-#ifdef _WIN32\r
-#include <io.h>\r
-#endif\r
-#include "q3data.h"\r
-#include "md3lib.h"\r
-\r
-#include "vfs.h"\r
-\r
-qboolean g_verbose;\r
-qboolean g_stripify = qtrue;\r
-qboolean g_release; // don't grab, copy output data to new tree\r
-char g_releasedir[1024]; // c:\quake2\baseq2, etc\r
-qboolean g_archive; // don't grab, copy source data to new tree\r
-char g_only[256]; // if set, only grab this cd\r
-qboolean g_skipmodel; // set true when a cd is not g_only\r
-\r
-// bogus externs for some TA hacks (common/ using them against q3map)\r
-char *moddir = NULL;\r
-// some old defined that was in cmdlib lost during merge\r
-char writedir[1024];\r
-\r
-#if defined (__linux__) || defined (__APPLE__)\r
-#define strlwr strlower\r
-#endif\r
-\r
-/*\r
-=======================================================\r
-\r
- PAK FILES\r
-\r
-=======================================================\r
-*/\r
-\r
-typedef struct\r
-{\r
- char name[56];\r
- int filepos, filelen;\r
-} packfile_t;\r
-\r
-typedef struct\r
-{\r
- char id[4];\r
- int dirofs;\r
- int dirlen;\r
-} packheader_t;\r
-\r
-packfile_t pfiles[16384];\r
-FILE *pakfile;\r
-packfile_t *pf;\r
-packheader_t pakheader;\r
-\r
-/*\r
-==============\r
-ReleaseFile\r
-\r
-Filename should be gamedir reletive.\r
-Either copies the file to the release dir, or adds it to\r
-the pak file.\r
-==============\r
-*/\r
-void ReleaseFile (char *filename)\r
-{\r
- char source[1024];\r
- char dest[1024];\r
-\r
- if (!g_release)\r
- return;\r
-\r
- sprintf (source, "%s%s", gamedir, filename);\r
- sprintf (dest, "%s/%s", g_releasedir, filename);\r
- printf ("copying to %s\n", dest);\r
- QCopyFile (source, dest);\r
- return;\r
-}\r
-\r
-typedef struct\r
-{\r
- // shader\r
- // opaque\r
- // opaque 2\r
- // blend \r
- // blend 2\r
- char names[5][1024];\r
- int num;\r
-} ShaderFiles_t;\r
-\r
-ShaderFiles_t s_shaderFiles;\r
-\r
-void FindShaderFiles( char *filename )\r
-{\r
- char buffer[1024];\r
- char stripped[1024];\r
- char linebuffer[1024];\r
- int len, i;\r
- char *buf;\r
- char *diffuseExtensions[] =\r
- {\r
- ".TGA",\r
- ".WAL",\r
- ".PCX",\r
- 0\r
- };\r
- char *otherExtensions[] =\r
- {\r
- ".specular.TGA",\r
- ".blend.TGA",\r
- ".alpha.TGA",\r
- 0\r
- };\r
-\r
- s_shaderFiles.num = 0;\r
-\r
- strcpy( stripped, filename );\r
- if ( strrchr( stripped, '.' ) )\r
- *strrchr( stripped, '.' ) = 0;\r
- strcat( stripped, ".shader" );\r
-\r
- if ( FileExists( stripped ) )\r
- {\r
- char *p;\r
- char mapa[512], mapb[512];\r
-\r
- strcpy( s_shaderFiles.names[s_shaderFiles.num], stripped );\r
- s_shaderFiles.num++;\r
-\r
- // load and parse\r
- len = LoadFile( stripped, (void **)&buf);\r
-\r
- p = buf;\r
-\r
- while ( p - buf < len )\r
- {\r
- i = 0;\r
-\r
- // skip spaces\r
- while ( *p == ' ' || *p == '\n' || *p == '\t' )\r
- p++;\r
-\r
- // grab rest of the line\r
- while ( *p != 0 && *p != '\n' )\r
- {\r
- linebuffer[i] = *p;\r
