mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 15:01:42 +00:00
1068 lines
26 KiB
C++
1068 lines
26 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2005-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include "doomtype.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "s_sound.h"
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#include "c_console.h"
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#include "d_player.h"
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#include "d_netinf.h"
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#include "gi.h"
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#include "colormatcher.h"
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#include "c_dispatch.h"
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#include "r_defs.h"
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#include "v_text.h"
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#include "r_data/sprites.h"
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#include "r_data/voxels.h"
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#include "textures/textures.h"
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#include "vm.h"
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void gl_InitModels();
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// variables used to look up
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// and range check thing_t sprites patches
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TArray<spritedef_t> sprites;
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TArray<spriteframe_t> SpriteFrames;
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uint32_t NumStdSprites; // The first x sprites that don't belong to skins.
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struct spriteframewithrotate : public spriteframe_t
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{
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int rotate;
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};
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// [RH] skin globals
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TArray<FPlayerSkin> Skins;
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uint8_t OtherGameSkinRemap[256];
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PalEntry OtherGameSkinPalette[256];
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//===========================================================================
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//
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// Gets the texture index for a sprite frame
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//
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//===========================================================================
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FTextureID spritedef_t::GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror, bool flipagain)
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{
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if ((unsigned)frame >= numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return FNullTextureID();
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}
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else
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[spriteframes + frame];
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if (rot == -1)
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{
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if ((sprframe->Texture[0] == sprframe->Texture[1]) && flipagain)
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{
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rot = (360.0 - ang + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else if (flipagain)
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{
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rot = (360.0 - ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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else
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{
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rot = (ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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}
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if (mirror) *mirror = !!(sprframe->Flip&(1 << rot));
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return sprframe->Texture[rot];
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}
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}
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//
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// R_InstallSpriteLump
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// Local function for R_InitSprites.
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//
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// [RH] Removed checks for coexistance of rotation 0 with other
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// rotations and made it look more like BOOM's version.
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//
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static bool R_InstallSpriteLump (FTextureID lump, unsigned frame, char rot, bool flipped, spriteframewithrotate *sprtemp, int &maxframe)
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{
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unsigned rotation;
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if (rot >= '0' && rot <= '9')
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{
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rotation = rot - '0';
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}
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else if (rot >= 'A')
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{
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rotation = rot - 'A' + 10;
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}
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else
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{
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rotation = 17;
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}
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if (frame >= MAX_SPRITE_FRAMES || rotation > 16)
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{
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Printf (TEXTCOLOR_RED "R_InstallSpriteLump: Bad frame characters in lump %s\n", TexMan[lump]->Name.GetChars());
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return false;
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}
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if ((int)frame > maxframe)
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maxframe = frame;
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if (rotation == 0)
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{
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// the lump should be used for all rotations
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// false=0, true=1, but array initialised to -1
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// allows doom to have a "no value set yet" boolean value!
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int r;
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for (r = 14; r >= 0; r -= 2)
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{
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if (!sprtemp[frame].Texture[r].isValid())
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{
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sprtemp[frame].Texture[r] = lump;
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if (flipped)
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{
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sprtemp[frame].Flip |= 1 << r;
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}
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sprtemp[frame].rotate = false;
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}
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}
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}
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else
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{
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if (rotation <= 8)
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{
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rotation = (rotation - 1) * 2;
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}
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else
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{
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rotation = (rotation - 9) * 2 + 1;
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}
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if (!sprtemp[frame].Texture[rotation].isValid())
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{
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// the lump is only used for one rotation
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sprtemp[frame].Texture[rotation] = lump;
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if (flipped)
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{
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sprtemp[frame].Flip |= 1 << rotation;
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}
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sprtemp[frame].rotate = true;
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}
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}
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return true;
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}
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// [RH] Seperated out of R_InitSpriteDefs()
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static void R_InstallSprite (int num, spriteframewithrotate *sprtemp, int &maxframe)
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{
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int frame;
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int framestart;
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int rot;
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// int undefinedFix;
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if (maxframe == -1)
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{
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sprites[num].numframes = 0;
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return;
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}
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maxframe++;
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// [RH] If any frames are undefined, but there are some defined frames, map
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// them to the first defined frame. This is a fix for Doom Raider, which actually
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// worked with ZDoom 2.0.47, because of a bug here. It does not define frames A,
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// B, or C for the sprite PSBG, but because I had sprtemp[].rotate defined as a
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// bool, this code never detected that it was not actually present. After switching
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// to the unified texture system, this caused it to crash while loading the wad.
