gtkradiant/tools/quake2/qdata_heretic2/qdata.c

765 lines
16 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 "qdata.h"
void TK_Init();
qboolean g_compress_pak;
qboolean g_release; // don't grab, copy output data to new tree
qboolean g_pak; // if true, copy to pak instead of release
char g_releasedir[1024]; // c:\quake2\baseq2, etc
qboolean g_archive; // don't grab, copy source data to new tree
qboolean do3ds;
char g_only[256]; // if set, only grab this cd
qboolean g_skipmodel; // set true when a cd is not g_only
int g_forcemodel = MODEL_AUTO;
qboolean g_verbose = false;
qboolean g_allow_newskin = true;
qboolean g_ignoreTriUV = false;
qboolean g_publishOutput = false;
char *ext_3ds = "3ds";
char *ext_tri = "tri";
char *trifileext;
char g_materialFile[256] = "none"; // default for Heretic2
char *g_outputDir;
extern char *g_publishDir;
extern qboolean g_nomkdir;
/*
=======================================================
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;
/*
==============
BeginPak
==============
*/
void BeginPak( char *outname ){
if ( !g_pak ) {
return;
}
pakfile = SafeOpenWrite( outname );
// leave space for header
SafeWrite( pakfile, &pakheader, sizeof( pakheader ) );
pf = pfiles;
}
/*
==============
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 ){
int len;
byte *buf;
char source[1024];
char dest[1024];
if ( !g_release ) {
return;
}
sprintf( source, "%s%s", gamedir, filename );
if ( !g_pak ) { // copy it
sprintf( dest, "%s/%s", g_releasedir, filename );
printf( "copying to %s\n", dest );
QCopyFile( source, dest );
return;
}
// pak it
printf( "paking %s\n", filename );
if ( strlen( filename ) >= sizeof( pf->name ) ) {
Error( "Filename too long for pak: %s", filename );
}
len = LoadFile( source, (void **)&buf );
// segment moved to old.c
strcpy( pf->name, filename );
pf->filepos = LittleLong( ftell( pakfile ) );
pf->filelen = LittleLong( len );
pf++;
SafeWrite( pakfile, buf, len );
free( buf );
}
/*
==============
FinishPak
==============
*/
void FinishPak( void ){
int dirlen;
int d;
int i;
unsigned checksum;
if ( !g_pak ) {
return;
}
pakheader.id[0] = 'P';
pakheader.id[1] = 'A';
pakheader.id[2] = 'C';
pakheader.id[3] = 'K';
dirlen = (byte *)pf - (byte *)pfiles;
pakheader.dirofs = LittleLong( ftell( pakfile ) );
pakheader.dirlen = LittleLong( dirlen );
checksum = Com_BlockChecksum( (void *)pfiles, dirlen );
SafeWrite( pakfile, pfiles, dirlen );
i = ftell( pakfile );
fseek( pakfile, 0, SEEK_SET );
SafeWrite( pakfile, &pakheader, sizeof( pakheader ) );
fclose( pakfile );
d = pf - pfiles;
printf( "%i files packed in %i bytes\n",d, i );
printf( "checksum: 0x%x\n", checksum );
}
/*
===============
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 ){
GetScriptToken( false );
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>
#ifdef NeXT
#include <sys/dir.h>
#else
#include <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 ){
GetScriptToken( false );
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_strcasecmp( 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];
int i;
while ( ScriptTokenAvailable() )
{
GetScriptToken( false );
sprintf( map, "maps/%s.bsp", token );
ReleaseFile( map );
if ( !g_release ) {
continue;
}
// get all the texture references
sprintf( map, "%smaps/%s.bsp", gamedir, token );
LoadBSPFileTexinfo( map );
for ( i = 0 ; i < numtexinfo ; i++ )
ReleaseTexture( texinfo[i].texture );
}
}
//==============================================================
/*
===============
ParseScript
===============
*/
void ParseScript( void ){
while ( 1 )
{
do
{ // look for a line starting with a $ command
GetScriptToken( true );
if ( endofscript ) {
return;
}
if ( token[0] == '$' ) {
break;
}
