RingRacers/src/r_skins.c
2024-04-05 17:28:30 +01:00

1241 lines
31 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by Vivian "toastergrl" Grannell.
// Copyright (C) 2024 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
// Copyright (C) 1996 by id Software, Inc.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_skins.c
/// \brief Loading skins
#include "doomdef.h"
#include "console.h"
#include "g_game.h"
#include "r_local.h"
#include "st_stuff.h"
#include "w_wad.h"
#include "z_zone.h"
#include "m_misc.h"
#include "info.h" // spr2names
#include "i_video.h" // rendermode
#include "i_system.h"
#include "r_things.h"
#include "r_skins.h"
#include "p_local.h"
#include "dehacked.h" // get_number (for thok)
#include "m_cond.h"
#include "k_kart.h"
#include "m_random.h"
#include "s_sound.h"
#if 0
#include "k_kart.h" // K_KartResetPlayerColor
#endif
#include "k_grandprix.h" // K_CanChangeRules
#include "discord.h"
#ifdef HWRENDER
#include "hardware/hw_md2.h"
#endif
INT32 numskins = 0;
skin_t skins[MAXSKINS];
unloaded_skin_t *unloadedskins = NULL;
// FIXTHIS: don't work because it must be inistilised before the config load
//#define SKINVALUES
#ifdef SKINVALUES
CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
#endif
CV_PossibleValue_t Forceskin_cons_t[MAXSKINS+2];
//
// P_GetSkinSprite2
// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
//
UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
{
UINT8 super = 0, i = 0;
(void)player;
if (!skin)
return 0;
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!skin->sprites[spr2].numframes
&& spr2 != SPR2_STIL
&& ++i < 32) // recursion limiter
{
if (spr2 & FF_SPR2SUPER)
{
super = FF_SPR2SUPER;
spr2 &= ~FF_SPR2SUPER;
continue;
}
switch(spr2)
{
// Normal special cases.
// (none in kart)
// Use the handy list, that's what it's there for!
default:
spr2 = spr2defaults[spr2];
break;
}
spr2 |= super;
}
if (i >= 32) // probably an infinite loop...
return 0;
return spr2;
}
static void Sk_SetDefaultValue(skin_t *skin)
{
INT32 i;
//
// set default skin values
//
memset(skin, 0, sizeof (skin_t));
snprintf(skin->name,
sizeof skin->name, "skin %u", (UINT32)(skin-skins));
skin->name[sizeof skin->name - 1] = '\0';
skin->wadnum = INT16_MAX;
skin->flags = 0;
strcpy(skin->realname, "Someone");
skin->starttranscolor = 96;
skin->prefcolor = SKINCOLOR_GREEN;
skin->supercolor = SKINCOLOR_SUPERGOLD1;
skin->prefoppositecolor = 0; // use tables
skin->kartspeed = 5;
skin->kartweight = 5;
skin->followitem = 0;
skin->highresscale = FRACUNIT;
// no specific memset for skinrecord_t as it's already nuked by the full skin_t wipe
for (i = 0; i < sfx_skinsoundslot0; i++)
if (S_sfx[i].skinsound != -1)
skin->soundsid[S_sfx[i].skinsound] = i;
}
// Grab the default skin
#define DEFAULTBOTSKINNAME "eggrobo"
UINT8 R_BotDefaultSkin(void)
{
static INT32 defaultbotskin = -1;
if (demo.playback)
return R_SkinAvailableEx(DEFAULTBOTSKINNAME, true);
if (defaultbotskin == -1)
{
defaultbotskin = R_SkinAvailableEx(DEFAULTBOTSKINNAME, false);
if (defaultbotskin == -1)
{
// This shouldn't happen, but just in case
defaultbotskin = 0;
}
}
return (UINT8)defaultbotskin;
}
#undef DEFAULTBOTSKINNAME
//
// Initialize the basic skins
//
void R_InitSkins(void)
{
size_t i;
// it can be is do before loading config for skin cvar possible value
// (... what the fuck did you just say to me? "it can be is do"?)
