// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2021 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_skins.c /// \brief Loading skins #include "doomdef.h" #include "console.h" #include "g_game.h" #include "r_local.h" #include "st_stuff.h" #include "w_wad.h" #include "z_zone.h" #include "m_misc.h" #include "info.h" // spr2names #include "i_video.h" // rendermode #include "i_system.h" #include "r_things.h" #include "r_skins.h" #include "p_local.h" #include "dehacked.h" // get_number (for thok) #include "m_cond.h" #ifdef HWRENDER #include "hardware/hw_md2.h" #endif INT32 numskins = 0; skin_t skins[MAXSKINS]; // FIXTHIS: don't work because it must be inistilised before the config load //#define SKINVALUES #ifdef SKINVALUES CV_PossibleValue_t skin_cons_t[MAXSKINS+1]; #endif // // P_GetSkinSprite2 // For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing. // For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version. // UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player) { UINT8 super = 0, i = 0; if (!skin) return 0; if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2) return 0; while (!skin->sprites[spr2].numframes && spr2 != SPR2_STND && ++i < 32) // recursion limiter { if (spr2 & FF_SPR2SUPER) { super = FF_SPR2SUPER; spr2 &= ~FF_SPR2SUPER; continue; } switch(spr2) { // Normal special cases. case SPR2_JUMP: spr2 = ((player ? player->charflags : skin->flags) & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; break; case SPR2_TIRE: spr2 = ((player ? player->charability : skin->ability) == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; break; // Use the handy list, that's what it's there for! default: spr2 = spr2defaults[spr2]; break; } spr2 |= super; } if (i >= 32) // probably an infinite loop... return 0; return spr2; } static void Sk_SetDefaultValue(skin_t *skin) { INT32 i; // // set default skin values // memset(skin, 0, sizeof (skin_t)); snprintf(skin->name, sizeof skin->name, "skin %u", (UINT32)(skin-skins)); skin->name[sizeof skin->name - 1] = '\0'; skin->wadnum = INT16_MAX; skin->flags = 0; strcpy(skin->realname, "Someone"); strcpy(skin->hudname, "???"); skin->starttranscolor = 96; skin->prefcolor = SKINCOLOR_GREEN; skin->supercolor = SKINCOLOR_SUPERGOLD1; skin->prefoppositecolor = 0; // use tables skin->normalspeed = 36<runspeed = 28<thrustfactor = 5; skin->accelstart = 96; skin->acceleration = 40; skin->ability = CA_NONE; skin->ability2 = CA2_SPINDASH; skin->jumpfactor = FRACUNIT; skin->actionspd = 30<mindash = 15<maxdash = 70<radius = mobjinfo[MT_PLAYER].radius; skin->height = mobjinfo[MT_PLAYER].height; skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3); skin->shieldscale = FRACUNIT; skin->camerascale = FRACUNIT; skin->thokitem = -1; skin->spinitem = -1; skin->revitem = -1; skin->followitem = 0; skin->highresscale = FRACUNIT; skin->contspeed = 17; skin->contangle = 0; for (i = 0; i < sfx_skinsoundslot0; i++) if (S_sfx[i].skinsound != -1) skin->soundsid[S_sfx[i].skinsound] = i; } // // Initialize the basic skins // void R_InitSkins(void) { #ifdef SKINVALUES INT32 i; for (i = 0; i <= MAXSKINS; i++) { skin_cons_t[i].value = 0; skin_cons_t[i].strvalue = NULL; } #endif // no default skin! numskins = 0; } UINT32 R_GetSkinAvailabilities(void) { UINT32 response = 0; UINT32 unlockShift = 0; INT32 i; for (i = 0; i < MAXUNLOCKABLES; i++) { if (unlockables[i].type != SECRET_SKIN) { continue; } if (unlockShift >= 32) { // This crash is impossible to trigger as is, // but it could happen if MAXUNLOCKABLES is ever made higher than 32, // and someone makes a mod that has 33+ unlockable characters. :V I_Error("Too many unlockable characters\n"); return 0; } if (unlockables[i].unlocked) { response |= (1 << unlockShift); } unlockShift++; } return response; } // returns true if available in circumstances, otherwise nope // warning don't use with an invalid skinnum other than -1 which always returns true boolean R_SkinUsable(INT32 playernum, INT32 skinnum) { INT32 unlockID = -1; UINT32 unlockShift = 0; INT32 i; if (skinnum == -1) { // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... return true; } if (modeattacking) { // If you have someone else's run you might as well take a look return true; } if (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) { // Force 