mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
1241 lines
31 KiB
C
1241 lines
31 KiB
C
// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2024 by Vivian "toastergrl" Grannell.
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// Copyright (C) 2024 by Kart Krew.
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// Copyright (C) 2020 by Sonic Team Junior.
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// Copyright (C) 2000 by DooM Legacy Team.
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// Copyright (C) 1996 by id Software, Inc.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_skins.c
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/// \brief Loading skins
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#include "doomdef.h"
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#include "console.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "m_misc.h"
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#include "info.h" // spr2names
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#include "i_video.h" // rendermode
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#include "i_system.h"
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#include "r_things.h"
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#include "r_skins.h"
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#include "p_local.h"
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#include "dehacked.h" // get_number (for thok)
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#include "m_cond.h"
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#include "k_kart.h"
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#include "m_random.h"
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#include "s_sound.h"
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#if 0
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#include "k_kart.h" // K_KartResetPlayerColor
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#endif
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#include "k_grandprix.h" // K_CanChangeRules
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#include "discord.h"
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#ifdef HWRENDER
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#include "hardware/hw_md2.h"
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#endif
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INT32 numskins = 0;
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skin_t skins[MAXSKINS];
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unloaded_skin_t *unloadedskins = NULL;
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// FIXTHIS: don't work because it must be inistilised before the config load
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//#define SKINVALUES
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#ifdef SKINVALUES
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CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
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#endif
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CV_PossibleValue_t Forceskin_cons_t[MAXSKINS+2];
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//
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// P_GetSkinSprite2
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// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
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// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
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//
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UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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{
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UINT8 super = 0, i = 0;
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(void)player;
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if (!skin)
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return 0;
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if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
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return 0;
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while (!skin->sprites[spr2].numframes
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&& spr2 != SPR2_STIL
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&& ++i < 32) // recursion limiter
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{
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if (spr2 & FF_SPR2SUPER)
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{
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super = FF_SPR2SUPER;
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spr2 &= ~FF_SPR2SUPER;
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continue;
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}
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switch(spr2)
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{
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// Normal special cases.
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// (none in kart)
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// Use the handy list, that's what it's there for!
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default:
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spr2 = spr2defaults[spr2];
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break;
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}
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spr2 |= super;
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}
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if (i >= 32) // probably an infinite loop...
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return 0;
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return spr2;
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}
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static void Sk_SetDefaultValue(skin_t *skin)
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{
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INT32 i;
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//
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// set default skin values
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//
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memset(skin, 0, sizeof (skin_t));
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snprintf(skin->name,
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sizeof skin->name, "skin %u", (UINT32)(skin-skins));
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skin->name[sizeof skin->name - 1] = '\0';
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skin->wadnum = INT16_MAX;
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skin->flags = 0;
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strcpy(skin->realname, "Someone");
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skin->starttranscolor = 96;
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skin->prefcolor = SKINCOLOR_GREEN;
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skin->supercolor = SKINCOLOR_SUPERGOLD1;
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skin->prefoppositecolor = 0; // use tables
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skin->kartspeed = 5;
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skin->kartweight = 5;
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skin->followitem = 0;
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skin->highresscale = FRACUNIT;
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// no specific memset for skinrecord_t as it's already nuked by the full skin_t wipe
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for (i = 0; i < sfx_skinsoundslot0; i++)
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if (S_sfx[i].skinsound != -1)
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skin->soundsid[S_sfx[i].skinsound] = i;
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}
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// Grab the default skin
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#define DEFAULTBOTSKINNAME "eggrobo"
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UINT8 R_BotDefaultSkin(void)
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{
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static INT32 defaultbotskin = -1;
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if (demo.playback)
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return R_SkinAvailableEx(DEFAULTBOTSKINNAME, true);
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if (defaultbotskin == -1)
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{
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defaultbotskin = R_SkinAvailableEx(DEFAULTBOTSKINNAME, false);
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if (defaultbotskin == -1)
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{
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// This shouldn't happen, but just in case
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defaultbotskin = 0;
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}
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}
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return (UINT8)defaultbotskin;
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}
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#undef DEFAULTBOTSKINNAME
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//
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// Initialize the basic skins
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//
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void R_InitSkins(void)
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{
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size_t i;
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// it can be is do before loading config for skin cvar possible value
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// (... what the fuck did you just say to me? "it can be is do"?)
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#ifdef SKINVALUES
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for (i = 0; i <= MAXSKINS; i++)
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{
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skin_cons_t[i].value = 0;
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skin_cons_t[i].strvalue = NULL;
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}
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#endif
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// no default skin!