#ifdef SKINVALUES
for (i = 0; i <= MAXSKINS; i++)
{
skin_cons_t[i].value = 0;
skin_cons_t[i].strvalue = NULL;
}
#endif
// no default skin!
numskins = 0;
for (i = 0; i < numwadfiles; i++)
{
R_AddSkins((UINT16)i, true);
R_PatchSkins((UINT16)i, true);
R_LoadSpriteInfoLumps(i, wadfiles[i]->numlumps);
#ifdef HAVE_DISCORDRPC
if (i == mainwads)
{
g_discord_skins = numskins;
}
#endif
}
ST_ReloadSkinFaceGraphics();
M_UpdateConditionSetsPending();
}
UINT8 *R_GetSkinAvailabilities(boolean demolock, INT32 botforcecharacter)
{
UINT16 i;
UINT8 shif, byte;
INT32 skinid;
static UINT8 responsebuffer[MAXAVAILABILITY];
const boolean forbots = (botforcecharacter != -1);
memset(&responsebuffer, 0, sizeof(responsebuffer));
for (i = 0; i < MAXUNLOCKABLES; i++)
{
if (unlockables[i].type != SECRET_SKIN)
continue;
skinid = M_UnlockableSkinNum(&unlockables[i]);
if (skinid < 0 || skinid >= MAXSKINS)
continue;
if ((forbots
? (M_CheckNetUnlockByID(i) || skinid == botforcecharacter) // Assert the host's lock.
: gamedata->unlocked[i]) // Assert the local lock.
!= true && !demolock)
continue;
shif = (skinid % 8);
byte = (skinid / 8);
responsebuffer[byte] |= (1 << shif);
}
return responsebuffer;
}
// returns true if available in circumstances, otherwise nope
// warning don't use with an invalid skinnum other than -1 which always returns true
boolean R_SkinUsable(INT32 playernum, INT32 skinnum, boolean demoskins)
{
boolean needsunlocked = false;
boolean useplayerstruct = ((Playing() || demo.playback) && playernum >= 0);
UINT16 i;
INT32 skinid;
if (skinnum == -1)
{
// Simplifies things elsewhere, since there's already plenty of checks for less-than-0...
return true;
}
if (K_CanChangeRules(true) && (cv_forceskin.value == skinnum))
{
// Being forced to play as this character by the server
return true;
}
if (gametype == GT_TUTORIAL)
{
// Being forced to play as this character by the tutorial
return true;
}
// Determine if this character is supposed to be unlockable or not
if (useplayerstruct && demo.playback)
{
if (!demoskins)
skinnum = demo.skinlist[skinnum].mapping;
needsunlocked = demo.skinlist[skinnum].unlockrequired;
}
else
{
for (i = 0; i < MAXUNLOCKABLES; i++)
{
if (unlockables[i].type != SECRET_SKIN)
continue;
skinid = M_UnlockableSkinNum(&unlockables[i]);
if (skinid != skinnum)
continue;
// i is now the unlockable index, we can use this later
needsunlocked = true;
break;
}
}
if (needsunlocked == false)
{
// Didn't trip anything, so we can use this character.
return true;
}
// Ok, you can use this character IF you have it unlocked.
if (useplayerstruct)
{
// Use the netgame synchronized unlocks.
UINT8 shif = (skinnum % 8);
UINT8 byte = (skinnum / 8);
return !!(players[playernum].availabilities[byte] & (1 << shif));
}
// Use the host's if it's checking general state
if (playernum == -1)
return M_CheckNetUnlockByID(i);
// Use the unlockables table directly
return (boolean)(gamedata->unlocked[i]);
}
boolean R_CanShowSkinInDemo(INT32 skinnum)
{
if (modeattacking == ATTACKING_NONE && !(demo.playback && demo.attract))
return true;
return R_SkinUsable(-2, skinnum, false);
}
// Returns a random unlocked skin ID.
