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fix player skins to be reliable.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4760 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2014-10-06 17:55:39 +00:00
parent 9881bc3dd7
commit a3d7f5aa40
3 changed files with 205 additions and 208 deletions

View file

@ -21,17 +21,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "particles.h"
enum
{
SKIN_NOTLOADED, //not trying to load it. shouldn't really happen, but can.
SKIN_LOADING, //still loading. just do something else for now...
SKIN_LOADED,
SKIN_FAILED
};
typedef struct qwskin_s
{
char name[64];
int loadstate; // the name isn't a valid skin
//qw skin info
int width;
int height;
void *skindata;
//for hardware 32bit texture overrides
texnums_t textures;
qbyte failedload; // the name isn't a valid skin
void *skindata;
} qwskin_t;
// player_state_t is the information needed by a player entity
@ -170,6 +178,7 @@ typedef struct player_info_s
int spectator;
qwskin_t *qwskin;
qwskin_t *lastskin; //last-known-good skin
skinid_t skinid;
struct model_s *model;

View file

@ -114,7 +114,6 @@ qwskin_t *Skin_Lookup (char *fullname)
qwskin_t *skin;
char cleanname[sizeof(skin->name)];
COM_StripExtension (fullname, cleanname, sizeof(cleanname));
for (i=0 ; i<numskins ; i++)
{
if (!strcmp (cleanname, skins[i].name))
@ -154,31 +153,21 @@ void Skin_Find (player_info_t *sc)
int i;
char name[128], *s;
if (allskins[0])
s = allskins;
else
s = Info_ValueForKey (sc->userinfo, "skin");
sc->model = NULL;
sc->skinid = 0;
sc->qwskin = NULL;
if (!*s)
s = baseskin.string;
s = Skin_FindName(sc);
if (!*s)
return;
// s = "default";
s = Skin_FindName(sc);
COM_StripExtension (s, name, sizeof(name));
for (i=0 ; i<numskins ; i++)
{
if (!strcmp (name, skins[i].name))
{
sc->qwskin = &skins[i];
Skin_Cache8 (sc->qwskin);
return;
}
}
@ -197,6 +186,162 @@ void Skin_Find (player_info_t *sc)
Q_strncpyz(skin->name, name, sizeof(skin->name));
}
void Skin_WorkerDone(void *skinptr, void *skindata, size_t width, size_t height)
{
qwskin_t *skin = skinptr;
skin->width = width;
skin->height = height;
skin->skindata = skindata;
if (skindata)
skin->loadstate = SKIN_LOADED;
else
skin->loadstate = SKIN_FAILED;
}
void Skin_WorkerLoad(void *skinptr, void *data, size_t a, size_t b)
{
qwskin_t *skin = skinptr;
char name[MAX_QPATH];
qbyte *raw;
qbyte *out, *pix;
pcx_t *pcx;
int x, y, srcw, srch;
int dataByte;
int runLength;
int fbremap[256];
size_t pcxsize;
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", skin->name);
raw = COM_LoadTempFile (name, &pcxsize);
if (!raw)
{
//use 24bit skins even if gl_load24bit is failed
if (strcmp(skin->name, baseskin.string))
{
//if its not already the base skin, try the base (and warn if anything not base couldn't load).
Con_Printf ("Couldn't load skin %s\n", name);
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
raw = COM_LoadTempFile (name, &pcxsize);
}
if (!raw)
{
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
}
//
// parse the PCX file
//
pcx = (pcx_t *)raw;
raw = (qbyte *)(pcx+1);
//check format (sizes are checked later)
if (pcx->manufacturer != 0x0a
|| pcx->version != 5
|| pcx->encoding != 1
|| pcx->bits_per_pixel != 8)
{
Con_Printf ("Bad skin %s (unsupported format)\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
pcx->xmax = (unsigned short)LittleShort(pcx->xmax);
pcx->ymax = (unsigned short)LittleShort(pcx->ymax);
pcx->xmin = (unsigned short)LittleShort(pcx->xmin);
pcx->ymin = (unsigned short)LittleShort(pcx->ymin);
srcw = pcx->xmax-pcx->xmin+1;
srch = pcx->ymax-pcx->ymin+1;
if (srcw < 1 || srch < 1 || srcw > 320 || srch > 200)
{
Con_Printf ("Bad skin %s (unsupported size)\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
skin->width = srcw;
skin->height = srch;
out = BZ_Malloc(skin->width*skin->height);
if (!out)
Sys_Error ("Skin_Cache: couldn't allocate");
// TODO: we build a fullbright remap.. can we get rid of this?
