]> git.xonotic.org Git - xonotic/netradiant.git/commitdiff
Q3map2:
authorGarux <garux@mail.ru>
Wed, 2 Aug 2017 06:16:24 +0000 (09:16 +0300)
committerGarux <garux@mail.ru>
Wed, 2 Aug 2017 06:16:24 +0000 (09:16 +0300)
* new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
* fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
* no backsplash for area lights, if surf == sky
* report patches count in -info
* -exportents to exports entities to a .ent file
* unvanquished game support
* -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
* -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
* -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
* fix undocumented unexpected LokiInitPaths
* -help option (-h, --help)

Makefile
tools/quake3/q3map2/bspfile_abstract.c
tools/quake3/q3map2/exportents.c [new file with mode: 0644]
tools/quake3/q3map2/game_unvanquished.h [new file with mode: 0644]
tools/quake3/q3map2/help.c [new file with mode: 0644]
tools/quake3/q3map2/light_bounce.c
tools/quake3/q3map2/main.c
tools/quake3/q3map2/path_init.c
tools/quake3/q3map2/q3map2.h

index bcb1f6f601ff720c7658ecb26cf0d0c37e739f03..48081b15637ada939fceada4adf6553319401e6f 100644 (file)
--- a/Makefile
+++ b/Makefile
@@ -511,8 +511,10 @@ $(INSTALLDIR)/q3map2.$(EXE): \
        tools/quake3/q3map2/convert_obj.o \
        tools/quake3/q3map2/convert_map.o \
        tools/quake3/q3map2/decals.o \
+       tools/quake3/q3map2/exportents.o \
        tools/quake3/q3map2/facebsp.o \
        tools/quake3/q3map2/fog.o \
+       tools/quake3/q3map2/help.o \
        tools/quake3/q3map2/image.o \
        tools/quake3/q3map2/leakfile.o \
        tools/quake3/q3map2/light_bounce.o \
index 6ec7e21c0e6c7b140747a275c96da736bb341620..8aad909195fc824496867552aa7341c243b854e1 100644 (file)
@@ -450,7 +450,12 @@ void PrintBSPFileSizes( void ){
        if ( numEntities <= 0 ) {
                ParseEntities();
        }
-
+       int patchCount = 0;
+       bspDrawSurface_t *s;
+       for ( s = bspDrawSurfaces; s != bspDrawSurfaces + numBSPDrawSurfaces; ++s ){
+               if ( s->surfaceType == MST_PATCH )
+                       ++patchCount;
+       }
        /* note that this is abstracted */
        Sys_Printf( "Abstracted BSP file components (*actual sizes may differ)\n" );
 