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// [RH] Let undefined frames actually be blank because LWM uses this in at least
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// one of her wads.
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// for (frame = 0; frame < maxframe && sprtemp[frame].rotate == -1; ++frame)
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// { }
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//
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// undefinedFix = frame;
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for (frame = 0; frame < maxframe; ++frame)
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{
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switch (sprtemp[frame].rotate)
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{
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case -1:
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// no rotations were found for that frame at all
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//I_FatalError ("R_InstallSprite: No patches found for %s frame %c", sprites[num].name, frame+'A');
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break;
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case 0:
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// only the first rotation is needed
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for (rot = 1; rot < 16; ++rot)
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{
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sprtemp[frame].Texture[rot] = sprtemp[frame].Texture[0];
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}
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// If the frame is flipped, they all should be
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if (sprtemp[frame].Flip & 1)
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{
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sprtemp[frame].Flip = 0xFFFF;
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}
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break;
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case 1:
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// must have all 8 frame pairs
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for (rot = 0; rot < 8; ++rot)
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{
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if (!sprtemp[frame].Texture[rot*2+1].isValid())
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{
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sprtemp[frame].Texture[rot*2+1] = sprtemp[frame].Texture[rot*2];
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if (sprtemp[frame].Flip & (1 << (rot*2)))
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{
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sprtemp[frame].Flip |= 1 << (rot*2+1);
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}
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}
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if (!sprtemp[frame].Texture[rot*2].isValid())
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{
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sprtemp[frame].Texture[rot*2] = sprtemp[frame].Texture[rot*2+1];
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if (sprtemp[frame].Flip & (1 << (rot*2+1)))
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{
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sprtemp[frame].Flip |= 1 << (rot*2);
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}
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}
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}
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for (rot = 0; rot < 16; ++rot)
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{
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if (!sprtemp[frame].Texture[rot].isValid())
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I_FatalError ("R_InstallSprite: Sprite %s frame %c is missing rotations",
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sprites[num].name, frame+'A');
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}
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break;
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}
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}
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for (frame = 0; frame < maxframe; ++frame)
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{
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if (sprtemp[frame].rotate == -1)
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{
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memset (&sprtemp[frame].Texture, 0, sizeof(sprtemp[0].Texture));
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sprtemp[frame].Flip = 0;
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sprtemp[frame].rotate = 0;
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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sprites[num].numframes = maxframe;
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sprites[num].spriteframes = uint16_t(framestart = SpriteFrames.Reserve (maxframe));
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for (frame = 0; frame < maxframe; ++frame)
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{
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memcpy (SpriteFrames[framestart+frame].Texture, sprtemp[frame].Texture, sizeof(sprtemp[frame].Texture));
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SpriteFrames[framestart+frame].Flip = sprtemp[frame].Flip;
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SpriteFrames[framestart+frame].Voxel = sprtemp[frame].Voxel;
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}
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// Let the textures know about the rotations
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for (frame = 0; frame < maxframe; ++frame)
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{
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if (sprtemp[frame].rotate == 1)
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{
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for (int rot = 0; rot < 16; ++rot)
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{
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TexMan[sprtemp[frame].Texture[rot]]->Rotations = framestart + frame;
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}
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}
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}
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}
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//
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// R_InitSpriteDefs
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// Pass a null terminated list of sprite names
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// (4 chars exactly) to be used.
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// Builds the sprite rotation matrices to account
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// for horizontally flipped sprites.
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// Will report an error if the lumps are inconsistant.
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// Only called at startup.
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//
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// Sprite lump names are 4 characters for the actor,
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// a letter for the frame, and a number for the rotation.
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// A sprite that is flippable will have an additional
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// letter/number appended.