- i++;\r
- p++;\r
- }\r
- if ( *p == '\n' )\r
- p++;\r
- linebuffer[i] = 0;\r
-\r
- strlwr( linebuffer );\r
-\r
- // see if the line specifies an opaque map or blendmap\r
- if ( strstr( linebuffer, "opaquemap" ) == linebuffer ||\r
- strstr( linebuffer, "blendmap" ) == linebuffer )\r
- {\r
- int j;\r
-\r
- i = 0;\r
-\r
- mapa[0] = mapb[0] = 0;\r
-\r
- // skip past the keyword\r
- while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )\r
- i++;\r
- // skip past spaces\r
- while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )\r
- i++;\r
-\r
- // grab first map name\r
- j = 0;\r
- while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )\r
- {\r
- mapa[j] = linebuffer[i];\r
- j++;\r
- i++;\r
- }\r
- mapa[j] = 0;\r
-\r
- // skip past spaces\r
- while ( ( linebuffer[i] == ' ' || linebuffer[i] == '\t' ) && linebuffer[i] )\r
- i++;\r
-\r
- // grab second map name\r
- j = 0;\r
- while ( linebuffer[i] != ' ' && linebuffer[i] != '\t' && linebuffer[i] )\r
- {\r
- mapb[j] = linebuffer[i];\r
- j++;\r
- i++;\r
- }\r
- mapb[j] = 0;\r
-\r
- // store map names\r
- if ( mapa[0] != 0 && mapa[0] != '-' )\r
- {\r
- sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapa );\r
- s_shaderFiles.num++;\r
- }\r
- if ( mapb[0] != 0 && mapb[0] != '-' && mapb[0] != '^' && mapb[0] != '*' )\r
- {\r
- sprintf( s_shaderFiles.names[s_shaderFiles.num], "%s%s", gamedir, mapb );\r
- s_shaderFiles.num++;\r
- }\r
- }\r
- }\r
- }\r
- else\r
- {\r
- if ( strrchr( stripped, '.' ) )\r
- *strrchr( stripped, '.' ) = 0;\r
-\r
- // look for diffuse maps\r
- for ( i = 0; i < 3; i++ )\r
- {\r
- strcpy( buffer, stripped );\r
- strcat( buffer, diffuseExtensions[i] );\r
- if ( FileExists( buffer ) )\r
- {\r
- strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );\r
- s_shaderFiles.num++;\r
- break;\r
- }\r
- }\r
- for ( i = 0; i < 3; i++ )\r
- {\r
- strcpy( buffer, stripped );\r
- strcat( buffer, otherExtensions[i] );\r
- if ( FileExists( buffer ) )\r
- {\r
- strcpy( s_shaderFiles.names[s_shaderFiles.num], buffer );\r
- s_shaderFiles.num++;\r
- }\r
- }\r
- }\r
-}\r
-\r
-/*\r
-==============\r
-ReleaseShader\r
-\r
-Copies all needed files for a shader to the release directory\r
-==============\r
-*/\r
-void ReleaseShader( char *filename ) \r
-{\r
- char fullpath[1024];\r
- char dest[1024];\r
- char stripped[1024];\r
- int i;\r
-\r
- sprintf( fullpath, "%s%s", gamedir, filename );\r
-\r
- FindShaderFiles( fullpath );\r
-\r
- for ( i = 0; i < s_shaderFiles.num; i++ )\r
- {\r
- strcpy( stripped, s_shaderFiles.names[i] );\r
- if ( strstr( stripped, gamedir ) )\r
- {\r
- memmove( stripped, stripped+ strlen( gamedir ), strlen( stripped ) );\r
- }\r
- sprintf( dest, "%s/%s", g_releasedir, stripped );\r
- printf ("copying to %s\n", dest );\r
- QCopyFile( s_shaderFiles.names[i], dest );\r
- }\r
-}\r
-\r
-/*\r
-===============\r
-Cmd_File\r
-\r
-This is only used to cause a file to be copied during a release\r