@@ -483,6 +488,8 @@ void PrintBSPFileSizes( void ){
 
        Sys_Printf( "%9d drawsurfaces  %9d *\n",
                                numBSPDrawSurfaces, (int) ( numBSPDrawSurfaces * sizeof( *bspDrawSurfaces ) ) );
+       Sys_Printf( "%9d patchsurfaces       \n",
+                               patchCount );
        Sys_Printf( "%9d drawverts     %9d *\n",
                                numBSPDrawVerts, (int) ( numBSPDrawVerts * sizeof( *bspDrawVerts ) ) );
        Sys_Printf( "%9d drawindexes   %9d\n",
diff --git a/tools/quake3/q3map2/exportents.c b/tools/quake3/q3map2/exportents.c
new file mode 100644 (file)
index 0000000..578f9e4
--- /dev/null
@@ -0,0 +1,112 @@
+/* -------------------------------------------------------------------------------
+
+   Copyright (C) 1999-2013 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 EXPORTENTS_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+   this file contains code that exports entities to a .ent file.
+
+   ------------------------------------------------------------------------------- */
+
+/*
+   ExportEntities()
+   exports the entities to a text file (.ent)
+ */
+
+void ExportEntities( void ){
+        char filename[ 1024 ];
+        FILE *file;
+               
+        /* note it */
+        Sys_FPrintf( SYS_VRB, "--- ExportEntities ---\n" );
+               
+        /* do some path mangling */
+        strcpy( filename, source );
+        StripExtension( filename );
+        strcat( filename, ".ent" );
+               
+        /* sanity check */
+        if ( bspEntData == NULL || bspEntDataSize == 0 ) {
+                Sys_Printf( "WARNING: No BSP entity data. aborting...\n" );
+                return;
+        }
+               
+        /* write it */
+        Sys_Printf( "Writing %s\n", filename );
+        Sys_FPrintf( SYS_VRB, "(%d bytes)\n", bspEntDataSize );
+        file = fopen( filename, "w" );
+               
+        if ( file == NULL ) {
+                Error( "Unable to open %s for writing", filename );
+        }
+               
+        fprintf( file, "%s\n", bspEntData );
+        fclose( file );
+}
+
+
+
+/*
+   ExportEntitiesMain()
+   exports the entities to a text file (.ent)
+ */
+
+int ExportEntitiesMain( int argc, char **argv ){
+        /* arg checking */
+        if ( argc < 1 ) {
+                Sys_Printf( "Usage: q3map -exportents [-v] <mapname>\n" );
+                return 0;
+        }
+               
+        /* do some path mangling */
+        strcpy( source, ExpandArg( argv[ argc - 1 ] ) );
+        StripExtension( source );
+        DefaultExtension( source, ".bsp" );
+               
+        /* load the bsp */
+        Sys_Printf( "Loading %s\n", source );
+        LoadBSPFile( source );
+               
+        /* export the lightmaps */
+        ExportEntities();
+               
+        /* return to sender */
+        return 0;
+}
\ No newline at end of file
diff --git a/tools/quake3/q3map2/game_unvanquished.h b/tools/quake3/q3map2/game_unvanquished.h
new file mode 100644 (file)
index 0000000..d623a24
--- /dev/null
@@ -0,0 +1,172 @@
+/* -------------------------------------------------------------------------------
+
+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."
+
+------------------------------------------------------------------------------- */
+
+/* Derived from Tremulous support by LinuxManMikeC */
+
+
+/* marker */
+#ifndef GAME_UNVANQUISHED_H
+#define GAME_UNVANQUISHED_H
+
+
+
+/* -------------------------------------------------------------------------------
+
+content and surface flags - also uses defines from game_quake3.h
+
+------------------------------------------------------------------------------- */
+
+#define UNV_CONT_NOALIENBUILD         0x1000
+#define UNV_CONT_NOHUMANBUILD         0x2000
+#define UNV_CONT_NOBUILD              0x4000
+
+#define UNV_SURF_NOALIENBUILDSURFACE  0x80000
+#define UNV_SURF_NOHUMANBUILDSURFACE  0x100000
+#define UNV_SURF_NOBUILDSURFACE       0x200000
+
+
+
+/* -------------------------------------------------------------------------------
+
+game_t struct
+
+------------------------------------------------------------------------------- */
+
+{
+       "unvanquished",         /* -game x */
+       "pkg",                  /* default base game data dir */
+       ".unvanquished",        /* unix home sub-dir */
+       "unvanquished",         /* magic path word */
+       "scripts",              /* shader directory */
+       1048575,                /* max lightmapped surface verts */
+       1048575,                /* max surface verts */
+       1048575,                /* max surface indexes */
+       qfalse,                 /* flares */
+       "flareshader",          /* default flare shader */
+       qfalse,                 /* wolf lighting model? */
+       128,                    /* lightmap width/height */
+       1.0f,                   /* lightmap gamma */
+       qfalse,                 /* lightmap sRGB */
+       qfalse,                 /* texture sRGB */
+       qfalse,                 /* color sRGB */
+       0.0f,                   /* lightmap exposure */
+       1.0f,                   /* lightmap compensate */
+       1.0f,                   /* lightgrid scale */
+       1.0f,                   /* lightgrid ambient scale */
+       qfalse,                 /* light angle attenuation uses half-lambert curve */
+       qfalse,                 /* disable shader lightstyles hack */
+       qtrue,                  /* keep light entities on bsp */
+       8,                      /* default patchMeta subdivisions tolerance */
+       qfalse,                 /* patch casting enabled */
+       qfalse,                 /* compile deluxemaps */
+       1,                      /* deluxemaps default mode */
+       512,                    /* minimap size */
+       1.0f,                   /* minimap sharpener */
+       0.0f,                   /* minimap border */
+       qtrue,                  /* minimap keep aspect */
+       MINIMAP_MODE_BLACK,     /* minimap mode */
+       "../minimaps/%s.tga",   /* minimap name format */
+       "IBSP",                 /* bsp file prefix */
+       46,                     /* bsp file version */
+       qfalse,                 /* cod-style lump len/ofs order */
+       LoadIBSPFile,           /* bsp load function */
+       WriteIBSPFile,          /* bsp write function */
+
+       {
+               /* name                 contentFlags            contentFlagsClear           surfaceFlags                   surfaceFlagsClear            compileFlags                    compileFlagsClear */
+
+               /* default */
+               { "default",            Q_CONT_SOLID,           -1,                         0,                              -1,                         C_SOLID,                        -1 },
+
+               /* ydnar */
+               { "lightgrid",          0,                      0,                          0,                              0,                          C_LIGHTGRID,                    0 },
+               { "antiportal",         0,                      0,                          0,                              0,                          C_ANTIPORTAL,                   0 },
+               { "skip",               0,                      0,                          0,                              0,                          C_SKIP,                         0 },
+
+               /* compiler */
+               { "origin",             Q_CONT_ORIGIN,          Q_CONT_SOLID,               0,                              0,                          C_ORIGIN | C_TRANSLUCENT,       C_SOLID },
+               { "areaportal",         Q_CONT_AREAPORTAL,      Q_CONT_SOLID,               0,                              0,                          C_AREAPORTAL | C_TRANSLUCENT,   C_SOLID },
+               { "trans",              Q_CONT_TRANSLUCENT,     0,                          0,                              0,                          C_TRANSLUCENT,                  0 },
+               { "detail",             Q_CONT_DETAIL,          0,                          0,                              0,                          C_DETAIL,                       0 },
+               { "structural",         Q_CONT_STRUCTURAL,      0,                          0,                              0,                          C_STRUCTURAL,                   0 },
+               { "hint",               0,                      0,                          Q_SURF_HINT,                    0,                          C_HINT,                         0 },
+               { "nodraw",             0,                      0,                          Q_SURF_NODRAW,                  0,                          C_NODRAW,                       0 },
+
+               { "alphashadow",        0,                      0,                          Q_SURF_ALPHASHADOW,             0,                          C_ALPHASHADOW | C_TRANSLUCENT,  0 },
+               { "lightfilter",        0,                      0,                          Q_SURF_LIGHTFILTER,             0,                          C_LIGHTFILTER | C_TRANSLUCENT,  0 },
+               { "nolightmap",         0,                      0,                          Q_SURF_VERTEXLIT,               0,                          C_VERTEXLIT,                    0 },