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// The rotation character can be 0 to signify no rotations.
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//
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#define TEX_DWNAME(tex) MAKE_ID(tex->Name[0], tex->Name[1], tex->Name[2], tex->Name[3])
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void R_InitSpriteDefs ()
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{
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struct Hasher
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{
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int Head, Next;
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} *hashes;
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struct VHasher
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{
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int Head, Next, Name, Spin;
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char Frame;
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} *vhashes;
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unsigned int i, j, smax, vmax;
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uint32_t intname;
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spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES];
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// Create a hash table to speed up the process
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smax = TexMan.NumTextures();
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hashes = new Hasher[smax];
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memset(hashes, -1, sizeof(Hasher)*smax);
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for (i = 0; i < smax; ++i)
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{
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FTexture *tex = TexMan.ByIndex(i);
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if (tex->UseType == FTexture::TEX_Sprite && strlen(tex->Name) >= 6)
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{
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size_t bucket = TEX_DWNAME(tex) % smax;
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hashes[i].Next = hashes[bucket].Head;
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hashes[bucket].Head = i;
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}
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}
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// Repeat, for voxels
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vmax = Wads.GetNumLumps();
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vhashes = new VHasher[vmax];
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memset(vhashes, -1, sizeof(VHasher)*vmax);
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for (i = 0; i < vmax; ++i)
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{
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if (Wads.GetLumpNamespace(i) == ns_voxels)
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{
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char name[9];
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size_t namelen;
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int spin;
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int sign;
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Wads.GetLumpName(name, i);
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name[8] = 0;
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namelen = strlen(name);
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if (namelen < 4)
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{ // name is too short
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continue;
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}
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if (name[4] != '\0' && name[4] != ' ' && (name[4] < 'A' || name[4] >= 'A' + MAX_SPRITE_FRAMES))
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{ // frame char is invalid
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continue;
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}
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spin = 0;
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sign = 2; // 2 to convert from deg/halfsec to deg/sec
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j = 5;
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if (j < namelen && name[j] == '-')
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{ // a minus sign is okay, but only before any digits
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j++;
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sign = -2;
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}
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for (; j < namelen; ++j)
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{ // the remainder to the end of the name must be digits
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if (name[j] >= '0' && name[j] <= '9')
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{
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spin = spin * 10 + name[j] - '0';
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}
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else
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{
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break;
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}
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}
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if (j < namelen)
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{ // the spin part is invalid
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continue;
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}
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memcpy(&vhashes[i].Name, name, 4);
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vhashes[i].Frame = name[4];
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vhashes[i].Spin = spin * sign;
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size_t bucket = vhashes[i].Name % vmax;
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vhashes[i].Next = vhashes[bucket].Head;
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vhashes[bucket].Head = i;
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}
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}
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// scan all the lump names for each of the names, noting the highest frame letter.
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for (i = 0; i < sprites.Size(); ++i)
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{
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memset (sprtemp, 0xFF, sizeof(sprtemp));
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for (j = 0; j < MAX_SPRITE_FRAMES; ++j)
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{
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sprtemp[j].Flip = 0;
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sprtemp[j].Voxel = NULL;
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}
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int maxframe = -1;
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intname = sprites[i].dwName;
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// scan the lumps, filling in the frames for whatever is found
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int hash = hashes[intname % smax].Head;
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while (hash != -1)
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{
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FTexture *tex = TexMan[hash];
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if (TEX_DWNAME(tex) == intname)
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{
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bool res = R_InstallSpriteLump (FTextureID(hash), tex->Name[4] - 'A', tex->Name[5], false, sprtemp, maxframe);
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if (tex->Name[6] && res)
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R_InstallSpriteLump (FTextureID(hash), tex->Name[6] - 'A', tex->Name[7], true, sprtemp, maxframe);
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}
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hash = hashes[hash].Next;
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}
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// repeat, for voxels
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hash = vhashes[intname % vmax].Head;
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while (hash != -1)
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{
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VHasher *vh = &vhashes[hash];
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if (vh->Name == (int)intname)
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{
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FVoxelDef *voxdef = R_LoadVoxelDef(hash, vh->Spin);
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if (voxdef != NULL)
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{
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if (vh->Frame == ' ' || vh->Frame == '\0')
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{ // voxel applies to every sprite frame
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for (j = 0; j < MAX_SPRITE_FRAMES; ++j)
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{
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if (sprtemp[j].Voxel == NULL)
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{
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sprtemp[j].Voxel = voxdef;
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}
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}
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maxframe = MAX_SPRITE_FRAMES-1;
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}
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else
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{ // voxel applies to a specific frame
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j = vh->Frame - 'A';
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sprtemp[j].Voxel = voxdef;
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maxframe = MAX<int>(maxframe, j);
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}
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}
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}
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hash = vh->Next;
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}
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R_InstallSprite ((int)i, sprtemp, maxframe);
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}
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delete[] hashes;
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delete[] vhashes;
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}
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//==========================================================================
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//
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// R_ExtendSpriteFrames
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//
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// Extends a sprite so that it can hold the desired frame.
