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943 lines
24 KiB
C
943 lines
24 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_skins.c
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/// \brief Loading skins
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#include "doomdef.h"
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#include "console.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "m_misc.h"
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#include "info.h" // spr2names
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#include "i_video.h" // rendermode
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#include "i_system.h"
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#include "r_things.h"
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#include "r_skins.h"
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#include "p_local.h"
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#include "dehacked.h" // get_number (for thok)
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#include "m_cond.h"
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#ifdef HWRENDER
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#include "hardware/hw_md2.h"
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#endif
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INT32 numskins = 0;
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skin_t skins[MAXSKINS];
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// FIXTHIS: don't work because it must be inistilised before the config load
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//#define SKINVALUES
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#ifdef SKINVALUES
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CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
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#endif
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//
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// P_GetSkinSprite2
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// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
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// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
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//
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UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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{
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UINT8 super = 0, i = 0;
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if (!skin)
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return 0;
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if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
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return 0;
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while (!skin->sprites[spr2].numframes
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&& spr2 != SPR2_STND
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&& ++i < 32) // recursion limiter
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{
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if (spr2 & FF_SPR2SUPER)
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{
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super = FF_SPR2SUPER;
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spr2 &= ~FF_SPR2SUPER;
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continue;
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}
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switch(spr2)
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{
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// Normal special cases.
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case SPR2_JUMP:
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spr2 = ((player
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? player->charflags
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: skin->flags)
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& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
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break;
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case SPR2_TIRE:
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spr2 = ((player
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? player->charability
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: skin->ability)
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== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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break;
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// Use the handy list, that's what it's there for!
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default:
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spr2 = spr2defaults[spr2];
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break;
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}
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spr2 |= super;
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}
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if (i >= 32) // probably an infinite loop...
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return 0;
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return spr2;
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}
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static void Sk_SetDefaultValue(skin_t *skin)
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{
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INT32 i;
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//
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// set default skin values
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//
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memset(skin, 0, sizeof (skin_t));
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snprintf(skin->name,
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sizeof skin->name, "skin %u", (UINT32)(skin-skins));
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skin->name[sizeof skin->name - 1] = '\0';
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skin->wadnum = INT16_MAX;
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skin->flags = 0;
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strcpy(skin->realname, "Someone");
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strcpy(skin->hudname, "???");
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skin->starttranscolor = 96;
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skin->prefcolor = SKINCOLOR_GREEN;
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skin->supercolor = SKINCOLOR_SUPERGOLD1;
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skin->prefoppositecolor = 0; // use tables
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skin->normalspeed = 36<<FRACBITS;
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skin->runspeed = 28<<FRACBITS;
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skin->thrustfactor = 5;
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skin->accelstart = 96;
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skin->acceleration = 40;
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skin->ability = CA_NONE;
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skin->ability2 = CA2_SPINDASH;
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skin->jumpfactor = FRACUNIT;
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skin->actionspd = 30<<FRACBITS;
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skin->mindash = 15<<FRACBITS;
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skin->maxdash = 70<<FRACBITS;
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skin->radius = mobjinfo[MT_PLAYER].radius;
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skin->height = mobjinfo[MT_PLAYER].height;
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skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3);
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skin->shieldscale = FRACUNIT;
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skin->camerascale = FRACUNIT;
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skin->thokitem = -1;
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skin->spinitem = -1;
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skin->revitem = -1;
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skin->followitem = 0;
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skin->highresscale = FRACUNIT;
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skin->contspeed = 17;
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skin->contangle = 0;
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for (i = 0; i < sfx_skinsoundslot0; i++)
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if (S_sfx[i].skinsound != -1)
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skin->soundsid[S_sfx[i].skinsound] = i;
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}
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//
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// Initialize the basic skins
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//
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void R_InitSkins(void)
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{
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#ifdef SKINVALUES
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INT32 i;
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for (i = 0; i <= MAXSKINS; i++)
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{
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skin_cons_t[i].value = 0;
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skin_cons_t[i].strvalue = NULL;
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}
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#endif
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// no default skin!
