Merge pull request #1394 from ripieces/master

Visual C++ 2010 Express support for utils
This commit is contained in:
alfred-valve 2013-10-22 13:13:25 -07:00
commit ca6be1473c
44 changed files with 3115 additions and 13 deletions

3
.gitattributes vendored
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@ -1,5 +1,6 @@
# Force CRLF for Windows files:
*.dsp text eol=crlf
*.dsw text eol=crlf
*.sln text eol=crlf
*.vcxproj text eol=crlf
*.vcxproj.filters text eol=crlf
*.sln text eol=crlf

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@ -21,7 +21,7 @@
// Font stuff
#define NUM_GLYPHS 256
#include "basetypes.h"
// does not exist: // #include "basetypes.h"
typedef struct
{
@ -35,7 +35,7 @@ typedef struct qfont_s
int rowcount;
int rowheight;
charinfo fontinfo[ NUM_GLYPHS ];
byte data[4];
unsigned char data[4];
} qfont_t;
#endif // qfont.h

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@ -2,13 +2,13 @@ Directory Contents
==================
vs2010
Contains .vcxproj for building valve, dmc and ricochet dlls with
Visual C++ 2010 Express
Contains Visual C++ 2010 Express project and solution files.
Please read readme.txt included in that folder for further instructions.
Other notes
===========
MSVC++ 6.0 .dsp files can be found in the appropiate folders.
MSVC++ 6.0 .dsp files can be found in the appropriate folders.
Linux Makefiles can be found in ../linux/

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@ -0,0 +1,96 @@
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projects/vs2010/readme.txt Normal file
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Directory Contents
==================
projects.sln
Solution file for Visual C++ 2010 Express, containing the main projects for
compiling the valve, dmc and ricochet DLL files.
utils.sln
Solution file containing projects for the utilities. Special user interaction
is required in order to compile a share of the projects, see "Installing GLUT
and GLAUX" bellow.
The serverctrl project is problematic, see "serverctrl project" bellow.
Further project specific notes are also provided bellow.
[other required files]
Installing GLUT and GLAUX
=========================
Some projects in utils.sln use the GLUT (mdlviwer) and the GLAUX (qbsp2, qcsg)
libraries, which are not shipped with Visual C++ 2010 Express / Windows SDK
v7.0A.
Thus you need to install the GLUT and GLAUX libraries manually:
Installing GLUT library
-----------------------
Required by: mdlviewer
There are several ways to do this, an example can be found here:
http://stackoverflow.com/a/10467488
For alternate implementations check the web (i.e. freeglut).
Installing GLAUX library:
-------------------------
Required by: qbsp2, qcsg
Obtaining the library:
http://stackoverflow.com/a/6211119
Copy glaux.h into 'C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\GL\'
(You might need to create the GL directory.).
Copy glaux.lib into 'C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\lib\'.
TODO
----
In the future the projects using GLUT and GLAUX could be ported to use the SDL2
library shipped with the SDK, this should be fairly easy, however this might
be beyond the scope of the main repository.
Other
=====
Please note, that some of the utils have additional documentation (.doc / .txt)
in the appropriate sub-folders of the utils folder.
qrad project
============
Please not that qrad.exe requires additional files lights.rad and valve.rad
side-by-side. You can find those files in the Half-Life SDK in the Hammer
tools folder.
serverctrl project
==================
The serverctrl project is problematic for the following reasons:
- It doesn't seem to work anymore, I tried with a recent HLDS beta installation
from steamcmd (make sure to set the hardcoded path in ServerCtrlDlg.cpp line
477, i.e. to "." (which would mean current directory) or s.th. you like).
While the hlds.exe seems to know about the -HFILE -HCHILD and -HPARENT
command line arguments used by serverctrl, it doesn't seem to handle the
events properly anymore.
- It requires MFC to be installed and needs to be configured in order to find
the MFC installation (see "Installing MFC" bellow).
A further note:
The serverctrl.vcxproj differs from the original .dsp project a bit:
It is compiled against dynamic libraries (MFC and Windows Runtime), meaning
/MD or /MDd instead of /MT or /MTd now. The reason is that the MFC from the
Windows Driver Kit won't compile in static mode (missing resource files i.e.).
This means you'll have to redistribute the runtime and MFC DLLs along with
serverctrl in case you install it on another system.
Installing MFC
--------------
Required by: serverctrl
If you are not using an Express edition, you can most likely skip this step.
The MFC is also shipped as part of the Windows Driver Kit for Windows XP.
Download Windows Driver Kit Version 7.1.0:
http://www.microsoft.com/en-us/download/details.aspx?id=11800
Burn it to a CD and start KitSetup.exe.
It's enough to select "Build Environment" in the options you want to install.
Now we need to point Visual C++ 2010 Express to the folders for the MFC/ATL
includes and libraries:
To do this open utils.sln and right click the serverctrl project and select
Properties. Select Configuration: All Configurations, then select
Configuration -> VC++ Directories in the tree. Adjust the Include and
Library Directories settings to match your WDK installation (click on the lines
and then click on the drop-down selector that appears and select edit).
smdlexp project
===============
Please note that this project requires the 3D Studio Max 4.2 SDK.
You might need to adjust Include and Additional Library Directories according
to your intallation.