+               { "pointlight",         0,                      0,                          Q_SURF_VERTEXLIT,               0,                          C_VERTEXLIT,                    0 },
+
+               /* game */
+               { "nonsolid",           0,                      Q_CONT_SOLID,               Q_SURF_NONSOLID,                0,                          0,                              C_SOLID },
+
+               { "trigger",            Q_CONT_TRIGGER,         Q_CONT_SOLID,               0,                              0,                          C_TRANSLUCENT,                  C_SOLID },
+
+               { "water",              Q_CONT_WATER,           Q_CONT_SOLID,               0,                              0,                          C_LIQUID | C_TRANSLUCENT,       C_SOLID },
+               { "slime",              Q_CONT_SLIME,           Q_CONT_SOLID,               0,                              0,                          C_LIQUID | C_TRANSLUCENT,       C_SOLID },
+               { "lava",               Q_CONT_LAVA,            Q_CONT_SOLID,               0,                              0,                          C_LIQUID | C_TRANSLUCENT,       C_SOLID },
+
+               { "playerclip",         Q_CONT_PLAYERCLIP,      Q_CONT_SOLID,               0,                              0,                          C_DETAIL | C_TRANSLUCENT,       C_SOLID },
+               { "monsterclip",        Q_CONT_MONSTERCLIP,     Q_CONT_SOLID,               0,                              0,                          C_DETAIL | C_TRANSLUCENT,       C_SOLID },
+               { "nodrop",             Q_CONT_NODROP,          Q_CONT_SOLID,               0,                              0,                          C_TRANSLUCENT,                  C_SOLID },
+
+               { "clusterportal",      Q_CONT_CLUSTERPORTAL,   Q_CONT_SOLID,               0,                              0,                          C_TRANSLUCENT,                  C_SOLID },
+               { "donotenter",         Q_CONT_DONOTENTER,      Q_CONT_SOLID,               0,                              0,                          C_TRANSLUCENT,                  C_SOLID },
+               { "botclip",            Q_CONT_BOTCLIP,         Q_CONT_SOLID,               0,                              0,                          C_TRANSLUCENT,                  C_SOLID },
+
+               { "fog",                Q_CONT_FOG,             Q_CONT_SOLID,               0,                              0,                          C_FOG,                          C_SOLID },
+               { "sky",                0,                      0,                          Q_SURF_SKY,                     0,                          C_SKY,                          0 },
+
+               { "slick",              0,                      0,                          Q_SURF_SLICK,                   0,                          0,                              0 },
+
+               { "noimpact",           0,                      0,                          Q_SURF_NOIMPACT,                0,                          0,                              0 },
+               { "nomarks",            0,                      0,                          Q_SURF_NOMARKS,                 0,                          C_NOMARKS,                      0 },
+               { "ladder",             0,                      0,                          Q_SURF_LADDER,                  0,                          0,                              0 },
+               { "nodamage",           0,                      0,                          Q_SURF_NODAMAGE,                0,                          0,                              0 },
+               { "metalsteps",         0,                      0,                          Q_SURF_METALSTEPS,              0,                          0,                              0 },
+               { "flesh",              0,                      0,                          Q_SURF_FLESH,                   0,                          0,                              0 },
+               { "nosteps",            0,                      0,                          Q_SURF_NOSTEPS,                 0,                          0,                              0 },
+               { "nodlight",           0,                      0,                          Q_SURF_NODLIGHT,                0,                          0,                              0 },
+               { "dust",               0,                      0,                          Q_SURF_DUST,                    0,                          0,                              0 },
+
+               /* unvanquished */
+               {"noalienbuild",        UNV_CONT_NOALIENBUILD,  0,                         0,                               0,                          0,                              0 },
+               {"nohumanbuild",        UNV_CONT_NOHUMANBUILD,  0,                         0,                               0,                          0,                              0 },
+               {"nobuild",             UNV_CONT_NOBUILD,       0,                         0,                               0,                          0,                              0 },
+
+               {"noalienbuildsurface", 0,                      0,                         UNV_SURF_NOALIENBUILDSURFACE,    0,                          0,                              0 },
+               {"nohumanbuildsurface", 0,                      0,                         UNV_SURF_NOHUMANBUILDSURFACE,    0,                          0,                              0 },
+               {"nobuildsurface",      0,                      0,                         UNV_SURF_NOBUILDSURFACE,         0,                          0,                              0 },
+
+               /* null */
+               { NULL,                 0,                      0,                         0,                               0,                          0,                              0 }
+       }
+}
+
+/* end marker */
+#endif
diff --git a/tools/quake3/q3map2/help.c b/tools/quake3/q3map2/help.c
new file mode 100644 (file)
index 0000000..5cc81ab
--- /dev/null
@@ -0,0 +1,416 @@
+/* -------------------------------------------------------------------------------
+
+   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."
+
+   ------------------------------------------------------------------------------- */
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+struct HelpOption
+{
+       const char* name;
+       const char* description;
+};
+
+void HelpOptions(const char* group_name, int indentation, int width, struct HelpOption* options, int count)
+{
+       indentation *= 2;
+       char* indent = malloc(indentation+1);
+       memset(indent, ' ', indentation);
+       indent[indentation] = 0;
+       printf("%s%s:\n", indent, group_name);
+       indentation += 2;
+       indent = realloc(indent, indentation+1);
+       memset(indent, ' ', indentation);
+       indent[indentation] = 0;
+
+       int i;
+       for ( i = 0; i < count; i++ )
+       {
+               int printed = printf("%s%-24s  ", indent, options[i].name);
+               int descsz = strlen(options[i].description);
+               int j = 0;
+               while ( j < descsz && descsz-j > width - printed )
+               {
+                       if ( j != 0 )
+                               printf("%s%26c",indent,' ');
+                       int fragment = width - printed;
+                       while ( fragment > 0 && options[i].description[j+fragment-1] != ' ')
+                                       fragment--;
+                       j += fwrite(options[i].description+j, sizeof(char), fragment, stdout);
+                       putchar('\n');
+                       printed = indentation+26;
+               }
+               if ( j == 0 )
+               {
+                       printf("%s\n",options[i].description+j);
+               }
+               else if ( j < descsz )
+               {
+                       printf("%s%26c%s\n",indent,' ',options[i].description+j);
+               }
+       }
+
+       putchar('\n');
+
+       free(indent);
+}
+
+void HelpBsp()
+{
+       struct HelpOption bsp[] = {
+               {"-bsp <filename.map>", "Switch that enters this stage"},
+               {"-altsplit", "Alternate BSP tree splitting weights (should give more fps)"},
+               {"-bspfile <filename.bsp>", "BSP file to write"},
+               {"-celshader <shadername>", "Sets a global cel shader name"},
+               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
+               {"-debuginset", "Push all triangle vertexes towards the triangle center"},
+               {"-debugportals", "Make BSP portals visible in the map"},
+               {"-debugsurfaces", "Color the vertexes according to the index of the surface"},
+               {"-deep", "Use detail brushes in the BSP tree, but at lowest priority (should give more fps)"},
+               {"-de <F>", "Distance epsilon for plane snapping etc."},
+               {"-fakemap", "Write fakemap.map containing all world brushes"},