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numskins = 0;
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}
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UINT32 R_GetSkinAvailabilities(void)
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{
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UINT32 response = 0;
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UINT32 unlockShift = 0;
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INT32 i;
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (unlockables[i].type != SECRET_SKIN)
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{
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continue;
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}
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if (unlockShift >= 32)
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{
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// This crash is impossible to trigger as is,
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// but it could happen if MAXUNLOCKABLES is ever made higher than 32,
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// and someone makes a mod that has 33+ unlockable characters. :V
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I_Error("Too many unlockable characters\n");
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return 0;
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}
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if (unlockables[i].unlocked)
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{
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response |= (1 << unlockShift);
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}
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unlockShift++;
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}
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return response;
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}
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// returns true if available in circumstances, otherwise nope
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// warning don't use with an invalid skinnum other than -1 which always returns true
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boolean R_SkinUsable(INT32 playernum, INT32 skinnum)
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{
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INT32 unlockID = -1;
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UINT32 unlockShift = 0;
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INT32 i;
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if (skinnum == -1)
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{
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// Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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return true;
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}
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if (modeattacking)
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{
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// If you have someone else's run you might as well take a look
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return true;
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}
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if (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum))
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{
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// Force 1.
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return true;
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}
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if (netgame && (cv_forceskin.value == skinnum))
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{
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// Force 2.
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return true;
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}
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if (metalrecording && skinnum == 5)
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{
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// Force 3.
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return true;
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}
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if (playernum != -1 && players[playernum].bot)
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{
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//Force 4.
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return true;
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}
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// We will now check if this skin is supposed to be locked or not.
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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INT32 unlockSkin = -1;
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if (unlockables[i].type != SECRET_SKIN)
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{
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continue;
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}
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unlockSkin = M_UnlockableSkinNum(&unlockables[i]);
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if (unlockSkin == skinnum)
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{
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unlockID = i;
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break;
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}
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unlockShift++;
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}
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if (unlockID == -1)
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{
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// This skin isn't locked at all, we're good.
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return true;
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}
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if ((netgame || multiplayer) && playernum != -1)
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{
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// We want to check per-player unlockables.
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return (players[playernum].availabilities & (1 << unlockShift));
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}
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else
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{
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// We want to check our global unlockables.
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return (unlockables[unlockID].unlocked);
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}
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}
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// returns true if the skin name is found (loaded from pwad)
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// warning return -1 if not found
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INT32 R_SkinAvailable(const char *name)
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{
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INT32 i;
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for (i = 0; i < numskins; i++)
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{
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// search in the skin list
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if (stricmp(skins[i].name,name)==0)
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return i;
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}
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return -1;
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}
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// Auxillary function that actually sets the skin
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static void SetSkin(player_t *player, INT32 skinnum)
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{
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skin_t *skin = &skins[skinnum];
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UINT16 newcolor = 0;
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player->skin = skinnum;
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player->camerascale = skin->camerascale;
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player->shieldscale = skin->shieldscale;
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player->charability = (UINT8)skin->ability;
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player->charability2 = (UINT8)skin->ability2;
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player->charflags = (UINT32)skin->flags;
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player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem;
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player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem;
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player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem;
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player->followitem = skin->followitem;
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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.
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player->powers[pw_shield] &= SH_STACK;
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player->actionspd = skin->actionspd;
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player->mindash = skin->mindash;
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player->maxdash = skin->maxdash;
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player->normalspeed = skin->normalspeed;
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player->runspeed = skin->runspeed;
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player->thrustfactor = skin->thrustfactor;
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player->accelstart = skin->accelstart;
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player->acceleration = skin->acceleration;
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player->jumpfactor = skin->jumpfactor;
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player->height = skin->height;
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player->spinheight = skin->spinheight;
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if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
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{
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if (player == &players[consoleplayer])
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CV_StealthSetValue(&cv_playercolor, skin->prefcolor);
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else if (player == &players[secondarydisplayplayer])
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CV_StealthSetValue(&cv_playercolor2, skin->prefcolor);
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player->skincolor = newcolor = skin->prefcolor;
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if (player->bot && botingame)
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{
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botskin = (UINT8)(skinnum + 1);
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botcolor = skin->prefcolor;
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}
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}
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if (player->followmobj)
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{
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P_RemoveMobj(player->followmobj);
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P_SetTarget(&player->followmobj, NULL);
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}
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if (player->mo)
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{
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fixed_t radius = FixedMul(skin->radius, player->mo->scale);
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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.
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{
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skin = &skins[DEFAULTNIGHTSSKIN];
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player->followitem = skin->followitem;
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if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
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newcolor = skin->prefcolor; // will be updated in thinker to flashing
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}
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player->mo->skin = skin;
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if (newcolor)
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player->mo->color = newcolor;
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P_SetScale(player->mo, player->mo->scale);
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player->mo->radius = radius;
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P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
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}
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}
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// Gets the player to the first usuable skin in the game.
