mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-19 00:41:35 +00:00
88cea027e6
made Visual Studio files work in VS2005 Express fixed a ton of warnings in VS2005 Express fixed some compile problems on OpenSUSE 11.0 git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
666 lines
13 KiB
C
666 lines
13 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifdef WIN32
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#include <io.h>
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#endif
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#include "q3data.h"
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#include "md3lib.h"
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#include "vfs.h"
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qboolean g_verbose;
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qboolean g_stripify = qtrue;
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qboolean g_release; // don't grab, copy output data to new tree
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char g_releasedir[1024]; // c:\quake2\baseq2, etc
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qboolean g_archive; // don't grab, copy source data to new tree
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char g_only[256]; // if set, only grab this cd
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qboolean g_skipmodel; // set true when a cd is not g_only
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// bogus externs for some TA hacks (common/ using them against q3map)
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char *moddir = NULL;
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// some old defined that was in cmdlib lost during merge
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char writedir[1024];
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#if defined (__linux__) || defined (__APPLE__)
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#define strlwr strlower
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#endif
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/*
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=======================================================
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PAK FILES
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=======================================================
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*/
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unsigned Com_BlockChecksum (void *buffer, int length);
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typedef struct
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{
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char name[56];
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int filepos, filelen;
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} packfile_t;
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typedef struct
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{
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char id[4];
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int dirofs;
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int dirlen;
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} packheader_t;
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packfile_t pfiles[16384];
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FILE *pakfile;
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packfile_t *pf;
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packheader_t pakheader;
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/*
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==============
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ReleaseFile
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Filename should be gamedir reletive.
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Either copies the file to the release dir, or adds it to
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the pak file.
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==============
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*/
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void ReleaseFile (char *filename)
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{
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char source[1024];
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char dest[1024];
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if (!g_release)
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return;
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sprintf (source, "%s%s", gamedir, filename);
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sprintf (dest, "%s/%s", g_releasedir, filename);
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printf ("copying to %s\n", dest);
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QCopyFile (source, dest);
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return;
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}
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typedef struct
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{
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// shader
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// opaque
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// opaque 2
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// blend
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// blend 2
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char names[5][1024];
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int num;
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} ShaderFiles_t;
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ShaderFiles_t s_shaderFiles;
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void FindShaderFiles( char *filename )
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{
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char buffer[1024];
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char stripped[1024];
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char linebuffer[1024];
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int len, i;
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char *buf;
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char *diffuseExtensions[] =
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{
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".TGA",
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".WAL",
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".PCX",
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0
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};
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char *otherExtensions[] =
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{
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".specular.TGA",
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".blend.TGA",
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".alpha.TGA",
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0
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};
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s_shaderFiles.num = 0;
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strcpy( stripped, filename );
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if ( strrchr( stripped, '.' ) )
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*strrchr( stripped, '.' ) = 0;
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strcat( stripped, ".shader" );
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if ( FileExists( stripped ) )
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{
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char *p;
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char mapa[512], mapb[512];
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strcpy( s_shaderFiles.names[s_shaderFiles.num], stripped );
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s_shaderFiles.num++;
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// load and parse
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len = LoadFile( stripped, (void **)&buf);
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p = buf;
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while ( p - buf < len )
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{
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i = 0;
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// skip spaces
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while ( *p == ' ' || *p == '\n' || *p == '\t' )
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p++;
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// grab rest of the line
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while ( *p != 0 && *p != '\n' )
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{
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linebuffer[i] = *p;
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i++;
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p++;
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}
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if ( *p == '\n' )
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p++;
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linebuffer[i] = 0;
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strlwr( linebuffer );
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// see if the line specifies an opaque map or blendmap
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if ( strstr( linebuffer, "opaquemap" ) == linebuffer ||
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strstr( linebuffer, "blendmap" ) == linebuffer )
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{
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int j;
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i = 0;
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mapa[0] = mapb[0] = 0;
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// skip past the keyword
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while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
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i++;
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// skip past spaces
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while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )
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i++;
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// grab first map name
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j = 0;
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while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
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{
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mapa[j] = linebuffer[i];
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j++;
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i++;
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}
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mapa[j] = 0;
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// skip past spaces
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while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )
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i++;
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// grab second map name
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j = 0;
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while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )
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{
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mapb[j] = linebuffer[i];
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j++;
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i++;
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}
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mapb[j] = 0;
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// store map names
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if ( mapa[0] != 0 && mapa[0] != '-' )
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{
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sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapa );
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s_shaderFiles.num++;
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}
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if ( mapb[0] != 0 && mapb[0] != '-' && mapb[0] != '^' && mapb[0] != '*' )
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{
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sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapb );
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s_shaderFiles.num++;
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}