while ( ScriptTokenAvailable() )
GetScriptToken( false );
} while ( 1 );
//
// model commands
//
if ( !strcmp( token, "$modelname" ) ) {
MODELCMD_Modelname( MODEL_MD2 );
}
else if ( !strcmp( token, "$cd" ) ) {
MODELCMD_Cd( MODEL_MD2 );
}
else if ( !strcmp( token, "$origin" ) ) {
MODELCMD_Origin( MODEL_MD2 );
}
else if ( !strcmp( token, "$cluster" ) ) {
MODELCMD_Cluster( MODEL_MD2 );
}
else if ( !strcmp( token, "$base" ) ) {
MODELCMD_Base( MODEL_MD2 );
}
else if ( !strcmp( token, "$scale" ) ) {
MODELCMD_ScaleUp( MODEL_MD2 );
}
else if ( !strcmp( token, "$frame" ) ) {
MODELCMD_Frame( MODEL_MD2 );
}
else if ( !strcmp( token, "$skin" ) ) {
MODELCMD_Skin( MODEL_MD2 );
}
else if ( !strcmp( token, "$skinsize" ) ) {
MODELCMD_Skinsize( MODEL_MD2 );
}
//
// flexible model commands
//
else if ( !strcmp( token, "$fm_modelname" ) ) {
MODELCMD_Modelname( MODEL_FM );
}
else if ( !strcmp( token, "$fm_base" ) ) {
MODELCMD_Base( MODEL_FM );
}
else if ( !strcmp( token, "$fm_basest" ) ) {
MODELCMD_BaseST( MODEL_FM );
}
else if ( !strcmp( token, "$fm_cd" ) ) {
MODELCMD_Cd( MODEL_FM );
}
else if ( !strcmp( token, "$fm_origin" ) ) {
MODELCMD_Origin( MODEL_FM );
}
else if ( !strcmp( token, "$fm_cluster" ) ) {
MODELCMD_Cluster( MODEL_FM );
}
else if ( !strcmp( token, "$fm_skeleton" ) ) {
MODELCMD_Skeleton( MODEL_FM );
}
else if ( !strcmp( token, "$fm_scale" ) ) {
MODELCMD_ScaleUp( MODEL_FM );
}
else if ( !strcmp( token, "$fm_frame" ) ) {
MODELCMD_Frame( MODEL_FM );
}
else if ( !strcmp( token, "$fm_skeletal_frame" ) ) { // left in for compadibility with qdt already using fm_skeletal_frame
MODELCMD_Frame( MODEL_FM );
}
else if ( !strcmp( token, "$fm_skin" ) ) {
MODELCMD_Skin( MODEL_FM );
}
else if ( !strcmp( token, "$fm_skinsize" ) ) {
MODELCMD_Skinsize( MODEL_FM );
}
else if ( !strcmp( token, "$fm_begin_group" ) ) {
MODELCMD_BeginGroup( MODEL_FM );
}
else if ( !strcmp( token, "$fm_end_group" ) ) {
MODELCMD_EndGroup( MODEL_FM );
}
else if ( !strcmp( token, "$fm_referenced" ) ) {
MODELCMD_Referenced( MODEL_FM );
}
else if ( !strcmp( token, "$fm_node_order" ) ) {
MODELCMD_NodeOrder( MODEL_FM );
}
//
// sprite commands
//
else if ( !strcmp( token, "$spritename" ) ) {
Cmd_SpriteName();
}
else if ( !strcmp( token, "$sprdir" ) ) {
Cmd_Sprdir();
}
else if ( !strcmp( token, "$load" ) ) {
Cmd_Load();
}
else if ( !strcmp( token, "$spriteframe" ) ) {
Cmd_SpriteFrame();
}
//
// image commands
//
else if ( !strcmpi( token, "$grab" ) ) {
Cmd_Grab();
}
else if ( !strcmpi( token, "$raw" ) ) {
Cmd_Raw();
}
else if ( !strcmpi( token, "$colormap" ) ) {
Cmd_Colormap();
}
else if ( !strcmpi( token, "$mippal" ) ) {
Cmd_Mippal();
}
else if ( !strcmpi( token, "$mipdir" ) ) {
Cmd_Mipdir();
}
else if ( !strcmpi( token, "$mip" ) ) {
Cmd_Mip();
}
else if ( !strcmp( token, "$environment" ) ) {
Cmd_Environment();
}
//
// pics
//
else if ( !strcmp( token, "$picdir" ) ) {
Cmd_Picdir();
}
else if ( !strcmp( token, "$pic" ) ) {
Cmd_Pic();
}
//
// book
//
else if ( !strcmp( token, "$bookdir" ) ) {
Cmd_Bookdir();
}
else if ( !strcmp( token, "$book" ) ) {
Cmd_Book();
}
//
// tmix
//
else if ( !strcmp( token, "$texturemix" ) ) {
Cmd_TextureMix();
}
//
// 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 if ( !strcmp( token, "$alphalight" ) ) {
Cmd_Alphalight();
}
else if ( !strcmp( token, "$inverse16table" ) ) {
Cmd_Inverse16Table();
}
else{
Error( "bad command %s\n", token );
}
}
}
//=======================================================
/*
==============
main
==============
*/
int main( int argc, char **argv ){
int i;
char path[1024];
char *basedir;
double starttime, endtime;
printf( "Qdata Plus : "__TIME__ " "__DATE__ "\n" );
starttime = I_FloatTime();
basedir = NULL;
TK_Init();
ExpandWildcards( &argc, &argv );
