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 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;
// some old defined that was in cmdlib lost during merge
char writedir[1024];
#if defined (__linux__) || 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;
}