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}
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}
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}
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else
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{
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if ( strrchr( stripped, '.' ) )
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*strrchr( stripped, '.' ) = 0;
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// look for diffuse maps
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for ( i = 0; i < 3; i++ )
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{
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strcpy( buffer, stripped );
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strcat( buffer, diffuseExtensions[i] );
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if ( FileExists( buffer ) )
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{
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strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );
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s_shaderFiles.num++;
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break;
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}
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}
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for ( i = 0; i < 3; i++ )
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{
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strcpy( buffer, stripped );
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strcat( buffer, otherExtensions[i] );
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if ( FileExists( buffer ) )
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{
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strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );
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s_shaderFiles.num++;
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}
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}
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}
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}
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/*
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==============
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ReleaseShader
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Copies all needed files for a shader to the release directory
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==============
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*/
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void ReleaseShader( char *filename )
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{
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char fullpath[1024];
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char dest[1024];
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char stripped[1024];
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int i;
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sprintf( fullpath, "%s%s", gamedir, filename );
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FindShaderFiles( fullpath );
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for ( i = 0; i < s_shaderFiles.num; i++ )
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{
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strcpy( stripped, s_shaderFiles.names[i] );
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if ( strstr( stripped, gamedir ) )
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{
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memmove( stripped, stripped+ strlen( gamedir ), strlen( stripped ) );
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}
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sprintf( dest, "%s/%s", g_releasedir, stripped );
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printf ("copying to %s\n", dest );
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QCopyFile( s_shaderFiles.names[i], dest );
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}
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}
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/*
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===============
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Cmd_File
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This is only used to cause a file to be copied during a release
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build (default.cfg, maps, etc)
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===============
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*/
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void Cmd_File (void)
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{
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GetToken (qfalse);
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ReleaseFile (token);
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}
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/*
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===============
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PackDirectory_r
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===============
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*/
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#ifdef _WIN32
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#include "io.h"
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void PackDirectory_r (char *dir)
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{
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struct _finddata_t fileinfo;
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int handle;
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char dirstring[1024];
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char filename[1024];
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sprintf (dirstring, "%s%s/*.*", gamedir, dir);
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handle = _findfirst (dirstring, &fileinfo);
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if (handle == -1)
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return;
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do
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{
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sprintf (filename, "%s/%s", dir, fileinfo.name);
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if (fileinfo.attrib & _A_SUBDIR)
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{ // directory
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if (fileinfo.name[0] != '.') // don't pak . and ..
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PackDirectory_r (filename);
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continue;
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}
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// copy or pack the file
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ReleaseFile (filename);
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} while (_findnext( handle, &fileinfo ) != -1);
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_findclose (handle);
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}
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#else
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#include <sys/types.h>
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#ifndef WIN32
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#include <sys/dir.h>
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#else
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#include <sys/dirent.h>
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#endif
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void PackDirectory_r (char *dir)
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{
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#ifdef NeXT
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struct direct **namelist, *ent;
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#else
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struct dirent **namelist, *ent;
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#endif
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int count;
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struct stat st;
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int i;
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int len;
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char fullname[1024];
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char dirstring[1024];
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char *name;
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sprintf (dirstring, "%s%s", gamedir, dir);
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count = scandir(dirstring, &namelist, NULL, NULL);
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for (i=0 ; i<count ; i++)
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{
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ent = namelist[i];
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name = ent->d_name;
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if (name[0] == '.')
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continue;
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sprintf (fullname, "%s/%s", dir, name);
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sprintf (dirstring, "%s%s/%s", gamedir, dir, name);
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if (stat (dirstring, &st) == -1)
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Error ("fstating %s", pf->name);
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if (st.st_mode & S_IFDIR)
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{ // directory
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PackDirectory_r (fullname);
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continue;
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}
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// copy or pack the file
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ReleaseFile (fullname);
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}
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}
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#endif
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/*
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===============
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Cmd_Dir
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This is only used to cause a directory to be copied during a
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release build (sounds, etc)
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===============
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*/
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void Cmd_Dir (void)
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{
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GetToken (qfalse);
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PackDirectory_r (token);
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}
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//========================================================================
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#define MAX_RTEX 16384
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int numrtex;
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char rtex[MAX_RTEX][64];
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void ReleaseTexture (char *name)
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{
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int i;
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char path[1024];
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for (i=0 ; i<numrtex ; i++)
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if (!Q_stricmp(name, rtex[i]))
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return;
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if (numrtex == MAX_RTEX)
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Error ("numrtex == MAX_RTEX");
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strcpy (rtex[i], name);
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numrtex++;
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sprintf (path, "textures/%s.wal", name);
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ReleaseFile (path);
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}
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/*
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===============
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Cmd_Maps
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Only relevent for release and pak files.
