/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include #include #include "skins.h" static const char *VANILLA_SKINS[] = {"bluekitty", "bluestripe", "brownbear", "cammo", "cammostripes", "coala", "default", "limekitty", "pinky", "redbopp", "redstripe", "saddo", "toptri", "twinbop", "twintri", "warpaint", "x_ninja", "x_spec"}; static bool IsVanillaSkin(const char *pName) { for(auto &pVanillaSkin : VANILLA_SKINS) { if(str_comp(pName, pVanillaSkin) == 0) { return true; } } return false; } int CSkins::CGetPngFile::OnCompletion(int State) { State = CGetFile::OnCompletion(State); if(State != HTTP_ERROR && State != HTTP_ABORTED && !m_pSkins->LoadSkinPNG(m_Info, m_aDest, m_aDest, m_StorageType)) { State = HTTP_ERROR; } return State; } CSkins::CGetPngFile::CGetPngFile(CSkins *pSkins, IStorage *pStorage, const char *pUrl, const char *pDest, int StorageType, CTimeout Timeout, HTTPLOG LogProgress) : CGetFile(pStorage, pUrl, pDest, StorageType, Timeout, LogProgress), m_pSkins(pSkins) { } 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[IO_MAX_PATH_LENGTH]; str_format(aBuf, sizeof(aBuf), "skins/%s", pName); return pSelf->LoadSkin(aNameWithoutPng, aBuf, DirType); } static void CheckMetrics(CSkin::SSkinMetricVariable &Metrics, uint8_t *pImg, int ImgWidth, int ImgX, int ImgY, int CheckWidth, int CheckHeight) { int MaxY = -1; int MinY = CheckHeight + 1; int MaxX = -1; int MinX = CheckWidth + 1; for(int y = 0; y < CheckHeight; y++) { for(int x = 0; x < CheckWidth; x++) { int OffsetAlpha = (y + ImgY) * ImgWidth + (x + ImgX) * 4 + 3; uint8_t AlphaValue = pImg[OffsetAlpha]; if(AlphaValue > 0) { if(MaxY < y) MaxY = y; if(MinY > y) MinY = y; if(MaxX < x) MaxX = x; if(MinX > x) MinX = x; } } } Metrics.m_Width = clamp((MaxX - MinX) + 1, 1, CheckWidth); Metrics.m_Height = clamp((MaxY - MinY) + 1, 1, CheckHeight); Metrics.m_OffsetX = clamp(MinX, 0, CheckWidth - 1); Metrics.m_OffsetY = clamp(MinY, 0, CheckHeight - 1); Metrics.m_MaxWidth = CheckWidth; Metrics.m_MaxHeight = CheckHeight; } int CSkins::LoadSkin(const char *pName, const char *pPath, int DirType) { CImageInfo Info; if(!LoadSkinPNG(Info, pName, pPath, DirType)) return 0; return LoadSkin(pName, Info); } bool CSkins::LoadSkinPNG(CImageInfo &Info, const char *pName, const char *pPath, int DirType) { char aBuf[512]; if(!Graphics()->LoadPNG(&Info, pPath, DirType)) { str_format(aBuf, sizeof(aBuf), "failed to load skin from %s", pName); Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); return false; } return true; } int CSkins::LoadSkin(const char *pName, CImageInfo &Info) { char aBuf[512]; if(!Graphics()->CheckImageDivisibility(pName, Info, g_pData->m_aSprites[SPRITE_TEE_BODY].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_TEE_BODY].m_pSet->m_Gridy, true)) { str_format(aBuf, sizeof(aBuf), "skin failed image divisibility: %s", pName); Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); return 0; } CSkin Skin; Skin.m_IsVanilla = IsVanillaSkin(pName); Skin.m_OriginalSkin.m_Body = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_BODY]); Skin.m_OriginalSkin.m_BodyOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE]); Skin.m_OriginalSkin.m_Feet = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_FOOT]); Skin.m_OriginalSkin.m_FeetOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE]); Skin.m_OriginalSkin.m_Hands = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_HAND]); Skin.m_OriginalSkin.m_HandsOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_HAND_OUTLINE]); for(int i = 0; i < 6; ++i) Skin.m_OriginalSkin.m_Eyes[i] = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_EYE_NORMAL + i]); int FeetGridPixelsWidth = (Info.m_Width / g_pData->m_aSprites[SPRITE_TEE_FOOT].m_pSet->m_Gridx); int FeetGridPixelsHeight = (Info.m_Height / g_pData->m_aSprites[SPRITE_TEE_FOOT].m_pSet->m_Gridy); int FeetWidth = g_pData->m_aSprites[SPRITE_TEE_FOOT].m_W * FeetGridPixelsWidth; int FeetHeight = g_pData->m_aSprites[SPRITE_TEE_FOOT].m_H * FeetGridPixelsHeight; int FeetOffsetX = g_pData->m_aSprites[SPRITE_TEE_FOOT].m_X * FeetGridPixelsWidth; int