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//
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//==========================================================================
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static void R_ExtendSpriteFrames(spritedef_t &spr, int frame)
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{
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unsigned int i, newstart;
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if (spr.numframes >= ++frame)
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{ // The sprite already has enough frames, so do nothing.
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return;
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}
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if (spr.numframes == 0 || (spr.spriteframes + spr.numframes == SpriteFrames.Size()))
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{ // Sprite's frames are at the end of the array, or it has no frames
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// at all, so we can tack the new frames directly on to the end
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// of the SpriteFrames array.
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newstart = SpriteFrames.Reserve(frame - spr.numframes);
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if (spr.numframes == 0)
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{
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spr.spriteframes = uint16_t(newstart);
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}
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}
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else
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{ // We need to allocate space for all the sprite's frames and copy
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// the existing ones over to the new space. The old space will be
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// lost.
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newstart = SpriteFrames.Reserve(frame);
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for (i = 0; i < spr.numframes; ++i)
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{
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SpriteFrames[newstart + i] = SpriteFrames[spr.spriteframes + i];
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}
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spr.spriteframes = uint16_t(newstart);
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newstart += i;
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}
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// Initialize all new frames to 0.
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memset(&SpriteFrames[newstart], 0, sizeof(spriteframe_t)*(frame - spr.numframes));
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spr.numframes = frame;
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}
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//==========================================================================
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//
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// VOX_AddVoxel
|
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//
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// Sets a voxel for a single sprite frame.
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//
|
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//==========================================================================
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|
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void VOX_AddVoxel(int sprnum, int frame, FVoxelDef *def)
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{
|
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R_ExtendSpriteFrames(sprites[sprnum], frame);
|
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SpriteFrames[sprites[sprnum].spriteframes + frame].Voxel = def;
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}
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// [RH]
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// R_InitSkins
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// Reads in everything applicable to a skin. The skins should have already
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// been counted and had their identifiers assigned to namespaces.
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//
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#define NUMSKINSOUNDS 17
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static const char *skinsoundnames[NUMSKINSOUNDS][2] =
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{ // The *painXXX sounds must be the first four
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{ "dsplpain", "*pain100" },
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{ "dsplpain", "*pain75" },
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{ "dsplpain", "*pain50" },
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{ "dsplpain", "*pain25" },
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{ "dsplpain", "*poison" },
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{ "dsoof", "*grunt" },
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{ "dsoof", "*land" },
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{ "dspldeth", "*death" },
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{ "dspldeth", "*wimpydeath" },
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{ "dspdiehi", "*xdeath" },
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{ "dspdiehi", "*crazydeath" },
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{ "dsnoway", "*usefail" },
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{ "dsnoway", "*puzzfail" },
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{ "dsslop", "*gibbed" },
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{ "dsslop", "*splat" },
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{ "dspunch", "*fist" },
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{ "dsjump", "*jump" }
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};
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/*
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static int skinsorter (const void *a, const void *b)
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{
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return stricmp (((FPlayerSkin *)a)->name, ((FPlayerSkin *)b)->name);
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}
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*/
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void R_InitSkins (void)
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{
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FSoundID playersoundrefs[NUMSKINSOUNDS];
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spritedef_t temp;
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int sndlumps[NUMSKINSOUNDS];
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char key[65];
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uint32_t intname, crouchname;
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unsigned i;
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int j, k, base;
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int lastlump;
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int aliasid;
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bool remove;
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PClassActor *basetype, *transtype;
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key[sizeof(key)-1] = 0;
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i = PlayerClasses.Size () - 1;
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lastlump = 0;
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for (j = 0; j < NUMSKINSOUNDS; ++j)
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{
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playersoundrefs[j] = skinsoundnames[j][1];
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}
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while ((base = Wads.FindLump ("S_SKIN", &lastlump, true)) != -1)
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{
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// The player sprite has 23 frames. This means that the S_SKIN
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// marker needs a minimum of 23 lumps after it.