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numskins = 0;
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for (i = 0; i < numwadfiles; i++)
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{
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R_AddSkins((UINT16)i, true);
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R_PatchSkins((UINT16)i, true);
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R_LoadSpriteInfoLumps(i, wadfiles[i]->numlumps);
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#ifdef HAVE_DISCORDRPC
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if (i == mainwads)
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{
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g_discord_skins = numskins;
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}
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#endif
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}
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ST_ReloadSkinFaceGraphics();
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M_UpdateConditionSetsPending();
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}
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UINT8 *R_GetSkinAvailabilities(boolean demolock, INT32 botforcecharacter)
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{
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UINT16 i;
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UINT8 shif, byte;
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INT32 skinid;
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static UINT8 responsebuffer[MAXAVAILABILITY];
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const boolean forbots = (botforcecharacter != -1);
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memset(&responsebuffer, 0, sizeof(responsebuffer));
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (unlockables[i].type != SECRET_SKIN)
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continue;
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skinid = M_UnlockableSkinNum(&unlockables[i]);
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if (skinid < 0 || skinid >= MAXSKINS)
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continue;
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if ((forbots
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? (M_CheckNetUnlockByID(i) || skinid == botforcecharacter) // Assert the host's lock.
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: gamedata->unlocked[i]) // Assert the local lock.
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!= true && !demolock)
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continue;
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shif = (skinid % 8);
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byte = (skinid / 8);
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responsebuffer[byte] |= (1 << shif);
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}
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return responsebuffer;
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}
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// returns true if available in circumstances, otherwise nope
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// warning don't use with an invalid skinnum other than -1 which always returns true
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boolean R_SkinUsable(INT32 playernum, INT32 skinnum, boolean demoskins)
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{
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boolean needsunlocked = false;
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boolean useplayerstruct = ((Playing() || demo.playback) && playernum >= 0);
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UINT16 i;
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INT32 skinid;
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if (skinnum == -1)
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{
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// Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
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return true;
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}
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if (K_CanChangeRules(true) && (cv_forceskin.value == skinnum))
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{
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// Being forced to play as this character by the server
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return true;
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}
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if (gametype == GT_TUTORIAL)
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{
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// Being forced to play as this character by the tutorial
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return true;
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}
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// Determine if this character is supposed to be unlockable or not
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if (useplayerstruct && demo.playback)
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{
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if (!demoskins)
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skinnum = demo.skinlist[skinnum].mapping;
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needsunlocked = demo.skinlist[skinnum].unlockrequired;
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}
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else
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{
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for (i = 0; i < MAXUNLOCKABLES; i++)
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{
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if (unlockables[i].type != SECRET_SKIN)
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continue;
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skinid = M_UnlockableSkinNum(&unlockables[i]);
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if (skinid != skinnum)
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continue;
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// i is now the unlockable index, we can use this later
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needsunlocked = true;
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break;
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}
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}
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if (needsunlocked == false)
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{
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// Didn't trip anything, so we can use this character.
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return true;
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}
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// Ok, you can use this character IF you have it unlocked.
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if (useplayerstruct)
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{
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// Use the netgame synchronized unlocks.
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UINT8 shif = (skinnum % 8);
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UINT8 byte = (skinnum / 8);
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return !!(players[playernum].availabilities[byte] & (1 << shif));
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}
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// Use the host's if it's checking general state
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if (playernum == -1)
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return M_CheckNetUnlockByID(i);
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// Use the unlockables table directly
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return (boolean)(gamedata->unlocked[i]);
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}
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boolean R_CanShowSkinInDemo(INT32 skinnum)
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{
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if (modeattacking == ATTACKING_NONE && !(demo.playback && demo.attract))
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return true;
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return R_SkinUsable(-2, skinnum, false);
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}
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// Returns a random unlocked skin ID.
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UINT32 R_GetLocalRandomSkin(void)
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{
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UINT8 i, usableskins = 0;
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UINT8 grabskins[MAXSKINS];
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for (i = 0; i < numskins; i++)
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{
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if (!R_SkinUsable(-2, i, false))
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continue;
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grabskins[usableskins++] = i;
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}
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if (!usableskins)
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I_Error("R_GetLocalRandomSkin: No valid skins to pick from!?");
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return grabskins[M_RandomKey(usableskins)];
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}
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// returns true if the skin name is found (loaded from pwad)
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// warning return -1 if not found
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INT32 R_SkinAvailable(const char *name)
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{
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return R_SkinAvailableEx(name, true);
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}
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INT32 R_SkinAvailableEx(const char *name, boolean demoskins)
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{
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INT32 i;
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UINT32 hash = quickncasehash(name, SKINNAMESIZE);
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if (demo.playback && demoskins)
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{
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for (i = 0; i < demo.numskins; i++)
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{
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if (demo.skinlist[i].namehash != hash)
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continue;
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if (stricmp(demo.skinlist[i].name,name)!=0)
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continue;
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return i;
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}
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}
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for (i = 0; i < numskins; i++)
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{
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if (skins[i].namehash != hash)
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continue;
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if (stricmp(skins[i].name,name)!=0)
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continue;
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return i;
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}
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return -1;
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}
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// Returns engine class dependent on skin properties
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engineclass_t R_GetEngineClass(SINT8 speed, SINT8 weight, skinflags_t flags)
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{
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if (flags & SF_IRONMAN)
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return ENGINECLASS_J;
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speed = (speed - 1) / 3;
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weight = (weight - 1) / 3;
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#define LOCKSTAT(stat) \
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if (stat < 0) { stat = 0; } \
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if (stat > 2) { stat = 2; }
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LOCKSTAT(speed);
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LOCKSTAT(weight);
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#undef LOCKSTAT
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return (speed + (3*weight));
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}
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// Auxillary function that actually sets the skin
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static void SetSkin(player_t *player, INT32 skinnum)
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{
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if (demo.playback)
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skinnum = demo.skinlist[skinnum].mapping;
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skin_t *skin = &skins[skinnum];
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player->skin = skinnum;
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player->followitem = skin->followitem;
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player->kartspeed = skin->kartspeed;
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player->kartweight = skin->kartweight;
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player->charflags = skin->flags;
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#if 0
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if (!CV_CheatsEnabled() && !(netgame || multiplayer || demo.playback))
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{
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for (i = 0; i <= r_splitscreen; i++)
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{
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if (playernum == g_localplayers[i])
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{
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CV_StealthSetValue(&cv_playercolor[i], skin->prefcolor);
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}
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}
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player->skincolor = skin->prefcolor;
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K_KartResetPlayerColor(player);
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}
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#endif
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if (player->followmobj)
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{
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P_RemoveMobj(player->followmobj);
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P_SetTarget(&player->followmobj, NULL);
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}
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if (player->mo)
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{
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player->mo->skin = skin;
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P_SetScale(player->mo, player->mo->scale);
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P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
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}
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// for replays: We have changed our skin mid-game; let the game know so it can do the same in the replay!
