-#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
+#ifdef _WIN32
+#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 defined (__linux__) || defined (__APPLE__)
+#define strlwr strlower
+#endif
+
+/*
+=======================================================
+
+ PAK FILES
+
+=======================================================
+*/
+
+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
+
+===============
+*/
+#ifdef _WIN32
+#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>
+#ifndef WIN32
+#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 ("GtkRadiant - 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;
+}
+