+               {"-flares", "Turn on support for flares (TEST?)"},
+               {"-flat", "Enable flat shading (good for combining with -celshader)"},
+               {"-fulldetail", "Treat detail brushes as structural ones"},
+               {"-leaktest", "Abort if a leak was found"},
+               {"-linefile <filename.lin>", "Line file to write"},
+               {"-meta", "Combine adjacent triangles of the same texture to surfaces (ALWAYS USE THIS)"},
+               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
+               {"-mi <N>", "Sets the maximum number of indexes per surface"},
+               {"-mv <N>", "Sets the maximum number of vertices of a lightmapped surface"},
+               {"-ne <F>", "Normal epsilon for plane snapping etc."},
+               {"-nocurves", "Turn off support for patches"},
+               {"-nodetail", "Leave out detail brushes"},
+               {"-noflares", "Turn off support for flares"},
+               {"-nofog", "Turn off support for fog volumes"},
+               {"-nohint", "Turn off support for hint brushes"},
+               {"-nosubdivide", "Turn off support for `q3map_tessSize` (breaks water vertex deforms)"},
+               {"-notjunc", "Do not fix T-junctions (causes cracks between triangles, do not use)"},
+               {"-nowater", "Turn off support for water, slime or lava (Stef, this is for you)"},
+               {"-np <A>", "Force all surfaces to be nonplanar with a given shade angle"},
+               {"-onlyents", "Only update entities in the BSP"},
+               {"-patchmeta", "Turn patches into triangle meshes for display"},
+               {"-prtfile <filename.prt>", "Portal file to write"},
+               {"-rename", "Append suffix to miscmodel shaders (needed for SoF2)"},
+               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
+               {"-skyfix", "Turn sky box into six surfaces to work around ATI problems"},
+               {"-snap <N>", "Snap brush bevel planes to the given number of units"},
+               {"-srffile <filename.srf>", "Surface file to write"},
+               {"-tempname <filename.map>", "Read the MAP file from the given file name"},
+               {"-texrange <N>", "Limit per-surface texture range to the given number of units, and subdivide surfaces like with `q3map_tessSize` if this is not met"},
+               {"-tmpout", "Write the BSP file to /tmp"},
+               {"-verboseentities", "Enable `-v` only for map entities, not for the world"},
+       };
+       HelpOptions("BSP Stage", 0, 80, bsp, sizeof(bsp)/sizeof(struct HelpOption));
+}
+
+void HelpVis()
+{
+       struct HelpOption vis[] = {
+               {"-vis <filename.map>", "Switch that enters this stage"},
+               {"-fast", "Very fast and crude vis calculation"},
+               {"-mergeportals", "The less crude half of `-merge`, makes vis sometimes much faster but doesn't hurt fps usually"},
+               {"-merge", "Faster but still okay vis calculation"},
+               {"-nopassage", "Just use PortalFlow vis (usually less fps)"},
+               {"-nosort", "Do not sort the portals before calculating vis (usually slower)"},
+               {"-passageOnly", "Just use PassageFlow vis (usually less fps)"},
+               {"-prtfile <filename.prt>", "Portal file to read"},
+               {"-saveprt", "Keep the Portal file after running vis (so you can run vis again)"},
+               {"-tmpin", "Use /tmp folder for input"},
+               {"-tmpout", "Use /tmp folder for output"},
+       };
+       HelpOptions("VIS Stage", 0, 80, vis, sizeof(vis)/sizeof(struct HelpOption));
+}
+
+void HelpLight()
+{
+       struct HelpOption light[] = {
+               {"-light <filename.map>", "Switch that enters this stage"},
+               {"-vlight <filename.map>", "Deprecated alias for `-light -fast` ... filename.map"},
+               {"-approx <N>", "Vertex light approximation tolerance (never use in conjunction with deluxemapping)"},
+               {"-areascale <F, `-area` F>", "Scaling factor for area lights (surfacelight)"},
+               {"-border", "Add a red border to lightmaps for debugging"},
+               {"-bouncegrid", "Also compute radiosity on the light grid"},
+               {"-bounceonly", "Only compute radiosity"},
+               {"-bouncescale <F>", "Scaling factor for radiosity"},
+               {"-bounce <N>", "Number of bounces for radiosity"},
+               {"-bspfile <filename.bsp>", "BSP file to write"},
+               {"-cheapgrid", "Use `-cheap` style lighting for radiosity"},
+               {"-cheap", "Abort vertex light calculations when white is reached"},
+               {"-compensate <F>", "Lightmap compensate (darkening factor applied after everything else)"},
+               {"-cpma", "CPMA vertex lighting mode"},
+               {"-custinfoparms", "Read scripts/custinfoparms.txt"},
+               {"-dark", "Darken lightmap seams"},
+               {"-debugaxis", "Color the lightmaps according to the lightmap axis"},
+               {"-debugcluster", "Color the lightmaps according to the index of the cluster"},
+               {"-debugdeluxe", "Show deluxemaps on the lightmap"},
+               {"-debugnormals", "Color the lightmaps according to the direction of the surface normal"},
+               {"-debugorigin", "Color the lightmaps according to the origin of the luxels"},
+               {"-debugsurfaces, -debugsurface", "Color the lightmaps according to the index of the surface"},
+               {"-debugunused", "This option does nothing"},
+               {"-debug", "Mark the lightmaps according to the cluster: unmapped clusters get yellow, occluded ones get pink, flooded ones get blue overlay color, otherwise red"},
+               {"-deluxemode 0", "Use modelspace deluxemaps (DarkPlaces)"},
+               {"-deluxemode 1", "Use tangentspace deluxemaps"},
+               {"-deluxe, -deluxemap", "Enable deluxemapping (light direction maps)"},
+               {"-dirtdebug, -debugdirt", "Store the dirtmaps as lightmaps for debugging"},
+               {"-dirtdepth", "Dirtmapping depth"},
+               {"-dirtgain", "Dirtmapping exponent"},
+               {"-dirtmode 0", "Ordered direction dirtmapping"},
+               {"-dirtmode 1", "Randomized direction dirtmapping"},
+               {"-dirtscale", "Dirtmapping scaling factor"},
+               {"-dirty", "Enable dirtmapping"},
+               {"-dump", "Dump radiosity from `-bounce` into numbered MAP file prefabs"},
+               {"-export", "Export lightmaps when compile finished (like `-export` mode)"},
+               {"-exposure <F>", "Lightmap exposure to better support overbright spots"},
+               {"-external", "Force external lightmaps even if at size of internal lightmaps"},
+               {"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
+               {"-extrawide", "Deprecated alias for `-super 2 -filter`"},
+               {"-extra", "Deprecated alias for `-super 2`"},
+               {"-fastallocate", "Use `-fastallocate` to trade lightmap size against allocation time (useful with hi res lightmaps on large maps: reduce allocation time from days to minutes for only some extra bytes)"},
+               {"-fastbounce", "Use `-fast` style lighting for radiosity"},
+               {"-faster", "Use a faster falloff curve for lighting; also implies `-fast`"},
+               {"-fastgrid", "Use `-fast` style lighting for the light grid"},
+               {"-fast", "Ignore tiny light contributions"},
+               {"-filter", "Lightmap filtering"},
+               {"-floodlight", "Enable floodlight (zero-effort somewhat decent lighting)"},
+               {"-gamma <F>", "Lightmap gamma"},
+               {"-gridambientscale <F>", "Scaling factor for the light grid ambient components only"},
+               {"-gridscale <F>", "Scaling factor for the light grid only"},
+               {"-keeplights", "Keep light entities in the BSP file after compile"},
+               {"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
+               {"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
+               {"-lomem", "Low memory but slower lighting mode"},
+               {"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
+               {"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
+               {"-nocollapse", "Do not collapse identical lightmaps"},
+               {"-nodeluxe, -nodeluxemap", "Disable deluxemapping"},
+               {"-nogrid", "Disable grid light calculation (makes all entities fullbright)"},
+               {"-nolightmapsearch", "Do not optimize lightmap packing for GPU memory usage (as doing so costs fps)"},
+               {"-normalmap", "Color the lightmaps according to the direction of the surface normal (TODO is this identical to `-debugnormals`?)"},
+               {"-nostyle, -nostyles", "Disable support for light styles"},
+               {"-nosurf", "Disable tracing against surfaces (only uses BSP nodes then)"},
+               {"-notrace", "Disable shadow occlusion"},
+               {"-novertex", "Disable vertex lighting"},
+               {"-patchshadows", "Cast shadows from patches"},
+               {"-pointscale <F, `-point` F>", "Scaling factor for point lights (light entities)"},
