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fteqw/engine/client/skin.c
Spoike f8e247f1c4 update qccgui debugging to show current values on mouse-over, for more friendly debugging.
update gl_maxdist to use 0 again. might be more z-fighting, but at least people will stop complaining about far clip planes.
don't try loading skin "".
significantly reduce spam about missing spawn functions.
win64: if win64 q2 gamecode is missing, but win32 gamecode can be found, print out a specific warning to drive home the point that q2 needs gamecode to match the exe arch.
don't try autocompiling, noone cares, its just spam and distracts from the real issue.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4815 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-02 05:20:56 +00:00

617 lines
14 KiB
C

/*
Copyright (C) 1996-1997 Id Software, 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 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.
*/
#include "quakedef.h"
#include "glquake.h"
cvar_t baseskin = SCVAR("baseskin", "");
cvar_t noskins = SCVAR("noskins", "0");
extern cvar_t cl_teamskin;
extern cvar_t cl_enemyskin;
extern cvar_t r_fb_models;
char allskins[128];
#define MAX_CACHED_SKINS 256 //max_clients is 255. hopefully this will not be reached, but hey.
qwskin_t skins[MAX_CACHED_SKINS];
int numskins;
//returns the name
char *Skin_FindName (player_info_t *sc)
{
int tracknum;
char *s;
static char name[MAX_OSPATH];
char *skinforcing_team;
if (allskins[0])
{
Q_strncpyz(name, allskins, sizeof(name));
}
else
{
s = Info_ValueForKey(sc->userinfo, "skin");
if (s && s[0])
Q_strncpyz(name, s, sizeof(name));
else
Q_strncpyz(name, baseskin.string, sizeof(name));
}
if (cl.spectator && (tracknum = Cam_TrackNum(&cl.playerview[0])) != -1)
skinforcing_team = cl.players[tracknum].team;
else if (cl.spectator)
skinforcing_team = "spec";
else
skinforcing_team = cl.players[cl.playerview[0].playernum].team;
//Don't force skins in splitscreen (it's probable that the new skin would be wrong).
//Don't force skins in TF (where skins are forced on a class basis by the mod).
//Don't force skins on servers that have it disabled.
if (cl.splitclients<2 && !cl.teamfortress && !(cl.fpd & FPD_NO_FORCE_SKIN))
{
char *skinname = NULL;
// player_state_t *state;
qboolean teammate;
teammate = (cl.teamplay && !strcmp(sc->team, skinforcing_team)) ? true : false;
/*
if (!cl.validsequence)
goto nopowerups;
state = cl.frames[cl.parsecount & UPDATE_MASK].playerstate + (sc - cl.players);
if (state->messagenum != cl.parsecount)
goto nopowerups;
if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
skinname = teammate ? cl_teambothskin.string : cl_enemybothskin.string;
else if (state->effects & EF_BLUE)
skinname = teammate ? cl_teamquadskin.string : cl_enemyquadskin.string;
else if (state->effects & EF_RED)
skinname = teammate ? cl_teampentskin.string : cl_enemypentskin.string;
nopowerups:
*/
if (!skinname || !skinname[0])
skinname = teammate ? cl_teamskin.string : cl_enemyskin.string;
//per-player skin forcing
if (teammate && sc->colourised && *sc->colourised->skin)
skinname = sc->colourised->skin;
if (skinname[0] && !strchr(skinname, '/')) // a '/' in a skin name is deemed as a model name, so we ignore it.
Q_strncpyz(name, skinname, sizeof(name));
}
if (strstr(name, "..") || *name == '.')
Q_strncpyz(name, baseskin.string, sizeof(name));
return name;
}
qwskin_t *Skin_Lookup (char *fullname)
{
int i;
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))
{
skin = &skins[i];
Skin_Cache8 (skin);
return skin;
}
}
//FIXME: this is stupid.
if (numskins == MAX_CACHED_SKINS)
{ // ran out of spots, so flush everything
Skin_Skins_f ();
}
skin = &skins[numskins];
numskins++;
memset (skin, 0, sizeof(*skin));
Q_strncpyz(skin->name, cleanname, sizeof(skin->name));
Skin_Cache8 (skin);
return skin;
}
/*
================
Skin_Find
Determines the best skin for the given scoreboard
slot, and sets scoreboard->skin
================
*/
void Skin_Find (player_info_t *sc)
{
qwskin_t *skin;
int i;
char name[128], *s;
sc->model = NULL;
sc->skinid = 0;
sc->qwskin = NULL;
s = Skin_FindName(sc);
if (!*s)
return;
COM_StripExtension (s, name, sizeof(name));
for (i=0 ; i<numskins ; i++)
{
if (!strcmp (name, skins[i].name))
{
sc->qwskin = &skins[i];
return;
}
}
if (numskins == MAX_CACHED_SKINS)
{ // ran out of spots, so flush everything
Skin_Skins_f ();
return;
}
skin = &skins[numskins];
sc->qwskin = skin;
numskins++;
memset (skin, 0, sizeof(*skin));
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);
if (*baseskin.string)
{
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_Cache
Returns a pointer to the skin bitmap, or NULL to use the default
==========
*/
qbyte *Skin_Cache8 (qwskin_t *skin)
{
char name[1024];
char *skinpath;
if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
return NULL; // not download new ones.
