From a67dbfff549ec6d9e330d9c83b4df8cce2d327f9 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sun, 8 Mar 2020 19:32:07 +0000 Subject: [PATCH] Create r_skins.c/.h, to contain skins code formerly in r_things.c/h --- src/r_skins.c | 825 +++++++++++++++++++++++++++++++++++++++++++++++++ src/r_skins.h | 102 ++++++ src/r_things.c | 799 +---------------------------------------------- src/r_things.h | 81 +---- 4 files changed, 936 insertions(+), 871 deletions(-) create mode 100644 src/r_skins.c create mode 100644 src/r_skins.h diff --git a/src/r_skins.c b/src/r_skins.c new file mode 100644 index 000000000..48764ff75 --- /dev/null +++ b/src/r_skins.c @@ -0,0 +1,825 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2020 by Sonic Team Junior. +// +// 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" +#ifdef HWRENDER +#include "hardware/hw_md2.h" +#endif + +#ifdef PC_DOS +#include // for snprintf +int snprintf(char *str, size_t n, const char *fmt, ...); +//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap); +#endif + +INT32 numskins = 0; +skin_t skins[MAXSKINS]; + +// 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 + +// +// 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; + + if (!skin) + return 0; + + if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2) + return 0; + + while (!skin->sprites[spr2].numframes + && spr2 != SPR2_STND + && ++i < 32) // recursion limiter + { + if (spr2 & FF_SPR2SUPER) + { + super = FF_SPR2SUPER; + spr2 &= ~FF_SPR2SUPER; + continue; + } + + switch(spr2) + { + // Normal special cases. + case SPR2_JUMP: + spr2 = ((player + ? player->charflags + : skin->flags) + & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; + break; + case SPR2_TIRE: + spr2 = ((player + ? player->charability + : skin->ability) + == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; + break; + // 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"); + strcpy(skin->hudname, "???"); + + skin->starttranscolor = 96; + skin->prefcolor = SKINCOLOR_GREEN; + skin->supercolor = SKINCOLOR_SUPERGOLD1; + skin->prefoppositecolor = 0; // use tables + + skin->normalspeed = 36<runspeed = 28<thrustfactor = 5; + skin->accelstart = 96; + skin->acceleration = 40; + + skin->ability = CA_NONE; + skin->ability2 = CA2_SPINDASH; + skin->jumpfactor = FRACUNIT; + skin->actionspd = 30<mindash = 15<maxdash = 70<radius = mobjinfo[MT_PLAYER].radius; + skin->height = mobjinfo[MT_PLAYER].height; + skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3); + + skin->shieldscale = FRACUNIT; + skin->camerascale = FRACUNIT; + + skin->thokitem = -1; + skin->spinitem = -1; + skin->revitem = -1; + skin->followitem = 0; + + skin->highresscale = FRACUNIT; + skin->contspeed = 17; + skin->contangle = 0; + + skin->availability = 0; + + for (i = 0; i < sfx_skinsoundslot0; i++) + if (S_sfx[i].skinsound != -1) + skin->soundsid[S_sfx[i].skinsound] = i; +} + +// +// Initialize the basic skins +// +void R_InitSkins(void) +{ +#ifdef SKINVALUES + INT32 i; + + for (i = 0; i <= MAXSKINS; i++) + { + skin_cons_t[i].value = 0; + skin_cons_t[i].strvalue = NULL; + } +#endif + + // no default skin! + numskins = 0; +} + +UINT32 R_GetSkinAvailabilities(void) +{ + INT32 s; + UINT32 response = 0; + + for (s = 0; s < MAXSKINS; s++) + { + if (skins[s].availability && unlockables[skins[s].availability - 1].unlocked) + response |= (1 << s); + } + return response; +} + +// 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) +{ + return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... + || (!skins[skinnum].availability) + || (((netgame || multiplayer) && playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked)) + || (modeattacking) // If you have someone else's run you might as well take a look + || (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1. + || (netgame && (cv_forceskin.value == skinnum)) // Force 2. + || (metalrecording && skinnum == 5) // Force 3. + ); +} + +// returns true if the skin name is found (loaded from pwad) +// warning return -1 if not found +INT32 R_SkinAvailable(const char *name) +{ + INT32 i; + + for (i = 0; i < numskins; i++) + { + // search in the skin list + if (stricmp(skins[i].name,name)==0) + return i; + } + return -1; +} + +// 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)) + { + SetPlayerSkinByNum(playernum, i); + return; + } + + if (P_IsLocalPlayer(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); + + SetPlayerSkinByNum(playernum, 0); +} + +// 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]; + skin_t *skin = &skins[skinnum]; + UINT8 newcolor = 0; + + if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists! + { + player->skin = skinnum; + + player->camerascale = skin->camerascale; + player->shieldscale = skin->shieldscale; + + player->charability = (UINT8)skin->ability; + player->charability2 = (UINT8)skin->ability2; + + player->charflags = (UINT32)skin->flags; + + player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem; + player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem; + player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; + player->followitem = skin->followitem; + + if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff. + player->powers[pw_shield] &= SH_STACK; + + player->actionspd = skin->actionspd; + player->mindash = skin->mindash; + player->maxdash = skin->maxdash; + + player->normalspeed = skin->normalspeed; + player->runspeed = skin->runspeed; + player->thrustfactor = skin->thrustfactor; + player->accelstart = skin->accelstart; + player->acceleration = skin->acceleration; + + player->jumpfactor = skin->jumpfactor; + + player->height = skin->height; + player->spinheight = skin->spinheight; + + if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) + { + if (playernum == consoleplayer) + CV_StealthSetValue(&cv_playercolor, skin->prefcolor); + else if (playernum == secondarydisplayplayer) + CV_StealthSetValue(&cv_playercolor2, skin->prefcolor); + player->skincolor = newcolor = skin->prefcolor; + } + + if (player->followmobj) + { + P_RemoveMobj(player->followmobj); + P_SetTarget(&player->followmobj, NULL); + } + + if (player->mo) + { + fixed_t radius = FixedMul(skin->radius, player->mo->scale); + if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NFLY].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. + { + skin = &skins[DEFAULTNIGHTSSKIN]; + player->followitem = skin->followitem; + if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) + newcolor = skin->prefcolor; // will be updated in thinker to flashing + } + player->mo->skin = skin; + if (newcolor) + player->mo->color = newcolor; + P_SetScale(player->mo, player->mo->scale); + player->mo->radius = radius; + + P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames + } + return; + } + + if (P_IsLocalPlayer(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); + SetPlayerSkinByNum(playernum, 0); // not found put the sonic 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 + 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 +} + +#define HUDNAMEWRITE(value) STRBUFCPY(skin->hudname, value) + +// turn _ into spaces and . into katana dot +#define SYMBOLCONVERT(name) for (value = name; *value; value++)\ + {\ + if (*value == '_') *value = ' ';\ + else if (*value == '.') *value = '\x1E';\ + } + +// +// 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 + 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_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((spritename = 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((spritename = spr2names[sprite2]), &skin->sprites[sprite2], wadnum, *lump, *lastlump); + + if (skin->sprites[0].numframes == 0) + I_Error("R_LoadSkinSprites: no frames found for sprite SPR2_%s\n", spr2names[0]); +} + +// returns whether found appropriate property +static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value) +{ + // custom translation table + if (!stricmp(stoken, "startcolor")) + skin->starttranscolor = atoi(value); + +#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value); + // character type identification + FULLPROCESS(flags) + FULLPROCESS(ability) + FULLPROCESS(ability2) + + FULLPROCESS(thokitem) + FULLPROCESS(spinitem) + FULLPROCESS(revitem) + FULLPROCESS(followitem) +#undef FULLPROCESS + +#define GETFRACBITS(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<field = atoi(value); + GETINT(thrustfactor) + GETINT(accelstart) + GETINT(acceleration) + GETINT(contspeed) + GETINT(contangle) +#undef GETINT + +#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) skin->field = R_GetColorByName(value); + GETSKINCOLOR(prefcolor) + GETSKINCOLOR(prefoppositecolor) +#undef GETSKINCOLOR + else if (!stricmp(stoken, "supercolor")) + skin->supercolor = R_GetSuperColorByName(value); + +#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value)); + GETFLOAT(jumpfactor) + GETFLOAT(highresscale) + GETFLOAT(shieldscale) + GETFLOAT(camerascale) +#undef GETFLOAT + +#define GETFLAG(field) else if (!stricmp(stoken, #field)) { \ + strupr(value); \ + if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \ + skin->flags |= (SF_##field); \ + else \ + skin->flags &= ~(SF_##field); \ +} + // parameters for individual character flags + // these are uppercase so they can be concatenated with SF_ + // 1, true, yes are all valid values + GETFLAG(SUPER) + GETFLAG(NOSUPERSPIN) + GETFLAG(NOSPINDASHDUST) + GETFLAG(HIRES) + GETFLAG(NOSKID) + GETFLAG(NOSPEEDADJUST) + GETFLAG(RUNONWATER) + GETFLAG(NOJUMPSPIN) + GETFLAG(NOJUMPDAMAGE) + GETFLAG(STOMPDAMAGE) + GETFLAG(MARIODAMAGE) + GETFLAG(MACHINE) + GETFLAG(DASHMODE) + GETFLAG(FASTEDGE) + GETFLAG(MULTIABILITY) + GETFLAG(NONIGHTSROTATION) +#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) +{ + UINT16 lump, lastlump = 0; + char *buf; + char *buf2; + char *stoken; + char *value; + size_t size; + skin_t *skin; + boolean hudname, realname; + + // + // search for all skin markers in pwad + // + + while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) + { + // advance by default + lastlump = lump + 1; + + if (numskins >= MAXSKINS) + { + CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS); + continue; // so we know how many skins couldn't be added + } + buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); + size = W_LumpLengthPwad(wadnum, lump); + + // for strtok + buf2 = malloc(size+1); + if (!buf2) + I_Error("R_AddSkins: No more free memory\n"); + M_Memcpy(buf2,buf,size); + buf2[size] = '\0'; + + // set defaults + skin = &skins[numskins]; + Sk_SetDefaultValue(skin); + skin->wadnum = wadnum; + hudname = realname = false; + // parse + stoken = strtok (buf2, "\r\n= "); + while (stoken) + { + if ((stoken[0] == '/' && stoken[1] == '/') + || (stoken[0] == '#'))// skip comments + { + stoken = strtok(NULL, "\r\n"); // skip end of line + goto next_token; // find the real next token + } + + value = strtok(NULL, "\r\n= "); + + if (!value) + I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); + + // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. + // Others can't go in there because we don't want them to be patchable. + if (!stricmp(stoken, "name")) + { + INT32 skinnum = R_SkinAvailable(value); + strlwr(value); + if (skinnum == -1) + STRBUFCPY(skin->name, value); + // the skin name must uniquely identify a single skin + // if the name is already used I make the name 'namex' + // using the default skin name's number set above + else + { + const size_t stringspace = + strlen(value) + sizeof (numskins) + 1; + char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL); + snprintf(value2, stringspace, + "%s%d", value, numskins); + value2[stringspace - 1] = '\0'; + if (R_SkinAvailable(value2) == -1) + // I'm lazy so if NEW name is already used I leave the 'skin x' + // default skin name set in Sk_SetDefaultValue + STRBUFCPY(skin->name, value2); + Z_Free(value2); + } + + // copy to hudname and fullname as a default. + if (!realname) + { + STRBUFCPY(skin->realname, skin->name); + for (value = skin->realname; *value; value++) + { + if (*value == '_') *value = ' '; // turn _ into spaces. + else if (*value == '.') *value = '\x1E'; // turn . into katana dot. + } + } + if (!hudname) + { + HUDNAMEWRITE(skin->name); + strupr(skin->hudname); + SYMBOLCONVERT(skin->hudname) + } + } + else if (!stricmp(stoken, "realname")) + { // Display name (eg. "Knuckles") + realname = true; + STRBUFCPY(skin->realname, value); + SYMBOLCONVERT(skin->realname) + if (!hudname) + HUDNAMEWRITE(skin->realname); + } + else if (!stricmp(stoken, "hudname")) + { // Life icon name (eg. "K.T.E") + hudname = true; + HUDNAMEWRITE(value); + SYMBOLCONVERT(skin->hudname) + if (!realname) + STRBUFCPY(skin->realname, skin->hudname); + } + else if (!stricmp(stoken, "availability")) + { + skin->availability = atoi(value); + if (skin->availability >= MAXUNLOCKABLES) + skin->availability = 0; + } + 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 (!skin->availability) // Safe to print... + CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); +#ifdef SKINVALUES + skin_cons_t[numskins].value = numskins; + skin_cons_t[numskins].strvalue = skin->name; +#endif + +#ifdef HWRENDER + if (rendermode == render_opengl) + HWR_AddPlayerModel(numskins); +#endif + + numskins++; + } + return; +} + +// +// Patch skin sprites +// +void R_PatchSkins(UINT16 wadnum) +{ + UINT16 lump, lastlump = 0; + char *buf; + char *buf2; + char *stoken; + char *value; + size_t size; + skin_t *skin; + boolean noskincomplain, realname, hudname; + + // + // search for all skin patch markers in pwad + // + + while ((lump = W_CheckForPatchSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) + { + INT32 skinnum = 0; + + // advance by default + lastlump = lump + 1; + + buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); + size = W_LumpLengthPwad(wadnum, lump); + + // for strtok + buf2 = malloc(size+1); + if (!buf2) + I_Error("R_PatchSkins: No more free memory\n"); + M_Memcpy(buf2,buf,size); + buf2[size] = '\0'; + + skin = NULL; + noskincomplain = realname = hudname = false; + + /* + Parse. Has more phases than the parser in R_AddSkins because it needs to have the patching name first (no default skin name is acceptible for patching, unlike skin creation) + */ + + stoken = strtok(buf2, "\r\n= "); + while (stoken) + { + if ((stoken[0] == '/' && stoken[1] == '/') + || (stoken[0] == '#'))// skip comments + { + stoken = strtok(NULL, "\r\n"); // skip end of line + goto next_token; // find the real next token + } + + value = strtok(NULL, "\r\n= "); + + if (!value) + I_Error("R_PatchSkins: syntax error in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); + + if (!skin) // Get the name! + { + if (!stricmp(stoken, "name")) + { + strlwr(value); + skinnum = R_SkinAvailable(value); + if (skinnum != -1) + skin = &skins[skinnum]; + else + { + CONS_Debug(DBG_SETUP, "R_PatchSkins: unknown skin name in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); + noskincomplain = true; + } + } + } + else // Get the properties! + { + // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. + if (!stricmp(stoken, "realname")) + { // Display name (eg. "Knuckles") + realname = true; + STRBUFCPY(skin->realname, value); + SYMBOLCONVERT(skin->realname) + if (!hudname) + HUDNAMEWRITE(skin->realname); + } + else if (!stricmp(stoken, "hudname")) + { // Life icon name (eg. "K.T.E") + hudname = true; + HUDNAMEWRITE(value); + SYMBOLCONVERT(skin->hudname) + if (!realname) + STRBUFCPY(skin->realname, skin->hudname); + } + else if (!R_ProcessPatchableFields(skin, stoken, value)) + CONS_Debug(DBG_SETUP, "R_PatchSkins: Unknown keyword '%s' in P_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); + } + + if (!skin) + break; + +next_token: + stoken = strtok(NULL, "\r\n= "); + } + free(buf2); + + if (!skin) // Didn't include a name parameter? What a waste. + { + if (!noskincomplain) + CONS_Debug(DBG_SETUP, "R_PatchSkins: no skin name given in P_SKIN lump #%d (WAD %s)\n", lump, wadfiles[wadnum]->filename); + continue; + } + + // Patch sprites + R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); + //ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere + + R_FlushTranslationColormapCache(); + + if (!skin->availability) // Safe to print... + CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); + } + return; +} + +#undef HUDNAMEWRITE +#undef SYMBOLCONVERT diff --git a/src/r_skins.h b/src/r_skins.h new file mode 100644 index 000000000..4b83966ac --- /dev/null +++ b/src/r_skins.h @@ -0,0 +1,102 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1993-1996 by id Software, Inc. +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2020 by Sonic Team Junior. +// +// 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.h +/// \brief Skins stuff + +#ifndef __R_SKINS__ +#define __R_SKINS__ + +#include "info.h" +#include "sounds.h" +#include "r_patch.h" // spriteinfo_t +#include "r_defs.h" // spritedef_t + +/// Defaults +#define SKINNAMESIZE 16 +// should be all lowercase!! S_SKIN processing does a strlwr +#define DEFAULTSKIN "sonic" +#define DEFAULTSKIN2 "tails" // secondary player +#define DEFAULTNIGHTSSKIN 0 + +/// The skin_t struct +typedef struct +{ + char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin + UINT16 wadnum; + skinflags_t flags; + + char realname[SKINNAMESIZE+1]; // Display name for level completion. + char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long) + + UINT8 ability; // ability definition + UINT8 ability2; // secondary ability definition + INT32 thokitem; + INT32 spinitem; + INT32 revitem; + INT32 followitem; + fixed_t actionspd; + fixed_t mindash; + fixed_t maxdash; + + fixed_t normalspeed; // Normal ground + fixed_t runspeed; // Speed that you break into your run animation + + UINT8 thrustfactor; // Thrust = thrustfactor * acceleration + UINT8 accelstart; // Acceleration if speed = 0 + UINT8 acceleration; // Acceleration + + fixed_t jumpfactor; // multiple of standard jump height + + fixed_t radius; // Bounding box changes. + fixed_t height; + fixed_t spinheight; + + fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size + fixed_t camerascale; + + // Definable color translation table + UINT8 starttranscolor; + UINT8 prefcolor; + UINT8 supercolor; + UINT8 prefoppositecolor; // if 0 use tables instead + + fixed_t highresscale; // scale of highres, default is 0.5 + UINT8 contspeed; // continue screen animation speed + UINT8 contangle; // initial angle on continue screen + + // specific sounds per skin + sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table + + // contains super versions too + spritedef_t sprites[NUMPLAYERSPRITES*2]; + spriteinfo_t sprinfo[NUMPLAYERSPRITES*2]; + + UINT8 availability; // lock? +} skin_t; + +/// Externs +extern INT32 numskins; +extern skin_t skins[MAXSKINS]; + +/// Function prototypes +void R_InitSkins(void); + +void SetPlayerSkin(INT32 playernum,const char *skinname); +void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 +boolean R_SkinUsable(INT32 playernum, INT32 skinnum); +UINT32 R_GetSkinAvailabilities(void); +INT32 R_SkinAvailable(const char *name); +void R_PatchSkins(UINT16 wadnum); +void R_AddSkins(UINT16 wadnum); + +UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); + +#endif //__R_SKINS__ diff --git a/src/r_things.c b/src/r_things.c index 953825d0f..17a5f0809 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -30,11 +30,8 @@ #include "p_tick.h" #include "p_local.h" #include "p_slopes.h" -#include "dehacked.h" // get_number (for thok) #include "d_netfil.h" // blargh. for nameonly(). #include "m_cheat.h" // objectplace -#include "m_cond.h" -#include "fastcmp.h" #ifdef HWRENDER #include "hardware/hw_md2.h" #include "hardware/hw_glob.h" @@ -42,14 +39,6 @@ #include "hardware/hw_drv.h" #endif -#ifdef PC_DOS -#include // for snprintf -int snprintf(char *str, size_t n, const char *fmt, ...); -//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap); -#endif - -static void R_InitSkins(void); - #define MINZ (FRACUNIT*4) #define BASEYCENTER (BASEVIDHEIGHT/2) @@ -233,7 +222,7 @@ static void R_InstallSpriteLump(UINT16 wad, // graphics patch // // Returns true if the sprite was succesfully added // -static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump) +boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump) { UINT16 l; UINT8 frame; @@ -2971,788 +2960,4 @@ void R_DrawMasked(maskcount_t* masks, UINT8 nummasks) // // ========================================================================== -INT32 numskins = 0; -skin_t skins[MAXSKINS]; -// 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 - -// -// 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; - - if (!skin) - return 0; - - if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2) - return 0; - - while (!skin->sprites[spr2].numframes - && spr2 != SPR2_STND - && ++i < 32) // recursion limiter - { - if (spr2 & FF_SPR2SUPER) - { - super = FF_SPR2SUPER; - spr2 &= ~FF_SPR2SUPER; - continue; - } - - switch(spr2) - { - // Normal special cases. - case SPR2_JUMP: - spr2 = ((player - ? player->charflags - : skin->flags) - & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; - break; - case SPR2_TIRE: - spr2 = ((player - ? player->charability - : skin->ability) - == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; - break; - // 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"); - strcpy(skin->hudname, "???"); - - skin->starttranscolor = 96; - skin->prefcolor = SKINCOLOR_GREEN; - skin->supercolor = SKINCOLOR_SUPERGOLD1; - skin->prefoppositecolor = 0; // use tables - - skin->normalspeed = 36<runspeed = 28<thrustfactor = 5; - skin->accelstart = 96; - skin->acceleration = 40; - - skin->ability = CA_NONE; - skin->ability2 = CA2_SPINDASH; - skin->jumpfactor = FRACUNIT; - skin->actionspd = 30<mindash = 15<maxdash = 70<radius = mobjinfo[MT_PLAYER].radius; - skin->height = mobjinfo[MT_PLAYER].height; - skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3); - - skin->shieldscale = FRACUNIT; - skin->camerascale = FRACUNIT; - - skin->thokitem = -1; - skin->spinitem = -1; - skin->revitem = -1; - skin->followitem = 0; - - skin->highresscale = FRACUNIT; - skin->contspeed = 17; - skin->contangle = 0; - - skin->availability = 0; - - for (i = 0; i < sfx_skinsoundslot0; i++) - if (S_sfx[i].skinsound != -1) - skin->soundsid[S_sfx[i].skinsound] = i; -} - -// -// Initialize the basic skins -// -void R_InitSkins(void) -{ -#ifdef SKINVALUES - INT32 i; - - for (i = 0; i <= MAXSKINS; i++) - { - skin_cons_t[i].value = 0; - skin_cons_t[i].strvalue = NULL; - } -#endif - - // no default skin! - numskins = 0; -} - -UINT32 R_GetSkinAvailabilities(void) -{ - INT32 s; - UINT32 response = 0; - - for (s = 0; s < MAXSKINS; s++) - { - if (skins[s].availability && unlockables[skins[s].availability - 1].unlocked) - response |= (1 << s); - } - return response; -} - -// 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) -{ - return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... - || (!skins[skinnum].availability) - || (((netgame || multiplayer) && playernum != -1) ? (players[playernum].availabilities & (1 << skinnum)) : (unlockables[skins[skinnum].availability - 1].unlocked)) - || (modeattacking) // If you have someone else's run you might as well take a look - || (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1. - || (netgame && (cv_forceskin.value == skinnum)) // Force 2. - || (metalrecording && skinnum == 5) // Force 3. - ); -} - -// returns true if the skin name is found (loaded from pwad) -// warning return -1 if not found -INT32 R_SkinAvailable(const char *name) -{ - INT32 i; - - for (i = 0; i < numskins; i++) - { - // search in the skin list - if (stricmp(skins[i].name,name)==0) - return i; - } - return -1; -} - -// 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)) - { - SetPlayerSkinByNum(playernum, i); - return; - } - - if (P_IsLocalPlayer(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); - - SetPlayerSkinByNum(playernum, 0); -} - -// 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]; - skin_t *skin = &skins[skinnum]; - UINT8 newcolor = 0; - - if (skinnum >= 0 && skinnum < numskins && R_SkinUsable(playernum, skinnum)) // Make sure it exists! - { - player->skin = skinnum; - - player->camerascale = skin->camerascale; - player->shieldscale = skin->shieldscale; - - player->charability = (UINT8)skin->ability; - player->charability2 = (UINT8)skin->ability2; - - player->charflags = (UINT32)skin->flags; - - player->thokitem = skin->thokitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].painchance : (UINT32)skin->thokitem; - player->spinitem = skin->spinitem < 