-build (default.cfg, maps, etc)\r
-===============\r
-*/\r
-void Cmd_File (void)\r
-{\r
- GetToken (qfalse);\r
- ReleaseFile (token);\r
-}\r
-\r
-/*\r
-===============\r
-PackDirectory_r\r
-\r
-===============\r
-*/\r
-#ifdef _WIN32\r
-#include "io.h"\r
-void PackDirectory_r (char *dir)\r
-{\r
- struct _finddata_t fileinfo;\r
- int handle;\r
- char dirstring[1024];\r
- char filename[1024];\r
-\r
- sprintf (dirstring, "%s%s/*.*", gamedir, dir);\r
-\r
- handle = _findfirst (dirstring, &fileinfo);\r
- if (handle == -1)\r
- return;\r
-\r
- do\r
- {\r
- sprintf (filename, "%s/%s", dir, fileinfo.name);\r
- if (fileinfo.attrib & _A_SUBDIR)\r
- { // directory\r
- if (fileinfo.name[0] != '.') // don't pak . and ..\r
- PackDirectory_r (filename);\r
- continue;\r
- }\r
- // copy or pack the file\r
- ReleaseFile (filename); \r
- } while (_findnext( handle, &fileinfo ) != -1);\r
-\r
- _findclose (handle);\r
-}\r
-#else\r
-\r
-#include <sys/types.h>\r
-#ifndef WIN32\r
-#include <sys/dir.h>\r
-#else\r
-#include <sys/dirent.h>\r
-#endif\r
-\r
-void PackDirectory_r (char *dir)\r
-{\r
-#ifdef NeXT\r
- struct direct **namelist, *ent;\r
-#else\r
- struct dirent **namelist, *ent;\r
-#endif\r
- int count;\r
- struct stat st;\r
- int i;\r
- int len;\r
- char fullname[1024];\r
- char dirstring[1024];\r
- char *name;\r
- \r
- sprintf (dirstring, "%s%s", gamedir, dir);\r
- count = scandir(dirstring, &namelist, NULL, NULL);\r
- \r
- for (i=0 ; i<count ; i++)\r
- {\r
- ent = namelist[i]; \r
- name = ent->d_name;\r
-\r
- if (name[0] == '.')\r
- continue;\r
- \r
- sprintf (fullname, "%s/%s", dir, name);\r
- sprintf (dirstring, "%s%s/%s", gamedir, dir, name);\r
- \r
- if (stat (dirstring, &st) == -1)\r
- Error ("fstating %s", pf->name);\r
- if (st.st_mode & S_IFDIR)\r
- { // directory\r
- PackDirectory_r (fullname);\r
- continue;\r
- }\r
-\r
- // copy or pack the file\r
- ReleaseFile (fullname); \r
- }\r
-}\r
-#endif\r
-\r
-\r
-/*\r
-===============\r
-Cmd_Dir\r
-\r
-This is only used to cause a directory to be copied during a\r
-release build (sounds, etc)\r
-===============\r
-*/\r
-void Cmd_Dir (void)\r
-{\r
- GetToken (qfalse);\r
- PackDirectory_r (token); \r
-}\r
-\r
-//========================================================================\r
-\r
-#define MAX_RTEX 16384\r
-int numrtex;\r
-char rtex[MAX_RTEX][64];\r
-\r
-void ReleaseTexture (char *name)\r
-{\r
- int i;\r
- char path[1024];\r
-\r
- for (i=0 ; i<numrtex ; i++)\r
- if (!Q_stricmp(name, rtex[i]))\r
- return;\r
-\r
- if (numrtex == MAX_RTEX)\r
- Error ("numrtex == MAX_RTEX");\r
-\r
- strcpy (rtex[i], name);\r
- numrtex++;\r
-\r
- sprintf (path, "textures/%s.wal", name);\r
- ReleaseFile (path);\r
-}\r
-\r
-/*\r
-===============\r
-Cmd_Maps\r
-\r
-Only relevent for release and pak files.\r
-Releases the .bsp files for the maps, and scans all of the files to\r
-build a list of all textures used, which are then released.\r
