#include #include #include #include #include #include #include #include #include "test_qbsp.hh" #include "testutils.hh" TEST_CASE("detail" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // stats CHECK(1 == bsp.dmodels.size()); // Q2 reserves leaf 0 as an invalid leaf const auto &leaf0 = bsp.dleafs[0]; CHECK(Q2_CONTENTS_SOLID == leaf0.contents); CHECK(-1 == leaf0.visofs); CHECK(qvec3f{} == leaf0.mins); CHECK(qvec3f{} == leaf0.maxs); CHECK(0 == leaf0.firstmarksurface); CHECK(0 == leaf0.nummarksurfaces); CHECK(leaf0.ambient_level == std::array{0, 0, 0, 0}); CHECK(CLUSTER_INVALID == leaf0.cluster); CHECK(AREA_INVALID == leaf0.area); CHECK(0 == leaf0.firstleafbrush); CHECK(0 == leaf0.numleafbrushes); // no areaportals except the placeholder CHECK(1 == bsp.dareaportals.size()); CHECK(2 == bsp.dareas.size()); // leafs: // 6 solid leafs outside the room (* can be more depending on when the "divider" is cut) // 1 empty leaf filling the room above the divider // 2 empty leafs + 1 solid leaf for divider // 1 detail leaf for button // 4 empty leafs around + 1 on top of button std::map counts_by_contents; for (size_t i = 1; i < bsp.dleafs.size(); ++i) { ++counts_by_contents[bsp.dleafs[i].contents]; } CHECK(2 == counts_by_contents.size()); // number of types CHECK(counts_by_contents.find(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) == counts_by_contents.end()); // the detail bit gets cleared CHECK(8 == counts_by_contents.at(0)); // empty leafs CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) >= 8); CHECK(counts_by_contents.at(Q2_CONTENTS_SOLID) <= 12); // clusters: // 1 empty cluster filling the room above the divider // 2 empty clusters created by divider // 1 cluster for the part of the room with the button std::set clusters; // first add the empty leafs for (size_t i = 1; i < bsp.dleafs.size(); ++i) { if (0 == bsp.dleafs[i].contents) { clusters.insert(bsp.dleafs[i].cluster); } } CHECK(4 == clusters.size()); // various points in the main room cluster const qvec3d under_button{246, 436, 96}; // directly on the main floor plane const qvec3d inside_button{246, 436, 98}; const qvec3d above_button{246, 436, 120}; const qvec3d beside_button{246, 400, 100}; // should be a different empty leaf than above_button, but same cluster // side room (different cluster) const qvec3d side_room{138, 576, 140}; // detail clips away world faces CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], under_button, {0, 0, 1})); // check for correct contents auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button); CHECK(Q2_CONTENTS_SOLID == detail_leaf->contents); CHECK(-1 == detail_leaf->cluster); CHECK(0 == detail_leaf->area); // solid leafs get the invalid area 0 // check for button (detail) brush CHECK(1 == Leaf_Brushes(&bsp, detail_leaf).size()); CHECK((Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, detail_leaf).at(0)->contents); // get more leafs auto *empty_leaf_above_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button); CHECK(0 == empty_leaf_above_button->contents); CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_above_button).size()); CHECK(1 == empty_leaf_above_button->area); auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room); CHECK(0 == empty_leaf_side_room->contents); CHECK(0 == Leaf_Brushes(&bsp, empty_leaf_side_room).size()); CHECK(empty_leaf_side_room->cluster != empty_leaf_above_button->cluster); CHECK(1 == empty_leaf_side_room->area); auto *empty_leaf_beside_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], beside_button); CHECK(0 == empty_leaf_beside_button->contents); CHECK(-1 != empty_leaf_beside_button->cluster); CHECK(empty_leaf_above_button->cluster == empty_leaf_beside_button->cluster); CHECK(empty_leaf_above_button != empty_leaf_beside_button); CHECK(1 == empty_leaf_beside_button->area); CHECK(prt->portals.size() == 5); CHECK(prt->portalleafs_real == 0); // not used by Q2 CHECK(prt->portalleafs == 4); } TEST_CASE("q2 detail with -nodetail" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-nodetail"}); const qvec3d inside_button{246, 436, 98}; auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button); CHECK(Q2_CONTENTS_SOLID == inside_button_leaf->contents); CHECK(prt->portals.size() > 5); CHECK(prt->portalleafs == 8); } TEST_CASE("q2 detail with -omitdetail" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail.map", {"-omitdetail"}); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d inside_button{246, 436, 98}; const qvec3d above_button{246, 436, 120}; auto *inside_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button); CHECK(Q2_CONTENTS_EMPTY == inside_button_leaf->contents); auto *above_button_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button); CHECK(inside_button_leaf == above_button_leaf); } TEST_CASE("-omitdetail removing all brushes in a func" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_omitdetail_in_func.map", {"-omitdetail"}); } TEST_CASE("playerclip" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_playerclip.