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- #include "p3dlib.h"
-
- #include <io.h>
- #include <stdlib.h>
- #include <stdio.h>
- #include <string.h>
-
- #define MAX_POLYSETS 64
-
- typedef struct
- {
- long len;
-
- int numPairs;
- char polysetNames[MAX_POLYSETS][256];
- char shaders[MAX_POLYSETS][256];
-
- char *buffer, *curpos;
- } p3d_t;
-
- static p3d_t p3d;
-
- static int P3DProcess();
- static int P3DGetToken( int restOfLine );
-
- static char s_token[1024];
- static int s_curpair;
-
- /*
- ** P3DLoad
- **
- */
- int P3DLoad( const char *filename )
- {
- FILE *fp = fopen( filename, "rb" );
-
- if ( !fp )
- return 0;
-
- memset( &p3d, 0, sizeof( p3d ) );
-
- p3d.len = filelength( fileno( fp ) );
-
- p3d.curpos = p3d.buffer = malloc( p3d.len );
-
- if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 )
- {
- fclose( fp );
- return 0;
- }
-
- fclose( fp );
-
- return P3DProcess();
- }
-
- /*
- ** P3DClose
- **
- */
- void P3DClose()
- {
- if ( p3d.buffer )
- {
- free( p3d.buffer );
- p3d.buffer = 0;
- }
- }
-
- int CharIsTokenDelimiter( int ch )
- {
- if ( ch <= 32 )
- return 1;
- return 0;
- }
-
- int P3DSkipToToken( const char *name )
- {
- while ( P3DGetToken( 0 ) )
- {
- if ( !_strcmpi( s_token, name ) )
- return 1;
- }
-
- return 0;
- }
-
- /*
- ** P3DGetToken
- **
- */
- int P3DGetToken( int restOfLine )
- {
- int i = 0;
-
- if ( p3d.buffer == 0 )
- return 0;
-
- if ( ( p3d.curpos - p3d.buffer ) == p3d.len )
- return 0;
-
- // skip over crap
- while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) &&
- ( *p3d.curpos <= 32 ) )
- {
- p3d.curpos++;
- }
-
- while ( ( p3d.curpos - p3d.buffer ) < p3d.len )
- {
- s_token[i] = *p3d.curpos;
-
- p3d.curpos++;
- i++;
-
- if ( ( CharIsTokenDelimiter( s_token[i-1] ) && !restOfLine ) ||
- ( ( s_token[i-1] == '\n' ) ) )
- {
- s_token[i-1] = 0;
- break;
- }
- }
-
- s_token[i] = 0;
-
- return 1;
- }
-
- int P3DGetNextPair( char **psetName, char **associatedShader )
- {
- if ( s_curpair < p3d.numPairs )
- {
- *psetName = p3d.polysetNames[s_curpair];
- *associatedShader = p3d.shaders[s_curpair];
- s_curpair++;
- return 1;
- }
-
- return 0;
- }
-
- int P3DSkipToTokenInBlock( const char *name )
- {
- int iLevel = 0;
-
- while ( P3DGetToken( 0 ) )
- {
- if ( !_strcmpi( s_token, "}" ) )
- iLevel--;
- else if ( !_strcmpi( s_token, "{" ) )
- iLevel++;
-
- if ( !_strcmpi( s_token, name ) )
- return 1;
-
- if ( iLevel == 0 )
- {
- return 0;
- }
- }
-
- return 0;
- }
-
- /*
- ** P3DProcess
- **
- ** Nothing fancy here.
- */
- int P3DProcess()
- {
-
- s_curpair = 0;
-
- // first token should be a string
- P3DGetToken( 1 ); // Voodoo Ascii File
-
- // skip to the first Obj declaration
- while ( P3DGetToken( 0 ) )
- {
- if ( !_strcmpi( s_token, "Obj" ) )
- {
- int j = 0, k = 0;
-
- if ( P3DSkipToToken( "Text" ) )
- {
- if ( P3DSkipToTokenInBlock( "TMap" ) )
- {
- char *p;
-
- if ( !P3DSkipToToken( "Path" ) )
- return 0;
-
- if ( !P3DGetToken( 1 ) )
- return 0;
-
- while ( s_token[j] != 0 )
- {
- if ( s_token[j] == '\\' )
- {
- j++;
- p3d.shaders[p3d.numPairs][k] = '/';
- }
- else
- {
- p3d.shaders[p3d.numPairs][k] = s_token[j];
- }
- j++;
- k++;
- }
- p3d.shaders[p3d.numPairs][k] = 0;
-
- //
- // strip off any explicit extensions
- //
- if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 )
- {
- while ( *p )
- {
- if ( *p == '.' )
- {
- *p = 0;
- break;
- }
- p++;
- }
- }
-
- //
- // skip to the end of the Object and grab its name
- //
- if ( !P3DSkipToToken( "Name" ) )
- return 0;
-
- if ( P3DGetToken( 0 ) )
- {
- // strip off leading 'Obj_' if it exists
- if ( strstr( s_token, "Obj_" ) == s_token )
- strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) );
- else
- strcpy( p3d.polysetNames[p3d.numPairs], s_token );
-
- // strip off trailing unused color information
- // if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 )
- // *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0;
-
- p3d.numPairs++;
- }
- else
- {
- return 0;
- }
- }
- }
- }
- }
-
- s_curpair = 0;
-
- return 1;
- }
-
- #if 0
- void SkinFromP3D( const char *file )
- {
- char filename[1024];
- char *psetName, *associatedShader;
-
- /*
- ** a P3D file contains a list of polysets, each with a list of associated
- ** texture names that constitute it's
- **
- ** Thus:
- **
- ** P3D file -> skin
- ** polyset -> polyset
- ** texture -> texture.SHADER becomes polyset's shader
- */
- sprintf( filename, "%s/%s", g_cddir, file );
-
- if ( !P3DLoad( filename ) )
- Error( "unable to load '%s'", filename );
-
- while ( P3DGetNextPair( &psetName, &associatedShader ) )
- {
- int i;
-
- // find the polyset in the object that this particular pset/shader pair
- // corresponds to and append the shader to it
- for ( i = 0; i < g_data.model.numSurfaces; i++ )
- {
- if ( !_strcmpi( g_data.surfData[i].header.name, psetName) )
- {
- char *p;
-
- if ( strstr( associatedShader, gamedir + 1 ) )
- {
- p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1;
- }
- else
- {
- p = associatedShader;
- }
-
- strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p );
-
- g_data.surfData[i].header.numShaders++;
- }
- }
-
- }
-
- P3DClose();
- }
- #endif
-
-
-