-===============\r
-*/\r
-void Cmd_Maps (void)\r
-{\r
- char map[1024];\r
-\r
- while (TokenAvailable ())\r
- {\r
- GetToken (qfalse);\r
- sprintf (map, "maps/%s.bsp", token);\r
- ReleaseFile (map);\r
-\r
- if (!g_release)\r
- continue;\r
-\r
- // get all the texture references\r
- sprintf (map, "%smaps/%s.bsp", gamedir, token);\r
- LoadBSPFile( map );\r
- }\r
-}\r
-\r
-\r
-//==============================================================\r
-\r
-/*\r
-===============\r
-ParseScript\r
-===============\r
-*/\r
-void ParseScript (void)\r
-{\r
- while (1)\r
- {\r
- do\r
- { // look for a line starting with a $ command\r
- GetToken (qtrue);\r
- if (endofscript)\r
- return;\r
- if (token[0] == '$')\r
- break; \r
- while (TokenAvailable())\r
- GetToken (qfalse);\r
- } while (1);\r
- \r
- //\r
- // model commands\r
- //\r
- if (!strcmp (token, "$modelname"))\r
- Cmd_Modelname ();\r
- else if (!strcmp (token, "$base"))\r
- Cmd_Base ();\r
- else if ( !strcmp( token, "$exit" ) )\r
- break;\r
- else if ( !strcmp( token, "$3dsconvert" ) )\r
- Cmd_3DSConvert();\r
- else if (!strcmp (token, "$spritebase"))\r
- Cmd_SpriteBase ();\r
- else if (!strcmp (token, "$cd"))\r
- Cmd_Cd ();\r
- else if (!strcmp (token, "$origin"))\r
- Cmd_Origin ();\r
- else if (!strcmp (token, "$scale"))\r
- Cmd_ScaleUp ();\r
- else if (!strcmp (token, "$frame"))\r
- Cmd_Frame ();\r
- else if (!strcmp (token, "$skin" ))\r
- Cmd_Skin();\r
- else if (!strcmp (token, "$spriteshader"))\r
- Cmd_SpriteShader();\r
- else if (!strcmp( token, "$aseconvert" ))\r
- Cmd_ASEConvert( qfalse );\r
- else if (!strcmp( token, "$aseanimconvert" ) )\r
- Cmd_ASEConvert( qtrue );\r
-\r
- //\r
- // image commands\r
- //\r
- else if (!strcmp (token, "$grab"))\r
- Cmd_Grab ();\r
- else if (!strcmp (token, "$raw"))\r
- Cmd_Raw ();\r
- else if (!strcmp (token, "$colormap"))\r
- Cmd_Colormap ();\r
- else if (!strcmp (token, "$environment"))\r
- Cmd_Environment ();\r
-\r
- //\r
- // video\r
- //\r
- else if (!strcmp (token, "$video"))\r
- Cmd_Video ();\r
- //\r
- // misc\r
- //\r
- else if (!strcmp (token, "$file"))\r
- Cmd_File ();\r
- else if (!strcmp (token, "$dir"))\r
- Cmd_Dir ();\r
- else if (!strcmp (token, "$maps"))\r
- Cmd_Maps ();\r
- else\r
- Error ("bad command %s\n", token);\r
- }\r
-}\r
-\r
-//=======================================================\r
-\r
-#include "version.h"\r
-\r
-/*\r
-==============\r
-main\r
-==============\r
-*/\r
-int main (int argc, char **argv)\r
-{\r
- static int i; // VC4.2 compiler bug if auto...\r
- char path[1024];\r
-\r
- // using GtkRadiant's versioning next to Id's versioning\r
- printf ("Q3Data - (c) 1999 Id Software Inc.\n");\r
- printf ("GtkRadiant - v" RADIANT_VERSION " " __DATE__ "\n");\r
-\r
- ExpandWildcards (&argc, &argv);\r
-\r
- for (i=1 ; i<argc ; i++)\r
- {\r
- if (!strcmp(argv[i], "-archive"))\r
- {\r
- archive = qtrue;\r
- strcpy (archivedir, argv[i+1]);\r
