}
示例#18
0
void EmitStaticProps()
{
	CreateInterfaceFn physicsFactory = GetPhysicsFactory();
	if ( physicsFactory )
	{
		s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
		if( !s_pPhysCollision )
			return;
	}

	// Generate a list of lighting origins, and strip them out
	int i;
	for ( i = 0; i < num_entities; ++i)
	{
		char* pEntity = ValueForKey(&entities[i], "classname");
		if (!Q_strcmp(pEntity, "info_lighting"))
		{
			s_LightingInfo.AddToTail(i);
		}
	}

	// Emit specifically specified static props
	for ( i = 0; i < num_entities; ++i)
	{
		char* pEntity = ValueForKey(&entities[i], "classname");
		if (!strcmp(pEntity, "static_prop") || !strcmp(pEntity, "prop_static"))
		{
			StaticPropBuild_t build;

			GetVectorForKey( &entities[i], "origin", build.m_Origin );
			GetAnglesForKey( &entities[i], "angles", build.m_Angles );
			build.m_pModelName = ValueForKey( &entities[i], "model" );
			build.m_Solid = IntForKey( &entities[i], "solid" );
			build.m_Skin = IntForKey( &entities[i], "skin" );
			build.m_FadeMaxDist = FloatForKey( &entities[i], "fademaxdist" );
			build.m_Flags = 0;//IntForKey( &entities[i], "spawnflags" ) & STATIC_PROP_WC_MASK;
			if (IntForKey( &entities[i], "disableshadows" ) == 1)
			{
				build.m_Flags |= STATIC_PROP_NO_SHADOW;
			}
			if (IntForKey( &entities[i], "disablevertexlighting" ) == 1)
			{
				build.m_Flags |= STATIC_PROP_NO_PER_VERTEX_LIGHTING;
			}
			if (IntForKey( &entities[i], "disableselfshadowing" ) == 1)
			{
				build.m_Flags |= STATIC_PROP_NO_SELF_SHADOWING;
			}

			if (IntForKey( &entities[i], "screenspacefade" ) == 1)
			{
				build.m_Flags |= STATIC_PROP_SCREEN_SPACE_FADE;
			}

			const char *pKey = ValueForKey( &entities[i], "fadescale" );
			if ( pKey && pKey[0] )
			{
				build.m_flForcedFadeScale = FloatForKey( &entities[i], "fadescale" );
			}
			else
			{
				build.m_flForcedFadeScale = 1;
			}
			build.m_FadesOut = (build.m_FadeMaxDist > 0);
			build.m_pLightingOrigin = ValueForKey( &entities[i], "lightingorigin" );
			if (build.m_FadesOut)
			{			  
				build.m_FadeMinDist = FloatForKey( &entities[i], "fademindist" );
				if (build.m_FadeMinDist < 0)
				{
					build.m_FadeMinDist = build.m_FadeMaxDist; 
				}
			}
			else
			{
				build.m_FadeMinDist = 0;
			}

			AddStaticPropToLump( build );

			// strip this ent from the .bsp file
			entities[i].epairs = 0;
		}
	}

	// Strip out lighting origins; has to be done here because they are used when
	// static props are made
	for ( i = s_LightingInfo.Count(); --i >= 0; )
	{
		// strip this ent from the .bsp file
		entities[s_LightingInfo[i]].epairs = 0;
	}


	SetLumpData( );
}