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demo_extradata[(player-players)] |= DXD_SKIN;
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#ifdef HAVE_DISCORDRPC
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if (player - players == consoleplayer)
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DRPC_UpdatePresence();
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#endif
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}
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// Gets the player to the first usuable skin in the game.
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// (If your mod locked them all, then you kinda stupid)
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static INT32 GetPlayerDefaultSkin(INT32 playernum)
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{
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INT32 i, skincount = (demo.playback ? demo.numskins : numskins);
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for (i = 0; i < skincount; i++)
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{
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if (R_SkinUsable(playernum, i, false))
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{
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return i;
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}
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}
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I_Error("All characters are locked!");
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return 0;
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}
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// network code calls this when a 'skin change' is received
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void SetPlayerSkin(INT32 playernum, const char *skinname)
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{
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INT32 i = R_SkinAvailable(skinname);
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player_t *player = &players[playernum];
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if ((i != -1) && R_SkinUsable(playernum, i, false))
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{
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SetSkin(player, i);
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return;
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}
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if (P_IsPartyPlayer(player))
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CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
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else if(server || IsPlayerAdmin(consoleplayer))
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CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);
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SetSkin(player, GetPlayerDefaultSkin(playernum));
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}
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// Same as SetPlayerSkin, but uses the skin #.
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// network code calls this when a 'skin change' is received
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void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
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{
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player_t *player = &players[playernum];
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if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum, false)) // Make sure it exists!
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{
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SetSkin(player, skinnum);
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return;
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}
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if (P_IsPartyPlayer(player))
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CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum);
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else if (server || IsPlayerAdmin(consoleplayer))
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CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
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SetSkin(player, GetPlayerDefaultSkin(playernum)); // not found put the eggman skin
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}
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// Set mo skin but not player_t skin, for ironman
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void SetFakePlayerSkin(player_t* player, INT32 skinid)
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{
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if (player->fakeskin != skinid)
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{
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if (player->fakeskin != MAXSKINS)
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player->lastfakeskin = player->fakeskin;
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player->fakeskin = skinid;
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}
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if (demo.playback)
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{
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player->kartspeed = demo.skinlist[skinid].kartspeed;
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player->kartweight = demo.skinlist[skinid].kartweight;
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player->charflags = demo.skinlist[skinid].flags;
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skinid = demo.skinlist[skinid].mapping;
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}
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else
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{
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player->kartspeed = skins[skinid].kartspeed;
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player->kartweight = skins[skinid].kartweight;
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player->charflags = skins[skinid].flags;
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}
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player->mo->skin = &skins[skinid];
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}
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// Loudly rerandomize
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void SetRandomFakePlayerSkin(player_t* player, boolean fast, boolean instant)
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{
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INT32 i;
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UINT8 usableskins = 0, maxskinpick;
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UINT8 grabskins[MAXSKINS];
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maxskinpick = (demo.playback ? demo.numskins : numskins);
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for (i = 0; i < maxskinpick; i++)
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{
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if (i == player->lastfakeskin)
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continue;
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|
if (demo.playback)
|
|
{
|
|
if (demo.skinlist[i].flags & SF_IRONMAN)
|
|
continue;
|
|
}
|
|
else if (skins[i].flags & SF_IRONMAN)
|
|
continue;
|
|
if (!R_SkinUsable(player-players, i, true))
|
|
continue;
|
|
grabskins[usableskins++] = i;
|
|
}
|
|
|
|
if (!usableskins)
|
|
I_Error("SetRandomFakePlayerSkin: No valid skins to pick from!?");
|
|
|
|
i = grabskins[P_RandomKey(PR_RANDOMSKIN, usableskins)];
|
|
|
|
SetFakePlayerSkin(player, i);
|
|
|
|
if (instant)
|
|
return;
|
|
|
|
if (player->mo && player->spectator == false && !(player->pflags & PF_VOID))
|
|
{
|
|
S_StartSound(player->mo, sfx_kc33);
|
|
S_StartSound(player->mo, sfx_cdfm44);
|
|
|
|
mobj_t *parent = player->mo;
|
|
fixed_t baseangle = P_RandomRange(PR_DECORATION, 0, 359);
|
|
INT32 j;
|
|
|
|
for (j = 0; j < 6; j++) // 0-3 = sides, 4 = top, 5 = bottom
|
|
{
|
|
mobj_t *box = P_SpawnMobjFromMobj(parent, 0, 0, 0, MT_MAGICIANBOX);
|
|
P_SetTarget(&box->target, parent);
|
|
box->angle = FixedAngle((baseangle + j*90) * FRACUNIT);
|
|
box->flags2 |= MF2_AMBUSH;
|
|
box->renderflags |= parent->renderflags;
|
|
if (fast)
|
|
{
|
|
box->extravalue1 = 10; // Rotation rate
|
|
box->extravalue2 = 5*TICRATE/4; // Lifetime
|
|
}
|
|
else
|
|
{
|
|
box->extravalue1 = 1;
|
|
box->extravalue2 = 3*TICRATE/2;
|
|
}
|
|
|
|
// cusval controls behavior that should run only once, like disappear FX and RF_DONTDRAW handling.