- printf ("Archiving source to: %s\n", archivedir);\r
- i++;\r
- }\r
- else if (!strcmp(argv[i], "-release"))\r
- {\r
- g_release = qtrue;\r
- strcpy (g_releasedir, argv[i+1]);\r
- printf ("Copy output to: %s\n", g_releasedir);\r
- i++;\r
- }\r
- else if ( !strcmp( argv[i], "-nostrips" ) )\r
- {\r
- g_stripify = qfalse;\r
- printf( "Not optimizing for strips\n" );\r
- }\r
- else if ( !strcmp( argv[i], "-writedir" ) )\r
- {\r
- strcpy( writedir, argv[i+1] );\r
- printf( "Write output to: %s\n", writedir );\r
- i++;\r
- }\r
- else if ( !strcmp( argv[i], "-verbose" ) )\r
- {\r
- g_verbose = qtrue;\r
- }\r
- else if ( !strcmp( argv[i], "-dump" ) )\r
- {\r
- printf( "Dumping contents of: '%s'\n", argv[i+1] );\r
- if ( strstr( argv[i+1], ".md3" ) )\r
- {\r
- MD3_Dump( argv[i+1] );\r
- }\r
- else\r
- {\r
- Error( "Do not know how to dump the contents of '%s'\n", argv[i+1] );\r
- }\r
- i++;\r
- }\r
- else if ( !strcmp( argv[i], "-3dsconvert" ) )\r
- {\r
- // NOTE TTimo this is broken, tried on a sample .3ds\r
- // what happens .. it calls the Convert3DStoMD3,\r
- // which calls the scriptlib function in non initialized state .. and crashes\r
- printf( "Converting %s.3DS to %s.MD3\n", argv[i+1], argv[i+1] );\r
- SetQdirFromPath( argv[i+1] );\r
- vfsInitDirectory( gamedir );\r
- Convert3DStoMD3( argv[i+1] );\r
- i++;\r
- }\r
- else if (!strcmp(argv[i], "-only"))\r
- {\r
- strcpy (g_only, argv[i+1]);\r
- printf ("Only grabbing %s\n", g_only);\r
- i++;\r
- }\r
- else if (!strcmp(argv[i], "-gamedir"))\r
- {\r
- strcpy(gamedir, argv[i+1]);\r
- i++;\r
- }\r
- else if (argv[i][0] == '-')\r
- Error ("Unknown option \"%s\"", argv[i]);\r
- else\r
- break;\r
- }\r
-\r
- if (i == argc)\r
- Error ("usage: q3data [-archive <directory>] [-dump <file.md3>] [-release <directory>] [-only <model>] [-3dsconvert <file.3ds>] [-verbose] [file.qdt]");\r
-\r
- for ( ; i<argc ; i++)\r
- {\r
- printf ("--------------- %s ---------------\n", argv[i]);\r
- // load the script\r
- strcpy (path, argv[i]);\r
- DefaultExtension (path, ".qdt");\r
- if(!gamedir[0])\r
- SetQdirFromPath (path);\r
- // NOTE TTimo\r
- // q3data went through a partial conversion to use the vfs\r
- // it was never actually tested before 1.1.1\r
- // the code is still mostly using direct file access calls\r
- vfsInitDirectory( gamedir );\r
- LoadScriptFile (ExpandArg(path), -1);\r
- \r
- //\r
- // parse it\r
- //\r
- ParseScript ();\r
-\r
- // write out the last model\r
- FinishModel ( TYPE_UNKNOWN );\r
- }\r
-\r
- return 0;\r
-}\r
-\r
+/*
+ Copyright (C) 1999-2006 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
+#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_LINUX || GDEF_OS_MACOS
+#define strlwr strlower
+#endif
+
+/*
+ =======================================================
+
+ 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( "NetRadiant - 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;
+}