turn quake3 tools to cpp
This commit is contained in:
645
tools/quake3/q3data/q3data.cpp
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645
tools/quake3/q3data/q3data.cpp
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@@ -0,0 +1,645 @@
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/*
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Copyright (C) 1999-2006 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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#include "q3data.h"
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#include "md3lib.h"
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#include "vfs.h"
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bool g_verbose;
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bool g_stripify = true;
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bool 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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bool 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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bool 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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/*
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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 relative.
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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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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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}
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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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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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path_set_extension( stripped, ".shader" );
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if ( FileExists( stripped ) ) {
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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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}
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linebuffer[i] = 0;
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strLower( 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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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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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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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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StripExtension( stripped );
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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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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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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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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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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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GetToken( false );
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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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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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}
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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 ) { // directory
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if ( fileinfo.name[0] != '.' ) { // don't pak . and ..
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PackDirectory_r( filename );
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}
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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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#include <sys/dir.h>
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void PackDirectory_r( char *dir ){
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struct dirent **namelist, *ent;
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int count;
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struct stat st;
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int i;
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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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}
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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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}
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if ( S_ISDIR( st.st_mode ) != 0 ) { // 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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GetToken( false );
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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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int i;
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char path[1024];
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for ( i = 0 ; i < numrtex ; i++ )
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if ( striEqual( name, rtex[i] ) ) {
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return;
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}
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if ( numrtex == MAX_RTEX ) {
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Error( "numrtex == MAX_RTEX" );
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}
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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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char map[1024];
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while ( TokenAvailable() )
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{
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GetToken( false );
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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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}
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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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ParseScript
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||||
===============
|
||||
*/
|
||||
void ParseScript( void ){
|
||||
while ( 1 )
|
||||
{
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||||
do
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{ // look for a line starting with a $ command
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||||
GetToken( true );
|
||||
if ( endofscript ) {
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return;
|
||||
}
|
||||
if ( token[0] == '$' ) {
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break;
|
||||
}
|
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while ( TokenAvailable() )
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GetToken( false );
|
||||
} while ( 1 );
|
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|
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//
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// model commands
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//
|
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if ( !strcmp( token, "$modelname" ) ) {
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Cmd_Modelname();
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}
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else if ( !strcmp( token, "$base" ) ) {
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Cmd_Base();
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}
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else if ( !strcmp( token, "$exit" ) ) {
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break;
|
||||
}
|
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else if ( !strcmp( token, "$3dsconvert" ) ) {
|
||||
Cmd_3DSConvert();
|
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}
|
||||
else if ( !strcmp( token, "$spritebase" ) ) {
|
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Cmd_SpriteBase();
|
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}
|
||||
else if ( !strcmp( token, "$cd" ) ) {
|
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Cmd_Cd();
|
||||
}
|
||||
else if ( !strcmp( token, "$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, "$aseconvert" ) ) {
|
||||
Cmd_ASEConvert( false );
|
||||
}
|
||||
else if ( !strcmp( token, "$aseanimconvert" ) ) {
|
||||
Cmd_ASEConvert( true );
|
||||
}
|
||||
|
||||
//
|
||||
// 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 ){
|
||||
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( "NetRadiant - v" RADIANT_VERSION " " __DATE__ "\n" );
|
||||
|
||||
ExpandWildcards( &argc, &argv );
|
||||
|
||||
for ( i = 1 ; i < argc ; i++ )
|
||||
{
|
||||
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], "-nostrips" ) ) {
|
||||
g_stripify = false;
|
||||
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 = true;
|
||||
}
|
||||
else if ( !strcmp( argv[i], "-dump" ) ) {
|
||||
printf( "Dumping contents of: '%s'\n", argv[i + 1] );
|
||||
if ( striEqual( path_get_filename_base_end( 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 [-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;
|
||||
}
|
||||
Reference in New Issue
Block a user