| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575 |
- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : G *
- * *
- * $Archive:: /Commando/Code/ww3d2/w3d_dep.cpp $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 7/23/01 6:17p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Get_W3D_Dependencies -- Scans a W3D file to determine which other files it depends on. *
- * Scan_Chunk -- Chooses the correct chunk loader for this chunk. *
- * Scan_Mesh -- Scans a mesh for references to other files. *
- * Scan_Mesh_Header -- Scans a mesh's header for file references. *
- * Scan_Mesh_Textures -- Scans a mesh's textures. *
- * Scan_HTree -- Scans an HTree for references to other files. *
- * Scan_Anim -- Scans an animation for references to other files. *
- * Scan_Compressed_Anim -- Scans an animation for references to other files. *
- * Scan_HModel -- Scans an HModel for references to other files. *
- * Scan_Emitter -- Scans an emitter for references to other files. *
- * Scan_Aggregate -- Scans an aggregate for references to other files. *
- * Scan_HLOD -- Scans an HLOD for references to other files. *
- * Get_W3D_Name -- Gets a W3D object name from a W3D filename. *
- * Make_W3D_Filename -- Converts a W3D object name into a W3D filename. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- //-----------------------------------------------------------------------------
- // srj sez: hack festival :-(
- class STLSpecialAlloc
- {
- public:
- // this one is needed for proper simple_alloc wrapping
- static void* allocate(size_t __n) { return ::operator new(__n); }
- static void deallocate(void* __p, size_t) { ::operator delete(__p); }
- };
- #include "w3d_dep.h"
- #include "w3d_file.h"
- #include <assert.h>
- #include <chunkio.h>
- #include "ffactory.h"
- /*
- ** Forward declarations.
- */
- static void Scan_Chunk (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Mesh (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Mesh_Header (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Mesh_Textures (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Anim (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Compressed_Anim (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_HModel (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Emitter (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_Aggregate (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Scan_HLOD (ChunkLoadClass &cload, StringList &files, const char *w3d_name);
- static void Get_W3D_Name (const char *filename, char *w3d_name);
- static const char * Make_W3D_Filename (const char *w3d_name);
- /***********************************************************************************************
- * Get_W3D_Dependencies -- Scans a W3D file to determine which other files it depends on. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- bool Get_W3D_Dependencies (const char *w3d_filename, StringList &files)
- {
- assert(w3d_filename);
- // Open the W3D file.
- FileClass *file=_TheFileFactory->Get_File(w3d_filename);
- if ( file ) {
- file->Open();
- if ( ! file->Is_Open()) {
- _TheFileFactory->Return_File(file);
- file=NULL;
- return false;
- }
- } else {
- return false;
- }
- // Get the W3D name from the filename.
- char w3d_name[W3D_NAME_LEN];
- Get_W3D_Name(w3d_filename, w3d_name);
- // Create a chunk loader for this file, and scan the file.
- ChunkLoadClass cload(file);
- while (cload.Open_Chunk())
- {
- Scan_Chunk(cload, files, w3d_name);
- cload.Close_Chunk();
- }
- // Close the file.
- file->Close();
- _TheFileFactory->Return_File(file);
- file=NULL;
- // Sort the set of filenames, and remove any duplicates.
- files.sort();
- files.unique();
- return true;
- }
- /***********************************************************************************************
- * Scan_Chunk -- Chooses the correct chunk loader for this chunk. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- static void Scan_Chunk (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- assert(w3d_name);
- switch (cload.Cur_Chunk_ID())
- {
- case W3D_CHUNK_MESH:
- Scan_Mesh(cload, files, w3d_name);
- break;
- case W3D_CHUNK_ANIMATION:
- Scan_Anim(cload, files, w3d_name);
- break;
- case W3D_CHUNK_COMPRESSED_ANIMATION:
- Scan_Compressed_Anim(cload, files, w3d_name);
- break;
- case W3D_CHUNK_HMODEL:
- Scan_HModel(cload, files, w3d_name);
- break;
- case W3D_CHUNK_EMITTER:
- Scan_Emitter(cload, files, w3d_name);
- break;
- case W3D_CHUNK_AGGREGATE:
- Scan_Aggregate(cload, files, w3d_name);
- break;
- case W3D_CHUNK_HLOD:
- Scan_HLOD(cload, files, w3d_name);
- break;
- }
- }
- /***********************************************************************************************
- * Scan_Mesh -- Scans a mesh for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_Mesh (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- // Scan the mesh's sub-chunks.