FeetOffsetY = g_pData->m_aSprites[SPRITE_TEE_FOOT].m_Y * FeetGridPixelsHeight; int FeetOutlineGridPixelsWidth = (Info.m_Width / g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_pSet->m_Gridx); int FeetOutlineGridPixelsHeight = (Info.m_Height / g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_pSet->m_Gridy); int FeetOutlineWidth = g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_W * FeetOutlineGridPixelsWidth; int FeetOutlineHeight = g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_H * FeetOutlineGridPixelsHeight; int FeetOutlineOffsetX = g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_X * FeetOutlineGridPixelsWidth; int FeetOutlineOffsetY = g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE].m_Y * FeetOutlineGridPixelsHeight; int BodyOutlineGridPixelsWidth = (Info.m_Width / g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_pSet->m_Gridx); int BodyOutlineGridPixelsHeight = (Info.m_Height / g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_pSet->m_Gridy); int BodyOutlineWidth = g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_W * BodyOutlineGridPixelsWidth; int BodyOutlineHeight = g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_H * BodyOutlineGridPixelsHeight; int BodyOutlineOffsetX = g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_X * BodyOutlineGridPixelsWidth; int BodyOutlineOffsetY = g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE].m_Y * BodyOutlineGridPixelsHeight; int BodyWidth = g_pData->m_aSprites[SPRITE_TEE_BODY].m_W * (Info.m_Width / g_pData->m_aSprites[SPRITE_TEE_BODY].m_pSet->m_Gridx); // body width int BodyHeight = g_pData->m_aSprites[SPRITE_TEE_BODY].m_H * (Info.m_Height / g_pData->m_aSprites[SPRITE_TEE_BODY].m_pSet->m_Gridy); // body height if(BodyWidth > Info.m_Width || BodyHeight > 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 < BodyHeight; y++) for(int x = 0; x < BodyWidth; x++) { uint8_t AlphaValue = d[y * Pitch + x * 4 + 3]; if(AlphaValue > 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]; } } if(aColors[0] != 0 && aColors[1] != 0 && aColors[2] != 0) Skin.m_BloodColor = ColorRGBA(normalize(vec3(aColors[0], aColors[1], aColors[2]))); else Skin.m_BloodColor = ColorRGBA(0, 0, 0, 1); } CheckMetrics(Skin.m_Metrics.m_Body, d, Pitch, 0, 0, BodyWidth, BodyHeight); // body outline metrics CheckMetrics(Skin.m_Metrics.m_Body, d, Pitch, BodyOutlineOffsetX, BodyOutlineOffsetY, BodyOutlineWidth, BodyOutlineHeight); // get feet size CheckMetrics(Skin.m_Metrics.m_Feet, d, Pitch, FeetOffsetX, FeetOffsetY, FeetWidth, FeetHeight); // get feet outline size CheckMetrics(Skin.m_Metrics.m_Feet, d, Pitch, FeetOutlineOffsetX, FeetOutlineOffsetY, FeetOutlineWidth, FeetOutlineHeight); // 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 < BodyHeight; y++) for(int x = 0; x < BodyWidth; 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 < BodyHeight; y++) for(int x = 0; x < BodyWidth; x++) { int v = d[y * Pitch + x * 4]; if(v <= OrgWeight && OrgWeight == 0) v = 0; else if(v <= OrgWeight) v = (int)(((v / (float)OrgWeight) * NewWeight)); else if(InvOrgWeight == 0) v = 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_ColorableSkin.m_Body = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_BODY]); Skin.m_ColorableSkin.m_BodyOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_BODY_OUTLINE]); Skin.m_ColorableSkin.m_Feet = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_FOOT]); Skin.m_ColorableSkin.m_FeetOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_FOOT_OUTLINE]); Skin.m_ColorableSkin.m_Hands = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_HAND]); Skin.m_ColorableSkin.m_HandsOutline = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_HAND_OUTLINE]); for(int i = 0; i < 6; ++i) Skin.m_ColorableSkin.m_Eyes[i] = Graphics()->LoadSpriteTexture(Info, &g_pData->m_aSprites[SPRITE_TEE_EYE_NORMAL + i]); Graphics()->FreePNG(&Info); // set skin data str_copy(Skin.m_aName, pName, sizeof(Skin.m_aName)); if(g_Config.m_Debug) { str_format(aBuf, sizeof(aBuf), "load skin %s", Skin.m_aName); Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "game", aBuf); } m_aSkins.add(Skin); return 0; } void CSkins::OnInit() { m_EventSkinPrefix[0] = '\0'; if(g_Config.m_Events) { time_t rawtime; struct tm *timeinfo; std::time(&rawtime); timeinfo = localtime(&rawtime); if(timeinfo->tm_mon == 11 && timeinfo->tm_mday >= 24 && timeinfo->tm_mday <= 26) { // Christmas str_copy(m_EventSkinPrefix, "santa", sizeof(m_EventSkinPrefix)); } } // load skins Refresh(); } void CSkins::Refresh() { for(int i = 0; i < m_aSkins.size(); ++i) { Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_Body); Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_BodyOutline); Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_Feet); Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_FeetOutline); Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_Hands); Graphics()->UnloadTexture(&m_aSkins[i].m_OriginalSkin.m_HandsOutline); for(auto &Eye : m_aSkins[i].m_OriginalSkin.m_Eyes) Graphics()->UnloadTexture(&Eye); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_Body); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_BodyOutline); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_Feet); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_FeetOutline); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_Hands); Graphics()->UnloadTexture(&m_aSkins[i].m_ColorableSkin.m_HandsOutline); for(auto &Eye : m_aSkins[i].m_ColorableSkin.m_Eyes) Graphics()->UnloadTexture(&Eye); } m_aSkins.clear(); m_aDownloadSkins.clear(); Storage()->ListDirectory(IStorage::TYPE_ALL, "skins", SkinScan, this); if(!m_aSkins.size()) { Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "gameclient", "failed to load skins. folder='skins/'"); CSkin DummySkin; DummySkin.m_IsVanilla = true; str_copy(DummySkin.m_aName, "dummy", sizeof(DummySkin.m_aName)); DummySkin.m_BloodColor = ColorRGBA(1.0f, 1.0f, 1.0f); m_aSkins.add(DummySkin); } } int CSkins::Num() { return m_aSkins.size(); } const CSkin *CSkins::Get(int Index) { if(Index < 0) { Index = Find("default"); if(Index < 0) Index = 0; } return &m_aSkins[Index % m_aSkins.size()]; } int CSkins::Find(const char *pName) { const char *pSkinPrefix = m_EventSkinPrefix[0] ? m_EventSkinPrefix : g_Config.m_ClSkinPrefix; if(g_Config.m_ClVanillaSkinsOnly && !IsVanillaSkin(pName)) { return -1; } else if(pSkinPrefix && pSkinPrefix[0]) { char aBuf[24]; str_format(aBuf, sizeof(aBuf), "%s_%s", pSkinPrefix, pName); // If we find something, use it, otherwise fall back to normal skins. int Result = FindImpl(aBuf); if(Result != -1) { return Result; } } return FindImpl(pName); } int CSkins::FindImpl(const char *pName) { auto r = ::find_binary(m_aSkins.all(), pName); if(!r.empty()) return &r.front() - m_aSkins.base_ptr(); if(str_comp(pName, "default") == 0) return -1; if(!g_Config.m_ClDownloadSkins) return -1; if(str_find(pName, "/") != 0) return -1; auto d = ::find_binary(m_aDownloadSkins.all(), pName); if(!d.empty()) { if(d.front().m_pTask && d.front().m_pTask->State() == HTTP_DONE) { char aPath[IO_MAX_PATH_LENGTH]; str_format(aPath, sizeof(aPath), "downloadedskins/%s.png", d.front().m_aName); Storage()->RenameFile(d.front().m_aPath, aPath, IStorage::TYPE_SAVE); LoadSkin(d.front().m_aName, d.front().m_pTask->m_Info); d.front().m_pTask = nullptr; } if(d.front().m_pTask && (d.front().m_pTask->State() == HTTP_ERROR || d.front().m_pTask->State() == HTTP_ABORTED)) { d.front().m_pTask = nullptr; } return -1; } CDownloadSkin Skin; str_copy(Skin.m_aName, pName, sizeof(Skin.m_aName)); char aUrl[IO_MAX_PATH_LENGTH]; char aEscapedName[256]; EscapeUrl(aEscapedName, sizeof(aEscapedName), pName); str_format(aUrl, sizeof(aUrl), "%s%s.png", g_Config.m_ClSkinDownloadUrl, aEscapedName); char aBuf[IO_MAX_PATH_LENGTH]; str_format(Skin.m_aPath, sizeof(Skin.m_aPath), "downloadedskins/%s", IStorage::FormatTmpPath(aBuf, sizeof(aBuf), pName)); Skin.m_pTask = std::make_shared(this, Storage(), aUrl, Skin.m_aPath, IStorage::TYPE_SAVE, CTimeout{0, 0, 0}, HTTPLOG::NONE); m_pClient->Engine()->AddJob(Skin.m_pTask); m_aDownloadSkins.add(Skin); return -1; }