|
|
// NB: Order of thinker execution matters here!
|
|
// We want the other sides to inherit the player's "existing" RF_DONTDRAW before the last side writes to it.
|
|
// See the MT_MAGICIANBOX thinker in p_mobj.c.
|
|
if (j == 5)
|
|
box->cusval = 1;
|
|
else
|
|
box->cusval = 0;
|
|
|
|
if (j > 3)
|
|
{
|
|
P_SetMobjState(box, (j == 4) ? S_MAGICIANBOX_TOP : S_MAGICIANBOX_BOTTOM);
|
|
box->renderflags |= RF_NOSPLATBILLBOARD;
|
|
box->angle = FixedAngle(baseangle*FRACUNIT);
|
|
}
|
|
}
|
|
|
|
K_SpawnMagicianParticles(player->mo, 10);
|
|
}
|
|
}
|
|
|
|
// Return to base skin from an SF_IRONMAN randomization
|
|
void ClearFakePlayerSkin(player_t* player)
|
|
{
|
|
UINT8 skinid;
|
|
UINT32 flags;
|
|
|
|
if (demo.playback)
|
|
{
|
|
skinid = demo.currentskinid[(player-players)];
|
|
flags = demo.skinlist[skinid].flags;
|
|
}
|
|
else
|
|
{
|
|
skinid = player->skin;
|
|
flags = skins[player->skin].flags;
|
|
}
|
|
|
|
if ((flags & SF_IRONMAN) && !P_MobjWasRemoved(player->mo))
|
|
{
|
|
SetFakePlayerSkin(player, skinid);
|
|
if (player->spectator == false && player->mo->hitlag == 0)
|
|
{
|
|
S_StartSound(player->mo, sfx_s3k9f);
|
|
K_SpawnMagicianParticles(player->mo, 5);
|
|
}
|
|
}
|
|
|
|
player->fakeskin = MAXSKINS;
|
|
}
|
|
|
|
// Finds a skin with the closest stats if the expected skin doesn't exist.
|
|
INT32 GetSkinNumClosestToStats(UINT8 kartspeed, UINT8 kartweight, UINT32 flags, boolean unlock)
|
|
{
|
|
INT32 i, closest_skin = 0;
|
|
UINT8 closest_stats, stat_diff;
|
|
boolean doflagcheck = true;
|
|
UINT32 flagcheck = flags;
|
|
|
|
flaglessretry:
|
|
closest_stats = stat_diff = UINT8_MAX;
|
|
|
|
for (i = 0; i < numskins; i++)
|
|
{
|
|
if (!unlock && !R_SkinUsable(-1, i, false))
|
|
{
|
|
continue;
|
|
}
|
|
stat_diff = abs(skins[i].kartspeed - kartspeed) + abs(skins[i].kartweight - kartweight);
|
|
if (doflagcheck && (skins[i].flags & flagcheck) != flagcheck)
|
|
{
|
|
continue;
|
|
}
|
|
if (stat_diff < closest_stats)
|
|
{
|
|
closest_stats = stat_diff;
|
|
closest_skin = i;
|
|
}
|
|
}
|
|
|
|
if (stat_diff && (doflagcheck || closest_stats == UINT8_MAX))
|
|
{
|
|
// Just grab *any* SF_IRONMAN if we don't get it on the first pass.
|
|
if ((flagcheck & SF_IRONMAN) && (flagcheck != SF_IRONMAN))
|
|
{
|
|
flagcheck = SF_IRONMAN;
|
|
}
|
|
|
|
doflagcheck = false;
|
|
|
|
goto flaglessretry;
|
|
}
|
|
|
|
return closest_skin;
|
|
}
|
|
|
|
//
|
|
// Add skins from a pwad, each skin preceded by 'S_SKIN' marker
|
|
//
|
|
|
|
// Does the same is in w_wad, but check only for
|
|
// the first 6 characters (this is so we can have S_SKIN1, S_SKIN2..