- while (cload.Open_Chunk())
- {
- switch (cload.Cur_Chunk_ID())
- {
- case W3D_CHUNK_MESH_HEADER3:
- // Ahh, the mesh header.
- Scan_Mesh_Header(cload, files, w3d_name);
- break;
- case W3D_CHUNK_TEXTURES:
- // We sure want textures...
- Scan_Mesh_Textures(cload, files, w3d_name);
- break;
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_Mesh_Header -- Scans a mesh's header for file references. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- static void Scan_Mesh_Header (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- // In the mesh header, we want the 'ContainerName' string.
- W3dMeshHeader3Struct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (strcmp(hdr.ContainerName, w3d_name) != 0)
- {
- // The container is not this file... Create a W3D filename
- // for the container object and add it to the list of
- // files we refer to.
- const char *filename = Make_W3D_Filename(hdr.ContainerName);
- if (*filename) // don't push empty filenames
- files.push_back(filename);
- }
- }
- /***********************************************************************************************
- * Scan_Mesh_Textures -- Scans a mesh's textures. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- static void Scan_Mesh_Textures (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- // Let's see which textures are used by this mesh...
- while (cload.Open_Chunk())
- {
- // We're interested in the TEXTURE sub-chunk.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_TEXTURE)
- {
- while (cload.Open_Chunk())
- {
- // We're interested in the TEXTURE_NAME sub-chunk.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_TEXTURE_NAME)
- {
- // This chunk's data is a NULL-terminated string
- // which is the texture filename. Read it and
- // add it to the list of files referred to.
- char texture[_MAX_PATH];
- cload.Read(texture, cload.Cur_Chunk_Length());
- if (*texture) // don't push empty filenames
- files.push_back(texture);
- }
- cload.Close_Chunk();
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_Anim -- Scans an animation for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_Anim (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We only want the animation header, because it can refer to an HTree.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_ANIMATION_HEADER)
- {
- // Read in the header.
- W3dAnimHeaderStruct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (strcmp(hdr.HierarchyName, w3d_name) != 0)
- {
- const char *hierarchy = Make_W3D_Filename(hdr.HierarchyName);
- if (*hierarchy) // don't push an empty filename
- files.push_back(hierarchy);
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_Compressed_Anim -- Scans a compressed animation mesh for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_Compressed_Anim (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We only want the animation header, because it can refer to an HTree.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_ANIMATION_HEADER)
- {
- // Read in the header.
- W3dCompressedAnimHeaderStruct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (strcmp(hdr.HierarchyName, w3d_name) != 0)
- {
- const char *hierarchy = Make_W3D_Filename(hdr.HierarchyName);
- if (*hierarchy) // don't push an empty filename
- files.push_back(hierarchy);
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_HModel -- Scans an HModel for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_HModel (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We only want the header because it can refer to an HTree.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_HMODEL_HEADER)
- {
- // Read in the header.
- W3dHModelHeaderStruct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (strcmp(hdr.HierarchyName, w3d_name) != 0)
- {
- const char *hierarchy = Make_W3D_Filename(hdr.HierarchyName);
- if (*hierarchy) // don't push an empty filename
- files.push_back(hierarchy);
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_Emitter -- Scans an emitter for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_Emitter (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We only want the emitter info chunk, it has a texture name in it.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_EMITTER_INFO)
- {
- // Read in the header.