if (skin->loadstate==SKIN_LOADING)
return NULL;
if (skin->loadstate==SKIN_LOADED)
return skin->skindata;
//
// load the pic from disk
//
if (strchr(skin->name, ' ')) //see if it's actually three colours
{
qbyte bv;
int col[3];
char *s;
qbyte *out;
s = COM_Parse(skin->name);
col[0] = atof(com_token);
s = COM_Parse(s);
col[1] = atof(com_token);
s = COM_Parse(s);
col[2] = atof(com_token);
bv = GetPaletteIndex(col[0], col[1], col[2]);
skin->width = 320;
skin->height = 200;
skin->skindata = out = BZ_Malloc(320*200);
memset (out, bv, 320*200);
skin->loadstate = SKIN_LOADED;
return out;
}
skinpath = "skins";
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 (TEXLOADED(skin->textures.base))
{
if (!skin->textures.upperoverlay)
{
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadHiResTexture(name, skinpath, 0));
}
if (!skin->textures.loweroverlay)
{
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadHiResTexture(name, skinpath, 0));
}
if (!skin->textures.fullbright)
{
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadHiResTexture(skin->name, skinpath, 0));
}
if (!skin->textures.specular)
{
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, 0));
}
skin->loadstate = SKIN_LOADED;
return NULL; //can use the high-res textures instead.
}
}
if (skin->loadstate == SKIN_FAILED)
return NULL;
skin->loadstate = SKIN_LOADING;
Skin_WorkerLoad(skin, NULL, 0, 0);
return skin->skindata;
}
/*
=================
Skin_NextDownload
=================
*/
void Skin_NextDownload (void)
{
player_info_t *sc;
int i;
//Con_Printf ("Checking skins...\n");
if (cls.protocol == CP_QUAKE2)
{
int j;
char *slash;
char *skinname;
for (i = 0; i != MAX_CLIENTS; i++)
{
sc = &cl.players[i];
if (!sc->name[0])
continue;
skinname = Info_ValueForKey(sc->userinfo, "skin");
slash = strchr(skinname, '/');
if (slash)
{
*slash = 0;
CL_CheckOrEnqueDownloadFile(va("players/%s/tris.md2", skinname), NULL, 0);
for (j = 1; j < MAX_PRECACHE_MODELS; j++)
{
if (cl.model_name[j][0] == '#')
CL_CheckOrEnqueDownloadFile(va("players/%s/%s", skinname, cl.model_name[j]+1), NULL, 0);
if (!*cl.model_name[j])
break;
}
for (j = 1; j < MAX_PRECACHE_SOUNDS; j++)
{
if (cl.sound_name[j][0] == '*')
CL_CheckOrEnqueDownloadFile(va("players/%s/%s", skinname, cl.sound_name[j]+1), NULL, 0);
if (!*cl.sound_name[j])
break;
}
*slash = '/';
CL_CheckOrEnqueDownloadFile(va("players/%s.pcx", skinname), NULL, 0);
}
}
return;
}
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);
if (noskins.ival || !sc->qwskin)
continue;
if (strchr(sc->qwskin->name, ' ')) //skip over skins using a space
continue;
if (!*sc->qwskin->name)
continue;
CL_CheckOrEnqueDownloadFile(va("skins/%s.pcx", sc->qwskin->name), NULL, 0);
}
// now load them in for real
for (i=0 ; i<MAX_CLIENTS ; i++)
{
sc = &cl.players[i];
if (!sc->name[0] || !sc->qwskin)
continue;
Skin_Cache8 (sc->qwskin);
//sc->qwskin = NULL;
}
}
//called from a few places when some skin cheat is applied.
//flushes all player skins.
void Skin_FlushPlayers(void)
{ //wipe the skin info
int i;
for (i = 0; i < cl.allocated_client_slots; i++)
cl.players[i].qwskin = NULL;
for (i = 0; i < cl.allocated_client_slots; i++)
CL_NewTranslation(i);
}
void Skin_FlushAll(void)
{ //wipe the skin info
int i;
for (i=0 ; i<numskins ; i++)
{
if (skins[i].loadstate==SKIN_LOADING)
COM_WorkerPartialSync(&skins[i], &skins[i].loadstate, SKIN_LOADING);
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();
}
/*
==========
Skin_Skins_f
Refind all skins, downloading if needed.
==========
*/
void Skin_Skins_f (void)
{
int i;
if (cls.state == ca_disconnected)
{
Con_Printf ("Can't \"%s\", not connected\n", Cmd_Argv(0));
return;
}
R_GAliasFlushSkinCache(false);
for (i=0 ; i<numskins ; i++)
{
if (skins[i].loadstate==SKIN_LOADING)
COM_WorkerPartialSync(&skins[i], &skins[i].loadstate, SKIN_LOADING);
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 ();
// if (Cmd_FromServer())
{
SCR_SetLoadingStage(LS_NONE);
CL_SendClientCommand(true, "begin %i", cl.servercount);
}
}
/*
==========
Skin_AllSkins_f
Sets all skins to one specific one
==========
*/
void Skin_AllSkins_f (void)
{
strcpy (allskins, Cmd_Argv(1));
Skin_Skins_f ();
}
void Skin_FlushSkin(char *name)
{
int i;
char sname[16]="";
if (strncmp(name, "skins/", 6))
return;
Q_strncpyz(sname, (name + 6), strlen(name+6)-3);
for (i=0 ; i<numskins ; i++)
{
if (!strcmp(skins[i].name, sname))
{
skins[i].loadstate = SKIN_NOTLOADED;
memset(&skins[i].textures, 0, sizeof(skins[i].textures));
}
}
}