//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2005-2016 Christoph Oelckers // // 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 3 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, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // #include "doomtype.h" #include "w_wad.h" #include "i_system.h" #include "s_sound.h" #include "d_player.h" #include "d_netinf.h" #include "gi.h" #include "c_dispatch.h" #include "v_text.h" #include "r_data/sprites.h" #include "r_data/voxels.h" #include "vm.h" void InitModels(); // variables used to look up // and range check thing_t sprites patches TArray sprites; TArray SpriteFrames; uint32_t NumStdSprites; // The first x sprites that don't belong to skins. struct spriteframewithrotate : public spriteframe_t { int rotate; }; // [RH] skin globals TArray Skins; uint8_t OtherGameSkinRemap[256]; PalEntry OtherGameSkinPalette[256]; //=========================================================================== // // Gets the texture index for a sprite frame // //=========================================================================== FTextureID spritedef_t::GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror, bool flipagain) { if ((unsigned)frame >= numframes) { // If there are no frames at all for this sprite, don't draw it. return FNullTextureID(); } else { // choose a different rotation based on player view spriteframe_t *sprframe = &SpriteFrames[spriteframes + frame]; if (rot == -1) { if ((sprframe->Texture[0] == sprframe->Texture[1]) && flipagain) { rot = (360.0 - ang + 45.0 / 2 * 9).BAMs() >> 28; } else if (sprframe->Texture[0] == sprframe->Texture[1]) { rot = (ang + 45.0 / 2 * 9).BAMs() >> 28; } else if (flipagain) { rot = (360.0 - ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } else { rot = (ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28; } } if (mirror) *mirror = !!(sprframe->Flip&(1 << rot)); return sprframe->Texture[rot]; } } // // R_InstallSpriteLump // Local function for R_InitSprites. // // [RH] Removed checks for coexistance of rotation 0 with other // rotations and made it look more like BOOM's version. // static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped, spriteframewithrotate *sprtemp, int &maxframe) { unsigned rotation; if (rot >= '0' && rot <= '9') { rotation = rot - '0'; } else if (rot >= 'A') { rotation = rot - 'A' + 10; } else { rotation = 17; } if (frame >= MAX_SPRITE_FRAMES || rotation > 16) { Printf (TEXTCOLOR_RED "R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan[lump]->Name.GetChars()); return false; } if ((int)frame > maxframe) maxframe = frame; if (rotation == 0) { // the lump should be used for all rotations // false=0, true=1, but array initialised to -1 // allows doom to have a "no value set yet" boolean value! int r; for (r = 14; r >= 0; r -= 2) { if (!sprtemp[frame].Texture[r].isValid()) { sprtemp[frame].Texture[r] = lump; if (flipped) { sprtemp[frame].Flip |= 1 << r; } sprtemp[frame].rotate = false; } } } else { if (rotation <= 8) { rotation = (rotation - 1) * 2; } else { rotation = (rotation - 9) * 2 + 1; } if (!sprtemp[frame].Texture[rotation].isValid()) { // the lump is only used for one rotation sprtemp[frame].Texture[rotation] = lump; if (flipped) { sprtemp[frame].Flip |= 1 << rotation; } sprtemp[frame].rotate = true; } } return true; } // [RH] Seperated out of R_InitSpriteDefs() static void R_InstallSprite (int num, spriteframewithrotate *sprtemp, int &maxframe) { int frame; int framestart; int rot; // int undefinedFix; if (maxframe == -1) { sprites[num].numframes = 0; return; } maxframe++; // [RH] If any frames are undefined, but there are some defined frames, map // them to the first defined frame. This is a fix for Doom Raider, which actually // worked with ZDoom 2.0.47, because of a bug here. It does not define frames A, // B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a // bool, this code never detected that it was not actually present. After switching // to the unified texture system, this caused it to crash while loading the wad. // [RH] Let undefined frames actually be blank because LWM uses this in at least // one of her wads. // for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame) // { } // // undefinedFix = frame; for (frame = 0; frame < maxframe; ++frame) { switch (sprtemp[frame].rotate) { case -1: // no rotations were found for that frame at all //I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprites[num].name, frame+'A'); break; case 0: // only the first rotation is needed for (rot = 1; rot < 16; ++rot) { sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0]; } // If the frame is flipped, they all should be if (sprtemp[frame].Flip & 1) { sprtemp[frame].Flip = 0xFFFF; } break; case 1: // must have all 8 frame pairs for (rot = 0; rot < 8; ++rot) { if (!sprtemp[frame].Texture[rot*2+1].isValid()) { sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2]; if (sprtemp[frame].Flip & (1 << (rot*2))) { sprtemp[frame].Flip |= 1 << (rot*2+1); } } if (!sprtemp[frame].Texture[rot*2].isValid()) { sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1]; if (sprtemp[frame].Flip & (1 << (rot*2+1))) { sprtemp[frame].Flip |= 1 << (rot*2); } } } for (rot = 0; rot < 16; ++rot) { if (!sprtemp[frame].Texture[rot].isValid()) I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations", sprites[num].name, frame+'A'); } break; } } for (frame = 0; frame < maxframe; ++frame) { if (sprtemp[frame].rotate == -1) { memset (&sprtemp[frame].Texture, 0, sizeof(sprtemp[0].Texture)); sprtemp[frame].Flip = 0; sprtemp[frame].rotate = 0; } } // allocate space for the frames present and copy sprtemp to it sprites[num].numframes = maxframe; sprites[num].spriteframes = uint16_t(framestart = SpriteFrames.Reserve (maxframe)); for (frame = 0; frame < maxframe; ++frame) { memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture)); SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip; SpriteFrames[framestart+frame].Voxel = sprtemp[frame].Voxel; } // Let the textures know about the rotations for (frame = 0; frame < maxframe; ++frame) { if (sprtemp[frame].rotate == 1) { for (int rot = 0; rot < 16; ++rot) { TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame; } } } } // // R_InitSpriteDefs // Pass a null terminated list of sprite names // (4 chars exactly) to be used. // Builds the sprite rotation matrices to account // for horizontally flipped sprites. // Will report an error if the lumps are inconsistant. // Only called at startup. // // Sprite lump names are 4 characters for the actor, // a letter for the frame, and a number for the rotation. // A sprite that is flippable will have an additional // letter/number appended. // The rotation character can be 0 to signify no rotations. // #define TEX_DWNAME(tex) MAKE_ID(tex->Name[0], tex->Name[1], tex->Name[2], tex->Name[3]) void R_InitSpriteDefs () { struct Hasher { int Head, Next; } *hashes; struct VHasher { int Head, Next, Name, Spin; char Frame; } *vhashes; unsigned int i, j, smax, vmax; uint32_t intname; spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES]; // Create a hash table to speed up the process smax = TexMan.NumTextures(); hashes = new Hasher[smax]; memset(hashes, -1, sizeof(Hasher)*smax); for (i = 0; i < smax; ++i) { FTexture *tex = TexMan.ByIndex(i); if (tex->UseType == ETextureType::Sprite && strlen(tex->Name) >= 6) { size_t bucket = TEX_DWNAME(tex) % smax; hashes[i].Next = hashes[bucket].Head; hashes[bucket].Head = i; } } // Repeat, for voxels vmax = Wads.GetNumLumps(); vhashes = new VHasher[vmax]; memset(vhashes, -1, sizeof(VHasher)*vmax); for (i = 0; i < vmax; ++i) { if (Wads.GetLumpNamespace(i) == ns_voxels) { char name[9]; size_t namelen; int spin; int