/* 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 ; iname, 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 ; iqwskin = &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. } else skin->textures.base = r_nulltex; } 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 ; iname[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 < MAX_CLIENTS; i++) cl.players[i].qwskin = NULL; for (i = 0; i < cl.allocated_client_slots; i++) CL_NewTranslation(i); } //call on shutdown. does not refresh any skins at all. void Skin_FlushAll(void) { //wipe the skin info int i; for (i=0 ; i