0 ? (UINT32)mobjinfo[MT_PLAYER].damage : (UINT32)skin->spinitem; - player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; - player->followitem = skin->followitem; - - if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff. - player->powers[pw_shield] &= SH_STACK; - - player->actionspd = skin->actionspd; - player->mindash = skin->mindash; - player->maxdash = skin->maxdash; - - player->normalspeed = skin->normalspeed; - player->runspeed = skin->runspeed; - player->thrustfactor = skin->thrustfactor; - player->accelstart = skin->accelstart; - player->acceleration = skin->acceleration; - - player->jumpfactor = skin->jumpfactor; - - player->height = skin->height; - player->spinheight = skin->spinheight; - - if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) - { - if (playernum == consoleplayer) - CV_StealthSetValue(&cv_playercolor, skin->prefcolor); - else if (playernum == secondarydisplayplayer) - CV_StealthSetValue(&cv_playercolor2, skin->prefcolor); - player->skincolor = newcolor = skin->prefcolor; - } - - if (player->followmobj) - { - P_RemoveMobj(player->followmobj); - P_SetTarget(&player->followmobj, NULL); - } - - if (player->mo) - { - fixed_t radius = FixedMul(skin->radius, player->mo->scale); - if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NFLY].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. - { - skin = &skins[DEFAULTNIGHTSSKIN]; - player->followitem = skin->followitem; - if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) - newcolor = skin->prefcolor; // will be updated in thinker to flashing - } - player->mo->skin = skin; - if (newcolor) - player->mo->color = newcolor; - P_SetScale(player->mo, player->mo->scale); - player->mo->radius = radius; - - P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames - } - return; - } - - if (P_IsLocalPlayer(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); - SetPlayerSkinByNum(playernum, 0); // not found put the sonic 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 - 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 -} - -#define HUDNAMEWRITE(value) STRBUFCPY(skin->hudname, value) - -// turn _ into spaces and . into katana dot -#define SYMBOLCONVERT(name) for (value = name; *value; value++)\ - {\ - if (*value == '_') *value = ' ';\ - else if (*value == '.') *value = '\x1E';\ - } - -// -// 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 - 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_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((spritename = 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((spritename = spr2names[sprite2]), &skin->sprites[sprite2], wadnum, *lump, *lastlump); - - if (skin->sprites[0].numframes == 0) - I_Error("R_LoadSkinSprites: no frames found for sprite SPR2_%s\n", spr2names[0]); -} - -// returns whether found appropriate property -static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value) -{ - // custom translation table - if (!stricmp(stoken, "startcolor")) - skin->starttranscolor = atoi(value); - -#define FULLPROCESS(field) else if (!stricmp(stoken, #field)) skin->field = get_number(value); - // character type identification - FULLPROCESS(flags) - FULLPROCESS(ability) - FULLPROCESS(ability2) - - FULLPROCESS(thokitem) - FULLPROCESS(spinitem) - FULLPROCESS(revitem) - FULLPROCESS(followitem) -#undef FULLPROCESS - -#define GETFRACBITS(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<field = atoi(value); - GETINT(thrustfactor) - GETINT(accelstart) - GETINT(acceleration) - GETINT(contspeed) - GETINT(contangle) -#undef GETINT - -#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) skin->field = R_GetColorByName(value); - GETSKINCOLOR(prefcolor) - GETSKINCOLOR(prefoppositecolor) -#undef GETSKINCOLOR - else if (!stricmp(stoken, "supercolor")) - skin->supercolor = R_GetSuperColorByName(value); - -#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value)); - GETFLOAT(jumpfactor) - GETFLOAT(highresscale) - GETFLOAT(shieldscale) - GETFLOAT(camerascale) -#undef GETFLOAT - -#define GETFLAG(field) else if (!stricmp(stoken, #field)) { \ - strupr(value); \ - if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \ - skin->flags |= (SF_##field); \ - else \ - skin->flags &= ~(SF_##field); \ -} - // parameters for individual character flags - // these are uppercase so they can be concatenated with SF_ - // 1, true, yes are all valid values - GETFLAG(SUPER) - GETFLAG(NOSUPERSPIN) - GETFLAG(NOSPINDASHDUST) - GETFLAG(HIRES) - GETFLAG(NOSKID) - GETFLAG(NOSPEEDADJUST) - GETFLAG(RUNONWATER) - GETFLAG(NOJUMPSPIN) - GETFLAG(NOJUMPDAMAGE) - GETFLAG(STOMPDAMAGE) - GETFLAG(MARIODAMAGE) - GETFLAG(MACHINE) - GETFLAG(DASHMODE) - GETFLAG(FASTEDGE) - GETFLAG(MULTIABILITY) - GETFLAG(NONIGHTSROTATION) -#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) -{ - UINT16 lump, lastlump = 0; - char *buf; - char *buf2; - char *stoken; - char *value; - size_t size; - skin_t *skin; - boolean