1. return true; } if (netgame && (cv_forceskin.value == skinnum)) { // Force 2. return true; } if (metalrecording && skinnum == 5) { // Force 3. return true; } if (playernum != -1 && players[playernum].bot) { //Force 4. return true; } // We will now check if this skin is supposed to be locked or not. for (i = 0; i < MAXUNLOCKABLES; i++) { INT32 unlockSkin = -1; if (unlockables[i].type != SECRET_SKIN) { continue; } unlockSkin = M_UnlockableSkinNum(&unlockables[i]); if (unlockSkin == skinnum) { unlockID = i; break; } unlockShift++; } if (unlockID == -1) { // This skin isn't locked at all, we're good. return true; } if ((netgame || multiplayer) && playernum != -1) { // We want to check per-player unlockables. return (players[playernum].availabilities & (1 << unlockShift)); } else { // We want to check our global unlockables. return (unlockables[unlockID].unlocked); } } // returns true if the skin name is found (loaded from pwad) // warning return -1 if not found INT32 R_SkinAvailable(const char *name) { INT32 i; for (i = 0; i < numskins; i++) { // search in the skin list if (stricmp(skins[i].name,name)==0) return i; } return -1; } // Auxillary function that actually sets the skin static void SetSkin(player_t *player, INT32 skinnum) { skin_t *skin = &skins[skinnum]; UINT16 newcolor = 0; player->skin = skinnum; player->camerascale = skin->camerascale; player->shieldscale = skin->shieldscale; player->charability = (UINT8)skin->ability; player->charability2 = (UINT8)skin->ability2; player->charflags = (UINT32)skin->flags; player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem; player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem; player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; player->followitem = skin->followitem; if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff. player->powers[pw_shield] &= SH_STACK; player->actionspd = skin->actionspd; player->mindash = skin->mindash; player->maxdash = skin->maxdash; player->normalspeed = skin->normalspeed; player->runspeed = skin->runspeed; player->thrustfactor = skin->thrustfactor; player->accelstart = skin->accelstart; player->acceleration = skin->acceleration; player->jumpfactor = skin->jumpfactor; player->height = skin->height; player->spinheight = skin->spinheight; if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) { if (player == &players[consoleplayer]) CV_StealthSetValue(&cv_playercolor, skin->prefcolor); else if (player == &players[secondarydisplayplayer]) CV_StealthSetValue(&cv_playercolor2, skin->prefcolor); player->skincolor = newcolor = skin->prefcolor; if (player->bot && botingame) { botskin = (UINT8)(skinnum + 1); botcolor = skin->prefcolor; } } if (player->followmobj) { P_RemoveMobj(player->followmobj); P_SetTarget(&player->followmobj, NULL); } if (player->mo) { fixed_t radius = FixedMul(skin->radius, player->mo->scale); if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NFLY].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. { skin = &skins[DEFAULTNIGHTSSKIN]; player->followitem = skin->followitem; if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) newcolor = skin->prefcolor; // will be updated in thinker to flashing } player->mo->skin = skin; if (newcolor) player->mo->color = newcolor; P_SetScale(player->mo, player->mo->scale); player->mo->radius = radius; P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames } } // Gets the player to the first usuable skin in the game. // (If your mod locked them all, then you kinda stupid) INT32 GetPlayerDefaultSkin(INT32 playernum) { INT32 i; for (i = 0; i < numskins; i++) { if (R_SkinUsable(playernum, i)) { return i; } } I_Error("All characters are locked!"); return 0; } // network code calls this when a 'skin change' is received void SetPlayerSkin(INT32 playernum, const char *skinname) { INT32 i = R_SkinAvailable(skinname); player_t *player = &players[playernum]; if ((i != -1) && R_SkinUsable(playernum, i)) { SetSkin(player, i); return; } if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname); else if (server || IsPlayerAdmin(consoleplayer)) CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname); SetSkin(player, GetPlayerDefaultSkin(playernum)); } // Same as SetPlayerSkin, but uses the skin #. // network code calls this when a 'skin change' is received void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) { player_t *player = &players[playernum]; if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists! { SetSkin(player, skinnum); return; } if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum); else if (server || IsPlayerAdmin(consoleplayer)) CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum); SetSkin(player, GetPlayerDefaultSkin(playernum)); } // // Add skins from a pwad, each skin preceded by 'S_SKIN' marker // // Does the same is in w_wad, but check only for // the first 6 characters (this is so we can have S_SKIN1, S_SKIN2.. // for wad editors that don't like multiple resources of the same name) // static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump) { UINT16 i; const char *S_SKIN = "S_SKIN"; lumpinfo_t *lump_p; // scan forward, start at if (startlump < wadfiles[wadid]->numlumps) { lump_p = wadfiles[wadid]->lumpinfo + startlump; for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++) if (memcmp(lump_p->name,S_SKIN,6)==0) return i; } return INT16_MAX; // not found } #define HUDNAMEWRITE(value) STRBUFCPY(skin->hudname, value) // turn _ into spaces and . into katana dot #define SYMBOLCONVERT(name) for (value = name; *value; value++)\ {\ if (*value == '_') *value = ' ';\ else if (*value == '.') *value = '\x1E';\ } // // Patch skins from a pwad, each skin preceded by 'P_SKIN' marker // // Does the same is in w_wad, but check only for // the first 6 characters (this is so we can have P_SKIN1, P_SKIN2.. // for wad editors that don't like multiple resources of the same name) // static UINT16 W_CheckForPatchSkinMarkerInPwad(UINT16 wadid, UINT16 startlump) { UINT16 i; const char *P_SKIN = "P_SKIN"; lumpinfo_t *lump_p; // scan forward, start at if (startlump < wadfiles[wadid]->numlumps) { lump_p = wadfiles[wadid]->lumpinfo + startlump; for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++) if (memcmp(lump_p->name,P_SKIN,6)==0) return i; } return INT16_MAX; // not found } static void R_LoadSkinSprites(UINT16 wadnum, UINT16 *lump, UINT16 *lastlump, skin_t *skin) { UINT16 newlastlump; UINT8 sprite2; *lump += 1; // start after S_SKIN *lastlump = W_CheckNumForNamePwad("S_END",wadnum,*lump); // stop at S_END // old wadding practices die hard -- stop at S_SKIN (or P_SKIN) or S_START if they come before S_END. newlastlump = W_CheckForSkinMarkerInPwad(wadnum,*lump); if (newlastlump < *lastlump) *lastlump = newlastlump; newlastlump = W_CheckForPatchSkinMarkerInPwad(wadnum,*lump); if (newlastlump < *lastlump) *lastlump = newlastlump; newlastlump = W_CheckNumForNamePwad("S_START",wadnum,*lump); if (newlastlump < *lastlump) *lastlump = newlastlump; // ...and let's handle super, too newlastlump = W_CheckNumForNamePwad("S_SUPER",wadnum,*lump); if (newlastlump < *lastlump) { newlastlump++; // load all sprite sets we are aware of... for super! for (sprite2 = 0; sprite2 < free_spr2; sprite2++) R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[FF_SPR2SUPER|sprite2], wadnum, newlastlump, *lastlump); newlastlump--; *lastlump = newlastlump; // okay, make the normal sprite set loading end there } // load all sprite sets we are aware of... for normal stuff. for (sprite2 = 0; sprite2 < free_spr2; sprite2++) R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, *lump, *lastlump); if (skin->sprites[0].numframes == 0) I_Error("R_LoadSkinSprites: no frames found for sprite SPR2_%s\n", spr2names[0]); } // returns whether found appropriate property static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value) { // custom translation table if (!stricmp(stoken, "startcolor")) skin->starttranscolor = atoi(value); #define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value); // character type identification FULLPROCESS(flags) FULLPROCESS(ability) FULLPROCESS(ability2) FULLPROCESS(thokitem) FULLPROCESS(spinitem) FULLPROCESS(revitem) FULLPROCESS(followitem) #undef FULLPROCESS #define GETFRACBITS(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<field = atoi(value); GETINT(thrustfactor) GETINT(accelstart) GETINT(acceleration) GETINT(contspeed) GETINT(contangle) #undef GETINT #define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) \ { \ UINT16 color = R_GetColorByName(value); \ skin->field = (color ? color : SKINCOLOR_GREEN); \ } GETSKINCOLOR(prefcolor) GETSKINCOLOR(prefoppositecolor) #undef GETSKINCOLOR else if (!stricmp(stoken, "supercolor")) { UINT16 color = R_GetSuperColorByName(value); skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1); } #define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value)); GETFLOAT(jumpfactor) GETFLOAT(highresscale) GETFLOAT(shieldscale) GETFLOAT(camerascale) #undef GETFLOAT #define GETFLAG(field) else if (!stricmp(stoken, #field)) { \ strupr(value); \ if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \ skin->flags |= (SF_##field); \ else \ skin->flags &= ~(SF_##field); \ } // parameters for individual character flags // these are uppercase so they can be concatenated with SF_ // 1, true, yes are all valid values GETFLAG(SUPER) GETFLAG(NOSUPERSPIN) GETFLAG(NOSPINDASHDUST) GETFLAG(HIRES) GETFLAG(NOSKID) GETFLAG(NOSPEEDADJUST) GETFLAG(RUNONWATER) GETFLAG(NOJUMPSPIN) GETFLAG(NOJUMPDAMAGE) GETFLAG(STOMPDAMAGE) GETFLAG(MARIODAMAGE) GETFLAG(MACHINE) GETFLAG(DASHMODE) GETFLAG(FASTEDGE) GETFLAG(MULTIABILITY) GETFLAG(NONIGHTSROTATION) GETFLAG(NONIGHTSSUPER) GETFLAG(NOSUPERSPRITES) GETFLAG(NOSUPERJUMPBOOST) GETFLAG(CANBUSTWALLS) GETFLAG(NOSHIELDABILITY) #undef GETFLAG else // let's check if it's a sound, otherwise error out { boolean found = false; sfxenum_t i; size_t stokenadjust; // Remove the prefix. (We need to affect an adjusting variable so that we can print error messages if it's not actually a sound.) if ((stoken[0] == 'D' || stoken[0] == 'd') && (stoken[1] == 'S' || stoken[1] == 's')) // DS* stokenadjust = 2; else // sfx_* stokenadjust = 4; // Remove the prefix. (We can affect this directly since we're not going to use it again.) if ((value[0] == 'D' || value[0] == 'd') && (value[1] == 'S' || value[1] == 's')) // DS* value += 2; else // sfx_* value += 4; // copy name of sounds that are remapped // for this skin for (i = 0; i < sfx_skinsoundslot0; i++) { if (!S_sfx[i].name) continue; if (S_sfx[i].skinsound != -1 && !stricmp(S_sfx[i].name, stoken + stokenadjust)) { skin->soundsid[S_sfx[i].skinsound] = S_AddSoundFx(value, S_sfx[i].singularity, S_sfx[i].pitch, true); found = true; } } return found; } return true; } // // Find skin sprites, sounds & optional status bar face, & add them // void R_AddSkins(UINT16 wadnum, boolean mainfile) { UINT16 lump, lastlump = 0; char *buf; char *buf2; char *stoken; char *value; size_t size; skin_t *skin; boolean hudname, realname; // // search for all skin markers in pwad // while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) { // advance by default lastlump = lump + 1; if (numskins >= MAXSKINS) { CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS); continue; // so we know how many skins couldn't be added } buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); size = W_LumpLengthPwad(wadnum, lump); // for strtok buf2 = malloc(size+1); if (!buf2) I_Error("R_AddSkins: No more free memory\n"); M_Memcpy(buf2,buf,size); buf2[size] = '\0'; // set defaults skin = &skins[numskins]; Sk_SetDefaultValue(skin); skin->wadnum = wadnum; hudname = realname = false; // parse stoken = strtok (buf2, "\r\n= "); while (stoken) { if ((stoken[0] == '/' && stoken[1] == '/') || (stoken[0] == '#'))// skip comments { stoken = strtok(NULL, "\r\n"); // skip end of line goto next_token; // find the real next token } value = strtok(NULL, "\r\n= "); if (!value) I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. // Others can't go in there because we don't want them to be patchable. if (!stricmp(stoken, "name")) { INT32 skinnum = R_SkinAvailable(value); strlwr(value); if (skinnum == -1) STRBUFCPY(skin->name, value); // the skin name must uniquely identify a single skin // if the name is already used I make the name 'namex' // using the default skin name's number set above else { const size_t stringspace = strlen(value) + sizeof (numskins) + 1; char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL); snprintf(value2, stringspace, "%s%d", value, numskins); value2[stringspace - 1] = '\0'; if (R_SkinAvailable(value2) == -1) // I'm lazy so if NEW name is already used I leave the 'skin x' // default skin name set in Sk_SetDefaultValue STRBUFCPY(skin->name, value2); Z_Free(value2); } // copy