mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 12:22:42 +00:00
15e372e2c5
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2179 fc73d0e0-1445-4013-8a0c-d673dee63da5
634 lines
13 KiB
C
634 lines
13 KiB
C
/*
|
|
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 (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;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
====================
|
|
W_LoadWadFile
|
|
====================
|
|
*/
|
|
qbyte *COM_LoadFile (char *path, int usehunk);
|
|
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);
|
|
if (!wad_base)
|
|
{
|
|
wad_numlumps = 0;
|
|
Con_Printf ("W_LoadWadFile: couldn't load %s", 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 (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];
|
|
FILE *file;
|
|
struct wadfile_s *next;
|
|
} wadfile_t;
|
|
|
|
wadfile_t *openwadfiles;
|
|
|
|
void Wads_Flush (void)
|
|
{
|
|
wadfile_t *wf;
|
|
while(openwadfiles)
|
|
{
|
|
fclose(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))
|
|
{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, 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!
|
|
#ifndef SWQUAKE //quantity optimisation.
|
|
data = out = Hunk_TempAllocMore(tex->width * tex->height * 4);
|
|
#else
|
|
data = out = Hunk_TempAllocMore(((tex->width*4 * tex->height) * 85)/64); //sw mip
|
|
#endif
|
|
|
|
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;
|
|
#ifndef SWQUAKE
|
|
for (d = 0;d < tex->width * tex->height;d++)
|
|
#else
|
|
for (d = 0;d < (tex->width * tex->height* 85)/64;d++) //sw mip
|
|
#endif
|
|
{
|
|
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;
|
|
}
|
|
|
|
qbyte *W_GetTexture(char *name, int *width, int *height, qboolean *usesalpha)//returns rgba
|
|
{
|
|
char texname[17];
|
|
int i, j;
|
|
vfsfile_t *file;
|
|
miptex_t *tex;
|
|
qbyte *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, width, height, usesalpha); //this will add to the temp
|
|
BZ_Free(tex);
|
|
return data;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//extern model_t *loadmodel;
|
|
|
|
char wads[4096];
|
|
void Mod_ParseInfoFromEntityLump(char *data) //actually, this should be in the model code.
|
|
{
|
|
extern model_t *loadmodel;
|
|
char key[128];
|
|
char skyname[64];
|
|
float skyrotate = 0;
|
|
vec3_t skyaxis = {0, 0, 0};
|
|
|
|
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
|
|
if (loadmodel->fromgame == fg_quake2)
|
|
strcpy(skyname, "unit1_");
|
|
else
|
|
skyname[0] = '\0';
|
|
|
|
if (data)
|
|
if ((data=COM_Parse(data))) //read the map info.
|
|
if (com_token[0] == '{')
|
|
while (1)
|
|
{
|
|
if (!(data=COM_Parse(data)))
|
|
break; // error
|
|
if (com_token[0] == '}')
|
|
break; // end of worldspawn
|
|
if (com_token[0] == '_')
|
|
strcpy(key, com_token + 1); //_ vars are for comments/utility stuff that arn't visible to progs. Ignore them.
|
|
else
|
|
strcpy(key, com_token);
|
|
if (!((data=COM_Parse(data))))
|
|
break; // error
|
|
if (!strcmp("wad", key)) // for HalfLife maps
|
|
{
|
|
if (loadmodel->fromgame == fg_halflife)
|
|
{
|
|
strncat(wads, ";", 4095); //cache it for later (so that we don't play with any temp memory yet)
|
|
strncat(wads, com_token, 4095); //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(skyname, com_token, sizeof(skyname));
|
|
}
|
|
else if (!strcmp("sky", key)) // for Quake2 maps
|
|
{
|
|
Q_strncpyz(skyname, com_token, sizeof(skyname));
|
|
}
|
|
else if (!strcmp("skyrotate", key))
|
|
{
|
|
skyrotate = atof(com_token);
|
|
}
|
|
else if (!strcmp("skyaxis", key))
|
|
{
|
|
char *s;
|
|
Q_strncpyz(key, com_token, sizeof(key));
|
|
s = COM_Parse(key);
|
|
if (s)
|
|
{
|
|
skyaxis[0] = atof(s);
|
|
s = COM_Parse(s);
|
|
if (s)
|
|
{
|
|
skyaxis[1] = atof(s);
|
|
COM_Parse(s);
|
|
if (s)
|
|
skyaxis[2] = atof(s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
skyrotate = VectorNormalize(skyaxis);
|
|
R_SetSky(skyname, skyrotate, skyaxis);
|
|
}
|
|
|
|
//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, &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);
|
|
}
|
|
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;
|
|
}
|