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_playerclip{32, -136, 144}; auto *playerclip_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_playerclip); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == playerclip_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_clip{32, -136, 96}; const qvec3d pillar_side_in_clip1{32, -48, 144}; const qvec3d pillar_side_in_clip2{32, -208, 144}; CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0})); CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip2, {0, 1, 0})); // make sure no face is generated for the playerclip brush const qvec3d playerclip_front_face{16, -152, 144}; CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0})); // check for brush CHECK(1 == Leaf_Brushes(&bsp, playerclip_leaf).size()); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents); } TEST_CASE("areaportal" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // area 0 is a placeholder // areaportal 0 is a placeholder // // the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 // and 2 CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector{{0, 0}, {1, 1}, {1, 2}}); CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector{{0, 0}, {1, 1}, {1, 2}}); // look up the leafs const qvec3d player_start{-88, -112, 120}; const qvec3d other_room{128, -112, 120}; const qvec3d areaportal_pos{32, -112, 120}; const qvec3d void_pos{-408, -112, 120}; auto *player_start_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_start); auto *other_room_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_room); auto *areaportal_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], areaportal_pos); auto *void_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], void_pos); // check leaf contents CHECK(0 == player_start_leaf->contents); CHECK(0 == other_room_leaf->contents); CHECK(Q2_CONTENTS_AREAPORTAL == areaportal_leaf->contents); CHECK(Q2_CONTENTS_SOLID == void_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_areaportal{32, -136, 96}; CHECK(nullptr != BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1})); // check for brushes CHECK(1 == Leaf_Brushes(&bsp, areaportal_leaf).size()); CHECK(Q2_CONTENTS_AREAPORTAL == Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents); CHECK(1 == Leaf_Brushes(&bsp, void_leaf).size()); CHECK(Q2_CONTENTS_SOLID == Leaf_Brushes(&bsp, void_leaf).at(0)->contents); // check leaf areas CHECK_VECTORS_UNOREDERED_EQUAL( (std::vector{1, 2}), std::vector{player_start_leaf->area, other_room_leaf->area}); // the areaportal leaf itself actually gets assigned to one of the two sides' areas CHECK((areaportal_leaf->area == 1 || areaportal_leaf->area == 2)); CHECK(0 == void_leaf->area); // a solid leaf gets the invalid area // check the func_areaportal entity had its "style" set auto ents = EntData_Parse(bsp); auto it = std::find_if( ents.begin(), ents.end(), [](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; }); REQUIRE(it != ents.end()); REQUIRE("1" == it->get("style")); } /** * Similar to above test, but there's a detail brush sticking into the area portal */ TEST_CASE("areaportal_with_detail" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_with_detail.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // area 0 is a placeholder // areaportal 0 is a placeholder // // the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 // and 2 CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareaportals, std::vector{{0, 0}, {1, 1}, {1, 2}}); CHECK_VECTORS_UNOREDERED_EQUAL(bsp.dareas, std::vector{{0, 0}, {1, 1}, {1, 2}}); } TEST_CASE("nodraw_light" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_nodraw_light.map", {"-includeskip"}); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d topface_center{160, -148, 208}; auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW)); } TEST_CASE("q2_long_texture_name" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_long_texture_name.