hudname, realname; - - // - // search for all skin markers in pwad - // - - while ((lump = W_CheckForSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) - { - // advance by default - lastlump = lump + 1; - - if (numskins >= MAXSKINS) - { - CONS_Debug(DBG_RENDER, "ignored skin (%d skins maximum)\n", MAXSKINS); - continue; // so we know how many skins couldn't be added - } - buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); - size = W_LumpLengthPwad(wadnum, lump); - - // for strtok - buf2 = malloc(size+1); - if (!buf2) - I_Error("R_AddSkins: No more free memory\n"); - M_Memcpy(buf2,buf,size); - buf2[size] = '\0'; - - // set defaults - skin = &skins[numskins]; - Sk_SetDefaultValue(skin); - skin->wadnum = wadnum; - hudname = realname = false; - // parse - stoken = strtok (buf2, "\r\n= "); - while (stoken) - { - if ((stoken[0] == '/' && stoken[1] == '/') - || (stoken[0] == '#'))// skip comments - { - stoken = strtok(NULL, "\r\n"); // skip end of line - goto next_token; // find the real next token - } - - value = strtok(NULL, "\r\n= "); - - if (!value) - I_Error("R_AddSkins: syntax error in S_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); - - // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. - // Others can't go in there because we don't want them to be patchable. - if (!stricmp(stoken, "name")) - { - INT32 skinnum = R_SkinAvailable(value); - strlwr(value); - if (skinnum == -1) - STRBUFCPY(skin->name, value); - // the skin name must uniquely identify a single skin - // if the name is already used I make the name 'namex' - // using the default skin name's number set above - else - { - const size_t stringspace = - strlen(value) + sizeof (numskins) + 1; - char *value2 = Z_Malloc(stringspace, PU_STATIC, NULL); - snprintf(value2, stringspace, - "%s%d", value, numskins); - value2[stringspace - 1] = '\0'; - if (R_SkinAvailable(value2) == -1) - // I'm lazy so if NEW name is already used I leave the 'skin x' - // default skin name set in Sk_SetDefaultValue - STRBUFCPY(skin->name, value2); - Z_Free(value2); - } - - // copy to hudname and fullname as a default. - if (!realname) - { - STRBUFCPY(skin->realname, skin->name); - for (value = skin->realname; *value; value++) - { - if (*value == '_') *value = ' '; // turn _ into spaces. - else if (*value == '.') *value = '\x1E'; // turn . into katana dot. - } - } - if (!hudname) - { - HUDNAMEWRITE(skin->name); - strupr(skin->hudname); - SYMBOLCONVERT(skin->hudname) - } - } - else if (!stricmp(stoken, "realname")) - { // Display name (eg. "Knuckles") - realname = true; - STRBUFCPY(skin->realname, value); - SYMBOLCONVERT(skin->realname) - if (!hudname) - HUDNAMEWRITE(skin->realname); - } - else if (!stricmp(stoken, "hudname")) - { // Life icon name (eg. "K.T.E") - hudname = true; - HUDNAMEWRITE(value); - SYMBOLCONVERT(skin->hudname) - if (!realname) - STRBUFCPY(skin->realname, skin->hudname); - } - else if (!stricmp(stoken, "availability")) - { - skin->availability = atoi(value); - if (skin->availability >= MAXUNLOCKABLES) - skin->availability = 0; - } - 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 (!skin->availability) // Safe to print... - CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); -#ifdef SKINVALUES - skin_cons_t[numskins].value = numskins; - skin_cons_t[numskins].strvalue = skin->name; -#endif - -#ifdef HWRENDER - if (rendermode == render_opengl) - HWR_AddPlayerModel(numskins); -#endif - - numskins++; - } - return; -} - -// -// Patch skin sprites -// -void R_PatchSkins(UINT16 wadnum) -{ - UINT16 lump, lastlump = 0; - char *buf; - char *buf2; - char *stoken; - char *value; - size_t size; - skin_t *skin; - boolean noskincomplain, realname, hudname; - - // - // search for all skin patch markers in pwad - // - - while ((lump = W_CheckForPatchSkinMarkerInPwad(wadnum, lastlump)) != INT16_MAX) - { - INT32 skinnum = 0; - - // advance by default - lastlump = lump + 1; - - buf = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); - size = W_LumpLengthPwad(wadnum, lump); - - // for strtok - buf2 = malloc(size+1); - if (!buf2) - I_Error("R_PatchSkins: No more free memory\n"); - M_Memcpy(buf2,buf,size); - buf2[size] = '\0'; - - skin = NULL; - noskincomplain = realname = hudname = false; - - /* - Parse. Has more phases than the parser in R_AddSkins because it needs to have the patching name first (no default skin name is acceptible for patching, unlike skin creation) - */ - - stoken = strtok(buf2, "\r\n= "); - while (stoken) - { - if ((stoken[0] == '/' && stoken[1] == '/') - || (stoken[0] == '#'))// skip comments - { - stoken = strtok(NULL, "\r\n"); // skip end of line - goto next_token; // find the real next token - } - - value = strtok(NULL, "\r\n= "); - - if (!value) - I_Error("R_PatchSkins: syntax error in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); - - if (!skin) // Get the name! - { - if (!stricmp(stoken, "name")) - { - strlwr(value); - skinnum = R_SkinAvailable(value); - if (skinnum != -1) - skin = &skins[skinnum]; - else - { - CONS_Debug(DBG_SETUP, "R_PatchSkins: unknown skin name in P_SKIN lump# %d(%s) in WAD %s\n", lump, W_CheckNameForNumPwad(wadnum,lump), wadfiles[wadnum]->filename); - noskincomplain = true; - } - } - } - else // Get the properties! - { - // Some of these can't go in R_ProcessPatchableFields because they have side effects for future lines. - if (!stricmp(stoken, "realname")) - { // Display name (eg. "Knuckles") - realname = true; - STRBUFCPY(skin->realname, value); - SYMBOLCONVERT(skin->realname) - if (!hudname) - HUDNAMEWRITE(skin->realname); - } - else if (!stricmp(stoken, "hudname")) - { // Life icon name (eg. "K.T.E") - hudname = true; - HUDNAMEWRITE(value); - SYMBOLCONVERT(skin->hudname) - if (!realname) - STRBUFCPY(skin->realname, skin->hudname); - } - else if (!R_ProcessPatchableFields(skin, stoken, value)) - CONS_Debug(DBG_SETUP, "R_PatchSkins: Unknown keyword '%s' in P_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); - } - - if (!skin) - break; - -next_token: - stoken = strtok(NULL, "\r\n= "); - } - free(buf2); - - if (!skin) // Didn't include a name parameter? What a waste. - { - if (!noskincomplain) - CONS_Debug(DBG_SETUP, "R_PatchSkins: no skin name given in P_SKIN lump #%d (WAD %s)\n", lump, wadfiles[wadnum]->filename); - continue; - } - - // Patch sprites - R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); - //ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere - - R_FlushTranslationColormapCache(); - - if (!skin->availability) // Safe to print... - CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); - } - return; -} - -#undef HUDNAMEWRITE -#undef SYMBOLCONVERT +#include "r_skins.c" diff --git a/src/r_things.h b/src/r_things.h index bd6271b60..dd9b227f8 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -14,7 +14,6 @@ #ifndef __R_THINGS__ #define __R_THINGS__ -#include "sounds.h" #include "r_plane.h" #include "r_patch.h" #include "r_portal.h" @@ -82,69 +81,17 @@ typedef struct void R_DrawMasked(maskcount_t* masks, UINT8 nummasks); +// -------------- +// SPRITE LOADING +// -------------- + +boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump); + // ----------- // SKINS STUFF // ----------- -#define SKINNAMESIZE 16 -// should be all lowercase!! S_SKIN processing does a strlwr -#define DEFAULTSKIN "sonic" -#define DEFAULTSKIN2 "tails" // secondary player -#define DEFAULTNIGHTSSKIN 0 -typedef struct -{ - char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin - UINT16 wadnum; - skinflags_t flags; - - char realname[SKINNAMESIZE+1]; // Display name for level completion. - char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long) - - UINT8 ability; // ability definition - UINT8 ability2; // secondary ability definition - INT32 thokitem; - INT32 spinitem; - INT32 revitem; - INT32 followitem; - fixed_t actionspd; - fixed_t mindash; - fixed_t maxdash; - - fixed_t normalspeed; // Normal ground - fixed_t runspeed; // Speed that you break into your run animation - - UINT8 thrustfactor; // Thrust = thrustfactor * acceleration - UINT8 accelstart; // Acceleration if speed = 0 - UINT8 acceleration; // Acceleration - - fixed_t jumpfactor; // multiple of standard jump height - - fixed_t radius; // Bounding box changes. - fixed_t height; - fixed_t spinheight; - - fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size - fixed_t camerascale; - - // Definable color translation table - UINT8 starttranscolor; - UINT8 prefcolor; - UINT8 supercolor; - UINT8 prefoppositecolor; // if 0 use tables instead - - fixed_t highresscale; // scale of highres, default is 0.5 - UINT8 contspeed; // continue screen animation speed - UINT8 contangle; // initial angle on continue screen - - // specific sounds per skin - sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table - - // contains super versions too - spritedef_t sprites[NUMPLAYERSPRITES*2]; - spriteinfo_t sprinfo[NUMPLAYERSPRITES*2]; - - UINT8 availability; // lock? -} skin_t; +#include "r_skins.h" // ----------- // NOT SKINS STUFF ! @@ -241,24 +188,10 @@ typedef struct drawnode_s struct drawnode_s *prev; } drawnode_t; -extern INT32 numskins; -extern skin_t skins[MAXSKINS]; extern UINT32 visspritecount; -void SetPlayerSkin(INT32 playernum,const char *skinname); -void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 -boolean R_SkinUsable(INT32 playernum, INT32 skinnum); -UINT32 R_GetSkinAvailabilities(void); -INT32 R_SkinAvailable(const char *name); -void R_PatchSkins(UINT16 wadnum); -void R_AddSkins(UINT16 wadnum); - -UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player); - void R_InitDrawNodes(void); -char *GetPlayerFacePic(INT32 skinnum); - // Functions to go from sprite character ID to frame number // for 2.1 compatibility this still uses the old 'A' + frame code // The use of symbols tends to be painful for wad editors though