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View file

@ -15,6 +15,7 @@
#include <gl\glut.h>
#include "mathlib.h"
#include "../../public/steam/steamtypes.h" // defines int32, required by studio.h
#include "..\..\engine\studio.h"
#include "mdlviewer.h"

View file

@ -22,6 +22,7 @@
////////////////////////////////////////////////////////////////////////
#include "mathlib.h"
#include "../../public/steam/steamtypes.h" // defines int32, required by studio.h
#include "..\..\engine\studio.h"
#include "mdlviewer.h"
@ -265,7 +266,7 @@ mstudioanim_t * StudioModel::GetAnim( mstudioseqdesc_t *pseqdesc )
if (pseqdesc->seqgroup == 0)
{
return (mstudioanim_t *)((byte *)m_pstudiohdr + pseqgroup->data + pseqdesc->animindex);
return (mstudioanim_t *)((byte *)m_pstudiohdr + pseqgroup->unused2 /* was pseqgroup->data, will be almost always be 0 */ + pseqdesc->animindex);
}
return (mstudioanim_t *)((byte *)m_panimhdr[pseqdesc->seqgroup] + pseqdesc->animindex);

View file

@ -20,6 +20,7 @@
#include <gl\glu.h>
#include "mathlib.h"
#include "../../public/steam/steamtypes.h" // defines int32, required by studio.h
#include "..\..\engine\studio.h"
#include "mdlviewer.h"
@ -32,19 +33,20 @@ static int g_texnum = 1;
void StudioModel::UploadTexture(mstudiotexture_t *ptexture, byte *data, byte *pal)
{
// unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight;
int outwidth, outheight;
int i, j;
int row1[256], row2[256], col1[256], col2[256];
byte *pix1, *pix2, *pix3, *pix4;
byte *tex, *out;
// convert texture to power of 2
for (int outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
for (outwidth = 1; outwidth < ptexture->width; outwidth <<= 1)
;
if (outwidth > 256)
outwidth = 256;
for (int outheight = 1; outheight < ptexture->height; outheight <<= 1)
for (outheight = 1; outheight < ptexture->height; outheight <<= 1)
;
if (outheight > 256)
@ -266,10 +268,11 @@ void StudioModel::GetSequenceInfo( float *pflFrameRate, float *pflGroundSpeed )
float StudioModel::SetController( int iController, float flValue )
{
int i;
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pstudiohdr + m_pstudiohdr->bonecontrollerindex);
// find first controller that matches the index
for (int i = 0; i < m_pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
for (i = 0; i < m_pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
{
if (pbonecontroller->index == iController)
break;

View file

@ -10,8 +10,6 @@
// bsp5.h
#include "mathlib.h"
#include "const.h"
#include "cmdlib.h"
#include "mathlib.h"
#include "bspfile.h"

View file

@ -23,7 +23,9 @@
#include <sys/stat.h>
#pragma warning(disable: 4142 4028)
#define filelength IO_filelength
#include <io.h>
#undef filelength
#pragma warning(default: 4142 4028)
#include <fcntl.h>