mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 08:51:22 +00:00
160 lines
5.7 KiB
C
160 lines
5.7 KiB
C
// Argh!
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//
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// Add function declaration to g_local.h:
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// void PatchPlayerModels (edict_t *ent);
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//
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// Add function call where ever you want:
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// PatchPlayerModels (ent);
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#include "g_local.h"
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// id md2 stuff
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#define MAX_MD2SKINS 32
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#define MAX_SKINNAME 64
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// Argh! - loads id baseq2/player models, "patches" their skin links
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// for misc_actor (all id skins, and slots for 10 custom
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// skins), and saves them to the current moddir location
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//
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int PatchPlayerModels (char *modelname)
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{
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cvar_t *game;
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int j;
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int numskins; // number of skin entries
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char skins[MAX_MD2SKINS][MAX_SKINNAME]; // skin entries
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char infilename[MAX_OSPATH];
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char outfilename[MAX_OSPATH];
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char tempname[MAX_OSPATH];
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FILE *infile;
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FILE *outfile;
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dmdl_t model; // model header
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byte *data; // model data
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int datasize; // model data size (bytes)
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int newoffset; // model data offset (after skins)
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// get game (moddir) name
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game = gi.cvar("game", "", 0);
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if (!*game->string)
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return 0; // we're in baseq2
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// Com_sprintf (outfilename, sizeof(outfilename), "%s/players/%s/tris.md2", game->string, modelname);
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Com_sprintf (tempname, sizeof(tempname), "players/%s/tris.md2", modelname);
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SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
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if (outfile = fopen (outfilename, "rb"))
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{
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// output file already exists, move along
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fclose (outfile);
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// gi.dprintf ("PatchPlayerModels: Could not save %s, file already exists\n", outfilename);
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return 0;
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}
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// clear skin names (just in case)
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for (j = 0; j < MAX_MD2SKINS; j++)
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memset (skins[j], 0, MAX_SKINNAME);
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// set model-specific data
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if (!Q_stricmp(modelname,"male"))
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{
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numskins = 15;
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Com_sprintf (skins[0], sizeof(skins[0]), "players/male/cipher.pcx");
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Com_sprintf (skins[1], sizeof(skins[1]), "players/male/claymore.pcx");
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Com_sprintf (skins[2], sizeof(skins[2]), "players/male/flak.pcx");
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Com_sprintf (skins[3], sizeof(skins[3]), "players/male/grunt.pcx");
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Com_sprintf (skins[4], sizeof(skins[4]), "players/male/howitzer.pcx");
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Com_sprintf (skins[5], sizeof(skins[5]), "players/male/major.pcx");
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Com_sprintf (skins[6], sizeof(skins[6]), "players/male/nightops.pcx");
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Com_sprintf (skins[7], sizeof(skins[7]), "players/male/pointman.pcx");
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Com_sprintf (skins[8], sizeof(skins[8]), "players/male/psycho.pcx");
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Com_sprintf (skins[9], sizeof(skins[9]), "players/male/rampage.pcx");
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Com_sprintf (skins[10], sizeof(skins[10]), "players/male/razor.pcx");
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Com_sprintf (skins[11], sizeof(skins[11]), "players/male/recon.pcx");
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Com_sprintf (skins[12], sizeof(skins[12]), "players/male/scout.pcx");
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Com_sprintf (skins[13], sizeof(skins[13]), "players/male/sniper.pcx");
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Com_sprintf (skins[14], sizeof(skins[14]), "players/male/viper.pcx");
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}
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else if (!Q_stricmp(modelname,"female"))
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{
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numskins = 10;
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Com_sprintf (skins[0], sizeof(skins[0]), "players/female/athena.pcx");
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Com_sprintf (skins[1], sizeof(skins[1]), "players/female/brianna.pcx");
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Com_sprintf (skins[2], sizeof(skins[2]), "players/female/cobalt.pcx");
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Com_sprintf (skins[3], sizeof(skins[3]), "players/female/ensign.pcx");
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Com_sprintf (skins[4], sizeof(skins[4]), "players/female/jezebel.pcx");
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Com_sprintf (skins[5], sizeof(skins[5]), "players/female/jungle.pcx");
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Com_sprintf (skins[6], sizeof(skins[6]), "players/female/lotus.pcx");
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Com_sprintf (skins[7], sizeof(skins[7]), "players/female/stiletto.pcx");
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Com_sprintf (skins[8], sizeof(skins[8]), "players/female/venus.pcx");
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Com_sprintf (skins[9], sizeof(skins[9]), "players/female/voodoo.pcx");
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}
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else if (!Q_stricmp(modelname,"cyborg"))
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{
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numskins = 3;
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Com_sprintf (skins[0], sizeof(skins[0]), "players/cyborg/oni911.pcx");
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Com_sprintf (skins[1], sizeof(skins[1]), "players/cyborg/ps9000.pcx");
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Com_sprintf (skins[2], sizeof(skins[2]), "players/cyborg/tyr574.pcx");
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}
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else
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return 0;
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// fill in 32 slots with "customXX"
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for (j=numskins; j<32; j++)
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Com_sprintf( skins[j], sizeof(skins[j]), "players/%s/custom%d.pcx", modelname, j-numskins+1);
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numskins = 32;
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// load original player model
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Com_sprintf (infilename, sizeof(infilename), "baseq2/players/%s/tris.md2", modelname);
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if ( !(infile = fopen (infilename, "rb")) )
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return 0; // no player model (this shouldn't happen)
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fread (&model, sizeof (dmdl_t), 1, infile);
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datasize = model.ofs_end - model.ofs_skins;
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if ( !(data = malloc (datasize)) ) // make sure freed locally
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{
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gi.dprintf ("PatchPlayerModels: Could not allocate memory for model\n");
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return 0;
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}
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fread (data, sizeof (byte), datasize, infile);
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fclose (infile);
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// update model info
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model.num_skins = numskins;
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newoffset = numskins * MAX_SKINNAME;
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model.ofs_st += newoffset;
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model.ofs_tris += newoffset;
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model.ofs_frames += newoffset;
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model.ofs_glcmds += newoffset;
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model.ofs_end += newoffset;
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// save new player model
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/* Com_sprintf (outfilename, sizeof(outfilename), "%s/players", game->string); // make some dirs if needed
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_mkdir (outfilename);
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Com_sprintf (outfilename, sizeof(outfilename), "%s/players/%s", game->string, modelname);
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_mkdir (outfilename);
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Com_sprintf (outfilename, sizeof(outfilename), "%s/players/%s/tris.md2", game->string, modelname);
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*/
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Com_sprintf (tempname, sizeof(tempname), "players/%s/tris.md2", modelname);
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SavegameDirRelativePath (tempname, outfilename, sizeof(outfilename));
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CreatePath (outfilename);
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if ( !(outfile = fopen (outfilename, "wb")) )
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{
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// file couldn't be created for some other reason
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gi.dprintf ("PatchPlayerModels: Could not save %s\n", outfilename);
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free (data);
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return 0;
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}
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fwrite (&model, sizeof (dmdl_t), 1, outfile);
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fwrite (skins, sizeof (char), newoffset, outfile);
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fwrite (data, sizeof (byte), datasize, outfile);
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fclose (outfile);
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gi.dprintf ("PatchPlayerModels: Saved %s\n", outfilename);
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free (data);
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return 1;
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}
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