|
|
// for wad editors that don't like multiple resources of the same name)
|
|
//
|
|
static UINT16 W_CheckForSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
|
|
{
|
|
UINT16 i;
|
|
const char *S_SKIN = "S_SKIN";
|
|
lumpinfo_t *lump_p;
|
|
|
|
// scan forward, start at <startlump>
|
|
if (startlump < wadfiles[wadid]->numlumps)
|
|
{
|
|
lump_p = wadfiles[wadid]->lumpinfo + startlump;
|
|
for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
|
|
if (memcmp(lump_p->name,S_SKIN,6)==0)
|
|
return i;
|
|
}
|
|
return INT16_MAX; // not found
|
|
}
|
|
|
|
// turn _ into spaces and . into katana dot
|
|
#define SYMBOLCONVERT(name) for (value = name; *value; value++)\
|
|
{\
|
|
if (*value == '_') *value = ' ';\
|
|
}
|
|
|
|
//
|
|
// Patch skins from a pwad, each skin preceded by 'P_SKIN' marker
|
|
//
|
|
|
|
// Does the same is in w_wad, but check only for
|
|
// the first 6 characters (this is so we can have P_SKIN1, P_SKIN2..
|
|
// for wad editors that don't like multiple resources of the same name)
|
|
//
|
|
static UINT16 W_CheckForPatchSkinMarkerInPwad(UINT16 wadid, UINT16 startlump)
|
|
{
|
|
UINT16 i;
|
|
const char *P_SKIN = "P_SKIN";
|
|
lumpinfo_t *lump_p;
|
|
|
|
// scan forward, start at <startlump>
|
|
if (startlump < wadfiles[wadid]->numlumps)
|
|
{
|
|
lump_p = wadfiles[wadid]->lumpinfo + startlump;
|
|
for (i = startlump; i < wadfiles[wadid]->numlumps; i++, lump_p++)
|
|
if (memcmp(lump_p->name,P_SKIN,6)==0)
|
|
return i;
|
|
}
|
|
return INT16_MAX; // not found
|
|
}
|
|
|
|
static void R_LoadSkinSprites(UINT16 wadnum, UINT16 *lump, UINT16 *lastlump, skin_t *skin)
|
|
{
|
|
UINT16 newlastlump;
|
|
UINT8 sprite2;
|
|
|
|
*lump += 1; // start after S_SKIN
|
|
*lastlump = W_CheckNumForNamePwad("S_END",wadnum,*lump); // stop at S_END
|
|
|
|
// old wadding practices die hard -- stop at S_SKIN (or P_SKIN) or S_START if they come before S_END.
|
|
newlastlump = W_FindNextEmptyInPwad(wadnum,*lump);
|
|
if (newlastlump < *lastlump) *lastlump = newlastlump;
|
|
newlastlump = W_CheckForSkinMarkerInPwad(wadnum,*lump);
|
|
if (newlastlump < *lastlump) *lastlump = newlastlump;
|
|
newlastlump = W_CheckForPatchSkinMarkerInPwad(wadnum,*lump);
|
|
if (newlastlump < *lastlump) *lastlump = newlastlump;
|
|
newlastlump = W_CheckNumForNamePwad("S_START",wadnum,*lump);
|
|
if (newlastlump < *lastlump) *lastlump = newlastlump;
|
|
|
|
/*// ...and let's handle super, too
|
|
newlastlump = W_CheckNumForNamePwad("S_SUPER",wadnum,*lump);
|
|
if (newlastlump < *lastlump)
|
|
{
|
|
newlastlump++;
|
|
// load all sprite sets we are aware of... for super!
|
|
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
|
|
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[FF_SPR2SUPER|sprite2], wadnum, newlastlump, *lastlump);
|
|
|
|
newlastlump--;
|
|
*lastlump = newlastlump; // okay, make the normal sprite set loading end there
|
|
}*/
|
|
|
|
// load all sprite sets we are aware of... for normal stuff.
|
|
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
|
|
R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, *lump, *lastlump);
|
|
|
|
if (skin->sprites[0].numframes == 0)
|
|
I_Error("R_LoadSkinSprites: no frames found for sprite SPR2_%s\n", spr2names[0]);
|
|
}
|
|
|
|
// returns whether found appropriate property
|
|
static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
|
|
{
|
|
if (!stricmp(stoken, "rivals"))
|
|
{
|
|
size_t len = strlen(value);
|
|
size_t i;
|
|
char rivalname[SKINNAMESIZE+1] = "";
|
|
UINT8 pos = 0;
|
|
UINT8 numrivals = 0;
|
|
|
|
// Can't use strtok, because the above function's already using it.
|
|
// Using it causes it to upset the saved pointer,
|
|
// corrupting the reading for the rest of the file.