sign; Wads.GetLumpName(name, i); name[8] = 0; namelen = strlen(name); if (namelen < 4) { // name is too short continue; } if (name[4] != '\0' && name[4] != ' ' && (name[4] < 'A' || name[4] >= 'A' + MAX_SPRITE_FRAMES)) { // frame char is invalid continue; } spin = 0; sign = 2; // 2 to convert from deg/halfsec to deg/sec j = 5; if (j < namelen && name[j] == '-') { // a minus sign is okay, but only before any digits j++; sign = -2; } for (; j < namelen; ++j) { // the remainder to the end of the name must be digits if (name[j] >= '0' && name[j] <= '9') { spin = spin * 10 + name[j] - '0'; } else { break; } } if (j < namelen) { // the spin part is invalid continue; } memcpy(&vhashes[i].Name, name, 4); vhashes[i].Frame = name[4]; vhashes[i].Spin = spin * sign; size_t bucket = vhashes[i].Name % vmax; vhashes[i].Next = vhashes[bucket].Head; vhashes[bucket].Head = i; } } // scan all the lump names for each of the names, noting the highest frame letter. for (i = 0; i < sprites.Size(); ++i) { memset (sprtemp, 0xFF, sizeof(sprtemp)); for (j = 0; j < MAX_SPRITE_FRAMES; ++j) { sprtemp[j].Flip = 0; sprtemp[j].Voxel = NULL; } int maxframe = -1; intname = sprites[i].dwName; // scan the lumps, filling in the frames for whatever is found int hash = hashes[intname % smax].Head; while (hash != -1) { FTexture *tex = TexMan[hash]; if (TEX_DWNAME(tex) == intname) { bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false, sprtemp, maxframe); if (tex->Name[6] && res) R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true, sprtemp, maxframe); } hash = hashes[hash].Next; } // repeat, for voxels hash = vhashes[intname % vmax].Head; while (hash != -1) { VHasher *vh = &vhashes[hash]; if (vh->Name == (int)intname) { FVoxelDef *voxdef = R_LoadVoxelDef(hash, vh->Spin); if (voxdef != NULL) { if (vh->Frame == ' ' || vh->Frame == '\0') { // voxel applies to every sprite frame for (j = 0; j < MAX_SPRITE_FRAMES; ++j) { if (sprtemp[j].Voxel == NULL) { sprtemp[j].Voxel = voxdef; } } maxframe = MAX_SPRITE_FRAMES-1; } else { // voxel applies to a specific frame j = vh->Frame - 'A'; sprtemp[j].Voxel = voxdef; maxframe = MAX(maxframe, j); } } } hash = vh->Next; } R_InstallSprite ((int)i, sprtemp, maxframe); } delete[] hashes; delete[] vhashes; } //========================================================================== // // R_ExtendSpriteFrames // // Extends a sprite so that it can hold the desired frame. // //========================================================================== static void R_ExtendSpriteFrames(spritedef_t &spr, int frame) { unsigned int i, newstart; if (spr.numframes >= ++frame) { // The sprite already has enough frames, so do nothing. return; } if (spr.numframes == 0 || (spr.spriteframes + spr.numframes == SpriteFrames.Size())) { // Sprite's frames are at the end of the array, or it has no frames // at all, so we can tack the new frames directly on to the end // of the SpriteFrames array. newstart = SpriteFrames.Reserve(frame - spr.numframes); if (spr.numframes == 0) { spr.spriteframes = uint16_t(newstart); } } else { // We need to allocate space for all the sprite's frames and copy // the existing ones over to the new space. The old space will be // lost. newstart = SpriteFrames.Reserve(frame); for (i = 0; i < spr.numframes; ++i) { SpriteFrames[newstart + i] = SpriteFrames[spr.spriteframes + i]; } spr.spriteframes = uint16_t(newstart); newstart += i; } // Initialize all new frames to 0. memset(&SpriteFrames[newstart], 0, sizeof(spriteframe_t)*(frame - spr.numframes)); spr.numframes = frame; } //========================================================================== // // VOX_AddVoxel // // Sets a voxel for a single sprite frame. // //========================================================================== void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def) { R_ExtendSpriteFrames(sprites[sprnum], frame); SpriteFrames[sprites[sprnum].spriteframes + frame].Voxel = def; } // [RH] // R_InitSkins // Reads in everything applicable to a skin. The skins should have already // been counted and had their identifiers assigned to namespaces. // #define NUMSKINSOUNDS 17 static const char *skinsoundnames[NUMSKINSOUNDS][2] = { // The *painXXX sounds must be the first four { "dsplpain", "*pain100" }, { "dsplpain", "*pain75" }, { "dsplpain", "*pain50" }, { "dsplpain", "*pain25" }, { "dsplpain", "*poison" }, { "dsoof", "*grunt" }, { "dsoof", "*land" }, { "dspldeth", "*death" }, { "dspldeth", "*wimpydeath" }, { "dspdiehi", "*xdeath" }, { "dspdiehi", "*crazydeath" }, { "dsnoway", "*usefail" }, { "dsnoway", "*puzzfail" }, { "dsslop", "*gibbed" }, { "dsslop", "*splat" }, { "dspunch", "*fist" }, { "dsjump", "*jump" } }; /* static int skinsorter (const void *a, const void *b) { return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name); } */ void R_InitSkins (void) { FSoundID playersoundrefs[NUMSKINSOUNDS]; spritedef_t temp; int sndlumps[NUMSKINSOUNDS]; char key[65]; uint32_t intname, crouchname; unsigned i; int j, k, base; int lastlump; int aliasid; bool remove; PClassActor *basetype, *transtype; key[sizeof(key)-1] = 0; i = PlayerClasses.Size () - 1; lastlump = 0; for (j = 0; j < NUMSKINSOUNDS; ++j) { playersoundrefs[j] = skinsoundnames[j][1]; } while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) { // The player sprite has 23 frames. This means that the S_SKIN // marker needs a minimum of 23 lumps after it. if (base >= Wads.GetNumLumps() - 23 || base == -1) continue; i++; for (j = 0; j < NUMSKINSOUNDS; j++) sndlumps[j] = -1; Skins[i].namespc = Wads.GetLumpNamespace (base); FScanner sc(base); intname = 0; crouchname = 0; remove = false; basetype = NULL; transtype = NULL; // Data is stored as "key = data". while (sc.GetString ()) { strncpy (key, sc.String, sizeof(key)-1); if (!sc.GetString() || sc.String[0] != '=') { Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key); break; } sc.GetString (); if (0 == stricmp (key, "name")) { Skins[i].Name = sc.String; for (j = 0; (unsigned)j < i; j++) { if (Skins[i].Name.CompareNoCase(Skins[j].Name) == 0) { Skins[i].Name.Format("skin%u", i); Printf (PRINT_BOLD, "Skin %s duplicated as %s\n", Skins[j].Name.GetChars(), Skins[i].Name.GetChars()); break; } } } else if (0 == stricmp (key, "sprite")) { for (j = 3; j >= 0; j--) sc.String[j] = toupper (sc.String[j]); intname = *((uint32_t *)sc.String); } else if (0 == stricmp (key, "crouchsprite")) { for (j = 3; j >= 0; j--) sc.String[j] = toupper (sc.String[j]); crouchname = *((uint32_t *)sc.String); } else if (0 == stricmp (key, "face")) { Skins[i].Face = FString(sc.String, 3); } else if (0 == stricmp (key, "gender")) { Skins[i].gender = D_GenderToInt (sc.String); } else if (0 == stricmp (key, "scale")) { Skins[i].Scale.X = clamp(atof (sc.String), 1./65536, 256.); Skins[i].Scale.Y = Skins[i].Scale.X; } else if (0 == stricmp (key, "game")) { if (gameinfo.gametype == GAME_Heretic) basetype = PClass::FindActor(NAME_HereticPlayer); else if (gameinfo.gametype == GAME_Strife) basetype = PClass::FindActor(NAME_StrifePlayer); else basetype = PClass::FindActor(NAME_DoomPlayer); transtype = basetype; if (stricmp (sc.String, "heretic") == 0) { if (gameinfo.gametype & GAME_DoomChex) { transtype = PClass::FindActor(NAME_HereticPlayer); Skins[i].othergame = true; } else if (gameinfo.gametype != GAME_Heretic) { remove = true; } } else if (stricmp (sc.String, "strife") == 0) { if (gameinfo.gametype != GAME_Strife) { remove = true; } } else { if (gameinfo.gametype == GAME_Heretic) { transtype = PClass::FindActor(NAME_DoomPlayer); Skins[i].othergame = true; } else if (!