fteqw/engine/client/wad.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// wad.c
#include "quakedef.h"
int wad_numlumps;
lumpinfo_t *wad_lumps;
qbyte *wad_base;
void SwapPic (qpic_t *pic);
/*
==================
W_CleanupName
Lowercases name and pads with spaces and a terminating 0 to the length of
lumpinfo_t->name.
Used so lumpname lookups can proceed rapidly by comparing 4 chars at a time
Space padding is so names can be printed nicely in tables.
Can safely be performed in place.
==================
*/
void W_CleanupName (const char *in, char *out)
{
int i;
int c;
for (i=0 ; i<16 ; i++ )
{
c = in[i];
if (!c)
break;
if (c >= 'A' && c <= 'Z')
c += ('a' - 'A');
out[i] = c;
}
for ( ; i< 16 ; i++ )
out[i] = 0;
}
void W_Shutdown (void)
{
if (wad_base)
Z_Free(wad_base);
wad_base = NULL;
}
/*
====================
W_LoadWadFile
====================
*/
void W_LoadWadFile (char *filename)
{
lumpinfo_t *lump_p;
wadinfo_t *header;
unsigned i;
int infotableofs;
if (wad_base)
Z_Free(wad_base);
wad_base = COM_LoadFile (filename, 0, NULL);
if (!wad_base)
{
wad_numlumps = 0;
Con_DPrintf ("W_LoadWadFile: couldn't load %s\n", filename);
return;
}
header = (wadinfo_t *)wad_base;
if (header->identification[0] != 'W'
|| header->identification[1] != 'A'
|| header->identification[2] != 'D'
|| header->identification[3] != '2')
{
Con_Printf ("W_LoadWadFile: Wad file %s doesn't have WAD2 id\n",filename);
wad_numlumps = 0;
Z_Free(wad_base);
wad_base = NULL;
return;
}
wad_numlumps = LittleLong(header->numlumps);
infotableofs = LittleLong(header->infotableofs);
wad_lumps = (lumpinfo_t *)(wad_base + infotableofs);
for (i=0, lump_p = wad_lumps ; i<wad_numlumps ; i++,lump_p++)
{
lump_p->filepos = LittleLong(lump_p->filepos);
lump_p->size = LittleLong(lump_p->size);
W_CleanupName (lump_p->name, lump_p->name);
if (lump_p->type == TYP_QPIC)
SwapPic ( (qpic_t *)(wad_base + lump_p->filepos));
}
}
/*
=============
W_GetLumpinfo
=============
*/
lumpinfo_t *W_GetLumpinfo (char *name)
{
int i;
lumpinfo_t *lump_p;
char clean[16];
W_CleanupName (name, clean);
for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
{
if (!strcmp(clean, lump_p->name))
return lump_p;
}
Sys_Error ("W_GetLumpinfo: %s not found", name);
return NULL;
}
void *W_SafeGetLumpName (const char *name)
{
int i;
lumpinfo_t *lump_p;
char clean[16];
W_CleanupName (name, clean);
for (lump_p=wad_lumps, i=0 ; i<wad_numlumps ; i++,lump_p++)
{
if (!strcmp(clean, lump_p->name))
return (void *)(wad_base+lump_p->filepos);
}
return NULL;
}
void *W_GetLumpName (char *name)
{
lumpinfo_t *lump;
lump = W_GetLumpinfo (name);
return (void *)(wad_base + lump->filepos);
}
void *W_GetLumpNum (int num)
{
lumpinfo_t *lump;
if (num < 0 || num >= wad_numlumps)
Sys_Error ("W_GetLumpNum: bad number: %i", num);
lump = wad_lumps + num;
return (void *)(wad_base + lump->filepos);
}
/*
=============================================================================
automatic qbyte swapping
=============================================================================
*/
void SwapPic (qpic_t *pic)
{
pic->width = LittleLong(pic->width);
pic->height = LittleLong(pic->height);
}
// based on original code by LordHavoc
//FIXME: convert to linked list. is hunk possible?
//hash tables?