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 16}, {0, 0, 1}); REQUIRE(nullptr != topface); // this won't work in game, but we're mostly checking for lack of memory corruption // (a warning is issued) auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "long_folder_name_test/long_text"); CHECK(texinfo->nexttexinfo == -1); } TEST_CASE("nodraw_light" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_nodraw_light.map", {"-includeskip"}); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d topface_center{160, -148, 208}; auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], topface_center, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/trigger"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_NODRAW)); } TEST_CASE("base1" * doctest::test_suite("testmaps_q2") * doctest::skip() * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ2("base1-test.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CHECK(prt); CheckFilled(bsp); // bspinfo output from a compile done with // https://github.com/qbism/q2tools-220 at 46fd97bbe1b3657ca9e93227f89aaf0fbd3677c9. // only took a couple of seconds (debug build) // 35 models // 9918 planes 198360 // 10367 vertexes 124404 // 5177 nodes 144956 // 637 texinfos 48412 // 7645 faces 152900 // 5213 leafs 145964 // 9273 leaffaces 18546 // 7307 leafbrushes 14614 // 20143 edges 80572 // 37287 surfedges 149148 // 1765 brushes 21180 // 15035 brushsides 60140 // 3 areas 24 // 3 areaportals 24 // lightdata 0 // visdata 0 // entdata 53623 CHECK(3 == bsp.dareaportals.size()); CHECK(3 == bsp.dareas.size()); // check for a sliver face which we had issues with being missing { const qvec3d face_point{-315.975, -208.036, -84.5}; const qvec3d normal_point{-315.851, -208.051, -84.5072}; // obtained in TB const qvec3d normal = qv::normalize(normal_point - face_point); auto *sliver_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_point, normal); REQUIRE(nullptr != sliver_face); CHECK(std::string_view("e1u1/metal3_5") == Face_TextureName(&bsp, sliver_face)); CHECK(Face_Winding(&bsp, sliver_face).area() < 5.0); } } TEST_CASE("base1leak" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("base1leak.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CHECK(8 == bsp.dbrushes.size()); CHECK(bsp.dleafs.size() >= 8); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room) CHECK(bsp.dleafs.size() <= 12); // q2tools-220 generates 12 const qvec3d in_plus_y_wall{-776, 976, -24}; auto *plus_y_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_plus_y_wall); CHECK(Q2_CONTENTS_SOLID == plus_y_wall_leaf->contents); CHECK(3 == plus_y_wall_leaf->numleafbrushes); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } /** * e1u1/brlava brush intersecting e1u1/clip **/ TEST_CASE("lavaclip" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_lavaclip.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // not touching the lava, but inside the clip const qvec3d playerclip_outside1{-88, -32, 8}; const qvec3d playerclip_outside2{88, -32, 8}; // inside both clip and lava const qvec3d playerclip_inside_lava{0, -32, 8}; const qvec3d in_lava_only{0, 32, 8}; // near the player start's feet. There should be a lava face here const qvec3d lava_top_face_in_playerclip{0, -32, 16}; // check leaf contents CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside1)->contents); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_outside2)->contents); CHECK((Q2_CONTENTS_PLAYERCLIP | Q2_CONTENTS_MONSTERCLIP | Q2_CONTENTS_DETAIL | Q2_CONTENTS_LAVA) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], playerclip_inside_lava)->contents); CHECK(Q2_CONTENTS_LAVA == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_lava_only)->contents); // search for face auto *topface = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], lava_top_face_in_playerclip, {0, 0, 1}); REQUIRE(nullptr != topface); auto *texinfo = Face_Texinfo(&bsp, topface); CHECK(std::string(texinfo->texture.data()) == "e1u1/brlava"); CHECK(texinfo->flags.native == (Q2_SURF_LIGHT | Q2_SURF_WARP)); } /** * check that e1u1/clip intersecting mist doesn't split up the mist faces **/ TEST_CASE("mist_clip" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mist_clip.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); // mist is two sided, so 12 faces for a cube CHECK(12 == bsp.dfaces.size()); } /** * e1u1/brlava brush intersecting e1u1/brwater **/ TEST_CASE("lavawater" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_lavawater.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d inside_both{0, 32, 8}; // check leaf contents CHECK((Q2_CONTENTS_LAVA | Q2_CONTENTS_WATER) == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_both)->contents); } /** * Weird mystery issue with a func_wall with broken collision * (ended up being a PLANE_X/Y/Z plane with negative facing normal, which is illegal - engine assumes they are positive) */ TEST_CASE("q2_bmodel_collision" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_bmodel_collision.