// adds menu support for TGA and JPG skins static qboolean IsValidSkin (char **filelist, int numFiles, int index) { int len = strlen(filelist[index]); if ( !strcmp (filelist[index]+max(len-4,0), ".pcx") || !strcmp (filelist[index]+max(len-4,0), ".tga") #ifdef PNG_SUPPORT || !strcmp (filelist[index]+max(len-4,0), ".png") #endif // PNG_SUPPORT || !strcmp (filelist[index]+max(len-4,0), ".jpg") ) { if ( strcmp (filelist[index]+max(len-6,0), "_i.pcx") && strcmp (filelist[index]+max(len-6,0), "_i.tga") #ifdef PNG_SUPPORT && strcmp (filelist[index]+max(len-6,0), "_i.png") #endif // PNG_SUPPORT && strcmp (filelist[index]+max(len-6,0), "_i.jpg") ) if ( IconOfSkinExists (filelist[index], filelist, numFiles-1 , "_i.pcx") || IconOfSkinExists (filelist[index], filelist, numFiles-1 , "_i.tga") #ifdef PNG_SUPPORT || IconOfSkinExists (filelist[index], filelist, numFiles-1 , "_i.png") #endif // PNG_SUPPORT || IconOfSkinExists (filelist[index], filelist, numFiles-1 , "_i.jpg")) return true; } return false; }
void PlayerModel_Load(void) { char scratch[MAX_QPATH]; size_t len; int ndirs = 0; char *dirnames[MAX_PLAYERMODELS]; int i, j; char **list; char *s, *p; int numFiles; playerModelInfo_t *pmi; uis.numPlayerModels = 0; // get a list of directories if (!(list = (char **)FS_ListFiles(NULL, "players/*/tris.md2", FS_SEARCH_BYFILTER | FS_SEARCH_SAVEPATH, &numFiles))) { return; } for (i = 0; i < numFiles; i++) { len = Q_strlcpy(scratch, list[i], sizeof(scratch)); if (len >= sizeof(scratch)) continue; // make short name for the model if (!(s = strchr(scratch, '/'))) continue; s++; if (!(p = strchr(s, '/'))) continue; *p = 0; for (j = 0; j < ndirs; j++) { if (!strcmp(dirnames[j], s)) { break; } } if (j != ndirs) { continue; } dirnames[ndirs++] = UI_CopyString(s); 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; // verify the existence of tris.md2 Q_concat(scratch, sizeof(scratch), "players/", dirnames[i], "/tris.md2", NULL); if (!FS_FileExists(scratch)) { goto skip; } // 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) { goto skip; } // 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); goto skip; } 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(scratch, pcxnames[k], sizeof(scratch)); skinnames[s++] = UI_CopyString(scratch); } } } FS_FreeList((void **)pcxnames); // at this point we have a valid player model pmi = &uis.pmi[uis.numPlayerModels++]; pmi->nskins = nskins; pmi->skindisplaynames = skinnames; pmi->directory = dirnames[i]; continue; skip: Z_Free(dirnames[i]); } qsort(uis.pmi, uis.numPlayerModels, sizeof(uis.pmi[0]), pmicmpfnc); }