Made HWR_InitMD2 and HWR_AddSpriteMD2/HWR_AddPlayerMD2 slightly less stupid with MD2-related searches in md2.dat: *Don't go barmy and search for a player skin called "THOK" when you already found the sprite called "THOK" beforehand! (or any other sprite prefix for that matter) *Don't make errors appear only for the last sprite/skin when it doesn't make sense to do so!!

Todo: Stop the redundancy that currently goes on with adding MD2s on game start-up (note that HWR_AddSpriteMD2/HWR_AddPlayerMD2 are run for all sprites/skins BEFORE HWR_InitMD2 is called)

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8988 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
This commit is contained in:
MonsterIestyn 2015-01-10 20:54:17 +00:00 committed by Alam Ed Arias
parent f3e6770e9a
commit 2d8868feca
1 changed files with 32 additions and 49 deletions

View File

@ -921,24 +921,25 @@ void HWR_InitMD2(void)
}
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
if (stricmp(name, "PLAY") == 0)
{
CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n");
continue;
}
for (i = 0; i < NUMSPRITES; i++)
{
if (stricmp(name, sprnames[i]) == 0)
{
if (stricmp(name, "PLAY") == 0)
continue;
//if (stricmp(name, "PLAY") == 0)
//continue;
//CONS_Debug(DBG_RENDER, " Found: %s %s %f %f\n", name, filename, scale, offset);
md2_models[i].scale = scale;
md2_models[i].offset = offset;
md2_models[i].notfound = false;
strcpy(md2_models[i].filename, filename);
break;
}
if (i == NUMSPRITES)
{
CONS_Printf("MD2 for sprite %s not found\n", name);
md2_models[i].notfound = true;
goto md2found;
}
}
@ -952,15 +953,14 @@ void HWR_InitMD2(void)
md2_playermodels[s].offset = offset;
md2_playermodels[s].notfound = false;
strcpy(md2_playermodels[s].filename, filename);
break;
}
if (s == MAXSKINS-1)
{
CONS_Printf("MD2 for player skin %s not found\n", name);
md2_playermodels[s].notfound = true;
goto md2found;
}
}
// no sprite/player skin name found?!?
CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name);
md2found:
// move on to next line...
continue;
}
fclose(f);
}
@ -996,17 +996,14 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
md2_playermodels[skin].offset = offset;
md2_playermodels[skin].notfound = false;
strcpy(md2_playermodels[skin].filename, filename);
break;
}
if (skin == MAXSKINS-1)
{
CONS_Printf("MD2 for player skin %s not found\n", name);
md2_playermodels[skin].notfound = true;
goto playermd2found;
}
}
//CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name);
md2_playermodels[skin].notfound = true;
playermd2found:
fclose(f);
}
@ -1021,6 +1018,9 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
if (nomd2s)
return;
if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check
return;
// Read the md2.dat file
f = fopen("md2.dat", "rt");
@ -1034,27 +1034,19 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
// Check for any MD2s that match the names of player skins!
while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4)
{
if (stricmp(name, sprnames[spritenum]) == 0)
{
if (stricmp(name, sprnames[spritenum]) == 0)
{
if (stricmp(name, "PLAY") == 0) // Handled already NEWMD2: Per sprite, per-skin check
continue;
md2_models[spritenum].scale = scale;
md2_models[spritenum].offset = offset;
md2_models[spritenum].notfound = false;
strcpy(md2_models[spritenum].filename, filename);
break;
}
if (spritenum == NUMSPRITES-1)
{
CONS_Printf("MD2 for sprite %s not found\n", name);
md2_models[spritenum].notfound = true;
}
md2_models[spritenum].scale = scale;
md2_models[spritenum].offset = offset;
md2_models[spritenum].notfound = false;
strcpy(md2_models[spritenum].filename, filename);
goto spritemd2found;
}
}
//CONS_Printf("MD2 for sprite %s not found\n", sprnames[spritenum]);
md2_models[spritenum].notfound = true;
spritemd2found:
fclose(f);
}
@ -1094,7 +1086,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = sector->lightlevel;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
@ -1105,8 +1097,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
@ -1115,16 +1105,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
else
lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = 255;
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
@ -1263,8 +1248,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
p.flip = false;
HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color);
}
}