UINT32 R_GetLocalRandomSkin(void)
{
UINT8 i, usableskins = 0;
UINT8 grabskins[MAXSKINS];
for (i = 0; i < numskins; i++)
{
if (!R_SkinUsable(-2, i, false))
continue;
grabskins[usableskins++] = i;
}
if (!usableskins)
I_Error("R_GetLocalRandomSkin: No valid skins to pick from!?");
return grabskins[M_RandomKey(usableskins)];
}
// returns true if the skin name is found (loaded from pwad)
// warning return -1 if not found
INT32 R_SkinAvailable(const char *name)
{
return R_SkinAvailableEx(name, true);
}
INT32 R_SkinAvailableEx(const char *name, boolean demoskins)
{
INT32 i;
UINT32 hash = quickncasehash(name, SKINNAMESIZE);
if (demo.playback && demoskins)
{
for (i = 0; i < demo.numskins; i++)
{
if (demo.skinlist[i].namehash != hash)
continue;
if (stricmp(demo.skinlist[i].name,name)!=0)
continue;
return i;
}
}
for (i = 0; i < numskins; i++)
{
if (skins[i].namehash != hash)
continue;
if (stricmp(skins[i].name,name)!=0)
continue;
return i;
}
return -1;
}
// Returns engine class dependent on skin properties
engineclass_t R_GetEngineClass(SINT8 speed, SINT8 weight, skinflags_t flags)
{
if (flags & SF_IRONMAN)
return ENGINECLASS_J;
speed = (speed - 1) / 3;
weight = (weight - 1) / 3;
#define LOCKSTAT(stat) \
if (stat < 0) { stat = 0; } \
if (stat > 2) { stat = 2; }
LOCKSTAT(speed);
LOCKSTAT(weight);
#undef LOCKSTAT
return (speed + (3*weight));
}
// Auxillary function that actually sets the skin
static void SetSkin(player_t *player, INT32 skinnum)
{
if (demo.playback)
skinnum = demo.skinlist[skinnum].mapping;
skin_t *skin = &skins[skinnum];
player->skin = skinnum;
player->followitem = skin->followitem;
player->kartspeed = skin->kartspeed;
player->kartweight = skin->kartweight;
player->charflags = skin->flags;
#if 0
if (!CV_CheatsEnabled() && !(netgame || multiplayer || demo.playback))
{
for (i = 0; i <= r_splitscreen; i++)
{
if (playernum == g_localplayers[i])
{
CV_StealthSetValue(&cv_playercolor[i], skin->prefcolor);
}
}
player->skincolor = skin->prefcolor;
K_KartResetPlayerColor(player);
}
#endif
if (player->followmobj)
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
if (player->mo)
{
player->mo->skin = skin;
P_SetScale(player->mo, player->mo->scale);
P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
}
// for replays: We have changed our skin mid-game; let the game know so it can do the same in the replay!
demo_extradata[(player-players)] |= DXD_SKIN;
#ifdef HAVE_DISCORDRPC
if (player - players == consoleplayer)
DRPC_UpdatePresence();
#endif
}
// Gets the player to the first usuable skin in the game.
// (If your mod locked them all, then you kinda stupid)
static INT32 GetPlayerDefaultSkin(INT32 playernum)
{
INT32 i, skincount = (demo.playback ? demo.numskins : numskins);
for (i = 0; i < skincount; i++)
{
if (R_SkinUsable(playernum, i, false))
{
return i;
}
}
I_Error("All characters are locked!");
return 0;
}
// network code calls this when a 'skin change' is received
void SetPlayerSkin(INT32 playernum, const char *skinname)
{
INT32 i = R_SkinAvailable(skinname);
player_t *player = &players[playernum];
if ((i != -1) && R_SkinUsable(playernum, i, false))
{
SetSkin(player, i);
return;
}
if (P_IsPartyPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Skin '%s' not found.\n"), skinname);
else if(server || IsPlayerAdmin(consoleplayer))
CONS_Alert(CONS_WARNING, M_GetText("Player %d (%s) skin '%s' not found\n"), playernum, player_names[playernum], skinname);
SetSkin(player, GetPlayerDefaultSkin(playernum));
}
// Same as SetPlayerSkin, but uses the skin #.
// network code calls this when a 'skin change' is received
void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
{
player_t *player = &players[playernum];
if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum, false)) // Make sure it exists!
{
SetSkin(player, skinnum);
return;
}
if (P_IsPartyPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum);
else if (server || IsPlayerAdmin(consoleplayer))
CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
SetSkin(player, GetPlayerDefaultSkin(playernum)); // not found put the eggman skin
}
// Set mo skin but not player_t skin, for ironman
void SetFakePlayerSkin(player_t* player, INT32 skinid)
{
if (player->fakeskin != skinid)
{
if (player->fakeskin != MAXSKINS)
player->lastfakeskin = player->fakeskin;
player->fakeskin = skinid;
}
if (demo.playback)
{
player->kartspeed = demo.skinlist[skinid].kartspeed;
player->kartweight = demo.skinlist[skinid].kartweight;
player->charflags = demo.skinlist[skinid].flags;
skinid = demo.skinlist[skinid].mapping;
}
else
{
player->kartspeed = skins[skinid].kartspeed;
player->kartweight = skins[skinid].kartweight;
player->charflags = skins[skinid].flags;
}
player->mo->skin = &skins[skinid];
}
// Loudly rerandomize
void SetRandomFakePlayerSkin(player_t* player, boolean fast, boolean instant)
{
INT32 i;
UINT8 usableskins = 0, maxskinpick;
UINT8 grabskins[MAXSKINS];
maxskinpick = (demo.playback ? demo.numskins : numskins);
for (i = 0; i < maxskinpick; i++)
{
if (i == player->lastfakeskin)
continue;
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