for (x = 0; x < vid.fullbright; x++)
fbremap[x] = x + (256-vid.fullbright); //fullbrights don't exist, so don't loose palette info.
pix = out;
// memset (out, 0, skin->width*skin->height);
dataByte = 0; //typically black (this is in case a 0*0 file is loaded... which won't happen anyway)
for (y=0 ; y < srch ; y++, pix += skin->width)
{
for (x=0 ; x < srcw ; )
{
if (raw - (qbyte*)pcx > pcxsize)
{
BZ_Free(out);
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
dataByte = *raw++;
if((dataByte & 0xC0) == 0xC0)
{
runLength = dataByte & 0x3F;
if (raw - (qbyte*)pcx > pcxsize)
{
BZ_Free(out);
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
dataByte = *raw++;
}
else
runLength = 1;
// skin sanity check
if (runLength + x > pcx->xmax + 2)
{
BZ_Free(out);
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
if (dataByte >= 256-vid.fullbright) //kill the fb componant
if (!r_fb_models.ival)
dataByte = fbremap[dataByte + vid.fullbright-256];
while(runLength-- > 0)
pix[x++] = dataByte;
}
//pad the end of the scan line with the trailing pixel
for ( ; x < skin->width ; )
pix[x++] = dataByte;
}
//pad the bottom of the skin with that final pixel
for ( ; y < skin->height; y++, pix += skin->width)
for (x = 0; x < skin->width; )
pix[x++] = dataByte;
if ( raw - (qbyte *)pcx > pcxsize)
{
BZ_Free(out);
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
Skin_WorkerDone(skin, out, srcw, srch);
skin->loadstate = SKIN_LOADED;
}
/*
==========
@ -208,25 +353,15 @@ Returns a pointer to the skin bitmap, or NULL to use the default
qbyte *Skin_Cache8 (qwskin_t *skin)
{
char name[1024];
qbyte *raw;
qbyte *out, *pix;
pcx_t *pcx;
int x, y, srcw, srch;
int dataByte;
int runLength;
int fbremap[256];
char *skinpath;
size_t pcxsize;
if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
return NULL; // not download new ones.
if (skin->failedload==true)
if (skin->loadstate==SKIN_LOADING)
return NULL;
out = skin->skindata;
if (out)
return out;
if (skin->loadstate==SKIN_LOADED)
return skin->skindata;
//
// load the pic from disk
@ -236,6 +371,7 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
qbyte bv;
int col[3];
char *s;
qbyte *out;
s = COM_Parse(skin->name);
col[0] = atof(com_token);
@ -253,22 +389,19 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
memset (out, bv, 320*200);
skin->failedload = false;
skin->loadstate = SKIN_LOADED;
return out;
}
skinpath = "skins";
//2 is used to try to force the skin if it load24bit is false.
if (gl_load24bit.ival || skin->failedload==2)
if (gl_load24bit.ival || skin->loadstate == SKIN_FAILED)
{
if (!skin->textures.base)
skin->textures.base = R_LoadHiResTexture(skin->name, skinpath, IF_NOALPHA|IF_NOPCX);
if (skin->textures.base->status == TEX_LOADING)
return NULL; //don't spam the others until we actually know this one will load.
if (skin->failedload == 2)
skin->failedload = 1;
if (TEXLOADED(skin->textures.base))
{
if (!skin->textures.upperoverlay)
@ -291,148 +424,18 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, 0));
}
skin->failedload = 1;
skin->loadstate = SKIN_LOADED;
return NULL; //can use the high-res textures instead.