#define TEXWAD_MAXIMAGES 16384
typedef struct
{
char name[16];
vfsfile_t *file;
int position;
int size;
} texwadlump_t;
int numwadtextures;
static texwadlump_t texwadlump[TEXWAD_MAXIMAGES];
typedef struct wadfile_s {
char name[64];
vfsfile_t *file;
struct wadfile_s *next;
} wadfile_t;
wadfile_t *openwadfiles;
void Wads_Flush (void)
{
wadfile_t *wf;
while(openwadfiles)
{
VFS_CLOSE(openwadfiles->file);
wf = openwadfiles->next;
Z_Free(openwadfiles);
openwadfiles = wf;
}
numwadtextures=0;
}
/*
====================
W_LoadTextureWadFile
====================
*/
void W_LoadTextureWadFile (char *filename, int complain)
{
lumpinfo_t *lumps, *lump_p;
wadinfo_t header;
int i, j;
int infotableofs;
vfsfile_t *file;
int numlumps;
wadfile_t *wf = openwadfiles;
while(wf)
{
if (!strcmp(wf->name, filename)) //already loaded
return;
wf = wf->next;
}
file = FS_OpenVFS(filename, "rb", FS_GAME);
if (!file)
file = FS_OpenVFS(va("textures/halflife/%s", filename), "rb", FS_GAME);
if (!file)
{
if (complain)
Con_Printf ("W_LoadTextureWadFile: couldn't find %s", filename);
return;
}
if (VFS_READ(file, &header, sizeof(wadinfo_t)) != sizeof(wadinfo_t))
{Con_Printf ("W_LoadTextureWadFile: unable to read wad header");return;}
if (memcmp(header.identification, "WAD3", 4) && memcmp(header.identification, "WAD2", 4))
{Con_Printf ("W_LoadTextureWadFile: Wad file %s doesn't have WAD3 id\n",filename);return;}
numlumps = LittleLong(header.numlumps);
if (numlumps < 1 || numlumps > TEXWAD_MAXIMAGES)
{Con_Printf ("W_LoadTextureWadFile: invalid number of lumps (%i)\n", numlumps);return;}
infotableofs = LittleLong(header.infotableofs);
if (!VFS_SEEK(file, infotableofs))
{Con_Printf ("W_LoadTextureWadFile: unable to seek to lump table");return;}
if (!((lumps = Hunk_TempAlloc(sizeof(lumpinfo_t)*numlumps))))
{Con_Printf ("W_LoadTextureWadFile: unable to allocate temporary memory for lump table");return;}
if (VFS_READ(file, lumps, sizeof(lumpinfo_t)*numlumps) != (int)sizeof(lumpinfo_t) * numlumps)
{Con_Printf ("W_LoadTextureWadFile: unable to read lump table");return;}
for (i=0, lump_p = lumps ; i<numlumps ; i++,lump_p++)
{
W_CleanupName (lump_p->name, lump_p->name);
for (j = 0;j < numwadtextures;j++)
{
if (!strcmp(lump_p->name, texwadlump[j].name)) // name match, replace old one
break;
}
if (j >= TEXWAD_MAXIMAGES)
break; // abort loading
if (j == numwadtextures)
{
W_CleanupName (lump_p->name, texwadlump[j].name);
texwadlump[j].file = file;
texwadlump[j].position = LittleLong(lump_p->filepos);
texwadlump[j].size = LittleLong(lump_p->disksize);
numwadtextures++;
}
}
// leaves the file open
}
/*
void W_ApplyGamma (qbyte *data, int len, int skipalpha)
{
int i, inf;
qbyte gammatable[256];
if (v_gamma.value == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
}
else
{
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , v_gamma.value ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
}
*/
qbyte *W_ConvertWAD3Texture(miptex_t *tex, size_t lumpsize, int *width, int *height, qboolean *usesalpha) //returns rgba
{
qbyte *in, *data, *out, *pal;
int d, p;
int alpha = 0;
if (tex->name[0] == '{')
alpha = 1;
else if (!strncmp(tex->name, "window", 6) || !strncmp(tex->name, "glass", 5))
alpha = 2;
//use malloc here if you want, but you'll have to free it again... NUR!