(gameinfo.gametype & GAME_DoomChex)) { remove = true; } } if (remove) break; } else if (0 == stricmp (key, "class")) { // [GRB] Define the skin for a specific player class int pclass = D_PlayerClassToInt (sc.String); if (pclass < 0) { remove = true; break; } basetype = transtype = PlayerClasses[pclass].Type; } else if (key[0] == '*') { // Player sound replacment (ZDoom extension) int lump = Wads.CheckNumForName (sc.String, Skins[i].namespc); if (lump == -1) { lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds); } if (lump != -1) { if (stricmp (key, "*pain") == 0) { // Replace all pain sounds in one go aliasid = S_AddPlayerSound (Skins[i].Name, Skins[i].gender, playersoundrefs[0], lump, true); for (int l = 3; l > 0; --l) { S_AddPlayerSoundExisting (Skins[i].Name, Skins[i].gender, playersoundrefs[l], aliasid, true); } } else { int sndref = S_FindSoundNoHash (key); if (sndref != 0) { S_AddPlayerSound (Skins[i].Name, Skins[i].gender, sndref, lump, true); } } } } else { for (j = 0; j < NUMSKINSOUNDS; j++) { if (stricmp (key, skinsoundnames[j][0]) == 0) { sndlumps[j] = Wads.CheckNumForName (sc.String, Skins[i].namespc); if (sndlumps[j] == -1) { // Replacement not found, try finding it in the global namespace sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds); } } } //if (j == 8) // Printf ("Funny info for skin %i: %s = %s\n", i, key, sc.String); } } // [GRB] Assume Doom skin by default if (!remove && basetype == NULL) { if (gameinfo.gametype & GAME_DoomChex) { basetype = transtype = PClass::FindActor(NAME_DoomPlayer); } else if (gameinfo.gametype == GAME_Heretic) { basetype = PClass::FindActor(NAME_HereticPlayer); transtype = PClass::FindActor(NAME_DoomPlayer); Skins[i].othergame = true; } else { remove = true; } } if (!remove) { auto transdef = ((APlayerPawn*)GetDefaultByType(transtype)); auto basedef = ((APlayerPawn*)GetDefaultByType(basetype)); Skins[i].range0start = transdef->ColorRangeStart; Skins[i].range0end = transdef->ColorRangeEnd; remove = true; for (j = 0; j < (int)PlayerClasses.Size (); j++) { auto type = PlayerClasses[j].Type; auto type_def = ((APlayerPawn*)GetDefaultByType(type)); if (type->IsDescendantOf (basetype) && GetDefaultByType(type)->SpawnState->sprite == GetDefaultByType(basetype)->SpawnState->sprite && type_def->ColorRangeStart == basedef->ColorRangeStart && type_def->ColorRangeEnd == basedef->ColorRangeEnd) { PlayerClasses[j].Skins.Push ((int)i); remove = false; } } } if (!remove) { if (Skins[i].Name.IsEmpty()) Skins[i].Name.Format("skin%u", i); // Now collect the sprite frames for this skin. If the sprite name was not // specified, use whatever immediately follows the specifier lump. if (intname == 0) { char name[9]; Wads.GetLumpName (name, base+1); memcpy(&intname, name, 4); } int basens = Wads.GetLumpNamespace(base); for(int spr = 0; spr<2; spr++) { spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES]; memset (sprtemp, 0xFFFF, sizeof(sprtemp)); for (k = 0; k < MAX_SPRITE_FRAMES; ++k) { sprtemp[k].Flip = 0; sprtemp[k].Voxel = NULL; } int maxframe = -1; if (spr == 1) { if (crouchname !=0 && crouchname != intname) { intname = crouchname; } else { Skins[i].crouchsprite = -1; break; } } for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++) { char lname[9]; uint32_t lnameint; Wads.GetLumpName (lname, k); memcpy(&lnameint, lname, 4); if (lnameint == intname) { FTextureID picnum = TexMan.CreateTexture(k, ETextureType::SkinSprite); bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false, sprtemp, maxframe); if (lname[6] && res) R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true, sprtemp, maxframe); } } if (spr == 0 && maxframe <= 0) { Printf (PRINT_BOLD, "Skin %s (#%u) has no frames. Removing.