- W3dEmitterInfoStruct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (hdr.TextureFilename[0]) // don't push an empty texture name
- files.push_back(hdr.TextureFilename);
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_Aggregate -- Scans an aggregate for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_Aggregate (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We want the aggregate info chunk.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_AGGREGATE_INFO)
- {
- W3dAggregateInfoStruct chunk;
- cload.Read(&chunk, sizeof(chunk));
- if (strcmp(chunk.BaseModelName, w3d_name) != 0)
- {
- // Check the name of the base model against the name of this file.
- const char *base_model = Make_W3D_Filename(chunk.BaseModelName);
- if (*base_model)
- files.push_back(base_model);
- }
- // Iterate through the sub-objects.
- unsigned int i;
- for (i = 0; i < chunk.SubobjectCount; ++i)
- {
- W3dAggregateSubobjectStruct subchunk;
- cload.Read(&subchunk, sizeof(subchunk));
- if (strcmp(subchunk.SubobjectName, w3d_name) != 0)
- {
- // Check the name of the subobject against the name of this file.
- const char *subobject = Make_W3D_Filename(subchunk.SubobjectName);
- if (*subobject)
- files.push_back(subobject);
- }
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Scan_HLOD -- Scans an HLOD for references to other files. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *=============================================================================================*/
- static void Scan_HLOD (ChunkLoadClass &cload, StringList &files, const char *w3d_name)
- {
- while (cload.Open_Chunk())
- {
- // We only want the header.
- if (cload.Cur_Chunk_ID() == W3D_CHUNK_HLOD_HEADER)
- {
- W3dHLodHeaderStruct hdr;
- cload.Read(&hdr, sizeof(hdr));
- if (strcmp(hdr.HierarchyName, w3d_name) != 0)
- {
- const char *hierarchy = Make_W3D_Filename(hdr.HierarchyName);
- if (*hierarchy)
- files.push_back(hierarchy);
- }
- }
- cload.Close_Chunk();
- }
- }
- /***********************************************************************************************
- * Get_W3D_Name -- Gets a W3D object name from a W3D filename. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- static void Get_W3D_Name (const char *filename, char *w3d_name)
- {
- assert(filename);
- assert(w3d_name);
- // Figure out the first character of the name of the file
- // (bypass the path if it was given).
- const char *start = strrchr(filename, '\\');
- if (start)
- ++start; // point to first character after the last backslash
- else
- start = filename; // point to the start of the filename
- // We don't want to copy the .w3d extension. Find where
- // it occurs.
- const char *end = strrchr(start, '.');
- if (!end)
- end = start + strlen(start); // point to the null character
- // Copy all characters from start to end (excluding 'end')
- // into the w3d_name buffer. Then capitalize the string.
- memset(w3d_name, 0, W3D_NAME_LEN); // blank out the buffer
- int num_chars = end - start;
- strncpy(w3d_name, start, num_chars < W3D_NAME_LEN ? num_chars : W3D_NAME_LEN-1);
- strupr(w3d_name);
- }
- /***********************************************************************************************
- * Make_W3D_Filename -- Converts a W3D object name into a W3D filename. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/3/00 AJA : Created. *
- *=============================================================================================*/
- static const char * Make_W3D_Filename (const char *w3d_name)
- {
- assert(w3d_name);
- assert(strlen(w3d_name) < W3D_NAME_LEN);
- // Copy the w3d name into a static buffer, turn it into lowercase
- // letters, and append a ".w3d" file extension. That's the filename.
- static char buffer[64];
- if (*w3d_name == 0)
- {
- // Empty W3D name case.
- buffer[0] = 0;
- return buffer;
- }
- strcpy(buffer, w3d_name);
- char *dot = strchr(buffer, '.');
- if (dot)
- *dot = 0;
- strlwr(buffer);
- strcat(buffer, ".w3d");
- return buffer;
- }
|