Descent3/legacy/editor/edoors.cpp
Louis Gombert 31b63bb79f Add license to legacy utilities
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2024-04-20 18:33:12 +02:00

139 lines
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C++

/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// Edoors.cpp
#ifndef NEWEDITOR
#include "d3edit.h"
#else
#include "globals.h"
#define texdlg_texture GetCurrentTexture()
#endif
#include "polymodel.h"
#include "erooms.h"
#include "room.h"
#include "door.h"
#include "hroom.h"
#include "pserror.h"
void PlaceDoor(room *baseroomp,int baseface,int placed_door)
{
poly_model *po=GetPolymodelPointer (GetDoorImage(placed_door));
int i,t;
int num_faces=0,num_verts=0;
int got_shell=0,got_front=0;
bsp_info *front_sm,*shell_sm;
room *rp;
int front_face_index;
int front_remap_points[30];
for (i=0;i<po->n_models;i++)
{
bsp_info *sm=&po->submodel[i];
if (sm->flags & SOF_SHELL)
{
got_shell=1;
num_verts+=sm->nverts;
num_faces+=sm->num_faces;
shell_sm=&po->submodel[i];
}
if (sm->flags & SOF_FRONTFACE)
{
got_front=1;
num_verts+=sm->nverts;
num_faces++;
front_sm=&po->submodel[i];
}
}
if (!got_shell || !got_front)
{
Int3(); // This door is improperly specified in 3dsmax
return;
}
rp = CreateNewRoom(num_verts,num_faces,1);
ASSERT (rp!=NULL);
// Create the actual room walls
int index=0;
for (i=0;i<shell_sm->nverts;i++,index++)
{
rp->verts[index]=shell_sm->verts[i];
}
for (i=0;i<front_sm->nverts;i++,index++)
{
rp->verts[index]=front_sm->verts[i];
}
index=0;
for (i=0;i<shell_sm->num_faces;i++,index++)
{
InitRoomFace(&rp->faces[index],shell_sm->faces[i].nverts);
ASSERT (rp->faces[index].face_verts);
ASSERT (rp->faces[index].face_uvls);
rp->faces[index].tmap=D3EditState.texdlg_texture;
for (t=0;t<rp->faces[index].num_verts;t++)
rp->faces[index].face_verts[t]=shell_sm->faces[i].vertnums[t];
}
ASSERT (front_sm->num_faces==1);
front_face_index=index;
InitRoomFace(&rp->faces[index],front_sm->faces[0].nverts);
rp->faces[index].tmap=D3EditState.texdlg_texture;
// Now find the points on the front face that are the same as the shell
for (i=0;i<front_sm->nverts;i++)
front_remap_points[i]=-1;
vector diff_vec=front_sm->offset-shell_sm->offset;
for (i=0;i<shell_sm->nverts;i++)
for (t=0;t<front_sm->nverts;t++)
{
vector testvec=front_sm->verts[t]+diff_vec;
if ((PointsAreSame(&shell_sm->verts[i],&testvec)))
front_remap_points[t]=i;
}
for (i=0;i<front_sm->nverts;i++)
ASSERT (front_remap_points[i]!=-1);
for (t=0;t<rp->faces[index].num_verts;t++)
rp->faces[index].face_verts[t]=front_remap_points[front_sm->faces[0].vertnums[t]];
// Reset some values
if (! ResetRoomFaceNormals (rp))
Int3(); //Get Matt
AssignDefaultUVsToRoom (rp);
// Now use to the attach room code to actually place this door's room
PlaceRoom(baseroomp,baseface,rp-Rooms,front_face_index,placed_door);
}