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// (If your mod locked them all, then you kinda stupid)
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INT32 GetPlayerDefaultSkin(INT32 playernum)
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{
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INT32 i;
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for (i = 0; i < numskins; i++)
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{
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if (R_SkinUsable(playernum, i))
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{
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return i;
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}
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}
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I_Error("All characters are locked!");
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return 0;
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}
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// network code calls this when a 'skin change' is received
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void SetPlayerSkin(INT32 playernum, const char *skinname)
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{
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INT32 i = R_SkinAvailable(skinname);
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player_t *player = &players[playernum];
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if ((i != -1) && R_SkinUsable(playernum, i))
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{
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SetSkin(player, i);
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return;
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}
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if (P_IsLocalPlayer(player))
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CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
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else if (server || IsPlayerAdmin(consoleplayer))
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CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);
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SetSkin(player, GetPlayerDefaultSkin(playernum));
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}
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// Same as SetPlayerSkin, but uses the skin #.
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// network code calls this when a 'skin change' is received
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void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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{
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player_t *player = &players[playernum];
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if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists!
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{
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SetSkin(player, skinnum);
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return;
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}
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if (P_IsLocalPlayer(player))
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CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum);
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else if (server || IsPlayerAdmin(consoleplayer))
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CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
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SetSkin(player, GetPlayerDefaultSkin(playernum));
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}
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//
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// Add skins from a pwad, each skin preceded by 'S_SKIN' marker
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//
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// Does the same is in w_wad, but check only for
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// the first 6 characters (this is so we can have S_SKIN1, S_SKIN2..
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// for wad editors that don't like multiple resources of the same name)
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//
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static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
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{
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UINT16 i;
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const char *S_SKIN = "S_SKIN";
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lumpinfo_t *lump_p;
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// scan forward, start at <startlump>
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if (startlump < wadfiles[wadid]->numlumps)
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{
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lump_p = wadfiles[wadid]->lumpinfo + startlump;
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for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
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if (memcmp(lump_p->name,S_SKIN,6)==0)
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return i;
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}
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return INT16_MAX; // not found
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}
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#define HUDNAMEWRITE(value) STRBUFCPY(skin->hudname, value)
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// turn _ into spaces and . into katana dot
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#define SYMBOLCONVERT(name) for (value = name; *value; value++)\
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{\
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if (*value == '_') *value = ' ';\
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else if (*value == '.') *value = '\x1E';\
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}
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//
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// Patch skins from a pwad, each skin preceded by 'P_SKIN' marker
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//
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// Does the same is in w_wad, but check only for
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// the first 6 characters (this is so we can have P_SKIN1, P_SKIN2..
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// for wad editors that don't like multiple resources of the same name)
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//
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static UINT16 W_CheckForPatchSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
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{
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UINT16 i;
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const char *P_SKIN = "P_SKIN";
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lumpinfo_t *lump_p;
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// scan forward, start at <startlump>
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if (startlump < wadfiles[wadid]->numlumps)
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{
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lump_p = wadfiles[wadid]->lumpinfo + startlump;
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for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
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if (memcmp(lump_p->name,P_SKIN,6)==0)
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return i;
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}
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return INT16_MAX; // not found
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}
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static void R_LoadSkinSprites(UINT16 wadnum, UINT16 *lump, UINT16 *lastlump, skin_t *skin)
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{
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UINT16 newlastlump;
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UINT8 sprite2;
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*lump += 1; // start after S_SKIN
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*lastlump = W_CheckNumForNamePwad("S_END",wadnum,*lump); // stop at S_END
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// old wadding practices die hard -- stop at S_SKIN (or P_SKIN) or S_START if they come before S_END.
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newlastlump = W_CheckForSkinMarkerInPwad(wadnum,*lump);
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if (newlastlump < *lastlump) *lastlump = newlastlump;
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newlastlump = W_CheckForPatchSkinMarkerInPwad(wadnum,*lump);
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if (newlastlump < *lastlump) *lastlump = newlastlump;
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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)<<FRACBITS;
|
|
GETFRACBITS(normalspeed)
|
|
GETFRACBITS(runspeed)
|
|
|
|
GETFRACBITS(mindash)
|
|
GETFRACBITS(maxdash)
|
|
GETFRACBITS(actionspd)
|
|
|
|
GETFRACBITS(radius)
|
|
GETFRACBITS(height)
|
|
GETFRACBITS(spinheight)
|
|
#undef GETFRACBITS
|
|
|
|
#define GETINT(field) else if (!stricmp(stoken, #field)) skin->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
|