\n", Skins[i].Name.GetChars(), i); remove = true; break; } Wads.GetLumpName (temp.name, base+1); temp.name[4] = 0; int sprno = (int)sprites.Push (temp); if (spr==0) Skins[i].sprite = sprno; else Skins[i].crouchsprite = sprno; R_InstallSprite (sprno, sprtemp, maxframe); } } if (remove) { if (i < Skins.Size() - 1) { Skins.Delete(i); } i--; continue; } // Register any sounds this skin provides aliasid = 0; for (j = 0; j < NUMSKINSOUNDS; j++) { if (sndlumps[j] != -1) { if (j == 0 || sndlumps[j] != sndlumps[j-1]) { aliasid = S_AddPlayerSound (Skins[i].Name, Skins[i].gender, playersoundrefs[j], sndlumps[j], true); } else { S_AddPlayerSoundExisting (Skins[i].Name, Skins[i].gender, playersoundrefs[j], aliasid, true); } } } // Make sure face prefix is a full 3 chars if (Skins[i].Face.Len() < 3) { Skins[i].Face = ""; } } if (Skins.Size() > PlayerClasses.Size ()) { // The sound table may have changed, so rehash it. S_HashSounds (); S_ShrinkPlayerSoundLists (); } } // [RH] Find a skin by name int R_FindSkin (const char *name, int pclass) { if (stricmp ("base", name) == 0) { return pclass; } for (unsigned i = PlayerClasses.Size(); i < Skins.Size(); i++) { if (Skins[i].Name.CompareNoCase(name) == 0) { if (PlayerClasses[pclass].CheckSkin (i)) return i; else return pclass; } } return pclass; } // [RH] List the names of all installed skins CCMD (skins) { int i; for (i = PlayerClasses.Size() - 1; i < (int)Skins.Size(); i++) Printf("% 3d %s\n", i - PlayerClasses.Size() + 1, Skins[i].Name.GetChars()); } static void R_CreateSkinTranslation (const char *palname) { FMemLump lump = Wads.ReadLump (palname); const uint8_t *otherPal = (uint8_t *)lump.GetMem(); for (int i = 0; i < 256; ++i) { OtherGameSkinRemap[i] = ColorMatcher.Pick (otherPal[0], otherPal[1], otherPal[2]); OtherGameSkinPalette[i] = PalEntry(otherPal[0], otherPal[1], otherPal[2]); otherPal += 3; } } // // R_InitSprites // Called at program start. // void R_InitSprites () { int lump, lastlump; unsigned int i, j; unsigned numskins; // [RH] Create a standard translation to map skins between Heretic and Doom if (gameinfo.gametype == GAME_DoomChex) { R_CreateSkinTranslation ("SPALHTIC"); } else { R_CreateSkinTranslation ("SPALDOOM"); } // [RH] Count the number of skins. numskins = PlayerClasses.Size (); lastlump = 0; while ((lump = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1) { numskins++; } // [RH] Do some preliminary setup Skins.Clear(); Skins.Resize(numskins); for (i = 0; i < numskins; i++) { // Assume Doom skin by default auto type = ((APlayerPawn*)GetDefaultByType(PlayerClasses[0].Type)); Skins[i].range0start = type->ColorRangeStart; Skins[i].range0end = type->ColorRangeEnd; Skins[i].Scale = type->Scale; } R_InitSpriteDefs (); R_InitVoxels(); // [RH] Parse VOXELDEF NumStdSprites = sprites.Size(); R_InitSkins (); // [RH] Finish loading skin data // [RH] Set up base skin // [GRB] Each player class has its own base skin for (i = 0; i < PlayerClasses.Size (); i++) { auto basetype = ((APlayerPawn*)GetDefaultByType(PlayerClasses[i].Type)); Skins[i].Name = "Base"; if (basetype->Face == NAME_None) { Skins[i].Face = "STF"; } else { Skins[i].Face = basetype->Face; } Skins[i].range0start = basetype->ColorRangeStart; Skins[i].range0end = basetype->ColorRangeEnd; Skins[i].Scale = basetype->Scale; Skins[i].sprite = basetype->SpawnState->sprite; Skins[i].namespc = ns_global; PlayerClasses[i].Skins.Push (i); if (memcmp (sprites[Skins[i].sprite].name, "PLAY", 4) == 0) { for (j = 0; j < sprites.Size (); j++) { if (memcmp (sprites[j].name, deh.PlayerSprite, 4) == 0) { Skins[i].sprite = (int)j; break; } } } } // [RH] Sort the skins, but leave base as skin 0 //qsort (&skins[PlayerClasses.Size ()], numskins-PlayerClasses.Size (), sizeof(FPlayerSkin), skinsorter); InitModels(); } DEFINE_FIELD_NAMED(FPlayerSkin, Name, SkinName); DEFINE_FIELD(FPlayerSkin, Face); DEFINE_FIELD(FPlayerSkin, gender); DEFINE_FIELD(FPlayerSkin, range0start); DEFINE_FIELD(FPlayerSkin, range0end); DEFINE_FIELD(FPlayerSkin, othergame); DEFINE_FIELD(FPlayerSkin, Scale); DEFINE_FIELD(FPlayerSkin, sprite); DEFINE_FIELD(FPlayerSkin, crouchsprite); DEFINE_FIELD(FPlayerSkin, namespc);