fteqw/engine/client/skin.c
Spoike 2adb420a6d Reworked the console/loading screen a little. The console is no longer directly shown at startup. MSVC2005 project files update for npqtv.
Added vid_wndalpha to make the window transparent (only supported in GL-win32).
Multiple issues with SW rendering, which I'll fix eventually. It does at least run, even if it looks ugly.
Plugins are now able to read the console input. Bigfoot, feel free to tweek.
Fixed up a few mismatched prototypes.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3153 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-04-06 00:34:32 +00:00

635 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"
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(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;
//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, *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, sizeof(name));
}
else
{
s = Skin_FindName(sc);
COM_StripExtension (s, name, sizeof(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 = 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];
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] = GetPaletteIndex(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 = GetPaletteIndex(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)
{
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);
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);
//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;
}
skin->cachedbpp = 8;
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;
}
if (qrenderer == QR_SOFTWARE)
{//biggest size possible, by the way
skin->width = 320;
skin->height = 200;
}
else
{
skin->width = srcw;
skin->height = srch;
}
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);
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)
{
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;
}
//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)
{
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;
char *path;
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;
if (cls.protocol == CP_QUAKE2)
path = "players/";
else
path = "skins/";
skin->cachedbpp = 32;
//
// load the pic from disk
//
sprintf (name, "%s%s.tga", path, 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);
return out;
}
}
sprintf (name, "%s%s.pcx", path, skin->name);
raw = COM_LoadTempFile (name);
if (raw)
{
pix = ReadPCXFile(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);
return out;
}
}
#ifdef AVAIL_PNGLIB
sprintf (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)
{
out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name);
memcpy(out, pix, skin->width*skin->height*4);
BZ_Free(pix);
return out;
}
}
#endif
#ifdef AVAIL_JPEGLIB
sprintf (name, "%s%s.jpeg", path, 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);
return out;
}
}
sprintf (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)
{
out = Cache_Alloc(&skin->cache, skin->width*skin->height*4, name);
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.value)
continue;
if (strchr(sc->skin->name, ' ')) //skip over skins using a space
continue;
if (!*sc->skin->name)
continue;
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 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;
for (i = 0; i < MAX_CLIENTS; i++)
CL_NewTranslation(i);
}
/*
==========
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<numskins ; i++)
{
if (skins[i].cache.data)
Cache_Free (&skins[i].cache);
}
numskins = 0;
Skin_NextDownload ();
SCR_SetLoadingStage(LS_NONE);
CL_SendClientCommand(true, "begin %i", cl.servercount);
Cache_Report (); // print remaining memory
}
/*
==========
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;
}
}