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) { 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; }