to hudname and fullname as a default. if (!realname) { STRBUFCPY(skin->realname, skin->name); for (value = skin->realname; *value; value++) { if (*value == '_') *value = ' '; // turn _ into spaces. else if (*value == '.') *value = '\x1E'; // turn . into katana dot. } } if (!hudname) { HUDNAMEWRITE(skin->name); strupr(skin->hudname); SYMBOLCONVERT(skin->hudname) } } else if (!stricmp(stoken, "realname")) { // Display name (eg. "Knuckles") realname = true; STRBUFCPY(skin->realname, value); SYMBOLCONVERT(skin->realname) if (!hudname) HUDNAMEWRITE(skin->realname); } else if (!stricmp(stoken, "hudname")) { // Life icon name (eg. "K.T.E") hudname = true; HUDNAMEWRITE(value); SYMBOLCONVERT(skin->hudname) if (!realname) STRBUFCPY(skin->realname, skin->hudname); } else if (!R_ProcessPatchableFields(skin, stoken, value)) CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); next_token: stoken = strtok(NULL, "\r\n= "); } free(buf2); // Add sprites R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); //ST_LoadFaceGraphics(numskins); -- nah let's do this elsewhere R_FlushTranslationColormapCache(); if (mainfile == false) CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); #ifdef SKINVALUES skin_cons_t[numskins].value = numskins; skin_cons_t[numskins].strvalue = skin->name; #endif #ifdef HWRENDER if (rendermode == render_opengl) HWR_AddPlayerModel(numskins); #endif numskins++; } return; } // // Patch skin sprites // void R_PatchSkins(UINT16 wadnum, boolean mainfile) { UINT16 lump, lastlump = 0; char *buf; char *buf2; char *stoken; char *value; size_t size; skin_t *skin; boolean noskincomplain, realname, hudname; // // search for all skin patch markers in pwad // while ((lump = W_CheckForPatchSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) { INT32 skinnum = 0; // advance by default lastlump = lump + 1; buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); size = W_LumpLengthPwad(wadnum, lump); // for strtok buf2 = malloc(size+1); if (!buf2) I_Error("R_PatchSkins: No more free memory\n"); M_Memcpy(buf2,buf,size); buf2[size] = '\0'; skin = NULL; noskincomplain = realname = hudname = false; /* Parse. Has more phases than the parser in R_AddSkins because it needs to have the patching name first (no default skin name is acceptible for patching, unlike skin creation) */ stoken = strtok(buf2, "\r\n= "); while (stoken) { if ((stoken[0] == '/' && stoken[1] == '/') || (stoken[0] == '#'))// skip comments { stoken = strtok(NULL, "\r\n"); // skip end of line goto next_token; // find the real next token } value = strtok(NULL, "\r\n= "); if (!value) I_Error("R_PatchSkins: syntax error in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); if (!skin) // Get the name! { if (!stricmp(stoken, "name")) { strlwr(value); skinnum = R_SkinAvailable(value); if (skinnum != -1) skin = &skins[skinnum]; else { CONS_Debug(DBG_SETUP, "R_PatchSkins: unknown skin name in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); noskincomplain = true; } } } else // Get the properties! { // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. if (!stricmp(stoken, "realname")) { // Display name (eg. "Knuckles") realname = true; STRBUFCPY(skin->realname, value); SYMBOLCONVERT(skin->realname) if (!hudname) HUDNAMEWRITE(skin->realname); } else if (!stricmp(stoken, "hudname")) { // Life icon name (eg. "K.T.E") hudname = true; HUDNAMEWRITE(value); SYMBOLCONVERT(skin->hudname) if (!realname) STRBUFCPY(skin->realname, skin->hudname); } else if (!R_ProcessPatchableFields(skin, stoken, value)) CONS_Debug(DBG_SETUP, "R_PatchSkins: Unknown keyword '%s' in P_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); } if (!skin) break; next_token: stoken = strtok(NULL, "\r\n= "); } free(buf2); if (!skin) // Didn't include a name parameter? What a waste. { if (!noskincomplain) CONS_Debug(DBG_SETUP, "R_PatchSkins: no skin name given in P_SKIN lump #%d (WAD %s)\n", lump, wadfiles[wadnum]->filename); continue; } // Patch sprites R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); //ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere R_FlushTranslationColormapCache(); if (mainfile == false) CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); } return; } #undef HUDNAMEWRITE #undef SYMBOLCONVERT