}
}
Q_snprintfz (name, sizeof(name), "%s/%s.pcx", skinpath, skin->name);
raw = COM_LoadTempFile (name, &pcxsize);
if (!raw)
{
//use 24bit skins even if gl_load24bit is failed
if (strcmp(skin->name, baseskin.string))
{
//if its not already the base skin, try the base (and warn if anything not base couldn't load).
Con_Printf ("Couldn't load skin %s\n", name);
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
raw = COM_LoadTempFile (name, &pcxsize);
}
if (!raw)
{
if (skin->failedload)
skin->failedload = true;
else
skin->failedload = 2;
return NULL;
}
}
//
// parse the PCX file
//
pcx = (pcx_t *)raw;
raw = (qbyte *)(pcx+1);
//check format (sizes are checked later)
if (pcx->manufacturer != 0x0a
|| pcx->version != 5
|| pcx->encoding != 1
|| pcx->bits_per_pixel != 8)
{
skin->failedload = true;
Con_Printf ("Bad skin %s (unsupported format)\n", name);
if (skin->loadstate == SKIN_FAILED)
return NULL;
}
skin->loadstate = SKIN_LOADING;
pcx->xmax = (unsigned short)LittleShort(pcx->xmax);
pcx->ymax = (unsigned short)LittleShort(pcx->ymax);
pcx->xmin = (unsigned short)LittleShort(pcx->xmin);
pcx->ymin = (unsigned short)LittleShort(pcx->ymin);
Skin_WorkerLoad(skin, NULL, 0, 0);
srcw = pcx->xmax-pcx->xmin+1;
srch = pcx->ymax-pcx->ymin+1;
if (srcw < 1 || srch < 1 || srcw > 320 || srch > 200)
{
skin->failedload = true;
Con_Printf ("Bad skin %s (unsupported size)\n", name);
return NULL;
}
skin->width = srcw;
skin->height = srch;
skin->skindata = out = BZ_Malloc(skin->width*skin->height);
if (!out)
Sys_Error ("Skin_Cache: couldn't allocate");
// TODO: we build a fullbright remap.. can we get rid of this?
for (x = 0; x < vid.fullbright; x++)
fbremap[x] = x + (256-vid.fullbright); //fullbrights don't exist, so don't loose palette info.
pix = out;
// memset (out, 0, skin->width*skin->height);
dataByte = 0; //typically black (this is in case a 0*0 file is loaded... which won't happen anyway)
for (y=0 ; y < srch ; y++, pix += skin->width)
{
for (x=0 ; x < srcw ; )
{
if (raw - (qbyte*)pcx > pcxsize)
{
BZ_Free(skin->skindata);
skin->skindata = NULL;
skin->failedload = true;
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
return NULL;
}
dataByte = *raw++;
if((dataByte & 0xC0) == 0xC0)
{
runLength = dataByte & 0x3F;
if (raw - (qbyte*)pcx > pcxsize)
{
BZ_Free(skin->skindata);
skin->skindata = NULL;
skin->failedload = true;
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
return NULL;
}
dataByte = *raw++;
}
else
runLength = 1;
// skin sanity check
if (runLength + x > pcx->xmax + 2) {
BZ_Free(skin->skindata);
skin->skindata = NULL;
skin->failedload = true;
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
return NULL;
}
if (dataByte >= 256-vid.fullbright) //kill the fb componant
if (!r_fb_models.ival)
dataByte = fbremap[dataByte + vid.fullbright-256];
while(runLength-- > 0)
pix[x++] = dataByte;
}
//pad the end of the scan line with the trailing pixel
for ( ; x < skin->width ; )
pix[x++] = dataByte;
}
//pad the bottom of the skin with that final pixel
for ( ; y < skin->height; y++, pix += skin->width)
for (x = 0; x < skin->width; )
pix[x++] = dataByte;
if ( raw - (qbyte *)pcx > pcxsize)
{
BZ_Free(skin->skindata);
skin->skindata = NULL;
skin->failedload = true;
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
return NULL;
}
skin->failedload = false;
return out;
