/* 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" cvar_t baseskin = SCVAR("baseskin", "base"); 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.playernum[0])) != -1) skinforcing_team = cl.players[tracknum].team; else if (cl.spectator) skinforcing_team = "spec"; else skinforcing_team = cl.players[cl.playernum[0]].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; 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, *mn; model_t *model; mn = Info_ValueForKey (sc->userinfo, "model"); while((s = strchr(mn, '/'))) *mn = '\0'; if (allskins[0]) s = allskins; else s = Info_ValueForKey (sc->userinfo, "skin"); if (strstr (mn, "..") || *mn == '.') mn = ""; if (!*s) s = baseskin.string; if (!*s) s = "default"; if (*mn) { mn = va("%s/%s", mn, s); COM_StripExtension (mn, name); } else s = Skin_FindName(sc); COM_StripExtension (s, name); s = strchr(name, '/'); if (s) { *s = '\0'; #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) model = Mod_ForName(va("players/%s/tris.mdl", name), false); else #endif model = Mod_ForName(va("models/players/%s.mdl", name), false); if (model->type == mod_dummy) model = NULL; *s = '/'; } else model = NULL; sc->model = model; for (i=0 ; iskin = &skins[i]; 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; int dataByte; int runLength; int fbremap[256]; if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but return NULL; // not download new ones. if (skin->failedload) return NULL; out = Cache_Check (&skin->cache); if (out) return out; // TODO: we build a fullbright remap.. can we get rid of this? #ifdef SWQUAKE if (qrenderer == QR_SOFTWARE && r_pixbytes == 1 && cls.allow_fbskins<0.2) //only time FB has to exist... (gl can be disabled) { for (x = 0; x < vid.fullbright; x++) fbremap[x] = GetPalette(host_basepal[((x+256-vid.fullbright)*3)], host_basepal[((x+256-vid.fullbright)*3)+1], host_basepal[((x+256-vid.fullbright)*3)+2]); } else #endif { 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 = GetPalette(col[0], col[1], col[2]); skin->width = 320; skin->height = 200; skin->cachedbpp = 8; out = Cache_Alloc (&skin->cache, 320*200, skin->name); memset (out, bv, 320*200); skin->failedload = false; return out; } #ifdef Q2CLIENT if (cls.protocol == CP_QUAKE2) sprintf (name, "players/%s.pcx", skin->name); else #endif sprintf (name, "skins/%s.pcx", skin->name); raw = COM_LoadTempFile (name); if (!raw) { Con_Printf ("Couldn't load skin %s\n", name); sprintf (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); if (pcx->manufacturer != 0x0a || pcx->version != 5 || pcx->encoding != 1 || pcx->bits_per_pixel != 8 || (unsigned short)LittleShort(pcx->xmax) >= 320 || (unsigned short)LittleShort(pcx->ymax) >= 200) { skin->failedload = true; Con_Printf ("Bad skin %s\n", name); return NULL; } skin->cachedbpp = 8; pcx->xmax = (unsigned short)LittleShort(pcx->xmax); pcx->ymax = (unsigned short)LittleShort(pcx->ymax); if (qrenderer == QR_SOFTWARE) { skin->width = 320; skin->height = 200; } else { skin->width = pcx->xmax+1; skin->height = pcx->ymax; } out = Cache_Alloc (&skin->cache, skin->width*skin->height, skin->name); if (!out) Sys_Error ("Skin_Cache: couldn't allocate"); pix = out; memset (out, 0, skin->width*skin->height); for (y=0 ; yymax ; y++, pix += skin->width) { for (x=0 ; x<=pcx->xmax ; ) { if (raw - (qbyte*)pcx > com_filesize) { Cache_Free (&skin->cache); 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) { Cache_Free (&skin->cache); 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) { Cache_Free (&skin->cache); 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.value) dataByte = fbremap[dataByte + vid.fullbright-256]; while(runLength-- > 0) pix[x++] = dataByte; } } if ( raw - (qbyte *)pcx > com_filesize) { Cache_Free (&skin->cache); 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; if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but return NULL; // not download new ones. if (skin->failedload) return NULL; out = Cache_Check (&skin->cache); if (out) return out; // // load the pic from disk // sprintf (name, "skins/%s.tga", skin->name); raw = COM_LoadTempFile (name); if (raw) { pix = ReadTargaFile(raw, com_filesize, &skin->width, &skin->height, false); if (pix) { out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name); memcpy(out, pix, skin->width*skin->height*4); BZ_Free(pix); } } #ifdef AVAIL_PNGLIB sprintf (name, "skins/%s.png", skin->name); raw = COM_LoadTempFile (name); if (raw) { pix = ReadPNGFile(raw, com_filesize, &skin->width, &skin->height); if (pix) { out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name); memcpy(out, pix, skin->width*skin->height*4); BZ_Free(pix); } } #endif #ifdef AVAIL_JPEGLIB sprintf (name, "skins/%s.jpeg", skin->name); raw = COM_LoadTempFile (name); if (raw) { pix = ReadJPEGFile(raw, com_filesize, &skin->width, &skin->height); if (pix) { out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name); memcpy(out, pix, skin->width*skin->height*4); BZ_Free(pix); } } sprintf (name, "skins/%s.jpg", 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) { out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name); memcpy(out, pix, skin->width*skin->height*4); BZ_Free(pix); } } #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.value) continue; if (strchr(sc->skin->name, ' ')) //skip over skins using a space continue; CL_CheckOrEnqueDownloadFile(va("skins/%s.pcx", sc->skin->name), NULL); } // now load them in for real for (i=0 ; iname[0]) continue; Skin_Cache8 (sc->skin); #ifdef RGLQUAKE 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 < MAX_CLIENTS; i++) cl.players[i].skin = NULL; } /* ========== 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; } for (i=0 ; i