gtkradiant/tools/quake3/q3data/q3data.c

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifdef WIN32
#include <io.h>
#endif
#include "q3data.h"
#include "md3lib.h"
#include "vfs.h"
qboolean verbose;
qboolean g_verbose;
qboolean g_stripify = qtrue;
qboolean g_release; // don't grab, copy output data to new tree
char g_releasedir[1024]; // c:\quake2\baseq2, etc
qboolean g_archive; // don't grab, copy source data to new tree
char g_only[256]; // if set, only grab this cd
qboolean g_skipmodel; // set true when a cd is not g_only
// bogus externs for some TA hacks (common/ using them against q3map)
char *moddir = NULL;
#if defined( __linux__ ) || defined( __FreeBSD__ ) || defined( __APPLE__ )
#define strlwr strlower
#endif
/*
=======================================================
PAK FILES
=======================================================
*/
unsigned Com_BlockChecksum( void *buffer, int length );
typedef struct
{
char name[56];
int filepos, filelen;
} packfile_t;
typedef struct
{
char id[4];
int dirofs;
int dirlen;
} packheader_t;
packfile_t pfiles[16384];
FILE *pakfile;
packfile_t *pf;
packheader_t pakheader;
/*
==============
ReleaseFile
Filename should be gamedir reletive.
Either copies the file to the release dir, or adds it to
the pak file.
==============
*/
void ReleaseFile( char *filename ){
char source[1024];
char dest[1024];
if ( !g_release ) {
return;
}
sprintf( source, "%s%s", gamedir, filename );
sprintf( dest, "%s/%s", g_releasedir, filename );
printf( "copying to %s\n", dest );
QCopyFile( source, dest );
return;
}
typedef struct
{
// shader
// opaque
// opaque 2
// blend
// blend 2
char names[5][1024];
int num;
} ShaderFiles_t;
ShaderFiles_t s_shaderFiles;
void FindShaderFiles( char *filename ){
char buffer[1024];
char stripped[1024];
char linebuffer[1024];
int len, i;
char *buf;
char *diffuseExtensions[] =
{
".TGA",
".WAL",
".PCX",
0
};
char *otherExtensions[] =
{
".specular.TGA",
".blend.TGA",
".alpha.TGA",
0
};
s_shaderFiles.num = 0;
strcpy( stripped, filename );
if ( strrchr( stripped, '.' ) ) {
*strrchr( stripped, '.' ) = 0;
}
strcat( stripped, ".shader" );
if ( FileExists( stripped ) ) {
char *p;
char mapa[512], mapb[512];
strcpy( s_shaderFiles.names[s_shaderFiles.num], stripped );
s_shaderFiles.num++;
// load and parse
len = LoadFile( stripped, (void **)&buf );
p = buf;
while ( p - buf < len )
{
i = 0;
// skip spaces
while ( *p == ' ' || *p == '\n' || *p == '\t' )
p++;
// grab rest of the line
while ( *p != 0 && *p != '\n' )
{
linebuffer[i] = *p;
i++;
p++;
}
if ( *p == '\n' ) {
p++;
}
linebuffer[i] = 0;
strlwr( linebuffer );
// see if the line specifies an opaque map or blendmap
if ( strstr( linebuffer, "opaquemap" ) == linebuffer ||
strstr( linebuffer, "blendmap" ) == linebuffer ) {
int j;
i = 0;
mapa[0] = mapb[0] = 0;
// skip past the keyword
while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
i++;
// skip past spaces
while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )
i++;
// grab first map name
j = 0;
while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
{
mapa[j] = linebuffer[i];
j++;
i++;
}
mapa[j] = 0;
// skip past spaces
while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )
i++;
// grab second map name
j = 0;
while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
{
mapb[j] = linebuffer[i];
j++;
i++;
}
mapb[j] = 0;
// store map names
if ( mapa[0] != 0 && mapa[0] != '-' ) {
sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapa );
s_shaderFiles.num++;
}
if ( mapb[0] != 0 && mapb[0] != '-' && mapb[0] != '^' && mapb[0] != '*' ) {
sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapb );
s_shaderFiles.num++;
}
}
}
}
else
{
if ( strrchr( stripped, '.' ) ) {
*strrchr( stripped, '.' ) = 0;
}
// look for diffuse maps
for ( i = 0; i < 3; i++ )
{
strcpy( buffer, stripped );
strcat( buffer, diffuseExtensions[i] );
if ( FileExists( buffer ) ) {
strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );
s_shaderFiles.num++;
break;
}
}
for ( i = 0; i < 3; i++ )
{
strcpy( buffer, stripped );
strcat( buffer, otherExtensions[i] );
if ( FileExists( buffer ) ) {
strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );
s_shaderFiles.num++;
}
}
}
}
/*
==============
ReleaseShader
Copies all needed files for a shader to the release directory
==============
*/
void ReleaseShader( char *filename ){
char fullpath[1024];
char dest[1024];
char stripped[1024];
int i;
sprintf( fullpath, "%s%s", gamedir, filename );
FindShaderFiles( fullpath );
for ( i = 0; i < s_shaderFiles.num; i++ )
{
strcpy( stripped, s_shaderFiles.names[i] );
if ( strstr( stripped, gamedir ) ) {
memmove( stripped, stripped + strlen( gamedir ), strlen( stripped ) );
}
sprintf( dest, "%s/%s", g_releasedir, stripped );
printf( "copying to %s\n", dest );
QCopyFile( s_shaderFiles.names[i], dest );
}
}
/*
===============
Cmd_File
This is only used to cause a file to be copied during a release
build (default.cfg, maps, etc)
===============
*/
void Cmd_File( void ){
GetToken( qfalse );
ReleaseFile( token );
}
/*
===============
PackDirectory_r
===============
*/
#ifdef _WIN32
#include "io.h"
void PackDirectory_r( char *dir ){
struct _finddata_t fileinfo;
int handle;
char dirstring[1024];
char filename[1024];
sprintf( dirstring, "%s%s/*.*", gamedir, dir );
handle = _findfirst( dirstring, &fileinfo );
if ( handle == -1 ) {
return;
}
do
{
sprintf( filename, "%s/%s", dir, fileinfo.name );
if ( fileinfo.attrib & _A_SUBDIR ) { // directory
if ( fileinfo.name[0] != '.' ) { // don't pak . and ..
