fteqw/engine/client/wad.c
TimeServ a94a33212c destroy software rendering and break everything (and that won't be all!)
also note that merged builds on non-windows no longer make much sense

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3283 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-07-16 22:06:59 +00:00

626 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\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 (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!
data = out = Hunk_TempAllocMore(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;
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;
}
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, 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;
}