/tools/quake3/q3data/q3data.c
C | 677 lines | 459 code | 85 blank | 133 comment | 155 complexity | e73d9edffec86a5b2077f217a084e7fa MD5 | raw file
Possible License(s): GPL-2.0, LGPL-2.1, LGPL-2.0
- /*
- 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 "globaldefs.h"
- #if GDEF_OS_WINDOWS
- #include <io.h>
- #endif // GDEF_OS_WINDOWS
- #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 !GDEF_OS_WINDOWS
- #define strlwr strlower
- #endif // !GDEF_OS_WINDOWS
- /*
- =======================================================
- 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
- ===============
- */
- #if GDEF_OS_WINDOWS
- #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>
- #if !GDEF_OS_WINDOWS
- #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( RADIANT_NAME " - 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;
- }