/* ------------------------------------------------------------------------------- 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 ---------------------------------------------------------------------------------- This code has been altered significantly from its original form, to support several games based on the Quake III Arena engine, in the form of "Q3Map2." ------------------------------------------------------------------------------- */ /* marker */ #define CONVERT_MAP_C /* dependencies */ #include "q3map2.h" /* ConvertBrush() exports a map brush */ #define SNAP_FLOAT_TO_INT 4 #define SNAP_INT_TO_FLOAT ( 1.0 / SNAP_FLOAT_TO_INT ) static void ConvertBrush( FILE *f, int num, bspBrush_t *brush, vec3_t origin ){ int i, j; bspBrushSide_t *side; side_t *buildSide; bspShader_t *shader; char *texture; bspPlane_t *plane; vec3_t pts[ 3 ]; /* start brush */ fprintf( f, "\t// brush %d\n", num ); fprintf( f, "\t{\n" ); /* clear out build brush */ for ( i = 0; i < buildBrush->numsides; i++ ) { buildSide = &buildBrush->sides[ i ]; if ( buildSide->winding != NULL ) { FreeWinding( buildSide->winding ); buildSide->winding = NULL; } } buildBrush->numsides = 0; /* iterate through bsp brush sides */ for ( i = 0; i < brush->numSides; i++ ) { /* get side */ side = &bspBrushSides[ brush->firstSide + i ]; /* get shader */ if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) { continue; } shader = &bspShaders[ side->shaderNum ]; if ( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) ) { continue; } /* get plane */ plane = &bspPlanes[ side->planeNum ]; /* add build side */ buildSide = &buildBrush->sides[ buildBrush->numsides ]; buildBrush->numsides++; /* tag it */ buildSide->shaderInfo = ShaderInfoForShader( shader->shader ); buildSide->planenum = side->planeNum; buildSide->winding = NULL; } /* make brush windings */ if ( !CreateBrushWindings( buildBrush ) ) { return; } /* iterate through build brush sides */ for ( i = 0; i < buildBrush->numsides; i++ ) { /* get build side */ buildSide = &buildBrush->sides[ i ]; /* dummy check */ if ( buildSide->shaderInfo == NULL || buildSide->winding == NULL ) { continue; } /* get texture name */ if ( !Q_strncasecmp( buildSide->shaderInfo->shader, "textures/", 9 ) ) { texture = buildSide->shaderInfo->shader + 9; } else{ texture = buildSide->shaderInfo->shader; } /* get plane points and offset by origin */ for ( j = 0; j < 3; j++ ) { VectorAdd( buildSide->winding->p[ j ], origin, pts[ j ] ); //% pts[ j ][ 0 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 0 ] * SNAP_FLOAT_TO_INT + 0.5f ); //% pts[ j ][ 1 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 1 ] * SNAP_FLOAT_TO_INT + 0.5f ); //% pts[ j ][ 2 ] = SNAP_INT_TO_FLOAT * floor( pts[ j ][ 2 ] * SNAP_FLOAT_TO_INT + 0.5f ); } /* print brush side */ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n", pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ], pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ], pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ], texture ); } /* end brush */ fprintf( f, "\t}\n\n" ); } #if 0 /* iterate through the brush sides (ignore the first 6 bevel planes) */ for ( i = 0; i < brush->numSides; i++ ) { /* get side */ side = &bspBrushSides[ brush->firstSide + i ]; /* get shader */ if ( side->shaderNum < 0 || side->shaderNum >= numBSPShaders ) { continue; } shader = &bspShaders[ side->shaderNum ]; if ( !Q_stricmp( shader->shader, "default" ) || !Q_stricmp( shader->shader, "noshader" ) ) { continue; } /* get texture name */ if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) { texture = shader->shader + 9; } else{ texture = shader->shader; } /* get plane */ plane = &bspPlanes[ side->planeNum ]; /* make plane points */ { vec3_t vecs[ 2 ]; MakeNormalVectors( plane->normal, vecs[ 0 ], vecs[ 1 ] ); VectorMA( vec3_origin, plane->dist, plane->normal, pts[ 0 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 0 ], pts[ 1 ] ); VectorMA( pts[ 0 ], 256.0f, vecs[ 1 ], pts[ 2 ] ); } /* offset by origin */ for ( j = 0; j < 3; j++ ) VectorAdd( pts[ j ], origin, pts[ j ] ); /* print brush side */ /* ( 640 24 -224 ) ( 448 24 -224 ) ( 448 -232 -224 ) common/caulk 0 48 0 0.500000 0.500000 0 0 0 */ fprintf( f, "\t\t( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) ( %.3f %.3f %.3f ) %s 0 0 0 0.5 0.5 0 0 0\n", pts[ 0 ][ 0 ], pts[ 0 ][ 1 ], pts[ 0 ][ 2 ], pts[ 1 ][ 0 ], pts[ 1 ][ 1 ], pts[ 1 ][ 2 ], pts[ 2 ][ 0 ], pts[ 2 ][ 1 ], pts[ 2 ][ 2 ], texture ); } #endif /* ConvertPatch() converts a bsp patch to a map patch { patchDef2 { base_wall/concrete ( 9 3 0 0 0 ) ( ( ( 168 