|
|
|
|
// So instead we get to crawl through the value, character by character,
|
|
// and write it down as we go, until we hit a comma or the end of the string.
|
|
// Yaaay.
|
|
|
|
for (i = 0; i <= len; i++)
|
|
{
|
|
if (numrivals >= SKINRIVALS)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (value[i] == ',' || i == len)
|
|
{
|
|
if (pos == 0)
|
|
continue;
|
|
|
|
STRBUFCPY(skin->rivals[numrivals], rivalname);
|
|
strlwr(skin->rivals[numrivals]);
|
|
numrivals++;
|
|
|
|
if (i == len)
|
|
break;
|
|
|
|
for (; pos > 0; pos--)
|
|
{
|
|
rivalname[pos] = '\0';
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
rivalname[pos] = value[i];
|
|
pos++;
|
|
}
|
|
}
|
|
|
|
// custom translation table
|
|
else if (!stricmp(stoken, "startcolor"))
|
|
{
|
|
skin->starttranscolor = atoi(value);
|
|
}
|
|
|
|
#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value);
|
|
// character type identification
|
|
FULLPROCESS(flags)
|
|
FULLPROCESS(followitem)
|
|
#undef FULLPROCESS
|
|
|
|
#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) \
|
|
{ \
|
|
UINT16 color = R_GetColorByName(value); \
|
|
skin->field = (color ? color : SKINCOLOR_GREEN); \
|
|
}
|
|
GETSKINCOLOR(prefcolor)
|
|
GETSKINCOLOR(prefoppositecolor)
|
|
#undef GETSKINCOLOR
|
|
else if (!stricmp(stoken, "supercolor"))
|
|
{
|
|
UINT16 color = R_GetSuperColorByName(value);
|
|
skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1);
|
|
}
|
|
|
|
#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));
|
|
GETFLOAT(highresscale)
|
|
#undef GETFLOAT
|
|
|
|
#define GETKARTSTAT(field) \
|
|
else if (!stricmp(stoken, #field)) \
|
|
{ \
|
|
skin->field = atoi(value); \
|
|
if (skin->field < 1) skin->field = 1; \
|
|
if (skin->field > 9) skin->field = 9; \
|
|
}
|
|
GETKARTSTAT(kartspeed)
|
|
GETKARTSTAT(kartweight)
|
|
#undef GETKARTSTAT
|
|
|
|
|
|
#define GETFLAG(field) else if (!stricmp(stoken, #field)) { \
|
|
strupr(value); \
|
|
if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \
|
|
skin->flags |= (SF_##field); \
|
|
else \
|
|
skin->flags &= ~(SF_##field); \
|
|
}
|
|
// parameters for individual character flags
|
|
// these are uppercase so they can be concatenated with SF_
|
|
// 1, true, yes are all valid values
|
|
GETFLAG(MACHINE)
|
|
GETFLAG(IRONMAN)
|
|
GETFLAG(BADNIK)
|
|
#undef GETFLAG
|
|
|
|
else // let's check if it's a sound, otherwise error out
|
|
{
|
|
boolean found = false;
|
|
sfxenum_t i;
|
|
size_t stokenadjust;
|
|
|
|
// Remove the prefix. (We need to affect an adjusting variable so that we can print error messages if it's not actually a sound.)
|
|
if ((stoken[0] == 'D' || stoken[0] == 'd') && (stoken[1] == 'S' || stoken[1] == 's')) // DS*
|
|
stokenadjust = 2;
|
|
else // sfx_*
|
|
stokenadjust = 4;
|
|
|
|
// Remove the prefix. (We can affect this directly since we're not going to use it again.)
|
|
if ((value[0] == 'D' || value[0] == 'd') && (value[1] == 'S' || value[1] == 's')) // DS*
|
|
value += 2;
|
|
else // sfx_*
|
|
value += 4;
|
|
|
|
// copy name of sounds that are remapped
|
|
// for this skin
|
|
for (i = 0; i < sfx_skinsoundslot0; i++)
|
|
{
|
|
if (!S_sfx[i].name)
|
|
continue;
|
|
if (S_sfx[i].skinsound != -1
|
|
&& !stricmp(S_sfx[i].name,
|
|
stoken + stokenadjust))
|
|
{
|
|
skin->soundsid[S_sfx[i].skinsound] =
|
|
S_AddSoundFx(value, S_sfx[i].singularity, S_sfx[i].pitch, true);
|
|
found = true;
|
|
}
|
|
}
|
|
return found;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// Find skin sprites, sounds & optional status bar face, & add them
|
|
//
|
|
void R_AddSkins(UINT16 wadnum, boolean mainfile)
|
|
{
|
|
UINT16 lump, lastlump = 0;
|
|
char *buf;
|
|
char *buf2;
|
|
char *stoken;
|
|
char *value;
|
|
size_t size;
|
|
skin_t *skin;
|
|
boolean realname;
|
|
|
|
//
|
|
// search for all skin markers in pwad
|
|
//
|
|
|
|
while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
|
|
{
|
|
// advance by default
|
|
lastlump = lump + 1;
|
|
|
|
if (numskins >= MAXSKINS)
|
|
{
|
|
CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS);
|
|
continue; // so we know how many skins couldn't be added
|
|
}
|
|
buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
|
|
size = W_LumpLengthPwad(wadnum, lump);
|
|
|
|
// for strtok
|
|
buf2 = malloc(size+1);
|
|
if (!buf2)
|
|
I_Error("R_AddSkins: No more free memory\n");
|
|
M_Memcpy(buf2,buf,size);
|
|
buf2[size] = '\0';
|
|
|
|
// set defaults
|
|
skin = &skins[numskins];
|
|
Sk_SetDefaultValue(skin);
|
|
skin->wadnum = wadnum;
|
|
realname = false;
|
|
// parse
|
|
stoken = strtok (buf2, "\r\n= ");
|
|
while (stoken)
|
|
{
|
|
if ((stoken[0] == '/' && stoken[1] == '/')
|
|
|| (stoken[0] == '#'))// skip comments
|
|
{
|
|
stoken = strtok(NULL, "\r\n"); // skip end of line
|
|
goto next_token; // find the real next token
|
|
}
|
|
|
|
value = strtok(NULL, "\r\n= ");
|
|
|
|
if (!value)
|
|
I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename);
|
|
|
|
// Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines.
