fteqw/engine/client/skin.c

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/*
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 128
skin_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;
}
/*
================
Skin_Find
Determines the best skin for the given scoreboard
slot, and sets scoreboard->skin
================
*/
void Skin_Find (player_info_t *sc)
{
skin_t *skin;
int i;
char name[128], *s;
model_t *model;
if (allskins[0])
s = allskins;
else
s = Info_ValueForKey (sc->userinfo, "skin");
if (!*s)
s = baseskin.string;
if (!*s)
s = "default";
s = Skin_FindName(sc);
COM_StripExtension (s, name, sizeof(name));
s = strchr(name, '/');
if (s)
{
*s = '\0';
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
model = Mod_ForName(va("players/%s/tris.md2", name), MLV_SILENT);
else
#endif
model = NULL;//Mod_ForName(va("models/players/%s.mdl", name), false);
if (model && model->type == mod_dummy)
model = NULL;
*s = '/';
}
else
model = NULL;
sc->model = model;
for (i=0 ; i<numskins ; i++)
{
if (!strcmp (name, skins[i].name))
{
sc->skin = &skins[i];
if (cls.protocol == CP_QUAKE2)
Skin_Cache32 (sc->skin);
else
Skin_Cache8 (sc->skin);
return;
}
}
if (numskins == MAX_CACHED_SKINS)
{ // ran out of spots, so flush everything
Skin_Skins_f ();
return;
}
skin = &skins[numskins];
sc->skin = skin;
numskins++;
memset (skin, 0, sizeof(*skin));
Q_strncpyz(skin->name, name, sizeof(skin->name));
}
/*
==========
Skin_Cache
Returns a pointer to the skin bitmap, or NULL to use the default
==========
*/
qbyte *Skin_Cache8 (skin_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;
if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
return NULL; // not download new ones.
if (skin->failedload)
return NULL;
TEXASSIGN(skin->textures.base, r_nulltex);
TEXASSIGN(skin->textures.loweroverlay, r_nulltex);
TEXASSIGN(skin->textures.upperoverlay, r_nulltex);
out = skin->skindata;
if (out)
return out;
// 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.
//
// load the pic from disk
//
if (strchr(skin->name, ' ')) //see if it's actually three colours
{
qbyte bv;
int col[3];
char *s;
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->failedload = false;
return out;
}
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
skinpath = "players";
else
#endif
skinpath = "skins";
//favour 24bit+recoloured skins if gl_load24bit is enabled.
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadReplacementTexture(name, skinpath, 0));
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadReplacementTexture(name, skinpath, 0));
if (TEXVALID(skin->textures.upperoverlay) || TEXVALID(skin->textures.loweroverlay))
{
TEXASSIGN(skin->textures.base, R_LoadReplacementTexture(skin->name, skinpath, IF_NOALPHA));
if (TEXVALID(skin->textures.base))
{
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadReplacementTexture(skin->name, skinpath, IF_NOALPHA));
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadReplacementTexture(skin->name, skinpath, 0));
skin->failedload = true;
return NULL;
}
}
Q_snprintfz (name, sizeof(name), "%s/%s.pcx", skinpath, skin->name);
raw = COM_LoadTempFile (name);
if (!raw)
{
//use 24bit skins even if gl_load24bit is failed
if (strcmp(skin->name, baseskin.string))
{
// if (!gl_load24bit.value)
{
TEXASSIGN(skin->textures.base, R_LoadHiResTexture(skin->name, skinpath, IF_NOALPHA));
if (TEXVALID(skin->textures.base))
{
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadHiResTexture(name, skinpath, 0));
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadHiResTexture(name, skinpath, 0));
if (!TEXVALID(skin->textures.upperoverlay) && !TEXVALID(skin->textures.loweroverlay))
Con_DPrintf("skin \"%s\" has no colourmapping info\n", skin->name);
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadHiResTexture(skin->name, skinpath, IF_NOALPHA));
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, 0));
skin->failedload = true;
return NULL;
}
}
//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);
}
if (!raw)
{
skin->failedload = true;
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);
return NULL;
}
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)
{
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");
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 > com_filesize)
{
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 > com_filesize)
{
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 > com_filesize)
{
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;
}
qbyte *Skin_Cache32 (skin_t *skin)
{
char name[1024];
qbyte *raw;
qbyte *out, *pix;
char *path;
qboolean hasalpha;
if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
return NULL; // not download new ones.