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if (base >= Wads.GetNumLumps() - 23 || base == -1)
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continue;
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i++;
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for (j = 0; j < NUMSKINSOUNDS; j++)
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sndlumps[j] = -1;
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Skins[i].namespc = Wads.GetLumpNamespace (base);
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FScanner sc(base);
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intname = 0;
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crouchname = 0;
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remove = false;
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basetype = NULL;
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transtype = NULL;
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// Data is stored as "key = data".
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while (sc.GetString ())
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{
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strncpy (key, sc.String, sizeof(key)-1);
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if (!sc.GetString() || sc.String[0] != '=')
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{
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Printf (PRINT_BOLD, "Bad format for skin %d: %s\n", (int)i, key);
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break;
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}
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sc.GetString ();
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if (0 == stricmp (key, "name"))
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{
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Skins[i].Name = sc.String;
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for (j = 0; (unsigned)j < i; j++)
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{
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if (Skins[i].Name.CompareNoCase(Skins[j].Name) == 0)
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{
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Skins[i].Name.Format("skin%u", i);
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Printf (PRINT_BOLD, "Skin %s duplicated as %s\n", Skins[j].Name.GetChars(), Skins[i].Name.GetChars());
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break;
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}
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}
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}
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else if (0 == stricmp (key, "sprite"))
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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intname = *((uint32_t *)sc.String);
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}
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else if (0 == stricmp (key, "crouchsprite"))
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{
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for (j = 3; j >= 0; j--)
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sc.String[j] = toupper (sc.String[j]);
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crouchname = *((uint32_t *)sc.String);
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}
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else if (0 == stricmp (key, "face"))
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{
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Skins[i].Face = FString(sc.String, 3);
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}
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else if (0 == stricmp (key, "gender"))
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{
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Skins[i].gender = D_GenderToInt (sc.String);
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}
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else if (0 == stricmp (key, "scale"))
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{
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Skins[i].Scale.X = clamp(atof (sc.String), 1./65536, 256.);
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Skins[i].Scale.Y = Skins[i].Scale.X;
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}
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else if (0 == stricmp (key, "game"))
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{
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if (gameinfo.gametype == GAME_Heretic)
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basetype = PClass::FindActor(NAME_HereticPlayer);
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else if (gameinfo.gametype == GAME_Strife)
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basetype = PClass::FindActor(NAME_StrifePlayer);
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else
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basetype = PClass::FindActor(NAME_DoomPlayer);
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transtype = basetype;
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if (stricmp (sc.String, "heretic") == 0)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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{
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transtype = PClass::FindActor(NAME_HereticPlayer);
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Skins[i].othergame = true;
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}
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else if (gameinfo.gametype != GAME_Heretic)
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{
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remove = true;
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}
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}
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else if (stricmp (sc.String, "strife") == 0)
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{
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if (gameinfo.gametype != GAME_Strife)
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{
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remove = true;
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}
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}
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else
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{
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if (gameinfo.gametype == GAME_Heretic)
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{
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transtype = PClass::FindActor(NAME_DoomPlayer);
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Skins[i].othergame = true;
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}
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else if (!(gameinfo.gametype & GAME_DoomChex))
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{
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remove = true;
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}
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}
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if (remove)
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break;
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}
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else if (0 == stricmp (key, "class"))
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{ // [GRB] Define the skin for a specific player class
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int pclass = D_PlayerClassToInt (sc.String);