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_bmodel{-544, -312, -258}; REQUIRE(2 == bsp.dmodels.size()); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[1], in_bmodel)->contents); } TEST_CASE("q2_liquids" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_liquids.map"); // water/air face is two sided { const qvec3d watertrans66_air{-116, -168, 144}; const qvec3d watertrans33_trans66 = watertrans66_air - qvec3d(0, 0, 48); const qvec3d wateropaque_trans33 = watertrans33_trans66 - qvec3d(0, 0, 48); const qvec3d floor_wateropaque = wateropaque_trans33 - qvec3d(0, 0, 48); CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_air)), std::vector({"e1u1/bluwter", "e1u1/bluwter"})); CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans33_trans66).size()); CHECK(0 == BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], wateropaque_trans33).size()); CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], floor_wateropaque)), std::vector({"e1u1/c_met11_2"})); } const qvec3d watertrans66_slimetrans66{-116, -144, 116}; // water trans66 / slime trans66 { CHECK_VECTORS_UNOREDERED_EQUAL( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, -1, 0))), std::vector({"e1u1/sewer1"})); CHECK_VECTORS_UNOREDERED_EQUAL( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], watertrans66_slimetrans66, qvec3d(0, 1, 0))), std::vector({"e1u1/sewer1"})); } // slime trans66 / lava trans66 const qvec3d slimetrans66_lavatrans66 = watertrans66_slimetrans66 + qvec3d(0, 48, 0); { CHECK_VECTORS_UNOREDERED_EQUAL( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, -1, 0))), std::vector({"e1u1/brlava"})); CHECK_VECTORS_UNOREDERED_EQUAL( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], slimetrans66_lavatrans66, qvec3d(0, 1, 0))), std::vector({"e1u1/brlava"})); } } /** * Empty rooms are sealed to solid in Q2 **/ TEST_CASE("q2_seal_empty_rooms" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_seal_empty_rooms.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_start_room{-240, 80, 56}; const qvec3d in_empty_room{-244, 476, 68}; // check leaf contents CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_empty_room)->contents); CHECK(prt->portals.size() == 0); CHECK(prt->portalleafs == 1); } TEST_CASE("q2_detail_non_sealing" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_non_sealing.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_start_room{-240, 80, 56}; const qvec3d in_void{-336, 80, 56}; // check leaf contents CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents); } TEST_CASE("q2_detail_overlapping_solid_sealing" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_detail_overlapping_solid_sealing.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const qvec3d in_start_room{-240, 80, 56}; const qvec3d in_void{-336, 80, 56}; // check leaf contents CHECK(Q2_CONTENTS_EMPTY == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_start_room)->contents); CHECK(Q2_CONTENTS_SOLID == BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_void)->contents); } /** * Two areaportals with a small gap in between creating another area. * * Also, the faces on the ceiling/floor cross the areaportal * (due to our aggressive face merging). */ TEST_CASE("q2_double_areaportal" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_double_areaportal.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CheckFilled(bsp); CHECK(4 == bsp.dareas.size()); CHECK(5 == bsp.dareaportals.size()); } TEST_CASE("q2_areaportal_split" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_areaportal_split.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CheckFilled(bsp); CHECK(3 == bsp.dareas.size()); // 1 invalid index zero reserved + 2 areas CHECK(3 == bsp.dareaportals .size()); // 1 invalid index zero reserved + 2 dareaportals to store the two directions of the portal } /** * Test for q2 bmodel bounds **/ TEST_CASE("q2_door" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_door.map"); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); const aabb3f world_tight_bounds{{-64, -64, -16}, {64, 80, 128}}; const aabb3f bmodel_tight_bounds{{-48, 48, 16}, {48, 64, 112}}; CHECK(world_tight_bounds.mins() == bsp.dmodels[0].mins); CHECK(world_tight_bounds.maxs() == bsp.dmodels[0].maxs); CHECK(bmodel_tight_bounds.mins() == bsp.dmodels[1].mins); CHECK(bmodel_tight_bounds.maxs() == bsp.dmodels[1].maxs); } TEST_CASE("q2_mirrorinside" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mirrorinside.map"); { INFO("window is not two sided by default"); const qvec3d window_pos{192, 96, 156}; CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], window_pos)), std::vector({"e2u2/wndow1_1"})); } { INFO("aux is not two sided by default"); const qvec3d aux_pos{32, 96, 156}; CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], aux_pos)), std::vector({"e1u1/brwater"})); } { INFO("mist