gtkradiant/tools/quake3/q3data/p3dlib.c

335 lines
6.1 KiB
C

/*
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
*/
#include "../common/cmdlib.h"
#include "p3dlib.h"
#ifdef WIN32
#include <io.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#define MAX_POLYSETS 64
#if defined( __linux__ ) || defined( __FreeBSD__ ) || defined( __APPLE__ )
#define _strcmpi Q_stricmp
#define filelength Q_filelength
#define strlwr strlower
#endif
typedef struct
{
long len;
int numPairs;
char polysetNames[MAX_POLYSETS][256];
char shaders[MAX_POLYSETS][256];
char *buffer, *curpos;
} p3d_t;
static p3d_t p3d;
static int P3DProcess();
static int P3DGetToken( int restOfLine );
static char s_token[1024];
static int s_curpair;
/*
** P3DLoad
**
*/
int P3DLoad( const char *filename ){
FILE *fp = fopen( filename, "rb" );
if ( !fp ) {
return 0;
}
memset( &p3d, 0, sizeof( p3d ) );
p3d.len = filelength( fileno( fp ) );
p3d.curpos = p3d.buffer = malloc( p3d.len );
if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 ) {
fclose( fp );
return 0;
}
fclose( fp );
return P3DProcess();
}
/*
** P3DClose
**
*/
void P3DClose(){
if ( p3d.buffer ) {
free( p3d.buffer );
p3d.buffer = 0;
}
}
int CharIsTokenDelimiter( int ch ){
if ( ch <= 32 ) {
return 1;
}
return 0;
}
int P3DSkipToToken( const char *name ){
while ( P3DGetToken( 0 ) )
{
if ( !_strcmpi( s_token, name ) ) {
return 1;
}
}
return 0;
}
/*
** P3DGetToken
**
*/
int P3DGetToken( int restOfLine ){
int i = 0;
if ( p3d.buffer == 0 ) {
return 0;
}
if ( ( p3d.curpos - p3d.buffer ) == p3d.len ) {
return 0;
}
// skip over crap
while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) &&
( *p3d.curpos <= 32 ) )
{
p3d.curpos++;
}
while ( ( p3d.curpos - p3d.buffer ) < p3d.len )
{
s_token[i] = *p3d.curpos;
p3d.curpos++;
i++;
if ( ( CharIsTokenDelimiter( s_token[i - 1] ) && !restOfLine ) ||
( ( s_token[i - 1] == '\n' ) ) ) {
s_token[i - 1] = 0;
break;
}
}
s_token[i] = 0;
return 1;
}
int P3DGetNextPair( char **psetName, char **associatedShader ){
if ( s_curpair < p3d.numPairs ) {
*psetName = p3d.polysetNames[s_curpair];
*associatedShader = p3d.shaders[s_curpair];
s_curpair++;
return 1;
}
return 0;
}
int P3DSkipToTokenInBlock( const char *name ){
int iLevel = 0;
while ( P3DGetToken( 0 ) )
{
if ( !_strcmpi( s_token, "}" ) ) {
iLevel--;
}
else if ( !_strcmpi( s_token, "{" ) ) {
iLevel++;
}
if ( !_strcmpi( s_token, name ) ) {
return 1;
}
if ( iLevel == 0 ) {
return 0;
}
}
return 0;
}
/*
** P3DProcess
**
** Nothing fancy here.
*/
int P3DProcess(){
s_curpair = 0;
// first token should be a string
P3DGetToken( 1 ); // Voodoo Ascii File
// skip to the first Obj declaration
while ( P3DGetToken( 0 ) )
{
if ( !_strcmpi( s_token, "Obj" ) ) {
int j = 0, k = 0;
if ( P3DSkipToToken( "Text" ) ) {
if ( P3DSkipToTokenInBlock( "TMap" ) ) {
char *p;
if ( !P3DSkipToToken( "Path" ) ) {
return 0;
}
if ( !P3DGetToken( 1 ) ) {
return 0;
}
while ( s_token[j] != 0 )
{
if ( s_token[j] == '\\' ) {
j++;
p3d.shaders[p3d.numPairs][k] = '/';
}
else
{
p3d.shaders[p3d.numPairs][k] = s_token[j];
}
j++;
k++;
}
p3d.shaders[p3d.numPairs][k] = 0;
//
// strip off any explicit extensions
//
if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 ) {
while ( *p )
{
if ( *p == '.' ) {
*p = 0;
break;
}
p++;
}
}
//
// skip to the end of the Object and grab its name
//
if ( !P3DSkipToToken( "Name" ) ) {
return 0;
}
if ( P3DGetToken( 0 ) ) {
// strip off leading 'Obj_' if it exists
if ( strstr( s_token, "Obj_" ) == s_token ) {
strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) );
}
else{
strcpy( p3d.polysetNames[p3d.numPairs], s_token );
}
// strip off trailing unused color information
// if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 )
// *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0;
p3d.numPairs++;
}
else
{
return 0;
}
}
}
}
}
s_curpair = 0;
return 1;
}
#if 0
void SkinFromP3D( const char *file ){
char filename[1024];
char *psetName, *associatedShader;
/*
** a P3D file contains a list of polysets, each with a list of associated
** texture names that constitute it's
**
** Thus:
**
** P3D file -> skin
** polyset -> polyset
** texture -> texture.SHADER becomes polyset's shader
*/
sprintf( filename, "%s/%s", g_cddir, file );
if ( !P3DLoad( filename ) ) {
Error( "unable to load '%s'", filename );
}
while ( P3DGetNextPair( &psetName, &associatedShader ) )
{
int i;
// find the polyset in the object that this particular pset/shader pair
// corresponds to and append the shader to it
for ( i = 0; i < g_data.model.numSurfaces; i++ )
{
if ( !_strcmpi( g_data.surfData[i].header.name, psetName ) ) {
char *p;
if ( strstr( associatedShader, gamedir + 1 ) ) {
p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1;
}
else
{
p = associatedShader;
}
strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p );
g_data.surfData[i].header.numShaders++;
}
}
}
P3DClose();
}
#endif