+               {"-q3", "Use nonlinear falloff curve by default (like Q3A)"},
+               {"-samplescale <F>", "Scales all lightmap resolutions"},
+               {"-samplesize <N>", "Sets default lightmap resolution in luxels/qu"},
+               {"-samples <N>", "Adaptive supersampling quality"},
+               {"-scale <F>", "Scaling factor for all light types"},
+               {"-shadeangle <A>", "Angle for phong shading"},
+               {"-shade", "Enable phong shading at default shade angle"},
+               {"-skyscale <F, `-sky` F>", "Scaling factor for sky and sun light"},
+               {"-smooth", "Deprecated alias for `-samples 2`"},
+               {"-srffile <filename.srf>", "Surface file to read"},
+               {"-style, -styles", "Enable support for light styles"},
+               {"-sunonly", "Only compute sun light"},
+               {"-super <N, `-supersample` N>", "Ordered grid supersampling quality"},
+               {"-thresh <F>", "Triangle subdivision threshold"},
+               {"-trianglecheck", "Broken check that should ensure luxels apply to the right triangle"},
+               {"-trisoup", "Convert brush faces to triangle soup"},
+               {"-wolf", "Use linear falloff curve by default (like W:ET)"},
+       };
+
+       HelpOptions("Light Stage", 0, 80, light, sizeof(light)/sizeof(struct HelpOption));
+}
+
+void HelpAnalyze()
+{
+       struct HelpOption analyze[] = {
+               {"-analyze <filename.bsp>", "Switch that enters this mode"},
+               {"-lumpswap", "Swap byte order in the lumps"},
+       };
+
+       HelpOptions("Analyzing BSP-like file structure", 0, 80, analyze, sizeof(analyze)/sizeof(struct HelpOption));
+}
+
+void HelpScale()
+{
+       struct HelpOption scale[] = {
+               {"-scale <S filename.bsp>", "Scale uniformly"},
+               {"-scale <SX SY SZ filename.bsp>", "Scale non-uniformly"},
+               {"-scale -tex <S filename.bsp>", "Scale uniformly without texture lock"},
+               {"-scale -tex <SX SY SZ filename.bsp>", "Scale non-uniformly without texture lock"},
+       };
+       HelpOptions("Scaling", 0, 80, scale, sizeof(scale)/sizeof(struct HelpOption));
+}
+
+void HelpConvert()
+{
+       struct HelpOption convert[] = {
+               {"-convert <filename.bsp>", "Switch that enters this mode"},
+               {"-de <number>", "Distance epsilon for the conversion"},
+               {"-format <converter>", "Select the converter (available: map, ase, or game names)"},
+               {"-ne <F>", "Normal epsilon for the conversion"},
+               {"-shadersasbitmap", "(only for ase) use the shader names as \\*BITMAP key so they work as prefabs"},
+       };
+
+       HelpOptions("Converting & Decompiling", 0, 80, convert, sizeof(convert)/sizeof(struct HelpOption));
+}
+
+void HelpExport()
+{
+       struct HelpOption exportl[] = {
+               {"-export <filename.bsp>", "Copies lightmaps from the BSP to `filename/lightmap_0000.tga` ff"}
+       };
+
+       HelpOptions("Exporting lightmaps", 0, 80, exportl, sizeof(exportl)/sizeof(struct HelpOption));
+}
+
+void HelpExportEnts()
+{
+       struct HelpOption exportents[] = {
+               {"-exportents <filename.bsp>", "Exports the entities to a text file (.ent)"},
+       };
+       HelpOptions("ExportEnts Stage", 0, 80, exportents, sizeof(exportents)/sizeof(struct HelpOption));
+}
+
+void HelpFixaas()
+{
+       struct HelpOption fixaas[] = {
+               {"-fixaas <filename.bsp>", "Switch that enters this mode"},
+       };
+
+       HelpOptions("Fixing AAS checksum", 0, 80, fixaas, sizeof(fixaas)/sizeof(struct HelpOption));
+}
+
+void HelpInfo()
+{
+       struct HelpOption info[] = {
+               {"-info <filename.bsp>", "Switch that enters this mode"},
+       };
+
+       HelpOptions("Get info about BSP file", 0, 80, info, sizeof(info)/sizeof(struct HelpOption));
+}
+
+void HelpImport()
+{
+       struct HelpOption import[] = {
+               {"-import <filename.bsp>", "Copies lightmaps from `filename/lightmap_0000.tga` ff into the BSP"},
+       };
+
+       HelpOptions("Importing lightmaps", 0, 80, import, sizeof(import)/sizeof(struct HelpOption));
+}
+
+void HelpMinimap()
+{
+       struct HelpOption minimap[] = {
+               {"-minimap <filename.bsp>", "Creates a minimap of the BSP, by default writes to `../gfx/filename_mini.tga`"},
+               {"-black", "Write the minimap as a black-on-transparency RGBA32 image"},
+               {"-boost <F>", "Sets the contrast boost value (higher values make a brighter image); contrast boost is somewhat similar to gamma, but continuous even at zero"},
+               {"-border <F>", "Sets the amount of border pixels relative to the total image size"},
+               {"-gray", "Write the minimap as a white-on-black GRAY8 image"},
+               {"-keepaspect", "Ensure the aspect ratio is kept (the minimap is then letterboxed to keep aspect)"},
+               {"-minmax <xmin ymin zmin xmax ymax zmax>", "Forces specific map dimensions (note: the minimap actually uses these dimensions, scaled to the target size while keeping aspect with centering, and 1/64 of border appended to all sides)"},
+               {"-nokeepaspect", "Do not ensure the aspect ratio is kept (makes it easier to use the image in your code, but looks bad together with sharpening)"},
+               {"-o <filename.tga>", "Sets the output file name"},
+               {"-random <N>", "Sets the randomized supersampling count (cannot be combined with `-samples`)"},
+               {"-samples <N>", "Sets the ordered supersampling count (cannot be combined with `-random`)"},
+               {"-sharpen <F>", "Sets the sharpening coefficient"},
+               {"-size <N>", "Sets the width and height of the output image"},
+               {"-white", "Write the minimap as a white-on-transparency RGBA32 image"},
+       };
+
+       HelpOptions("MiniMap", 0, 80, minimap, sizeof(minimap)/sizeof(struct HelpOption));
+}
+
+void HelpCommon()
+{
+       struct HelpOption common[] = {
+               {"-connect <address>", "Talk to a NetRadiant instance using a specific XML based protocol"},
+               {"-force", "Allow reading some broken/unsupported BSP files e.g. when decompiling, may also crash"},
+               {"-fs_basepath <path>", "Sets the given path as main directory of the game (can be used more than once to look in multiple paths)"},
+               {"-fs_game <gamename>", "Sets a different game directory name (default for Q3A: baseq3, can be used more than once)"},
+               {"-fs_homebase <dir>", "Specifies where the user home directory name is on Linux (default for Q3A: .q3a)"},
+               {"-fs_pakpath <dir>", "Specify a package directory (can be used more than once to look in multiple paths)"},
+               {"-game <gamename>", "Load settings for the given game (default: quake3)"},
+               {"-subdivisions <F>", "multiplier for patch subdivisions quality"},
+               {"-threads <N>", "number of threads to use"},
+               {"-v", "Verbose mode"}
+       };
+
+       HelpOptions("Common Options", 0, 80, common, sizeof(common)/sizeof(struct HelpOption));
+
+}
+
+void HelpMain(const char* arg)
+{
+       printf("Usage: q3map2 [stage] [common options...] [stage options...] [stage source file]\n");
+       printf("       q3map2 -help [stage]\n\n");
+
+       HelpCommon();
+
+       struct HelpOption stages[] = {
+               {"-bsp", "BSP Stage"},
+               {"-vis", "VIS Stage"},
+               {"-light", "Light Stage"},
+               {"-analyze", "Analyzing BSP-like file structure"},
+               {"-scale", "Scaling"},
+               {"-convert", "Converting & Decompiling"},
+               {"-export", "Exporting lightmaps"},
+               {"-exportents", "Exporting entities"},
+               {"-fixaas", "Fixing AAS checksum"},
+               {"-info", "Get info about BSP file"},
+               {"-import", "Importing lightmaps"},
+               {"-minimap", "MiniMap"},
+       };
+       void(*help_funcs[])() = {
+               HelpBsp,
+               HelpVis,
+               HelpLight,
+               HelpAnalyze,
+               HelpScale,
+               HelpConvert,
+               HelpExport,
+               HelpExportEnts,
+               HelpFixaas,
+               HelpInfo,
+               HelpImport,
+               HelpMinimap,
+       };
+
+       if ( arg && strlen(arg) > 0 )
+       {
+               if ( arg[0] == '-' )
+                       arg++;
+
+               unsigned i;
+               for ( i = 0; i < sizeof(stages)/sizeof(struct HelpOption); i++ )
+                       if ( strcmp(arg, stages[i].name+1) == 0 )
+                       {
+                               help_funcs[i]();
+                               return;
+                       }
+       }
+
+       HelpOptions("Stages", 0, 80, stages, sizeof(stages)/sizeof(struct HelpOption));
+}
index cca3e601b877fb7168fe6632ed03407a88a57021..bddbe6749da2af8b795c9725f129b8f95d6f55e7 100644 (file)
@@ -428,13 +428,15 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm,
 #define RADIOSITY_MIN               0.0001f
 #define RADIOSITY_CLIP_EPSILON      0.125f
 