if (skin->failedload)
return NULL;
out = skin->skindata;
if (out)
return out;
if (cls.protocol == CP_QUAKE2)
path = "players/";
else
path = "skins/";
//
// load the pic from disk
//
Q_snprintfz (name, sizeof(name), "%s%s.tga", path, skin->name);
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadTargaFile(raw, com_filesize, &skin->width, &skin->height, &hasalpha, false);
if (pix)
{
skin->skindata = out = BZ_Malloc(skin->width*skin->height*4);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
Q_snprintfz (name, sizeof(name), "%s%s.pcx", path, skin->name);
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadPCXFile(raw, com_filesize, &skin->width, &skin->height);
if (pix)
{
skin->skindata = out = BZ_Malloc(skin->width*skin->height*4);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
#ifdef AVAIL_PNGLIB
Q_snprintfz (name, sizeof(name), "%s%s.png", path, skin->name);
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadPNGFile(raw, com_filesize, &skin->width, &skin->height, name);
if (pix)
{
skin->skindata = out = BZ_Malloc(skin->width*skin->height*4);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
#endif
#ifdef AVAIL_JPEGLIB
Q_snprintfz (name, sizeof(name), "%s%s.jpeg", path, skin->name);
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadJPEGFile(raw, com_filesize, &skin->width, &skin->height);
if (pix)
{
skin->skindata = out = BZ_Malloc(skin->width*skin->height*4);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
Q_snprintfz (name, sizeof(name), "%s%s.jpg", path, skin->name); //jpegs are gready with 2 extensions...
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadJPEGFile(raw, com_filesize, &skin->width, &skin->height);
if (pix)
{
skin->skindata = out = BZ_Malloc(skin->width*skin->height*4);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
#endif
skin->failedload = true;
return NULL;
}
/*
=================
Skin_NextDownload
=================
*/
void Skin_NextDownload (void)
{
player_info_t *sc;
int i;
//Con_Printf ("Checking skins...\n");
for (i = 0; i != MAX_CLIENTS; i++)
{
sc = &cl.players[i];
if (!sc->name[0])
continue;
Skin_Find (sc);
if (noskins.ival)
continue;
if (strchr(sc->skin->name, ' ')) //skip over skins using a space
continue;
if (!*sc->skin->name)
continue;
if (cls.protocol == CP_QUAKE2)
{
int j;
char *slash;
slash = strchr(sc->skin->name, '/');
if (slash)
{
*slash = 0;
CL_CheckOrEnqueDownloadFile(va("players/%s/tris.md2", sc->skin->name), NULL, 0);
for (j = 0; j < MAX_MODELS; j++)
{
if (cl.model_name[j][0] == '#')
CL_CheckOrEnqueDownloadFile(va("players/%s/%s", sc->skin->name, cl.model_name[j]+1), NULL, 0);
}
for (j = 0; j < MAX_SOUNDS; j++)
{
if (cl.sound_name[j][0] == '*')
CL_CheckOrEnqueDownloadFile(va("players/%s/%s", sc->skin->name, cl.sound_name[j]+1), NULL, 0);
}
*slash = '/';
CL_CheckOrEnqueDownloadFile(va("players/%s.pcx", sc->skin->name), NULL, 0);
}
}
else
CL_CheckOrEnqueDownloadFile(va("skins/%s.pcx", sc->skin->name), NULL, 0);
}
// now load them in for real
for (i=0 ; i<MAX_CLIENTS ; i++)
{
sc = &cl.players[i];
if (!sc->name[0])
continue;
if (cls.protocol == CP_QUAKE2)
Skin_Cache32(sc->skin);
else
Skin_Cache8 (sc->skin);
#ifdef GLQUAKE
sc->skin = NULL;
#endif
}
}
//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].skin = 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].skindata)
BZ_Free(skins[i].skindata);
}
numskins = 0;
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;
}
GL_GAliasFlushSkinCache();
for (i=0 ; i<numskins ; i++)
{
if (skins[i].skindata)
BZ_Free(skins[i].skindata);
}
numskins = 0;
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].failedload = false;
}
}