data = out = BZ_Malloc(tex->width * tex->height * 4);
if (!data)
return NULL;
in = (qbyte *)tex + tex->offsets[0];
*width = tex->width;
*height = tex->height;
pal = in + (((tex->width * tex->height) * 85) >> 6);
pal += 2;
if (pal+768 - (qbyte*)tex > lumpsize)
pal = host_basepal;
for (d = 0;d < tex->width * tex->height;d++)
{
p = *in++;
if (alpha==1 && p == 255) //only allow alpha on '{' textures
out[0] = out[1] = out[2] = out[3] = 0;
else if (alpha == 2)
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = (out[0]+out[1]+out[2])/3;
}
else
{
p *= 3;
out[0] = pal[p];
out[1] = pal[p+1];
out[2] = pal[p+2];
out[3] = 255;
}
out += 4;
}
BoostGamma(data, tex->width, tex->height);
*usesalpha = !!alpha;
return data;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qbyte *W_GetTexture(const char *name, int *width, int *height, qboolean *usesalpha)//returns rgba
{
char texname[17];
int i, j;
vfsfile_t *file;
miptex_t *tex;
qbyte *data;
if ((!strncmp(name, "gfx/", 4) || !strncmp(name, "wad/", 4)) && strcmp(name, "gfx/conchars"))
{
qpic_t *p;
p = W_SafeGetLumpName(name+4);
if (p)
{
*width = p->width;
*height = p->height;
*usesalpha = false;
data = BZ_Malloc(p->width * p->height * 4);
for (i = 0; i < p->width * p->height; i++)
{
((unsigned int*)data)[i] = d_8to24rgbtable[p->data[i]];
}
return data;
}
}
texname[16] = 0;
W_CleanupName (name, texname);
for (i = 0;i < numwadtextures;i++)
{
if (!strcmp(texname, texwadlump[i].name)) // found it
{
file = texwadlump[i].file;
if (!VFS_SEEK(file, texwadlump[i].position))
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex = BZ_Malloc(texwadlump[i].size); //temp buffer for disk info (was hunk_tempalloc, but that wiped loading maps and the like
if (!tex)
return NULL;
if (VFS_READ(file, tex, texwadlump[i].size) < texwadlump[i].size)
{Con_Printf("W_GetTexture: corrupt WAD3 file");return NULL;}
tex->width = LittleLong(tex->width);
tex->height = LittleLong(tex->height);
for (j = 0;j < MIPLEVELS;j++)
tex->offsets[j] = LittleLong(tex->offsets[j]);
data = W_ConvertWAD3Texture(tex, texwadlump[i].size, width, height, usesalpha);
BZ_Free(tex);
return data;
}
}
return NULL;
}
typedef struct mapgroup_s {
char *mapname;
char *skyname;
struct mapgroup_s *next;
} mapskys_t;
static mapskys_t *mapskies;
void CL_Skygroup_f(void)
{
mapskys_t **link;
mapskys_t *ms;
char *skyname;
char *mapname;
int i;
int remove;
skyname = Cmd_Argv(1);
if (!*skyname)
{
skyname = NULL;
for (ms = mapskies; ms; ms = ms->next)
{
if (!skyname || strcmp(skyname, ms->skyname))
{
Con_Printf("%s%s:", skyname?"\n":"", ms->skyname);
skyname=ms->skyname;
}
Con_Printf(" %s", ms->mapname);
}
if (skyname)
Con_Printf("\n");
else
Con_Printf("No skygroups defined\n");
return;
}
if (!strcmp(skyname, "clear") && Cmd_Argc() == 2)
{
while (mapskies)
{
ms = mapskies->next;
Z_Free(mapskies);
mapskies = ms;
}
return;
}
if (*skyname == '-')
{
skyname++;
for (link = &mapskies; *link; )
{
if (!strcmp((*link)->mapname, skyname) || !strcmp((*link)->skyname, skyname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
}
else
link = &(*link)->next;
}
return;
}
for (i = 2; i < Cmd_Argc(); i++)
{
mapname = Cmd_Argv(i);
remove = *mapname == '-';
mapname += remove;
for (link = &mapskies; *link; link = &(*link)->next)
{
if (!strcmp((*link)->mapname, mapname))
{
ms = *link;
*link = ms->next;
Z_Free(ms);
break;
}
}
if (remove)
continue;
ms = Z_Malloc(sizeof(*ms) + strlen(mapname) + strlen(skyname) + 2);
ms->mapname = (char*)(ms+1);
ms->skyname = ms->mapname + strlen(mapname)+1;
ms->next = mapskies;
strcpy(ms->mapname, mapname);
strcpy(ms->skyname, skyname);
mapskies = ms;
}
}
char wads[4096];
void Mod_ParseInfoFromEntityLump(model_t *wmodel) //actually, this should be in the model code.
{
char token[4096];
char key[128];
char *data = wmodel->entities;
mapskys_t *msky;
cl.skyrotate = 0;
VectorClear(cl.skyaxis);
wads[0] = '\0';
#ifndef CLIENTONLY
if (isDedicated) //don't bother
return;
#endif
// this hack is necessary to ensure Quake 2 maps get their default skybox, without breaking q1 etc
if (wmodel->fromgame == fg_quake2)
strcpy(cl.skyname, "unit1_");
else
cl.skyname[0] = '\0';
if (data)
if ((data=COM_ParseOut(data, token, sizeof(token)))) //read the map info.
if (token[0] == '{')
while (1)
{
if (!(data=COM_ParseOut(data, token, sizeof(token))))
break; // error
if (token[0] == '}')
break; // end of worldspawn
if (token[0] == '_')
Q_strncpyz(key, token + 1, sizeof(key)); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
else
Q_strncpyz(key, token, sizeof(key));
if (!((data=COM_ParseOut(data, token, sizeof(token)))))
break; // error
if (!strcmp("wad", key)) // for HalfLife maps
{
if (wmodel->fromgame == fg_halflife || wmodel->type == mod_heightmap)
{
Q_strncatz(wads, ";", sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
Q_strncatz(wads, token, sizeof(wads)); //cache it for later (so that we don't play with any temp memory yet)
}
}
else if (!strcmp("skyname", key)) // for HalfLife maps
{
Q_strncpyz(cl.skyname, token, sizeof(cl.skyname));
}
else if (!strcmp("fog", key)) //q1 extension. FIXME: should be made temporary.
