fteqw/engine/client/skin.c
Shpoike d781018df3 Add all the junk for network compat with Q2E.
Defaults to using Q2E's protocol 2023 (but not netchan).
FTEQ2 servers can host both vanilla and Q2E clients simultaneously, but its recommend to use the vanilla gamecode to avoid localisation issues.
2024-07-14 19:58:24 +01:00

661 lines
15 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"
#ifdef QWSKINS
cvar_t baseskin = CVARD("baseskin", "", "The name of the player skin to use as a fallback.");
cvar_t noskins = CVAR("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 = InfoBuf_ValueForKey(&sc->userinfo, "skin");
if (s && s[0])
Q_strncpyz(name, s, sizeof(name));
else
Q_strncpyz(name, baseskin.string, sizeof(name));
}
if (cl.playerview[0].cam_state == CAM_FREECAM)
tracknum = cl.playerview[0].playernum;
else
tracknum = cl.playerview[0].cam_spec_track;
if (cl.players[tracknum].spectator)
skinforcing_team = "spec";
else
skinforcing_team = cl.players[tracknum].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 already forced on a class basis by the mod).
//Don't force skins on servers that have it disabled.
//Don't force the local player's skin
if (cl.splitclients<2 && !cl.teamfortress && !(cl.fpd & FPD_NO_FORCE_SKIN))
if (&cl.players[tracknum] != sc)
{
char *skinname = NULL;
qboolean teammate;
teammate = (cl.teamplay && !strcmp(sc->team, skinforcing_team)) ? true : false;
/*
if (cl.validsequence)
{
player_state_t *state = cl.frames[cl.parsecount & UPDATE_MASK].playerstate + (sc - cl.players);
if (state->messagenum == cl.parsecount)
{
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;
}
}
*/
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_TryCache8 (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_TryCache8 (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));
}
qbyte *Skin_ParsePCX(const char *name, const pcx_t *pcx, size_t pcxsize, int *pcxheight, int *pcxwidth)
{
const qbyte *raw;
qbyte *out, *pix;
int x, y, srcw, srch;
int dataByte;
int runLength;
int fbremap[256];
unsigned short xmax, ymax, xmin, ymin;
*pcxheight = *pcxwidth = 0;
//
// parse the PCX file
//
raw = (const 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);
return NULL;
}
xmax = (unsigned short)LittleShort(pcx->xmax);
ymax = (unsigned short)LittleShort(pcx->ymax);
xmin = (unsigned short)LittleShort(pcx->xmin);
ymin = (unsigned short)LittleShort(pcx->ymin);
srcw = xmax-xmin+1;
srch = ymax-ymin+1;
if (srcw < 1 || srch < 1 || srcw > 320 || srch > 200)
{
Con_Printf ("Bad skin %s (unsupported size)\n", name);
return NULL;
}
*pcxheight = srcw;
*pcxwidth = srch;
out = BZ_Malloc(srcw*srch);
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 += srcw)
{
for (x=0 ; x < srcw ; )
{
if (raw - (const qbyte*)pcx > pcxsize)
{
BZ_Free(out);
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 - (const qbyte*)pcx > pcxsize)
{
BZ_Free(out);
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 > xmax + 2)
{
BZ_Free(out);
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 < srcw ; )
pix[x++] = dataByte;
}
//pad the bottom of the skin with that final pixel
for ( ; y < srch; y++, pix += srcw)
for (x = 0; x < srcw; )
pix[x++] = dataByte;
if ( raw - (const qbyte *)pcx > pcxsize)
{
BZ_Free(out);
Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
return NULL;
}
return out;
}
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 || TEXLOADED(skin->textures.base))
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 *out;
int srcw = 0, srch = 0;
size_t pcxsize = 0;
void *pcxfiledata = NULL;
const char *skinpath = "skins";
skin->textures.base = r_nulltex;
if (gl_load24bit.ival)
skin->textures.base = R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW|IF_NOALPHA|IF_NOPCX);
if (skin->textures.base && skin->textures.base->width) //result was already posted and will be handled before Skin_WorkerDone.
{
if (!skin->textures.upperoverlay)
{
Q_snprintfz (name, sizeof(name), "%s_shirt", skin->name);
TEXASSIGN(skin->textures.upperoverlay, R_LoadHiResTexture(name, skinpath, IF_LOADNOW));
}
if (!skin->textures.loweroverlay)
{
Q_snprintfz (name, sizeof(name), "%s_pants", skin->name);
TEXASSIGN(skin->textures.loweroverlay, R_LoadHiResTexture(name, skinpath, IF_LOADNOW));
}
if (!skin->textures.fullbright)
{
Q_snprintfz (name, sizeof(name), "%s_luma", skin->name);
TEXASSIGN(skin->textures.fullbright, R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW));
}
if (!skin->textures.specular)
{
Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, IF_LOADNOW));
}
}
else
{
Q_snprintfz (name, sizeof(name), "skins/%s.pcx", skin->name);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
if (!pcxfiledata)
{
//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);
pcxfiledata = FS_LoadMallocFileFlags (name, FSLF_IGNOREPURE, &pcxsize);
}
}
if (!pcxfiledata)
{
Skin_WorkerDone(skin, NULL, 0, 0);
return;
}
}
}
if (pcxfiledata)
{
out = Skin_ParsePCX(name, pcxfiledata, pcxsize, &srcw, &srch);
FS_FreeFile(pcxfiledata);
}
else
{
out = NULL;
srcw = srch = 0;
}
if (!out)
COM_AddWork(WG_MAIN, Skin_WorkerDone, skin, NULL, 0, 0);
else
COM_AddWork(WG_MAIN, Skin_WorkerDone, skin, out, srcw, srch);
}
/*
==========
Skin_Cache
Returns a pointer to the skin bitmap, or NULL to use the default
==========
*/
qbyte *Skin_TryCache8 (qwskin_t *skin)
{
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(skin->width*skin->height);
memset (out, bv, skin->width*skin->height);
skin->loadstate = SKIN_LOADED;
return out;
}
if (skin->loadstate == SKIN_FAILED)
return NULL;
skin->loadstate = SKIN_LOADING;
COM_AddWork(WG_LOADER, Skin_WorkerLoad, skin, NULL,0,0);
return NULL;
}
/*
=================
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;
char *dogtag;
for (i = 0; i != MAX_CLIENTS; i++)
{
sc = &cl.players[i];
if (!sc->name[0])
continue;
skinname = InfoBuf_ValueForKey(&sc->userinfo, "skin");
slash = strchr(skinname, '/');
if (slash)
{
*slash = 0;
dogtag = strchr(slash+1, '\\'); //q2e
if (dogtag)
*dogtag++ = 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_TryCache8 (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<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].qwskin = NULL;
cl.players[i].lastskin = NULL;
}
}
/*
==========
Skin_Skins_f
Refind all skins, downloading if needed.
==========
*/
void Skin_Skins_f (void)
{
int i;
if (cls.state == ca_disconnected)
{
Con_TPrintf ("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));
}
}
}
#else
void Skin_FlushPlayers(void)
{
}
//required for the qw protocol (server stuffcmds 'skins' to get the client to send 'begin'. *sigh*
void Skin_Skins_f (void)
{
if (cls.state == ca_disconnected)
{
Con_TPrintf ("Can't \"%s\", not connected\n", Cmd_Argv(0));
return;
}
R_GAliasFlushSkinCache(false);
// if (Cmd_FromServer())
{
SCR_SetLoadingStage(LS_NONE);
CL_SendClientCommand(true, "begin %i", cl.servercount);
}
}
#endif