is two sided by default"); const qvec3d mist_pos{32, -28, 156}; CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_pos)), std::vector({"e1u1/brwater", "e1u1/brwater"})); } { INFO("_mirrorinside 0 disables the inside faces on mist"); const qvec3d mist_mirrorinside0_pos{32, -224, 156}; CHECK_VECTORS_UNOREDERED_EQUAL( TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], mist_mirrorinside0_pos)), std::vector({"e1u1/brwater"})); } { INFO("_mirrorinside 1 works on func_detail_fence"); CHECK_VECTORS_UNOREDERED_EQUAL(TexNames(bsp, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], {32, -348, 156})), std::vector({"e1u1/alphamask", "e1u1/alphamask"})); } } TEST_CASE("q2_alphatest_window" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_window.map"); INFO("alphatest + window implies detail and translucent"); auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}); CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT)); } TEST_CASE("q2_alphatest_solid" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_alphatest_solid.map"); INFO("alphatest + solid implies window, detail and translucent"); auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}); CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT)); } TEST_CASE("q2_trans33_window" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_window.map"); INFO("trans33 + window implies detail and translucent"); auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}); CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT)); } TEST_CASE("q2_trans33_solid" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_trans33_solid.map"); INFO("trans33 + solid implies window, detail and translucent"); auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0}); CHECK(leaf->contents == (Q2_CONTENTS_DETAIL | Q2_CONTENTS_WINDOW | Q2_CONTENTS_TRANSLUCENT)); } /** * Ensure that leaked maps still get areas assigned properly * (empty leafs should get area 1, solid leafs area 0) */ TEST_CASE("q2_leaked" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_leaked.map"); CHECK(!prt); CHECK(GAME_QUAKE_II == bsp.loadversion->game->id); CHECK(bsp.dareaportals.size() == 1); CHECK(bsp.dareas.size() == 2); CHECK(bsp.dleafs.size() == 8); for (auto &leaf : bsp.dleafs) { if (leaf.contents == Q2_CONTENTS_SOLID) { CHECK(0 == leaf.area); } else { CHECK(1 == leaf.area); } } } TEST_CASE("q2_missing_faces" * doctest::test_suite("testmaps_q2") * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_missing_faces.map"); const qvec3d point_on_missing_face{-137, 125, -76.1593}; const qvec3d point_on_missing_face2{-30, 12, -75.6411}; const qvec3d point_on_present_face{-137, 133, -76.6997}; CheckFilled(bsp); CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face)); CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_missing_face2)); CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], point_on_present_face)); } TEST_CASE("q2_ladder" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_ladder.map"); const qvec3d point_in_ladder{-8, 184, 24}; CheckFilled(bsp); auto *leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], point_in_ladder); // the brush lacked a visible contents, so it became solid. solid leafs wipe out any other content bits CHECK(leaf->contents == (Q2_CONTENTS_SOLID)); CHECK(1 == Leaf_Brushes(&bsp, leaf).size()); CHECK((Q2_CONTENTS_SOLID | Q2_CONTENTS_LADDER | Q2_CONTENTS_DETAIL) == Leaf_Brushes(&bsp, leaf).at(0)->contents); } TEST_CASE("q2_hint_missing_faces" * doctest::test_suite("testmaps_q2") * doctest::may_fail()) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_hint_missing_faces.map"); CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {36, 144, 30})); } TEST_CASE("q2_tb_cleanup" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_tb_cleanup.map"); { INFO("check that __TB_empty was converted to skip"); CHECK(nullptr == BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], {0, 0, 0})); } { auto ents = EntData_Parse(bsp); REQUIRE(ents.size() == 2); INFO("check that _tb_textures was stripped out"); CHECK(entdict_t{{"classname", "worldspawn"}} == ents[0]); } } TEST_CASE("q2_detail_wall" * doctest::test_suite("testmaps_q2")) { // q2_detail_wall_with_detail_bit.map has the DETAIL content flag set on the // brushes inside the func_detail_wall. the func_detail_wall should take priority. const std::vector maps{"q2_detail_wall.map", "q2_detail_wall_with_detail_bit.map"}; for (const auto &mapname : maps) { SUBCASE(mapname.c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname); auto *game = bsp.loadversion->game; CHECK(GAME_QUAKE_II == game->id); const auto deleted_face_pos = qvec3d{320, 384, 96}; const