return skin->skindata;
}
/*
@ -482,9 +485,10 @@ void Skin_NextDownload (void)
}
return;
}
for (i = 0; i != MAX_CLIENTS; i++)
for (i = 0; i < MAX_CLIENTS; i++)
{
sc = &cl.players[i];
sc->lastskin = NULL; //invalidate any 'safe' skins
if (!sc->name[0])
continue;
Skin_Find (sc);
@ -494,6 +498,7 @@ void Skin_NextDownload (void)
continue;
if (!*sc->qwskin->name)
continue;
CL_CheckOrEnqueDownloadFile(va("skins/%s.pcx", sc->qwskin->name), NULL, 0);
}
@ -524,11 +529,11 @@ void Skin_FlushAll(void)
{ //wipe the skin info
int i;
for (i=0 ; i<numskins ; i++)
{
if (skins[i].skindata)
BZ_Free(skins[i].skindata);
}
numskins = 0;
for (i = 0; i < MAX_CLIENTS; i++)
cl.players[i].lastskin = NULL;
Skin_FlushPlayers();
}
@ -552,11 +557,11 @@ void Skin_Skins_f (void)
R_GAliasFlushSkinCache(false);
for (i=0 ; i<numskins ; i++)
{
if (skins[i].skindata)
BZ_Free(skins[i].skindata);
}
numskins = 0;
for (i = 0; i < MAX_CLIENTS; i++)
cl.players[i].lastskin = NULL;
Skin_NextDownload ();
@ -585,7 +590,7 @@ void Skin_AllSkins_f (void)
void Skin_FlushSkin(char *name)
{
int i;
int i;
char sname[16]="";
if (strncmp(name, "skins/", 6))
return;
@ -593,7 +598,10 @@ int i;
for (i=0 ; i<numskins ; i++)
{
if (!strcmp(skins[i].name, sname))
skins[i].failedload = false;
{
skins[i].loadstate = SKIN_NOTLOADED;
memset(&skins[i].textures, 0, sizeof(skins[i].textures));
}
}
}

View file

@ -585,7 +585,9 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
if (!gl_nocolors.ival || forced)
{
if (!plskin || plskin->failedload)
tc = e->topcolour;
bc = e->bottomcolour;
if (!plskin || plskin->loadstate == SKIN_FAILED)
{
if (e->playerindex >= 0 && e->playerindex <= MAX_CLIENTS)
{
@ -595,17 +597,21 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
if (!cl.players[e->playerindex].qwskin)
Skin_Find(&cl.players[e->playerindex]);
plskin = cl.players[e->playerindex].qwskin;
// if (plskin && plskin->failedload)
// plskin = NULL;
}
else
plskin = NULL;
if (plskin && plskin->loadstate != SKIN_LOADED)
{
Skin_Cache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
plskin = cl.players[e->playerindex].lastskin;
}
else
cl.players[e->playerindex].lastskin = plskin;
}
else
plskin = NULL;
}
tc = e->topcolour;
bc = e->bottomcolour;
#ifdef HEXEN2
pc = e->h2playerclass;
#else
@ -714,37 +720,11 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
cm->texnum.loweroverlay = r_nulltex;
cm->texnum.upperoverlay = r_nulltex;
//q2 has no surfaces in its player models, so don't crash from that
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
if (!shader)
{ //model has no shaders, so just the skin directly
shader = R_RegisterSkin(skinname, NULL);
if (plskin)
{
original = Skin_Cache8(plskin);
if (original)
{
inwidth = plskin->width;
inheight = plskin->height;
cm->texnum.base = R_LoadTexture8(plskin->name, inwidth, inheight, original, IF_NOALPHA|IF_NOGAMMA, 1);
return shader;
}
if (TEXVALID(plskin->textures.base))
{
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
cm->texnum.base = plskin->textures.base;
cm->texnum.fullbright = plskin->textures.fullbright;
cm->texnum.specular = plskin->textures.specular;
return shader;
}
cm->texnum.base = R_LoadHiResTexture(plskin->name, "skins", IF_NOALPHA);
return shader;
}
return shader;
}
cm->texnum.bump = shader->defaulttextures.bump; //can't colour bumpmapping
if (plskin)
{