{
void CL_Fog_f(void);
key[0] = 'f';
key[1] = 'o';
key[2] = 'g';
key[3] = ' ';
Q_strncpyz(key+4, token, sizeof(key)-4);
Cbuf_AddText(key, RESTRICT_INSECURE);
}
else if (!strncmp("cvar_", key, 5)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
cvar_t *var = Cvar_FindVar(key+5);
if (var && !(var->flags & CVAR_NOTFROMSERVER))
Cvar_LockFromServer(var, com_token);
}
else if (!strcmp("wateralpha", key)) //override cvars so mappers don't end up hacking cvars and fucking over configs (at least in other engines).
{
Cvar_LockFromServer(&r_wateralpha, com_token);
Cvar_LockFromServer(&r_waterstyle, "1"); //force vanilla-style water too.
}
else if (!strcmp("slimealpha", key))
{
Cvar_LockFromServer(&r_slimealpha, com_token);
Cvar_LockFromServer(&r_slimestyle, "1");
}
else if (!strcmp("lavaalpha", key))
{
Cvar_LockFromServer(&r_lavaalpha, com_token);
Cvar_LockFromServer(&r_lavastyle, "1");
}
else if (!strcmp("telealpha", key))
{
Cvar_LockFromServer(&r_telealpha, com_token);
Cvar_LockFromServer(&r_telestyle, "1");
}
else if (!strcmp("sky", key)) // for Quake2 maps
{
Q_strncpyz(cl.skyname, token, sizeof(cl.skyname));
}
else if (!strcmp("skyrotate", key)) //q2 feature
{
cl.skyrotate = atof(token);
}
else if (!strcmp("skyaxis", key)) //q2 feature
{
char *s;
Q_strncpyz(key, token, sizeof(key));
s = COM_ParseOut(key, token, sizeof(token));
if (s)
{
cl.skyaxis[0] = atof(s);
s = COM_ParseOut(s, token, sizeof(token));
if (s)
{
cl.skyaxis[1] = atof(s);
COM_ParseOut(s, token, sizeof(token));
if (s)
cl.skyaxis[2] = atof(s);
}
}
}
}
COM_FileBase (wmodel->name, token, sizeof(token));
//map-specific sky override feature
for (msky = mapskies; msky; msky = msky->next)
{
if (!strcmp(msky->mapname, token))
{
Q_strncpyz(cl.skyname, msky->skyname, sizeof(cl.skyname));
break;
}
}
}
//textures/fred.wad is the DP standard - I wanna go for that one.
//textures/halfline/fred.wad is what fuhquake can use (yuck).
//fred.wad is what half-life supports.
//we only try one download, for textures/fred.wad
//but we will load wads from the other two paths if we have them locally.
qboolean Wad_NextDownload (void)
{
char wadname[4096+9]="textures/";
int i, j, k;
if (*wads) //now go about checking the wads
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
strcpy(wadname+9, &wads[j]);
if (wadname[9])
{
if (!COM_FCheckExists(wadname+9)) //wad is in root dir, so we don't need to try textures.
CL_CheckOrEnqueDownloadFile(wadname, wadname, DLLF_REQUIRED); //don't skip this one, or the world is white.
}
wads[i] = k;
j = i+1;
if (!k)
break;
}
}
}
}
Wads_Flush();
if (*wads) //now go about loading the wads, we are now safe from tempallocs
{
j = 0;
wads[4095] = '\0';
for (i = 0;i < 4095;i++)
if (wads[i] != ';' && wads[i] != '\\' && wads[i] != '/' && wads[i] != ':')
break;
if (wads[i])
{
j=i;
for (;i < 4095;i++)
{
// ignore path...
if (wads[i] == '\\' || wads[i] == '/' || wads[i] == ':')
j = i+1;
else if (wads[i] == ';' || wads[i] == 0)
{
k = wads[i];
wads[i] = 0;
strcpy(wadname+9, &wads[j]);
if (wadname[9])
{
if (COM_FCheckExists(wadname+9))
W_LoadTextureWadFile (wadname+9, false);
else
W_LoadTextureWadFile (wadname, false);
}
j = i+1;
if (!k)
break;
}
}
}
}
return true;
}