auto in_detail_wall = qvec3d{320, 384, 100}; auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_detail_wall); { INFO("check leaf / brush contents"); CAPTURE(contentflags_t{detail_wall_leaf->contents}.to_string(game)); CHECK(Q2_CONTENTS_SOLID == detail_wall_leaf->contents); REQUIRE(1 == Leaf_Brushes(&bsp, detail_wall_leaf).size()); auto *brush = Leaf_Brushes(&bsp, detail_wall_leaf).at(0); CAPTURE(contentflags_t{brush->contents}.to_string(game)); CHECK(Q2_CONTENTS_SOLID == brush->contents); } { INFO("check fully covered face is deleted"); CHECK(!BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], deleted_face_pos)); } { INFO("check floor under detail fence is not deleted, and not split"); auto *face_under_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 348, 96}); auto *face_outside_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 312, 96}); CHECK(face_under_fence); CHECK(face_under_fence == face_outside_fence); } } } } TEST_CASE("q2_detail_fence" * doctest::test_suite("testmaps_q2")) { const std::vector maps{"q2_detail_fence.map", "q2_detail_fence_with_detail_bit.map"}; for (const auto &mapname : maps) { SUBCASE(mapname.c_str()) { const auto [bsp, bspx, prt] = LoadTestmapQ2(mapname); auto *game = bsp.loadversion->game; CHECK(GAME_QUAKE_II == game->id); auto *detail_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 100}); { INFO("check leaf / brush contents"); CAPTURE(contentflags_t{detail_wall_leaf->contents}.to_string(game)); CHECK( (Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT) == detail_wall_leaf->contents); REQUIRE(1 == Leaf_Brushes(&bsp, detail_wall_leaf).size()); CHECK((Q2_CONTENTS_WINDOW | Q2_CONTENTS_DETAIL | Q2_CONTENTS_TRANSLUCENT) == Leaf_Brushes(&bsp, detail_wall_leaf).at(0)->contents); } { INFO("check fully covered face is not deleted"); CHECK(BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 384, 96})); } { INFO("check floor under detail fence is not deleted, and not split"); auto *face_under_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 348, 96}); auto *face_outside_fence = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d{320, 312, 96}); CHECK(face_under_fence); CHECK(face_under_fence == face_outside_fence); } } } } TEST_CASE("q2_mist_transwater" * doctest::test_suite("testmaps_q2")) { const auto [bsp, bspx, prt] = LoadTestmapQ2("q2_mist_transwater.map", {"-tjunc", "none"}); const qvec3d top_of_water = {-216, -16, 352}; auto up_faces = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], top_of_water, {0, 0, 1}); auto down_faces = BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], top_of_water, {0, 0, -1}); REQUIRE(1 == up_faces.size()); REQUIRE(1 == down_faces.size()); // water has a higher priority (lower content bits are stronger), so it should cut a hole in the mist CHECK(Face_TextureNameView(&bsp, up_faces[0]) == "e1u1/water6"); CHECK(Face_TextureNameView(&bsp, down_faces[0]) == "e1u1/water6"); const auto top_of_water_up = winding_t{{-232,-32,352}, {-232,0, 352}, {-200,0, 352}, {-200,-32,352}}; const auto top_of_water_dn = top_of_water_up.flip(); CHECK(Face_Winding(&bsp, up_faces[0]).directional_equal(top_of_water_up)); CHECK(Face_Winding(&bsp, down_faces[0]).directional_equal(top_of_water_dn)); } TEST_CASE("q2_tjunc_matrix" * doctest::test_suite("testmaps_q2")) { const auto [b, bspx, prt] = LoadTestmapQ2("q2_tjunc_matrix.map"); const mbsp_t &bsp = b; // workaround clang not allowing capturing bindings in lambdas auto *game = bsp.loadversion->game; CHECK(GAME_QUAKE_II == game->id); const qvec3d face_midpoint_origin {-24, 0, 24}; const qvec3d face_midpoint_to_tjunc {8, 0, 8}; const qvec3d z_delta_to_next_face {0, 0, 64}; const qvec3d x_delta_to_next_face {-64, 0, 0}; enum index_t : int { INDEX_DETAIL_WALL = 0, INDEX_SOLID, INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_WATER, INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_AUX, INDEX_SKY, }; auto has_tjunc = [&](index_t horizontal, index_t vertical) -> bool { const qvec3d face_midpoint = face_midpoint_origin + (x_delta_to_next_face * static_cast(horizontal)) + (z_delta_to_next_face * static_cast(vertical)); auto *f = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], face_midpoint); const qvec3f tjunc_location = qvec3f(face_midpoint + face_midpoint_to_tjunc); for (int i = 0; i < f->numedges; ++i) { if (Face_PointAtIndex(&bsp, f, i) == tjunc_location) { return true; } } return false; }; { INFO("INDEX_DETAIL_WALL horizontal"); CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_DETAIL_WALL)); // this one is tricky - the solid cuts a hole in the top // that hole (the detail_wall faces) are what weld with the side CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID)); // same