PackDirectory_r( filename );
}
continue;
}
// copy or pack the file
ReleaseFile( filename );
} while ( _findnext( handle, &fileinfo ) != -1 );
_findclose( handle );
}
#else
#include <sys/types.h>
#ifndef WIN32
#include <sys/dir.h>
#else
#include <sys/dirent.h>
#endif
void PackDirectory_r( char *dir ){
#ifdef NeXT
struct direct **namelist, *ent;
#else
struct dirent **namelist, *ent;
#endif
int count;
struct stat st;
int i;
int len;
char fullname[1024];
char dirstring[1024];
char *name;
sprintf( dirstring, "%s%s", gamedir, dir );
count = scandir( dirstring, &namelist, NULL, NULL );
for ( i = 0 ; i < count ; i++ )
{
ent = namelist[i];
name = ent->d_name;
if ( name[0] == '.' ) {
continue;
}
sprintf( fullname, "%s/%s", dir, name );
sprintf( dirstring, "%s%s/%s", gamedir, dir, name );
if ( stat( dirstring, &st ) == -1 ) {
Error( "fstating %s", pf->name );
}
if ( st.st_mode & S_IFDIR ) { // directory
PackDirectory_r( fullname );
continue;
}
// copy or pack the file
ReleaseFile( fullname );
}
}
#endif
/*
===============
Cmd_Dir
This is only used to cause a directory to be copied during a
release build (sounds, etc)
===============
*/
void Cmd_Dir( void ){
GetToken( qfalse );
PackDirectory_r( token );
}
//========================================================================
#define MAX_RTEX 16384
int numrtex;
char rtex[MAX_RTEX][64];
void ReleaseTexture( char *name ){
int i;
char path[1024];
for ( i = 0 ; i < numrtex ; i++ )
if ( !Q_stricmp( name, rtex[i] ) ) {
return;
}
if ( numrtex == MAX_RTEX ) {
Error( "numrtex == MAX_RTEX" );
}
strcpy( rtex[i], name );
numrtex++;
sprintf( path, "textures/%s.wal", name );
ReleaseFile( path );
}
/*
===============
Cmd_Maps
Only relevent for release and pak files.
Releases the .bsp files for the maps, and scans all of the files to
build a list of all textures used, which are then released.