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Releases the .bsp files for the maps, and scans all of the files to
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build a list of all textures used, which are then released.
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===============
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*/
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void Cmd_Maps (void)
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{
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char map[1024];
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while (TokenAvailable ())
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{
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GetToken (qfalse);
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sprintf (map, "maps/%s.bsp", token);
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ReleaseFile (map);
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if (!g_release)
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continue;
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// get all the texture references
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sprintf (map, "%smaps/%s.bsp", gamedir, token);
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LoadBSPFile( map );
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}
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}
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//==============================================================
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/*
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===============
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ParseScript
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===============
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*/
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void ParseScript (void)
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{
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while (1)
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{
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do
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{ // look for a line starting with a $ command
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GetToken (qtrue);
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if (endofscript)
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return;
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if (token[0] == '$')
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break;
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while (TokenAvailable())
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GetToken (qfalse);
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} while (1);
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//
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// model commands
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//
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if (!strcmp (token, "$modelname"))
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Cmd_Modelname ();
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else if (!strcmp (token, "$base"))
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Cmd_Base ();
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else if ( !strcmp( token, "$exit" ) )
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break;
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else if ( !strcmp( token, "$3dsconvert" ) )
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Cmd_3DSConvert();
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else if (!strcmp (token, "$spritebase"))
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Cmd_SpriteBase ();
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else if (!strcmp (token, "$cd"))
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Cmd_Cd ();
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else if (!strcmp (token, "$origin"))
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Cmd_Origin ();
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else if (!strcmp (token, "$scale"))
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Cmd_ScaleUp ();
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else if (!strcmp (token, "$frame"))
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Cmd_Frame ();
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else if (!strcmp (token, "$skin" ))
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Cmd_Skin();
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else if (!strcmp (token, "$spriteshader"))
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Cmd_SpriteShader();
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else if (!strcmp( token, "$aseconvert" ))
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Cmd_ASEConvert( qfalse );
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else if (!strcmp( token, "$aseanimconvert" ) )
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Cmd_ASEConvert( qtrue );
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//
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// image commands
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//
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else if (!strcmp (token, "$grab"))
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Cmd_Grab ();
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else if (!strcmp (token, "$raw"))
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Cmd_Raw ();
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else if (!strcmp (token, "$colormap"))
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Cmd_Colormap ();
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else if (!strcmp (token, "$environment"))
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Cmd_Environment ();
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//
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// video
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//
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else if (!strcmp (token, "$video"))
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Cmd_Video ();
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//
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// misc
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//
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else if (!strcmp (token, "$file"))
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Cmd_File ();
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else if (!strcmp (token, "$dir"))
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Cmd_Dir ();
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else if (!strcmp (token, "$maps"))
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Cmd_Maps ();
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else
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Error ("bad command %s\n", token);
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}
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}
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//=======================================================
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#include "version.h"
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/*
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==============
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main
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==============
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*/
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int main (int argc, char **argv)
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{
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static int i; // VC4.2 compiler bug if auto...
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char path[1024];
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// using GtkRadiant's versioning next to Id's versioning
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printf ("Q3Data - (c) 1999 Id Software Inc.\n");
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printf ("GtkRadiant - v" RADIANT_VERSION " " __DATE__ "\n");
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ExpandWildcards (&argc, &argv);
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for (i=1 ; i<argc ; i++)
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{
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if (!strcmp(argv[i], "-archive"))
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{
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archive = qtrue;
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strcpy (archivedir, argv[i+1]);
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printf ("Archiving source to: %s\n", archivedir);
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i++;
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}
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else if (!strcmp(argv[i], "-release"))
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{
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g_release = qtrue;
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strcpy (g_releasedir, argv[i+1]);
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printf ("Copy output to: %s\n", g_releasedir);
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i++;
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}
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else if ( !strcmp( argv[i], "-nostrips" ) )
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{
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g_stripify = qfalse;
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printf( "Not optimizing for strips\n" );
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}
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else if ( !strcmp( argv[i], "-writedir" ) )
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{
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strcpy( writedir, argv[i+1] );
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printf( "Write output to: %s\n", writedir );
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i++;
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}
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else if ( !strcmp( argv[i], "-verbose" ) )
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{
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g_verbose = qtrue;
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}
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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;
|
|
}
|
|
|