+
+
 static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
-                                                                         float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw ){
+                                                                         float scale, float subdivide, radWinding_t *rw, clipWork_t *cw ){
        int i, style = 0;
        float dist, area, value;
        vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
        light_t         *light, *splash;
-       winding_t       *w;
+       winding_t       *w, *splash_w;
 
 
        /* dummy check */
@@ -463,8 +465,8 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                        RadClipWindingEpsilon( rw, normal, dist, RADIOSITY_CLIP_EPSILON, &front, &back, cw );
 
                        /* recurse */
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &front, cw );
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qfalse, &back, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &front, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &back, cw );
                        return;
                }
        }
@@ -490,7 +492,7 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                /* if color gradient is too high, subdivide again */
                if ( subdivide > minDiffuseSubdivide &&
                         ( gradient[ 0 ] > RADIOSITY_MAX_GRADIENT || gradient[ 1 ] > RADIOSITY_MAX_GRADIENT || gradient[ 2 ] > RADIOSITY_MAX_GRADIENT ) ) {
-                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), qfalse, rw, cw );
+                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, ( subdivide / 2.0f ), rw, cw );
                        return;
                }
        }
@@ -580,28 +582,78 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
                VectorMA( light->origin, 1.0f, light->normal, light->origin );
                light->dist = DotProduct( light->origin, normal );
 