|
|
// Others can't go in there because we don't want them to be patchable.
|
|
if (!stricmp(stoken, "name"))
|
|
{
|
|
INT32 skinnum = R_SkinAvailableEx(value, false);
|
|
strlwr(value);
|
|
if (skinnum == -1)
|
|
STRBUFCPY(skin->name, value);
|
|
// the skin name must uniquely identify a single skin
|
|
// if the name is already used I make the name 'namex'
|
|
// using the default skin name's number set above
|
|
else
|
|
{
|
|
const size_t stringspace =
|
|
strlen(value) + sizeof (numskins) + 1;
|
|
char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL);
|
|
snprintf(value2, stringspace,
|
|
"%s%d", value, numskins);
|
|
value2[stringspace - 1] = '\0';
|
|
if (R_SkinAvailableEx(value2, false) == -1)
|
|
// I'm lazy so if NEW name is already used I leave the 'skin x'
|
|
// default skin name set in Sk_SetDefaultValue
|
|
STRBUFCPY(skin->name, value2);
|
|
Z_Free(value2);
|
|
}
|
|
|
|
// copy to hudname and fullname as a default.
|
|
if (!realname)
|
|
{
|
|
STRBUFCPY(skin->realname, skin->name);
|
|
SYMBOLCONVERT(skin->realname);
|
|
}
|
|
}
|
|
else if (!stricmp(stoken, "realname"))
|
|
{ // Display name (eg. "Knuckles")
|
|
realname = true;
|
|
STRBUFCPY(skin->realname, value);
|
|
SYMBOLCONVERT(skin->realname)
|
|
}
|
|
else if (!R_ProcessPatchableFields(skin, stoken, value))
|
|
CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename);
|
|
|
|
next_token:
|
|
stoken = strtok(NULL, "\r\n= ");
|
|
}
|
|
free(buf2);
|
|
|
|
// Add sprites
|
|
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
|
|
//ST_LoadFaceGraphics(numskins); -- nah let's do this elsewhere
|
|
|
|
R_FlushTranslationColormapCache();
|
|
|
|
if (mainfile == false)
|
|
CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name);
|
|
|
|
#ifdef SKINVALUES
|
|
skin_cons_t[numskins].value = numskins;
|
|
skin_cons_t[numskins].strvalue = skin->name;
|
|
#endif
|
|
|
|
// Update the forceskin possiblevalues
|
|
Forceskin_cons_t[numskins+1].value = numskins;
|
|
Forceskin_cons_t[numskins+1].strvalue = skins[numskins].name;
|
|
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl)
|
|
HWR_AddPlayerModel(numskins);
|
|
#endif
|
|
|
|
// Finally, conclude by setting up final properties.
|
|
skin->namehash = quickncasehash(skin->name, SKINNAMESIZE);
|
|
|
|
{
|
|
// Check to see if we have any custom skin wins data that we could substitute in.
|
|
unloaded_skin_t *unloadedskin, *unloadedprev = NULL;
|
|
for (unloadedskin = unloadedskins; unloadedskin; unloadedprev = unloadedskin, unloadedskin = unloadedskin->next)
|
|
{
|
|
if (unloadedskin->namehash != skin->namehash)
|
|
continue;
|
|
|
|
if (strcasecmp(skin->name, unloadedskin->name) != 0)
|
|
continue;
|
|
|
|
// Copy in wins, etc.
|
|
M_Memcpy(&skin->records, &unloadedskin->records, sizeof(skin->records));
|
|
|
|
// Remove this entry from the chain.
|
|
if (unloadedprev)
|
|
{
|
|
unloadedprev->next = unloadedskin->next;
|
|
}
|
|
else
|
|
{
|
|
unloadedskins = unloadedskin->next;
|
|
}
|
|
|
|
// Now... we assign everything which used this pointer the new skin id.