168 -192 0 2 ) ( 168 168 -64 0 1 ) ( 168 168 64 0 0 ) ... ) ... ) } } */ static void ConvertPatch( FILE *f, int num, bspDrawSurface_t *ds, vec3_t origin ){ int x, y; bspShader_t *shader; char *texture; bspDrawVert_t *dv; vec3_t xyz; /* only patches */ if ( ds->surfaceType != MST_PATCH ) { return; } /* get shader */ if ( ds->shaderNum < 0 || ds->shaderNum >= numBSPShaders ) { return; } shader = &bspShaders[ ds->shaderNum ]; /* get texture name */ if ( !Q_strncasecmp( shader->shader, "textures/", 9 ) ) { texture = shader->shader + 9; } else{ texture = shader->shader; } /* start patch */ fprintf( f, "\t// patch %d\n", num ); fprintf( f, "\t{\n" ); fprintf( f, "\t\tpatchDef2\n" ); fprintf( f, "\t\t{\n" ); fprintf( f, "\t\t\t%s\n", texture ); fprintf( f, "\t\t\t( %d %d 0 0 0 )\n", ds->patchWidth, ds->patchHeight ); fprintf( f, "\t\t\t(\n" ); /* iterate through the verts */ for ( x = 0; x < ds->patchWidth; x++ ) { /* start row */ fprintf( f, "\t\t\t\t(" ); /* iterate through the row */ for ( y = 0; y < ds->patchHeight; y++ ) { /* get vert */ dv = &bspDrawVerts[ ds->firstVert + ( y * ds->patchWidth ) + x ]; /* offset it */ VectorAdd( origin, dv->xyz, xyz ); /* print vertex */ fprintf( f, " ( %f %f %f %f %f )", xyz[ 0 ], xyz[ 1 ], xyz[ 2 ], dv->st[ 0 ], dv->st[ 1 ] ); } /* end row */ fprintf( f, " )\n" ); } /* end patch */ fprintf( f, "\t\t\t)\n" ); fprintf( f, "\t\t}\n" ); fprintf( f, "\t}\n\n" ); } /* ConvertModel() exports a bsp model to a map file */ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){ int i, num; bspBrush_t *brush; bspDrawSurface_t *ds; /* convert bsp planes to map planes */ nummapplanes = numBSPPlanes; for ( i = 0; i < numBSPPlanes; i++ ) { VectorCopy( bspPlanes[ i ].normal, mapplanes[ i ].normal ); mapplanes[ i ].dist = bspPlanes[ i ].dist; mapplanes[ i ].type = PlaneTypeForNormal( mapplanes[ i ].normal ); mapplanes[ i ].hash_chain = NULL; } /* allocate a build brush */ buildBrush = AllocBrush( 512 ); buildBrush->entityNum = 0; buildBrush->original = buildBrush; /* go through each brush in the model */ for ( i = 0; i < model->numBSPBrushes; i++ ) { num = i + model->firstBSPBrush; brush = &bspBrushes[ num ]; ConvertBrush( f, num, brush, origin ); } /* free the build brush */ free( buildBrush ); /* go through each drawsurf in the model */ for ( i = 0; i < model->numBSPSurfaces; i++ ) { num = i + model->firstBSPSurface; ds = &bspDrawSurfaces[ num ]; /* we only love patches */ if ( ds->surfaceType == MST_PATCH ) { ConvertPatch( f, num, ds, origin ); } } } /* ConvertEPairs() exports entity key/value pairs to a map file */ static void ConvertEPairs( FILE *f, entity_t *e ){ epair_t *ep; /* walk epairs */ for ( ep = e->epairs; ep != NULL; ep = ep->next ) { /* ignore empty keys/values */ if ( ep->key[ 0 ] == '\0' || ep->value[ 0 ] == '\0' ) { continue; } /* ignore model keys with * prefixed values */ if ( !Q_stricmp( ep->key, "model" ) && ep->value[ 0 ] == '*' ) { continue; } /* emit the epair */ fprintf( f, "\t\"%s\" \"%s\"\n", ep->key, ep->value ); } } /* ConvertBSPToMap() exports an quake map file from the bsp */ int ConvertBSPToMap( char *bspName ){ int i, modelNum; FILE *f; bspModel_t *model; entity_t *e; vec3_t origin; const char *value; char name[ 1024 ], base[ 1024 ]; /* note it */ Sys_Printf( "--- Convert BSP to MAP ---\n" ); /* create the bsp filename from the bsp name */ strcpy( name, bspName ); StripExtension( name ); strcat( name, "_converted.map" ); Sys_Printf( "writing %s\n", name ); ExtractFileBase( bspName, base ); strcat( base, ".bsp" ); /* open it */ f = fopen( name, "wb" ); if ( f == NULL ) { Error( "Open failed on %s\n", name ); } /* print header */ fprintf( f, "// Generated by Q3Map2 (ydnar) -convert -format map\n" ); /* walk entity list */ for ( i = 0; i < numEntities; i++ ) { /* get entity */ e = &entities[ i ]; /* start entity */ fprintf( f, "// entity %d\n", i ); fprintf( f, "{\n" ); /* export keys */ ConvertEPairs( f, e ); fprintf( f, "\n" ); /* get model num */ if ( i == 0 ) { modelNum = 0; } else { value = ValueForKey( e, "model" ); if ( value[ 0 ] == '*' ) { modelNum = atoi( value + 1 ); } else{ modelNum = -1; } } /* only handle bsp models */ if ( modelNum >= 0 ) { /* get model */ model = &bspModels[ modelNum ]; /* get entity origin */ value = ValueForKey( e, "origin" ); if ( value[ 0 ] == '\0' ) { VectorClear( origin ); } else{ GetVectorForKey( e, "origin", origin ); } /* convert model */ ConvertModel( f, model, modelNum, origin ); } /* end entity */ fprintf( f, "}\n\n" ); } /* close the file and return */ fclose( f ); /* return to sender */ return 0; }