int CSkins::SkinPartScan(const char *pName, int IsDir, int DirType, void *pUser) { CSkins *pSelf = (CSkins *)pUser; int l = str_length(pName); if(l < 4 || IsDir || str_comp(pName+l-4, ".png") != 0) return 0; char aBuf[512]; str_format(aBuf, sizeof(aBuf), "skins/%s/%s", CSkins::ms_apSkinPartNames[pSelf->m_ScanningPart], pName); CImageInfo Info; if(!pSelf->Graphics()->LoadPNG(&Info, aBuf, DirType)) { str_format(aBuf, sizeof(aBuf), "failed to load skin part '%s'", pName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "skins", aBuf); return 0; } CSkinPart Part; Part.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); Part.m_BloodColor = vec3(1.0f, 1.0f, 1.0f); unsigned char *d = (unsigned char *)Info.m_pData; int Pitch = Info.m_Width*4; // dig out blood color if(pSelf->m_ScanningPart == SKINPART_BODY) { int PartX = Info.m_Width/2; int PartY = 0; int PartWidth = Info.m_Width/2; int PartHeight = Info.m_Height/2; int aColors[3] = {0}; for(int y = PartY; y < PartY+PartHeight; y++) for(int x = PartX; x < PartX+PartWidth; x++) { if(d[y*Pitch+x*4+3] > 128) { aColors[0] += d[y*Pitch+x*4+0]; aColors[1] += d[y*Pitch+x*4+1]; aColors[2] += d[y*Pitch+x*4+2]; } } Part.m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2])); } // create colorless version int Step = Info.m_Format == CImageInfo::FORMAT_RGBA ? 4 : 3; // make the texture gray scale for(int i = 0; i < Info.m_Width*Info.m_Height; i++) { int v = (d[i*Step]+d[i*Step+1]+d[i*Step+2])/3; d[i*Step] = v; d[i*Step+1] = v; d[i*Step+2] = v; } Part.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); mem_free(Info.m_pData); // set skin part data Part.m_Flags = 0; if(pName[0] == 'x' && pName[1] == '_') Part.m_Flags |= SKINFLAG_SPECIAL; if(DirType != IStorage::TYPE_SAVE) Part.m_Flags |= SKINFLAG_STANDARD; str_copy(Part.m_aName, pName, min((int)sizeof(Part.m_aName),l-3)); if(g_Config.m_Debug) { str_format(aBuf, sizeof(aBuf), "load skin part %s", Part.m_aName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "skins", aBuf); } pSelf->m_aaSkinParts[pSelf->m_ScanningPart].add(Part); return 0; }
int CSkins::SkinScan(const char *pName, int IsDir, int DirType, void *pUser) { int l = str_length(pName); if(l < 5 || IsDir || str_comp(pName+l-5, ".json") != 0) return 0; CSkins *pSelf = (CSkins *)pUser; // read file data into buffer char aBuf[512]; str_format(aBuf, sizeof(aBuf), "skins/%s", pName); IOHANDLE File = pSelf->Storage()->OpenFile(aBuf, IOFLAG_READ, IStorage::TYPE_ALL); if(!File) return 0; int FileSize = (int)io_length(File); char *pFileData = (char *)mem_alloc(FileSize, 1); io_read(File, pFileData, FileSize); io_close(File); // init CSkin Skin = pSelf->m_DummySkin; str_copy(Skin.m_aName, pName, min((int)sizeof(Skin.m_aName),l-4)); if(pSelf->Find(Skin.m_aName, true) != -1) return 0; bool SpecialSkin = pName[0] == 'x' && pName[1] == '_'; // parse json data json_settings JsonSettings; mem_zero(&JsonSettings, sizeof(JsonSettings)); char aError[256]; json_value *pJsonData = json_parse_ex(&JsonSettings, pFileData, FileSize, aError); mem_free(pFileData); if(pJsonData == 0) { pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, aBuf, aError); return 0; } // extract data const json_value &rStart = (*pJsonData)["skin"]; if(rStart.type == json_object) { for(int PartIndex = 0; PartIndex < NUM_SKINPARTS; ++PartIndex) { const json_value &rPart = rStart[(const char *)ms_apSkinPartNames[PartIndex]]; if(rPart.type != json_object) continue; // filename const json_value &rFilename = rPart["filename"]; if(rFilename.type == json_string) { int SkinPart = pSelf->FindSkinPart(PartIndex, (const char *)rFilename, SpecialSkin); if(SkinPart > -1) Skin.m_apParts[PartIndex] = pSelf->GetSkinPart(PartIndex, SkinPart); } // use custom colors bool UseCustomColors = false; const json_value &rColour = rPart["custom_colors"]; if(rColour.type == json_string) { UseCustomColors = str_comp((const char *)rColour, "true") == 0; } Skin.m_aUseCustomColors[PartIndex] = UseCustomColors; // color components if(!UseCustomColors) continue; for(int i = 0; i < NUM_COLOR_COMPONENTS; i++) { if(PartIndex != SKINPART_MARKING && i == 3) continue; const json_value &rComponent = rPart[(const char *)ms_apColorComponents[i]]; if(rComponent.type == json_integer) { switch(i) { case 0: Skin.m_aPartColors[PartIndex] = (Skin.m_aPartColors[PartIndex]&0xFF00FFFF) | (rComponent.u.integer << 16); break; case 1: Skin.m_aPartColors[PartIndex] = (Skin.m_aPartColors[PartIndex]&0xFFFF00FF) | (rComponent.u.integer << 8); break; case 2: Skin.m_aPartColors[PartIndex] = (Skin.m_aPartColors[PartIndex]&0xFFFFFF00) | rComponent.u.integer; break; case 3: Skin.m_aPartColors[PartIndex] = (Skin.m_aPartColors[PartIndex]&0x00FFFFFF) | (rComponent.u.integer << 24); break; } } } } } // clean up json_value_free(pJsonData); // set skin data Skin.m_Flags = SpecialSkin ? SKINFLAG_SPECIAL : 0; if(DirType != IStorage::TYPE_SAVE) Skin.m_Flags |= SKINFLAG_STANDARD; if(g_Config.m_Debug) { str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "skins", aBuf); } pSelf->m_aSkins.add(Skin); return 0; }
int CSkins::SkinScan(const char *pName, int IsDir, int DirType, void *pUser) { CSkins *pSelf = (CSkins *)pUser; if(IsDir || !str_endswith(pName, ".png")) return 0; char aNameWithoutPng[128]; str_copy(aNameWithoutPng, pName, sizeof(aNameWithoutPng)); aNameWithoutPng[str_length(aNameWithoutPng) - 4] = 0; // Don't add duplicate skins (one from user's config directory, other from // client itself) for(int i = 0; i < pSelf->Num(); i++) { const char *pExName = pSelf->Get(i)->m_aName; if(str_comp(pExName, aNameWithoutPng) == 0) return 0; } char aBuf[512]; str_format(aBuf, sizeof(aBuf), "skins/%s", pName); CImageInfo Info; if(!pSelf->Graphics()->LoadPNG(&Info, aBuf, DirType)) { str_format(aBuf, sizeof(aBuf), "failed to load skin from %s", pName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); return 0; } CSkin Skin; Skin.m_IsVanilla = IsVanillaSkin(aNameWithoutPng); Skin.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); int BodySize = 96; // body size if (BodySize > Info.m_Height) return 0; unsigned char *d = (unsigned char *)Info.m_pData; int Pitch = Info.m_Width*4; // dig out blood color { int aColors[3] = {0}; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) { aColors[0] += d[y*Pitch+x*4+0]; aColors[1] += d[y*Pitch+x*4+1]; aColors[2] += d[y*Pitch+x*4+2]; } } Skin.m_BloodColor = ColorRGBA(normalize(vec3(aColors[0], aColors[1], aColors[2]))); } // create colorless version int Step = Info.m_Format == CImageInfo::FORMAT_RGBA ? 