thirtyflightsofloving/tfol/g_patchplayermodels.c

180 lines
5.5 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Argh!
//
// Add function declaration to g_local.h:
// void PatchPlayerModels (edict_t *ent);
//
// Add function call where ever you want:
// PatchPlayerModels (ent);
#ifdef _WIN32
#include <direct.h>
#else
#include <unistd.h>
#define _mkdir mkdir
#endif
#include "g_local.h"
// id md2 stuff
#define MAX_MD2SKINS 32
#define MAX_SKINNAME 64
// Argh! - loads id baseq2/player models, "patches" their skin links
// for misc_actor (all id skins, and slots for 10 custom
// skins), and saves them to the current moddir location
//
int PatchPlayerModels (char *modelname)
{
cvar_t *game;
int j;
int numskins; // number of skin entries
char skins[MAX_MD2SKINS][MAX_SKINNAME]; // skin entries
char infilename[MAX_OSPATH];
char outfilename[MAX_OSPATH];
FILE *infile;
FILE *outfile;
dmdl_t model; // model header
byte *data; // model data
int datasize; // model data size (bytes)
int newoffset; // model data offset (after skins)
// get game (moddir) name
game = gi.cvar("game", "", 0);
if (!*game->string)
return 0; // we're in baseq2
sprintf (outfilename, "%s/players/%s/tris.md2", game->string, modelname);
if (outfile = fopen (outfilename, "rb"))
{
// output file already exists, move along
fclose (outfile);
// gi.dprintf ("PatchPlayerModels: Could not save %s, file already exists\n", outfilename);
return 0;
}
// clear skin names (just in case)
for (j = 0; j < MAX_MD2SKINS; j++)
memset (skins[j], 0, MAX_SKINNAME);
// set model-specific data
if(!Q_stricmp(modelname,"male"))
{
numskins = 15;
sprintf (skins[0], "players/male/cipher.pcx");
sprintf (skins[1], "players/male/claymore.pcx");
sprintf (skins[2], "players/male/flak.pcx");
sprintf (skins[3], "players/male/grunt.pcx");
sprintf (skins[4], "players/male/howitzer.pcx");
sprintf (skins[5], "players/male/major.pcx");
sprintf (skins[6], "players/male/nightops.pcx");
sprintf (skins[7], "players/male/pointman.pcx");
sprintf (skins[8], "players/male/psycho.pcx");
sprintf (skins[9], "players/male/rampage.pcx");
sprintf (skins[10], "players/male/razor.pcx");
sprintf (skins[11], "players/male/recon.pcx");
sprintf (skins[12], "players/male/scout.pcx");
sprintf (skins[13], "players/male/sniper.pcx");
sprintf (skins[14], "players/male/viper.pcx");
}
else if(!Q_stricmp(modelname,"female"))
{
numskins = 10;
sprintf (skins[0], "players/female/athena.pcx");
sprintf (skins[1], "players/female/brianna.pcx");
sprintf (skins[2], "players/female/cobalt.pcx");
sprintf (skins[3], "players/female/ensign.pcx");
sprintf (skins[4], "players/female/jezebel.pcx");
sprintf (skins[5], "players/female/jungle.pcx");
sprintf (skins[6], "players/female/lotus.pcx");
sprintf (skins[7], "players/female/stiletto.pcx");
sprintf (skins[8], "players/female/venus.pcx");
sprintf (skins[9], "players/female/voodoo.pcx");
}
else if(!Q_stricmp(modelname,"cyborg"))
{
numskins = 3;
sprintf (skins[0], "players/cyborg/oni911.pcx");
sprintf (skins[1], "players/cyborg/ps9000.pcx");
sprintf (skins[2], "players/cyborg/tyr574.pcx");
}
else
return 0;
// fill in 32 slots with "customXX"
for(j=numskins; j<32; j++)
sprintf( skins[j], "players/%s/custom%d.pcx", modelname, j-numskins+1);
numskins = 32;
// load original player model
sprintf (infilename, "baseq2/players/%s/tris.md2", modelname);
if ( !(infile = fopen (infilename, "rb")) )
return 0; // no player model (this shouldn't happen)
fread (&model, sizeof (dmdl_t), 1, infile);
datasize = model.ofs_end - model.ofs_skins;
if ( !(data = malloc (datasize)) ) // make sure freed locally
{
gi.dprintf ("PatchPlayerModels: Could not allocate memory for model\n");
return 0;
}
fread (data, sizeof (byte), datasize, infile);
fclose (infile);
// update model info
model.num_skins = numskins;
newoffset = numskins * MAX_SKINNAME;
model.ofs_st += newoffset;
model.ofs_tris += newoffset;
model.ofs_frames += newoffset;
model.ofs_glcmds += newoffset;
model.ofs_end += newoffset;
// save new player model
sprintf (outfilename, "%s/players", game->string); // make some dirs if needed
_mkdir (outfilename);
sprintf (outfilename, "%s/players/%s", game->string, modelname);
_mkdir (outfilename);
sprintf (outfilename, "%s/players/%s/tris.md2", game->string, modelname);
if ( !(outfile = fopen (outfilename, "wb")) )
{
// file couldn't be created for some other reason
gi.dprintf ("PatchPlayerModels: Could not save %s\n", outfilename);
free (data);
return 0;
}
fwrite (&model, sizeof (dmdl_t), 1, outfile);
fwrite (skins, sizeof (char), newoffset, outfile);
fwrite (data, sizeof (byte), datasize, outfile);
fclose (outfile);
gi.dprintf ("PatchPlayerModels: Saved %s\n", outfilename);
free (data);
return 1;
}