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if (pclass < 0)
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{
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remove = true;
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break;
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}
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basetype = transtype = PlayerClasses[pclass].Type;
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}
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else if (key[0] == '*')
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{ // Player sound replacment (ZDoom extension)
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int lump = Wads.CheckNumForName (sc.String, Skins[i].namespc);
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if (lump == -1)
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{
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lump = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
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}
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if (lump != -1)
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{
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if (stricmp (key, "*pain") == 0)
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{ // Replace all pain sounds in one go
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aliasid = S_AddPlayerSound (Skins[i].Name, Skins[i].gender,
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playersoundrefs[0], lump, true);
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for (int l = 3; l > 0; --l)
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{
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S_AddPlayerSoundExisting (Skins[i].Name, Skins[i].gender,
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playersoundrefs[l], aliasid, true);
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}
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}
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else
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{
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int sndref = S_FindSoundNoHash (key);
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if (sndref != 0)
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{
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S_AddPlayerSound (Skins[i].Name, Skins[i].gender, sndref, lump, true);
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}
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}
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}
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}
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else
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{
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for (j = 0; j < NUMSKINSOUNDS; j++)
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{
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if (stricmp (key, skinsoundnames[j][0]) == 0)
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{
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sndlumps[j] = Wads.CheckNumForName (sc.String, Skins[i].namespc);
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if (sndlumps[j] == -1)
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{ // Replacement not found, try finding it in the global namespace
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sndlumps[j] = Wads.CheckNumForFullName (sc.String, true, ns_sounds);
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}
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}
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}
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//if (j == 8)
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// Printf ("Funny info for skin %i: %s = %s\n", i, key, sc.String);
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}
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}
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// [GRB] Assume Doom skin by default
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if (!remove && basetype == NULL)
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{
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if (gameinfo.gametype & GAME_DoomChex)
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{
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basetype = transtype = PClass::FindActor(NAME_DoomPlayer);
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}
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else if (gameinfo.gametype == GAME_Heretic)
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{
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basetype = PClass::FindActor(NAME_HereticPlayer);
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transtype = PClass::FindActor(NAME_DoomPlayer);
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Skins[i].othergame = true;
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}
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else
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{
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remove = true;
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}
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}
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if (!remove)
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{
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auto transdef = ((APlayerPawn*)GetDefaultByType(transtype));
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auto basedef = ((APlayerPawn*)GetDefaultByType(basetype));
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Skins[i].range0start = transdef->ColorRangeStart;
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Skins[i].range0end = transdef->ColorRangeEnd;
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remove = true;
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for (j = 0; j < (int)PlayerClasses.Size (); j++)
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{
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auto type = PlayerClasses[j].Type;
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auto type_def = ((APlayerPawn*)GetDefaultByType(type));
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if (type->IsDescendantOf (basetype) &&
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GetDefaultByType(type)->SpawnState->sprite == GetDefaultByType(basetype)->SpawnState->sprite &&
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type_def->ColorRangeStart == basedef->ColorRangeStart &&
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type_def->ColorRangeEnd == basedef->ColorRangeEnd)
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{
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PlayerClasses[j].Skins.Push ((int)i);
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remove = false;
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}
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}
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}
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if (!remove)
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{
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if (Skins[i].Name.IsEmpty())
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Skins[i].Name.Format("skin%u", i);
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// Now collect the sprite frames for this skin. If the sprite name was not
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// specified, use whatever immediately follows the specifier lump.
