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ui_playermodels.c
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ui_playermodels.c
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "ui_local.h"
#include "files.h"
/*
=============================================================================
PLAYER MODELS
=============================================================================
*/
static const char *const baseWeaponNames[] = {
"w_bfg.md2",
"w_blaster.md2",
"w_chaingun.md2",
"w_glauncher.md2",
"w_hyperblaster.md2",
"w_machinegun.md2",
"w_railgun.md2",
"w_rlauncher.md2",
"w_shotgun.md2",
"w_sshotgun.md2"
};
static const int numBaseWeaponNames = q_countof(baseWeaponNames);
static qboolean IconOfSkinExists(char *skin, char **pcxfiles, int npcxfiles)
{
int i;
char scratch[MAX_OSPATH];
COM_StripExtension(skin, scratch, sizeof(scratch));
Q_strlcat(scratch, "_i.pcx", sizeof(scratch));
for (i = 0; i < npcxfiles; i++) {
if (strcmp(pcxfiles[i], scratch) == 0)
return qtrue;
}
return qfalse;
}
static int QDECL pmicmpfnc(const void *_a, const void *_b)
{
const playerModelInfo_t *a = (const playerModelInfo_t *)_a;
const playerModelInfo_t *b = (const playerModelInfo_t *)_b;
/*
** sort by male, female, then alphabetical
*/
if (strcmp(a->directory, "male") == 0)
return -1;
else if (strcmp(b->directory, "male") == 0)
return 1;
if (strcmp(a->directory, "female") == 0)
return -1;
else if (strcmp(b->directory, "female") == 0)
return 1;
return strcmp(a->directory, b->directory);
}
void PlayerModel_Load(void)
{
char scratch[MAX_QPATH];
int ndirs = 0;
char *dirnames[MAX_PLAYERMODELS];
int i, j;
char **list;
char *p;
int numFiles;
playerModelInfo_t *pmi;
uis.numPlayerModels = 0;
/*
** get a list of directories
*/
if (!(list = (char **)FS_ListFiles(NULL, "players/*/*", FS_SEARCH_BYFILTER | FS_SEARCH_SAVEPATH, &numFiles))) {
return;
}
for (i = 0; i < numFiles; i++) {
Q_strlcpy(scratch, list[i] + 8, sizeof(scratch));
if ((p = strchr(scratch, '/'))) {
*p = 0;
}
for (j = 0; j < ndirs; j++) {
if (!strcmp(dirnames[j], scratch)) {
break;
}
}
if (j != ndirs) {
continue;
}
dirnames[ndirs++] = UI_CopyString(scratch);
if (ndirs == MAX_PLAYERMODELS) {
break;
}
}
FS_FreeList((void **)list);
if (!ndirs) {
return;
}
/*
** go through the subdirectories
*/
for (i = 0; i < ndirs; i++) {
int k, s;
char **pcxnames;
char **skinnames;
int npcxfiles;
int nskins = 0;
int numWeapons;
char **weaponNames;
// verify the existence of tris.md2
Q_concat(scratch, sizeof(scratch), "players/", dirnames[i], "/tris.md2", NULL);
if (!FS_FileExists(scratch)) {
continue;
}
// verify the existence of at least one pcx skin
Q_concat(scratch, sizeof(scratch), "players/", dirnames[i], NULL);
pcxnames = (char **)FS_ListFiles(scratch, ".pcx", 0, &npcxfiles);
if (!pcxnames) {
continue;
}
// count valid skins, which consist of a skin with a matching "_i" icon
for (k = 0; k < npcxfiles; k++) {
if (!strstr(pcxnames[k], "_i.pcx")) {
if (IconOfSkinExists(pcxnames[k], pcxnames, npcxfiles)) {
nskins++;
}
}
}
if (!nskins) {
FS_FreeList((void **)pcxnames);
continue;
}
skinnames = UI_Malloc(sizeof(char *) * (nskins + 1));
skinnames[nskins] = NULL;
// copy the valid skins
for (s = 0, k = 0; k < npcxfiles; k++) {
if (!strstr(pcxnames[k], "_i.pcx")) {
if (IconOfSkinExists(pcxnames[k], pcxnames, npcxfiles)) {
COM_StripExtension(pcxnames[k], scratch, sizeof(scratch));
skinnames[s++] = UI_CopyString(scratch);
}
}
}
FS_FreeList((void **)pcxnames);
// load vweap models
Q_concat(scratch, sizeof(scratch), "players/", dirnames[i], "/w_*.md2", NULL);
weaponNames = (char **)FS_ListFiles(NULL, scratch, FS_SEARCH_BYFILTER, &numWeapons);
pmi = &uis.pmi[uis.numPlayerModels++];
pmi->numWeapons = 0;
if (weaponNames) {
pmi->weaponNames = UI_Malloc(sizeof(char *) * numWeapons);
for (j = 0; j < numWeapons; j++) {
for (k = 0; k < numBaseWeaponNames; k++) {
if (!strcmp(weaponNames[j], baseWeaponNames[k])) {
pmi->weaponNames[pmi->numWeapons++] = UI_CopyString(weaponNames[j]);
break;
}
}
}
FS_FreeList((void **)weaponNames);
}
// at this point we have a valid player model
pmi->nskins = nskins;
pmi->skindisplaynames = skinnames;
// make short name for the model
strcpy(pmi->directory, dirnames[i]);
}
for (i = 0; i < ndirs; i++) {
Z_Free(dirnames[i]);
}
qsort(uis.pmi, uis.numPlayerModels, sizeof(uis.pmi[0]), pmicmpfnc);
}
void PlayerModel_Free(void)
{
playerModelInfo_t *pmi;
int i, j;
for (i = 0, pmi = uis.pmi; i < uis.numPlayerModels; i++, pmi++) {
if (pmi->skindisplaynames) {
for (j = 0; j < pmi->nskins; j++) {
Z_Free(pmi->skindisplaynames[j]);
}
Z_Free(pmi->skindisplaynames);
}
if (pmi->weaponNames) {
for (j = 0; j < pmi->numWeapons; j++) {
Z_Free(pmi->weaponNames[j]);
}
Z_Free(pmi->weaponNames);
}
memset(pmi, 0, sizeof(*pmi));
}
uis.numPlayerModels = 0;
}