4 : 3; // make the texture gray scale for(int i = 0; i < Info.m_Width*Info.m_Height; i++) { int v = (d[i*Step]+d[i*Step+1]+d[i*Step+2])/3; d[i*Step] = v; d[i*Step+1] = v; d[i*Step+2] = v; } int Freq[256] = {0}; int OrgWeight = 0; int NewWeight = 192; // find most common frequence for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) Freq[d[y*Pitch+x*4]]++; } for(int i = 1; i < 256; i++) { if(Freq[OrgWeight] < Freq[i]) OrgWeight = i; } // reorder int InvOrgWeight = 255-OrgWeight; int InvNewWeight = 255-NewWeight; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { int v = d[y*Pitch+x*4]; if(v <= OrgWeight) v = (int)(((v/(float)OrgWeight) * NewWeight)); else v = (int)(((v-OrgWeight)/(float)InvOrgWeight)*InvNewWeight + NewWeight); d[y*Pitch+x*4] = v; d[y*Pitch+x*4+1] = v; d[y*Pitch+x*4+2] = v; } Skin.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); free(Info.m_pData); // set skin data str_copy(Skin.m_aName, aNameWithoutPng, sizeof(Skin.m_aName)); if(g_Config.m_Debug) { str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); } pSelf->m_aSkins.add(Skin); return 0; }
int CSkins::SkinScan(const char *pName, int IsDir, int DirType, void *pUser) { CSkins *pSelf = (CSkins *)pUser; int l = str_length(pName); if(l < 4 || IsDir || str_comp(pName+l-4, ".png") != 0) return 0; char aBuf[512]; str_format(aBuf, sizeof(aBuf), "skins/%s", pName); CImageInfo Info; if(!pSelf->Graphics()->LoadPNG(&Info, aBuf, DirType)) { str_format(aBuf, sizeof(aBuf), "failed to load skin from %s", pName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); return 0; } CSkin Skin; Skin.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); int BodySize = 96; // body size unsigned char *d = (unsigned char *)Info.m_pData; int Pitch = Info.m_Width*4; // dig out blood color { int aColors[3] = {0}; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) { aColors[0] += d[y*Pitch+x*4+0]; aColors[1] += d[y*Pitch+x*4+1]; aColors[2] += d[y*Pitch+x*4+2]; } } Skin.m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2])); } // create colorless version int Step = Info.m_Format == CImageInfo::FORMAT_RGBA ? 4 : 3; // make the texture gray scale for(int i = 0; i < Info.m_Width*Info.m_Height; i++) { int v = (d[i*Step]+d[i*Step+1]+d[i*Step+2])/3; d[i*Step] = v; d[i*Step+1] = v; d[i*Step+2] = v; } int Freq[256] = {0}; int OrgWeight = 0; int NewWeight = 192; // find most common frequence for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) Freq[d[y*Pitch+x*4]]++; } for(int i = 1; i < 256; i++) { if(Freq[OrgWeight] < Freq[i]) OrgWeight = i; } // reorder int InvOrgWeight = 255-OrgWeight; int InvNewWeight = 255-NewWeight; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { int v = d[y*Pitch+x*4]; if(v <= OrgWeight) v = (int)(((v/(float)OrgWeight) * NewWeight)); else v = (int)(((v-OrgWeight)/(float)InvOrgWeight)*InvNewWeight + NewWeight); d[y*Pitch+x*4] = v; d[y*Pitch+x*4+1] = v; d[y*Pitch+x*4+2] = v; } Skin.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); mem_free(Info.m_pData); // set skin data str_copy(Skin.m_aName, pName, min((int)sizeof(Skin.m_aName),l-3)); if(g_Config.m_Debug) { str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName); pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); } pSelf->m_aSkins.add(Skin); return 0; }