-               /* optionally create a point backsplash light for first pass */
-               if ( original && si->backsplashFraction > 0 ) {
+#if 0
+               /* optionally create a point backsplash light */
+               if ( si->backsplashFraction > 0 ) {
+
                        /* allocate a new point light */
                        splash = safe_malloc( sizeof( *splash ) );
                        memset( splash, 0, sizeof( *splash ) );
+
                        splash->next = lights;
                        lights = splash;
 
+
                        /* set it up */
                        splash->flags = LIGHT_Q3A_DEFAULT;
                        splash->type = EMIT_POINT;
                        splash->photons = light->photons * si->backsplashFraction;
+
                        splash->fade = 1.0f;
                        splash->si = si;
                        VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
                        VectorCopy( si->color, splash->color );
+
                        splash->falloffTolerance = falloffTolerance;
                        splash->style = noStyles ? LS_NORMAL : light->style;
 
                        /* add to counts */
                        numPointLights++;
                }
+#endif
+
+#if 1
+               /* optionally create area backsplash light */
+               //if ( original && si->backsplashFraction > 0 ) {
+               if ( si->backsplashFraction > 0 && !( si->compileFlags & C_SKY ) ) {
+                       /* allocate a new area light */
+                       splash = safe_malloc( sizeof( *splash ) );
+                       memset( splash, 0, sizeof( *splash ) );
+                       ThreadLock();
+                       splash->next = lights;
+                       lights = splash;
+                       ThreadUnlock();
+
+                       /* set it up */
+                       splash->flags = LIGHT_AREA_DEFAULT;
+                       splash->type = EMIT_AREA;
+                       splash->photons = light->photons * 7.0f * si->backsplashFraction;
+                       splash->add = light->add * 7.0f * si->backsplashFraction;
+                       splash->fade = 1.0f;
+                       splash->si = si;
+                       VectorCopy( si->color, splash->color );
+                       VectorScale( splash->color, splash->add, splash->emitColor );
+                       splash->falloffTolerance = falloffTolerance;
+                       splash->style = noStyles ? LS_NORMAL : si->lightStyle;
+                       if ( splash->style < LS_NORMAL || splash->style >= LS_NONE ) {
+                               splash->style = LS_NORMAL;
+                       }
+
+                       /* create a regular winding */
+                       splash_w = AllocWinding( rw->numVerts );
+                       splash_w->numpoints = rw->numVerts;
+                       for ( i = 0; i < rw->numVerts; i++ )
+                               VectorMA( rw->verts[rw->numVerts - 1 - i].xyz, si->backsplashDistance, normal, splash_w->p[ i ] );
+                       splash->w = splash_w;
+
+                       VectorMA( light->origin, si->backsplashDistance, normal, splash->origin );
+                       VectorNegate( normal, splash->normal );
+            splash->dist = DotProduct( splash->origin, splash->normal );
+
+//                     splash->flags |= LIGHT_TWOSIDED;
+               }
+#endif
+
        }
        else
        {
@@ -640,7 +692,6 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
 }
 
 
-
 /*
    RadLightForTriangles()
    creates unbounced diffuse lights for triangle soup (misc_models, etc)
@@ -679,7 +730,7 @@ void RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderIn
                }
 
                /* subdivide into area lights */
-               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
        }
 }
 
@@ -788,7 +839,7 @@ void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t
                                }
 
                                /* subdivide into area lights */
-                               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+                               RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
                        }
 
                        /* generate 2 tris */
@@ -817,7 +868,7 @@ void RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t
                                        }
 
                                        /* subdivide into area lights */
-                                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, qtrue, &rw, cw );
+                                       RadSubdivideDiffuseLight( lightmapNum, ds, lm, si, scale, subdivide, &rw, cw );
                                }
                        }
                }
index 753e50703f5267b67a09002ff7b6ecbce4a90441..1b8275dfe090287969b0c4bb9ccf2850cc2ca1d2 100644 (file)
@@ -3718,6 +3718,13 @@ int main( int argc, char **argv ){
        /* read general options first */
        for ( i = 1; i < argc; i++ )
        {
+               /* -help */
+               if ( !strcmp( argv[ i ], "-h" ) || !strcmp( argv[ i ], "--help" )
+                       || !strcmp( argv[ i ], "-help" ) ) {
+                       HelpMain(argv[i+1]);
+                       return 0;
+               }
+
                /* -connect */
                if ( !strcmp( argv[ i ], "-connect" ) ) {
                        argv[ i ] = NULL;
@@ -3807,7 +3814,7 @@ int main( int argc, char **argv ){
 
        /* check if we have enough options left to attempt something */
        if ( argc < 2 ) {
-               Error( "Usage: %s [general options] [options] mapfile", argv[ 0 ] );
+               Error( "Usage: %s [general options] [options] mapfile\n%s -help for help", argv[ 0 ] , argv[ 0 ] );
        }
 
        /* fixaas */
@@ -3842,6 +3849,11 @@ int main( int argc, char **argv ){
                r = LightMain( argc, argv );
        }
 
+       /* QBall: export entities */
+       else if ( !strcmp( argv[ 1 ], "-exportents" ) ) {
+               r = ExportEntitiesMain( argc - 1, argv + 1 );
+       }
+
        /* ydnar: lightmap export */
        else if ( !strcmp( argv[ 1 ], "-export" ) ) {
                r = ExportLightmapsMain( argc - 1, argv + 1 );
index 8f1b179a4c56cf71da06e7cae6dcd1be9f5a23b0..b953377a93234f46ab26618c2fe87a9e7b0016a1 100644 (file)
@@ -41,6 +41,7 @@
 /* path support */
 #define MAX_BASE_PATHS  10
 #define MAX_GAME_PATHS  10
+#define MAX_PAK_PATHS  200
 
 char                    *homePath;
 char installPath[ MAX_OS_PATH ];
@@ -49,6 +50,8 @@ int numBasePaths;
 char                    *basePaths[ MAX_BASE_PATHS ];
 int numGamePaths;
 char                    *gamePaths[ MAX_GAME_PATHS ];
+int numPakPaths;
+char                    *pakPaths[ MAX_PAK_PATHS ];
 char                    *homeBasePath = NULL;
 