===============
*/
void Cmd_Maps( void ){
char map[1024];
while ( TokenAvailable() )
{
GetToken( qfalse );
sprintf( map, "maps/%s.bsp", token );
ReleaseFile( map );
if ( !g_release ) {
continue;
}
// get all the texture references
sprintf( map, "%smaps/%s.bsp", gamedir, token );
LoadBSPFile( map );
}
}
//==============================================================
/*
===============
ParseScript
===============
*/
void ParseScript( void ){
while ( 1 )
{
do
{ // look for a line starting with a $ command
GetToken( qtrue );
if ( endofscript ) {
return;
}
if ( token[0] == '$' ) {
break;
}
while ( TokenAvailable() )
GetToken( qfalse );
} while ( 1 );
//
// model commands
//
if ( !strcmp( token, "$modelname" ) ) {
Cmd_Modelname();
}
else if ( !strcmp( token, "$base" ) ) {
Cmd_Base();
}
else if ( !strcmp( token, "$exit" ) ) {
break;
}
else if ( !strcmp( token, "$3dsconvert" ) ) {
Cmd_3DSConvert();
}
else if ( !strcmp( token, "$spritebase" ) ) {
Cmd_SpriteBase();
}
else if ( !strcmp( token, "$cd" ) ) {
Cmd_Cd();
}
else if ( !strcmp( token, "$origin" ) ) {
Cmd_Origin();
}
else if ( !strcmp( token, "$scale" ) ) {
Cmd_ScaleUp();
}
else if ( !strcmp( token, "$frame" ) ) {
Cmd_Frame();
}
else if ( !strcmp( token, "$skin" ) ) {
Cmd_Skin();
}
else if ( !strcmp( token, "$spriteshader" ) ) {
Cmd_SpriteShader();
}
else if ( !strcmp( token, "$aseconvert" ) ) {
Cmd_ASEConvert( qfalse );
}
else if ( !strcmp( token, "$aseanimconvert" ) ) {
Cmd_ASEConvert( qtrue );
}
//
// image commands
//
else if ( !strcmp( token, "$grab" ) ) {
Cmd_Grab();
}
else if ( !strcmp( token, "$raw" ) ) {
Cmd_Raw();
}
else if ( !strcmp( token, "$colormap" ) ) {
Cmd_Colormap();
}
else if ( !strcmp( token, "$environment" ) ) {
Cmd_Environment();
}
//
// video
//
else if ( !strcmp( token, "$video" ) ) {
Cmd_Video();
}
//
// misc
//
else if ( !strcmp( token, "$file" ) ) {
Cmd_File();
}
else if ( !strcmp( token, "$dir" ) ) {
Cmd_Dir();
}
else if ( !strcmp( token, "$maps" ) ) {
Cmd_Maps();
}
else{
Error( "bad command %s\n", token );
}
}
}
//=======================================================
#include "version.h"
/*
==============
main
==============
*/
int main( int argc, char **argv ){
static int i; // VC4.2 compiler bug if auto...
char path[1024];
// using GtkRadiant's versioning next to Id's versioning
printf( "Q3Data - (c) 1999 Id Software Inc.\n" );
printf( "GtkRadiant - v" RADIANT_VERSION " " __DATE__ "\n" );
ExpandWildcards( &argc, &argv );
for ( i = 1 ; i < argc ; i++ )
{
if ( !strcmp( argv[i], "-archive" ) ) {
archive = qtrue;
strcpy( archivedir, argv[i + 1] );
printf( "Archiving source to: %s\n", archivedir );
i++;
}
else if ( !strcmp( argv[i], "-release" ) ) {
g_release = qtrue;
strcpy( g_releasedir, argv[i + 1] );
printf( "Copy output to: %s\n", g_releasedir );
i++;
}
else if ( !strcmp( argv[i], "-nostrips" ) ) {
g_stripify = qfalse;
printf( "Not optimizing for strips\n" );
}
else if ( !strcmp( argv[i], "-writedir" ) ) {
strcpy( writedir, argv[i + 1] );
printf( "Write output to: %s\n", writedir );
i++;
}
else if ( !strcmp( argv[i], "-verbose" ) ) {
g_verbose = qtrue;
}
else if ( !strcmp( argv[i], "-dump" ) ) {
printf( "Dumping contents of: '%s'\n", argv[i + 1] );
if ( strstr( argv[i + 1], ".md3" ) ) {
MD3_Dump( argv[i + 1] );
}
else
{
Error( "Do not know how to dump the contents of '%s'\n", argv[i + 1] );
}
i++;
}
else if ( !strcmp( argv[i], "-3dsconvert" ) ) {
// NOTE TTimo this is broken, tried on a sample .3ds
// what happens .. it calls the Convert3DStoMD3,
// which calls the scriptlib function in non initialized state .. and crashes
printf( "Converting %s.3DS to %s.MD3\n", argv[i + 1], argv[i + 1] );
SetQdirFromPath( argv[i + 1] );
vfsInitDirectory( gamedir );
Convert3DStoMD3( argv[i + 1] );
i++;
}
else if ( !strcmp( argv[i], "-only" ) ) {
strcpy( g_only, argv[i + 1] );
printf( "Only grabbing %s\n", g_only );
i++;
}
else if ( !strcmp( argv[i], "-gamedir" ) ) {
strcpy( gamedir, argv[i + 1] );
i++;
}
else if ( argv[i][0] == '-' ) {
Error( "Unknown option \"%s\"", argv[i] );
}
else{
break;
}
}
if ( i == argc ) {
Error( "usage: q3data [-archive <directory>] [-dump <file.md3>] [-release <directory>] [-only <model>] [-3dsconvert <file.3ds>] [-verbose] [file.qdt]" );
}
for ( ; i < argc ; i++ )
{
printf( "--------------- %s ---------------\n", argv[i] );
// load the script
strcpy( path, argv[i] );
DefaultExtension( path, ".qdt" );
if ( !gamedir[0] ) {
SetQdirFromPath( path );
}
// NOTE TTimo
// q3data went through a partial conversion to use the vfs
// it was never actually tested before 1.1.1
// the code is still mostly using direct file access calls
vfsInitDirectory( gamedir );
LoadScriptFile( ExpandArg( path ), -1 );
//
// parse it
//
ParseScript();
// write out the last model
FinishModel( TYPE_UNKNOWN );
}
return 0;
}