|
|
UINT8 i;
|
|
|
|
cupheader_t *cup;
|
|
for (cup = kartcupheaders; cup; cup = cup->next)
|
|
{
|
|
for (i = 0; i < KARTGP_MAX; i++)
|
|
{
|
|
if (cup->windata[i].best_skin.unloaded != unloadedskin)
|
|
continue;
|
|
cup->windata[i].best_skin.id = numskins;
|
|
cup->windata[i].best_skin.unloaded = NULL;
|
|
}
|
|
}
|
|
|
|
unloaded_cupheader_t *unloadedcup;
|
|
for (unloadedcup = unloadedcupheaders; unloadedcup; unloadedcup = unloadedcup->next)
|
|
{
|
|
for (i = 0; i < KARTGP_MAX; i++)
|
|
{
|
|
if (unloadedcup->windata[i].best_skin.unloaded != unloadedskin)
|
|
continue;
|
|
unloadedcup->windata[i].best_skin.id = numskins;
|
|
unloadedcup->windata[i].best_skin.unloaded = NULL;
|
|
}
|
|
}
|
|
|
|
// Finally, free.
|
|
Z_Free(unloadedskin);
|
|
|
|
break;
|
|
|
|
}
|
|
}
|
|
|
|
numskins++;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Patch skin sprites
|
|
//
|
|
void R_PatchSkins(UINT16 wadnum, boolean mainfile)
|
|
{
|
|
UINT16 lump, lastlump = 0;
|
|
char *buf;
|
|
char *buf2;
|
|
char *stoken;
|
|
char *value;
|
|
size_t size;
|
|
skin_t *skin;
|
|
boolean noskincomplain, realname;
|
|
|
|
//
|
|
// search for all skin patch markers in pwad
|
|
//
|
|
|
|
while ((lump = W_CheckForPatchSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX)
|
|
{
|
|
INT32 skinnum = 0;
|
|
|
|
// advance by default
|
|
lastlump = lump + 1;
|
|
|
|
buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
|
|
size = W_LumpLengthPwad(wadnum, lump);
|
|
|
|
// for strtok
|
|
buf2 = malloc(size+1);
|
|
if (!buf2)
|
|
I_Error("R_PatchSkins: No more free memory\n");
|
|
M_Memcpy(buf2,buf,size);
|
|
buf2[size] = '\0';
|
|
|
|
skin = NULL;
|
|
noskincomplain = realname = false;
|
|
|
|
/*
|
|
Parse. Has more phases than the parser in R_AddSkins because it needs to have the patching name first (no default skin name is acceptible for patching, unlike skin creation)
|
|
*/
|
|
|
|
stoken = strtok(buf2, "\r\n= ");
|
|
while (stoken)
|
|
{
|
|
if ((stoken[0] == '/' && stoken[1] == '/')
|
|
|| (stoken[0] == '#'))// skip comments
|
|
{
|
|
stoken = strtok(NULL, "\r\n"); // skip end of line
|
|
goto next_token; // find the real next token
|
|
}
|
|
|
|
value = strtok(NULL, "\r\n= ");
|
|
|
|
if (!value)
|
|
I_Error("R_PatchSkins: syntax error in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename);
|
|
|
|
if (!skin) // Get the name!
|
|
{
|
|
if (!stricmp(stoken, "name"))
|
|
{
|
|
strlwr(value);
|
|
skinnum = R_SkinAvailableEx(value, false);
|
|
if (skinnum != -1)
|
|
skin = &skins[skinnum];
|
|
else
|
|
{
|
|
CONS_Debug(DBG_SETUP, "R_PatchSkins: unknown skin name in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename);
|
|
noskincomplain = true;
|
|
}
|
|
}
|
|
}
|
|
else // Get the properties!
|
|
{
|
|
// Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines.
|
|
if (!stricmp(stoken, "realname"))
|
|
{ // Display name (eg. "Knuckles")
|
|
realname = true;
|
|
STRBUFCPY(skin->realname, value);
|
|
SYMBOLCONVERT(skin->realname)
|
|
}
|
|
else if (!R_ProcessPatchableFields(skin, stoken, value))
|
|
CONS_Debug(DBG_SETUP, "R_PatchSkins: Unknown keyword '%s' in P_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename);
|
|
}
|
|
|
|
if (!skin)
|
|
break;
|
|
|
|
next_token:
|
|
stoken = strtok(NULL, "\r\n= ");
|
|
}
|
|
free(buf2);
|
|
|
|
if (!skin) // Didn't include a name parameter? What a waste.
|
|
{
|
|
if (!noskincomplain)
|
|
CONS_Debug(DBG_SETUP, "R_PatchSkins: no skin name given in P_SKIN lump #%d (WAD %s)\n", lump, wadfiles[wadnum]->filename);
|
|
continue;
|
|
}
|
|
|
|
// Patch sprites
|
|
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
|
|
//ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere
|
|
|
|
R_FlushTranslationColormapCache();
|
|
|
|
if (mainfile == false)
|
|
CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name);
|
|
}
|
|
return;
|
|
}
|
|
|
|
#undef SYMBOLCONVERT
|