 
@@ -119,7 +122,6 @@ void LokiInitPaths( char *argv0 ){
        strcpy( installPath, "../" );
        #else
        char temp[ MAX_OS_PATH ];
-       char last0[ 2 ];
        char        *path;
        char        *last;
        qboolean found;
@@ -133,6 +135,25 @@ void LokiInitPaths( char *argv0 ){
                argv0 = strrchr( argv0, '/' ) + 1;
        }
        else if ( path ) {
+
+               /*
+                  This code has a special behavior when q3map2 is a symbolic link.
+
+                  For each dir in ${PATH} (example: "/usr/bin", "/usr/local/bin" if ${PATH} == "/usr/bin:/usr/local/bin"),
+                  it looks for "${dir}/q3map2" (file exists and is executable),
+                  then it uses "dirname(realpath("${dir}/q3map2"))/../" as installPath.
+
+                  So, if "/usr/bin/q3map2" is a symbolic link to "/opt/radiant/tools/q3map2",
+                  it will find the installPath "/usr/share/radiant/",
+                  so q3map2 will look for "/opt/radiant/baseq3" to find paks.
+
+                  More precisely, it looks for "${dir}/${argv[0]}",
+                  so if "/usr/bin/q3map2" is a symbolic link to "/opt/radiant/tools/q3map2",
+                  and if "/opt/radiant/tools/q3ma2" is a symbolic link to "/opt/radiant/tools/q3map2.x86_64",
+                  it will use "dirname("/opt/radiant/tools/q3map2.x86_64")/../" as path,
+                  so it will use "/opt/radiant/" as installPath, which will be expanded later to "/opt/radiant/baseq3" to find paks.
+               */
+
                found = qfalse;
                last = path;
 
@@ -154,17 +175,20 @@ void LokiInitPaths( char *argv0 ){
                                path++;
                        }
 
+
                        /* concatenate */
                        if ( last > ( path + 1 ) ) {
-                               Q_strncat( temp, sizeof( temp ), path, ( last - path ) );
+                               // +1 hack: Q_strncat calls Q_strncpyz that expects a len including '\0'
+                               // so that extraneous char will be rewritten by '\0', so it's ok.
+                               // Also, in this case this extraneous char is always ':' or '\0', so it's ok.
+                               Q_strncat( temp, sizeof( temp ), path, ( last - path + 1) );
                                Q_strcat( temp, sizeof( temp ), "/" );
                        }
-                       Q_strcat( temp, sizeof( temp ), "./" );
                        Q_strcat( temp, sizeof( temp ), argv0 );
 
                        /* verify the path */
                        if ( access( temp, X_OK ) == 0 ) {
-                               found++;
+                               found = qtrue;
                        }
                        path = last + 1;
                }
@@ -172,9 +196,12 @@ void LokiInitPaths( char *argv0 ){
 
        /* flake */
        if ( realpath( temp, installPath ) ) {
-               /* q3map is in "tools/" */
+               /*
+                  if "q3map2" is "/opt/radiant/tools/q3map2",
+                  installPath is "/opt/radiant"
+               */
+               *( strrchr( installPath, '/' ) ) = '\0';
                *( strrchr( installPath, '/' ) ) = '\0';
-               *( strrchr( installPath, '/' ) + 1 ) = '\0';
        }
        #endif
 }
@@ -351,6 +378,24 @@ void AddGamePath( char *path ){
 }
 
 
+/*
+   AddPakPath()
+   adds a pak path to the list
+ */
+
+void AddPakPath( char *path ){
+       /* dummy check */
+       if ( path == NULL || path[ 0 ] == '\0' || numPakPaths >= MAX_PAK_PATHS ) {
+               return;
+       }
+
+       /* add it to the list */
+       pakPaths[ numPakPaths ] = safe_malloc( strlen( path ) + 1 );
+       strcpy( pakPaths[ numPakPaths ], path );
+       CleanPath( pakPaths[ numPakPaths ] );
+       numPakPaths++;
+}
+
 
 
 /*
@@ -462,6 +507,17 @@ void InitPaths( int *argc, char **argv ){
                        homeBasePath = ".";
                        argv[ i ] = NULL;
                }
+
+               /* -fs_pakpath */
+               else if ( strcmp( argv[ i ], "-fs_pakpath" ) == 0 ) {
+                       if ( ++i >= *argc ) {
+                               Error( "Out of arguments: No path specified after %s.", argv[ i - 1 ] );
+                       }
+                       argv[ i - 1 ] = NULL;
+                       AddPakPath( argv[ i ] );
+                       argv[ i ] = NULL;
+               }
+
        }
 
        /* remove processed arguments */
@@ -545,6 +601,18 @@ void InitPaths( int *argc, char **argv ){
                }
        }
 
+       /* initialize vfs paths */
+       if ( numPakPaths > MAX_PAK_PATHS ) {
+               numPakPaths = MAX_PAK_PATHS;
+       }
+
+       /* walk the list of pak paths */
+       for ( i = 0; i < numPakPaths; i++ )
+       {
+               /* initialize this pak path */
+               vfsInitDirectory( pakPaths[ i ] );
+       }
+
        /* done */
        Sys_Printf( "\n" );
 }
index 0629d442b8af8231eb40388c9bb089dae838b477..e6d0e1f73598189ec0e7bc498fd816cdcb27c428 100644 (file)
@@ -1521,6 +1521,8 @@ int                         ScaleBSPMain( int argc, char **argv );
 int                         ShiftBSPMain( int argc, char **argv );
 int                         ConvertMain( int argc, char **argv );
 
+/* help.c */
+void                        HelpMain(const char* arg);
 
 /* path_init.c */
 game_t                      *GetGame( char *arg );
@@ -1841,6 +1843,11 @@ void                        StitchSurfaceLightmaps( void );
 void                        StoreSurfaceLightmaps( void );
 
 
+/* exportents.c */
+void                        ExportEntities( void );
+int                         ExportEntitiesMain( int argc, char **argv );
+
+
 /* image.c */
 void                        ImageFree( image_t *image );
 image_t                     *ImageFind( const char *filename );
@@ -1949,6 +1956,8 @@ Q_EXTERN game_t games[]
                                                                #include "game_xonotic.h" /* most be after game_quake3.h as they share defines! */
        ,
                                                                #include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
+       ,
+                                                               #include "game_unvanquished.h"
        ,
                                                                #include "game_tenebrae.h"
        ,