'autoext' program. Reads a list of extensions, works out what the engine supports, and generates a modder friendly qc file listing all the extensions that engine supports. Yay.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1136 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-07-07 00:48:23 +00:00
parent 372d64347f
commit cc753531a5
4 changed files with 346 additions and 0 deletions

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float resultfile;
void(string s) putresultstring =
{
fputs(resultfile, s);
};
void(string s) FoundExtension =
{
float descfile;
string descfilename;
putresultstring("//");putresultstring(s);putresultstring("\r\n");
descfilename = strcat("ext/", s, ".qc");
descfile = fopen(descfilename, 0);
if (descfile>=0)
{
for(;;)
{
s = fgets(descfile);
if (s) {} else break;
putresultstring(s);
putresultstring("\r\n");
}
fclose(descfile);
putresultstring("\r\n");
}
else
{
putresultstring("//FIXME: AutoExt: No information\r\n");
putresultstring("\r\n"); //and a blank line
}
};
void(string inname) decompose =
{
float in;
float out;
float len;
string s;
string outname;
in = fopen(inname, 0);
if (in < 0)
{
return;
}
for(;;)
{
s = fgets(in);
if (s) {} else break;
if (s == "") //skip extra whitespace
continue;
len = strlen(s);
s = substring(s, 2, len-2);
outname = strcat("ext/", s, ".qc");
out = fopen(outname, 2);
while((s = fgets(in)) != "")
{
fputs(out, s);
fputs(out, "\r\n");
}
fclose(out);
}
fclose(in);
};
void() worldspawn =
{
float extlist;
string s;
if (!cvar("pr_checkextension"))
error("Engine doesn't support any extensions\n");
if (!checkextension("FRIK_FILE"))
error("Unable to continue without FRIK_FILE\n");
// decompose("lists/betwix.qc");
// decompose("lists/dpextensions.qc");
extlist = fopen("lists/extlist.txt", 0);
resultfile = fopen("results.qc", 2);
for(;;)
{
s = fgets(extlist);
if (s) {} else break;
if (checkextension(s))
FoundExtension(s);
}
fclose(resultfile);
fclose(extlist);
// dprint("\n\n\n\n\n\n\n\n");
error("autoext compleate\n");
};

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void(string e) error = #10;
float(string s) cvar = #45;
float(string s) checkextension = #99;
//FRIK_FILE
//IDEA: FrikaC
float (string s) stof = #81; // get numerical value from a string
float (string filename, float mode) fopen = #110; // opens a file inside quake/gamedir/ or quake/gamedir/data/ (mode is FILE_READ, FILE_APPEND, or FILE_WRITE), returns fhandle >= 0 if successful, or fhandle < 0 if unable to open file for any reason
void (float fhandle) fclose = #111; // closes a file
string (float fhandle) fgets = #112; // reads a line of text from the file and returns as a tempstring
void (float fhandle, string s) fputs = #113; // writes a line of text to the end of the file
float (string s) strlen = #114; // returns how many characters are in a string
string (string s1, string s2) strcat = #115; // concatenates two strings (for example "abc", "def" would return "abcdef") and returns as a tempstring
string (string s, float start, float length) substring = #116; // returns a section of a string as a tempstring
vector (string s) stov = #117; // returns vector value from a string
string (string s) strzone = #118; // makes a copy of a string into the string zone and returns it, this is often used to keep around a tempstring for longer periods of time (tempstrings are replaced often)
void (string s) strunzone = #119; // removes a copy of a string from the string zone (you can not use that string again or it may crash!!!)
float FILE_READ = 0;
float FILE_APPEND = 1;
float FILE_WRITE = 2;

213
quakec/autoext/src/defs.qc Normal file
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/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch; // force all entities to touch triggers
// next frame. this is needed because
// non-moving things don't normally scan
// for triggers, and when a trigger is
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
float found_secrets; // number of secrets found
float killed_monsters; // number of monsters killed
// spawnparms are used to encode information about clients across server
// level changes
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
//
// global variables set by built in functions
//
vector v_forward, v_up, v_right; // set by makevectors()
// set by traceline / tracebox
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
SOURCE FOR ENTVARS_T C STRUCTURE
==============================================================================
*/
//
// system fields (*** = do not set in prog code, maintained by C code)
//
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================

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../progs.dat
defs.qc
builtins.qc
autoext.qc