for ( i = 1 ; i < argc ; i++ )
{
if ( !strcmp( argv[i], "-archive" ) ) {
// -archive f:/quake2/release/dump_11_30
archive = true;
strcpy( archivedir, argv[i + 1] );
printf( "Archiving source to: %s\n", archivedir );
i++;
}
else if ( !strcmp( argv[i], "-release" ) ) {
g_release = true;
strcpy( g_releasedir, argv[i + 1] );
printf( "Copy output to: %s\n", g_releasedir );
i++;
}
else if ( !strcmp( argv[i], "-base" ) ) {
i++;
basedir = argv[i];
}
else if ( !strcmp( argv[i], "-compress" ) ) {
g_compress_pak = true;
printf( "Compressing pakfile\n" );
}
else if ( !strcmp( argv[i], "-pak" ) ) {
g_release = true;
g_pak = true;
printf( "Building pakfile: %s\n", argv[i + 1] );
BeginPak( 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 ( !strcmpi( argv[i], "-keypress" ) ) {
g_dokeypress = true;
}
else if ( !strcmp( argv[i], "-3ds" ) ) {
do3ds = true;
printf( "loading .3ds files\n" );
}
else if ( !strcmp( argv[i], "-materialfile" ) ) {
strcpy( g_materialFile, argv[i + 1] );
printf( "Setting material file to %s\n", g_materialFile );
i++;
}
/* else if (!strcmpi(argv[i], "-newgen"))
{
if (i < argc-4)
{
printf("run new triangle grouping routine here\n");
NewGen(argv[i+1],argv[i+2],atoi(argv[i+3]),atoi(argv[i+4]));
}
else
{
printf("qdata -newskin <base.hrc> <skin.pcx> width height\n");
}
return 0;
}
*/ else if ( !strcmpi( argv[i], "-genskin" ) ) {
i++;
if ( i < argc - 3 ) {
GenSkin( argv[i],argv[i + 1],atol( argv[i + 2] ),atol( argv[i + 3] ) );
}
else
{
printf( "qdata -genskin <base.hrc> <skin.pcx> <desired width> <desired height>\n" );
}
return 0;
}
else if ( !strcmpi( argv[i], "-noopts" ) ) {
g_no_opimizations = true;
printf( "not performing optimizations\n" );
}
else if ( !strcmpi( argv[i], "-md2" ) ) {
g_forcemodel = MODEL_MD2;
}
else if ( !strcmpi( argv[i], "-fm" ) ) {
g_forcemodel = MODEL_FM;
}
else if ( !strcmpi( argv[i], "-verbose" ) ) {
g_verbose = true;
}
else if ( !strcmpi( argv[i], "-oldskin" ) ) {
g_allow_newskin = false;
}
else if ( !strcmpi( argv[i], "-ignoreUV" ) ) {
g_ignoreTriUV = true;
}
else if ( !strcmpi( argv[i], "-publish" ) ) {
g_publishOutput = true;
}
else if ( !strcmpi( argv[i], "-nomkdir" ) ) {
g_nomkdir = true;
}
else if ( argv[i][0] == '-' ) {
Error( "Unknown option \"%s\"", argv[i] );
}
else{
break;
}
}
if ( i >= argc ) {
Error( "usage: qdata [-archive <directory>]\n"
" [-release <directory>]\n"
" [-base <directory>]\n"
" [-compress]\n"
" [-pak <file>]\n"
" [-only <model>]\n"
" [-keypress]\n"
" [-3ds]\n"
" [-materialfile <file>]\n"
" [-noopts]\n"
" [-md2]\n"
" [-fm]\n"
" [-verbose]\n"
" [-ignoreUV]\n"
" [-oldskin]\n"
" [-publish]\n"
" [-nomkdir]\n"
" file.qdt\n"
"or\n"
" qdata -genskin <base.hrc> <skin.pcx> <desired width> <desired height>" );
}
if ( do3ds ) {
trifileext = ext_3ds;
}
else{
trifileext = ext_tri;
}
for ( ; i < argc ; i++ )
{
printf( "--------------- %s ---------------\n", argv[i] );
// load the script
strcpy( path, argv[i] );
DefaultExtension( path, ".qdt" );
DefaultExtension( g_materialFile, ".mat" );
SetQdirFromPath( path );
printf( "workingdir='%s'\n", gamedir );
if ( basedir ) {
qdir[0] = 0;
g_outputDir = basedir;
}
printf( "outputdir='%s'\n", g_outputDir );
QFile_ReadMaterialTypes( g_materialFile );
LoadScriptFile( ExpandArg( path ) );
//
// parse it
//
ParseScript();
// write out the last model
FinishModel();
FMFinishModel();
FinishSprite();
}
if ( total_textures ) {
printf( "\n" );
printf( "Total textures processed: %d\n",total_textures );
printf( "Average size: %d x %d\n",total_x / total_textures, total_y / total_textures );
}
if ( g_pak ) {
FinishPak();
}
endtime = I_FloatTime();
printf( "Time elapsed: %f\n", endtime - starttime );
if ( g_dokeypress ) {
printf( "Success! ... Hit a key: " );
getchar();
}
return 0;
}