as INDEX_DETAIL_WALL, INDEX_SOLID CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SOLID_DETAIL)); CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WATER)); CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_WATER)); CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_MIST)); CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_TRANSPARENT_WINDOW)); CHECK(!has_tjunc(INDEX_DETAIL_WALL, INDEX_OPAQUE_AUX)); // same as INDEX_DETAIL_WALL, INDEX_SOLID CHECK( has_tjunc(INDEX_DETAIL_WALL, INDEX_SKY)); } { INFO("INDEX_SOLID horizontal - welds with anything opaque except detail_wall"); CHECK(!has_tjunc(INDEX_SOLID, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_SOLID, INDEX_SOLID)); CHECK( has_tjunc(INDEX_SOLID, INDEX_SOLID_DETAIL)); CHECK(!has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_MIST)); CHECK(!has_tjunc(INDEX_SOLID, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_SOLID, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_SOLID, INDEX_SKY)); } { INFO("INDEX_SOLID_DETAIL horizontal - same as INDEX_SOLID"); CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SOLID_DETAIL)); CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_MIST)); CHECK(!has_tjunc(INDEX_SOLID_DETAIL, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_SOLID_DETAIL, INDEX_SKY)); } { INFO("INDEX_TRANSPARENT_WATER horizontal"); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SOLID_DETAIL)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_WATER)); // water is stronger than mist, so cuts away the bottom face of the mist // the top face of the water then doesn't need to weld because CHECK(!has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_MIST)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_TRANSPARENT_WATER, INDEX_SKY)); } { INFO("INDEX_OPAQUE_WATER horizontal"); // detail wall is stronger than water, so cuts a hole and the water then welds with itself CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID)); CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SOLID_DETAIL)); // welds because opaque water and translucent don't get a face between them CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_MIST)); // window is stronger and cuts a hole in the water CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_TRANSPARENT_WINDOW)); // same with aux CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_OPAQUE_WATER, INDEX_SKY)); } { INFO("INDEX_OPAQUE_MIST horizontal"); // detail wall is stronger, cuts mist CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SOLID_DETAIL)); // water is stronger, cuts mist CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_MIST)); // window is stronger, cuts mist CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_OPAQUE_MIST, INDEX_SKY)); } { INFO("INDEX_TRANSPARENT_WINDOW horizontal"); // detail wall is stronger than window, cuts a hole in the window, so window // tjuncs with itself CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_DETAIL_WALL)); // solid cuts a hole in the window CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID)); CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SOLID_DETAIL)); // translucent window and translucent water weld CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WATER)); CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_WATER)); CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_MIST)); CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_TRANSPARENT_WINDOW)); // note, aux is lower priority than window, so bottom face of aux gets cut away CHECK(!has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_OPAQUE_AUX)); // sky cuts hole in window CHECK( has_tjunc(INDEX_TRANSPARENT_WINDOW, INDEX_SKY)); } { INFO("INDEX_OPAQUE_AUX horizontal"); // detail_wall is higher priority, cuts a hole in aux, which welds with itself CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SOLID_DETAIL)); CHECK(!has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_MIST)); // window is stronger, cuts a hole which causes aux to weld CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_OPAQUE_AUX, INDEX_SKY)); } { INFO("INDEX_SKY horizontal - same as INDEX_SOLID"); CHECK(!has_tjunc(INDEX_SKY, INDEX_DETAIL_WALL)); CHECK( has_tjunc(INDEX_SKY, INDEX_SOLID)); CHECK( has_tjunc(INDEX_SKY, INDEX_SOLID_DETAIL)); CHECK(!has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WATER)); CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_WATER)); CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_MIST)); CHECK(!has_tjunc(INDEX_SKY, INDEX_TRANSPARENT_WINDOW)); CHECK( has_tjunc(INDEX_SKY, INDEX_OPAQUE_AUX)); CHECK( has_tjunc(INDEX_SKY, INDEX_SKY)); } }