int CSkins::SkinScan(const char *pName, int IsDir, int DirType, void *pUser) { CALLSTACK_ADD(); int l = str_length(pName); if(l < 4 || IsDir || str_comp(pName+l-4, ".png") != 0) return 0; CSkin Skin; Skin.m_IsVanilla = false; for(unsigned int i = 0; i < sizeof(vanillaSkins) / sizeof(vanillaSkins[0]); i++) { if(str_comp(pName, vanillaSkins[i]) == 0) { Skin.m_IsVanilla = true; break; } } if(g_Config.m_ClVanillaSkinsOnly && !Skin.m_IsVanilla) return 0; IStorageTW::CLoadHelper<CSkins> *pLoadHelper = (IStorageTW::CLoadHelper<CSkins> *)pUser; CSkins *pSelf = pLoadHelper->pSelf; // Don't add duplicate skins (one from user's config directory, other from // client itself) for(int i = 0; i < pSelf->Num(); i++) { const char* pExName = pSelf->Get(i)->m_aName; if(str_comp_num(pExName, pName, l-4) == 0 && str_length(pExName) == l-4) return 0; } char aBuf[512]; str_format(aBuf, sizeof(aBuf), "%s/%s", pLoadHelper->pFullDir, pName); CImageInfo Info; if(!pSelf->Graphics()->LoadPNG(&Info, aBuf, DirType)) { pSelf->Console()->Printf(IConsole::OUTPUT_LEVEL_ADDINFO, "game", "failed to load skin from %s", aBuf); return 0; } Skin.m_OrgTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); int BodySize = 96; // body size if (BodySize > Info.m_Height) return 0; unsigned char *d = (unsigned char *)Info.m_pData; int Pitch = Info.m_Width*4; // dig out blood color { int aColors[3] = {0}; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) { aColors[0] += d[y*Pitch+x*4+0]; aColors[1] += d[y*Pitch+x*4+1]; aColors[2] += d[y*Pitch+x*4+2]; } } Skin.m_BloodColor = normalize(vec3(aColors[0], aColors[1], aColors[2])); } // create colorless version int Step = Info.m_Format == CImageInfo::FORMAT_RGBA ? 4 : 3; // make the texture gray scale for(int i = 0; i < Info.m_Width*Info.m_Height; i++) { int v = (d[i*Step]+d[i*Step+1]+d[i*Step+2])/3; d[i*Step] = v; d[i*Step+1] = v; d[i*Step+2] = v; } int Freq[256] = {0}; int OrgWeight = 0; int NewWeight = 192; // find most common frequence for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { if(d[y*Pitch+x*4+3] > 128) Freq[d[y*Pitch+x*4]]++; } for(int i = 1; i < 256; i++) { if(Freq[OrgWeight] < Freq[i]) OrgWeight = i; } // reorder int InvOrgWeight = 255-OrgWeight; int InvNewWeight = 255-NewWeight; for(int y = 0; y < BodySize; y++) for(int x = 0; x < BodySize; x++) { int v = d[y*Pitch+x*4]; if(v <= OrgWeight) v = (int)(((v/(float)OrgWeight) * NewWeight)); else v = (int)(((v-OrgWeight)/(float)InvOrgWeight)*InvNewWeight + NewWeight); d[y*Pitch+x*4] = v; d[y*Pitch+x*4+1] = v; d[y*Pitch+x*4+2] = v; } Skin.m_ColorTexture = pSelf->Graphics()->LoadTextureRaw(Info.m_Width, Info.m_Height, Info.m_Format, Info.m_pData, Info.m_Format, 0); mem_free(Info.m_pData); // set skin data str_copy(Skin.m_aName, pName, min((int)sizeof(Skin.m_aName),l-3)); pSelf->m_aSkins.add(Skin); if(g_Config.m_Debug) pSelf->Console()->Printf(IConsole::OUTPUT_LEVEL_ADDINFO, "game", "loaded skin '%s'", Skin.m_aName); return 0; }