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if (intname == 0)
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{
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char name[9];
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Wads.GetLumpName (name, base+1);
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memcpy(&intname, name, 4);
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}
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int basens = Wads.GetLumpNamespace(base);
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for(int spr = 0; spr<2; spr++)
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{
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spriteframewithrotate sprtemp[MAX_SPRITE_FRAMES];
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memset (sprtemp, 0xFFFF, sizeof(sprtemp));
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for (k = 0; k < MAX_SPRITE_FRAMES; ++k)
|
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{
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sprtemp[k].Flip = 0;
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sprtemp[k].Voxel = NULL;
|
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}
|
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int maxframe = -1;
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|
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if (spr == 1)
|
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{
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if (crouchname !=0 && crouchname != intname)
|
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{
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intname = crouchname;
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}
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else
|
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{
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Skins[i].crouchsprite = -1;
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break;
|
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}
|
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}
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for (k = base + 1; Wads.GetLumpNamespace(k) == basens; k++)
|
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{
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char lname[9];
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uint32_t lnameint;
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Wads.GetLumpName (lname, k);
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memcpy(&lnameint, lname, 4);
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if (lnameint == intname)
|
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{
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FTextureID picnum = TexMan.CreateTexture(k, FTexture::TEX_SkinSprite);
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bool res = R_InstallSpriteLump (picnum, lname[4] - 'A', lname[5], false, sprtemp, maxframe);
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if (lname[6] && res)
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R_InstallSpriteLump (picnum, lname[6] - 'A', lname[7], true, sprtemp, maxframe);
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}
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}
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if (spr == 0 && maxframe <= 0)
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{
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Printf (PRINT_BOLD, "Skin %s (#%u) has no frames. Removing.\n", Skins[i].Name.GetChars(), i);
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remove = true;
|
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break;
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}
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|
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Wads.GetLumpName (temp.name, base+1);
|
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temp.name[4] = 0;
|
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int sprno = (int)sprites.Push (temp);
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if (spr==0) Skins[i].sprite = sprno;
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else Skins[i].crouchsprite = sprno;
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R_InstallSprite (sprno, sprtemp, maxframe);
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}
|
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}
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if (remove)
|
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{
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if (i < Skins.Size() - 1)
|
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{
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Skins.Delete(i);
|
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}
|
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i--;
|
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continue;
|
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}
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|
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// Register any sounds this skin provides
|
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aliasid = 0;
|
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for (j = 0; j < NUMSKINSOUNDS; j++)
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{
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if (sndlumps[j] != -1)
|
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{
|
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if (j == 0 || sndlumps[j] != sndlumps[j-1])
|
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{
|
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aliasid = S_AddPlayerSound (Skins[i].Name, Skins[i].gender,
|
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playersoundrefs[j], sndlumps[j], true);
|
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}
|
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else
|
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{
|
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S_AddPlayerSoundExisting (Skins[i].Name, Skins[i].gender,
|
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playersoundrefs[j], aliasid, true);
|
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}
|
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}
|
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}
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|
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// Make sure face prefix is a full 3 chars
|
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if (Skins[i].Face.Len() < 3)
|
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{
|
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Skins[i].Face = "";
|
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}
|
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}
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|
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if (Skins.Size() > PlayerClasses.Size ())
|
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{ // The sound table may have changed, so rehash it.
|
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S_HashSounds ();
|
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S_ShrinkPlayerSoundLists ();
|
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}
|
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}
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|
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// [RH] Find a skin by name
|
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int R_FindSkin (const char *name, int pclass)
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{
|
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if (stricmp ("base", name) == 0)
|
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{
|
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return pclass;
|
|
}
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|
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for (unsigned i = PlayerClasses.Size(); i < Skins.Size(); i++)
|
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{
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if (Skins[i].Name.CompareNoCase(name) == 0)
|
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{
|
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if (PlayerClasses[pclass].CheckSkin (i))
|
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return i;
|
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else
|
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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);
|
|
|
|
gl_InitModels();
|
|
}
|
|
|
|
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DEFINE_FIELD_NAMED(FPlayerSkin, Name, SkinName);
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DEFINE_FIELD(FPlayerSkin, Face);
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DEFINE_FIELD(FPlayerSkin, gender);
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DEFINE_FIELD(FPlayerSkin, range0start);
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DEFINE_FIELD(FPlayerSkin, range0end);
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DEFINE_FIELD(FPlayerSkin, othergame);
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DEFINE_FIELD(FPlayerSkin, Scale);
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DEFINE_FIELD(FPlayerSkin, sprite);
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DEFINE_FIELD(FPlayerSkin, crouchsprite);
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DEFINE_FIELD(FPlayerSkin, namespc);
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