thirtyflightsofloving/ui/ui_mp_playersetup.c

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2019-03-13 19:20:07 +00:00
/*
===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
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Quake 2 source code 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.
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Quake 2 source code 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.
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You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
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*/
// ui_playersetup.c -- the player setup menu
#include <ctype.h>
#ifdef _WIN32
#include <io.h>
#endif
#include "../client/client.h"
#include "ui_local.h"
/*
=============================================================================
PLAYER CONFIG MENU
=============================================================================
*/
extern menuframework_s s_multiplayer_menu;
static menuframework_s s_player_config_menu;
static menufield_s s_player_name_field;
static menulist_s s_player_model_box;
static menulist_s s_player_skin_box;
static menulist_s s_player_handedness_box;
static menulist_s s_player_rate_box;
static menuseparator_s s_player_skin_title;
static menuseparator_s s_player_model_title;
static menuseparator_s s_player_hand_title;
static menuseparator_s s_player_rate_title;
//static menuaction_s s_player_download_action;
static menuaction_s s_player_back_action;
// save skins and models here so as to not have to re-register every frame
struct model_s *playermodel;
struct model_s *weaponmodel;
struct image_s *playerskin;
char *currentweaponmodel;
#define MAX_DISPLAYNAME 16
#define MAX_PLAYERMODELS 1024
#define NUM_SKINBOX_ITEMS 7
typedef struct
{
int nskins;
char **skindisplaynames;
char displayname[MAX_DISPLAYNAME];
char directory[MAX_QPATH];
} playermodelinfo_s;
static playermodelinfo_s s_pmi[MAX_PLAYERMODELS];
static char *s_pmnames[MAX_PLAYERMODELS];
static int s_numplayermodels;
static int rate_tbl[] = { 2500, 3200, 5000, 10000, 15000, 25000, 0 };
static const char *rate_names[] = { "28.8 Modem", "33.6 Modem", "56K/Single ISDN",
"Dual ISDN", "Cable/DSL", "T1/LAN", "User defined", 0 };
static void HandednessCallback (void *unused)
{
Cvar_SetValue ("hand", s_player_handedness_box.curvalue);
}
static void RateCallback (void *unused)
{
if (s_player_rate_box.curvalue != sizeof(rate_tbl) / sizeof(*rate_tbl) - 1)
Cvar_SetValue ("rate", rate_tbl[s_player_rate_box.curvalue]);
}
static void ModelCallback (void *unused)
{
char scratch[MAX_QPATH];
s_player_skin_box.itemnames = s_pmi[s_player_model_box.curvalue].skindisplaynames;
s_player_skin_box.curvalue = 0;
// only register model and skin on starup or when changed
Com_sprintf( scratch, sizeof(scratch), "players/%s/tris.md2", s_pmi[s_player_model_box.curvalue].directory );
playermodel = R_RegisterModel (scratch);
Com_sprintf( scratch, sizeof(scratch), "players/%s/%s.pcx", s_pmi[s_player_model_box.curvalue].directory, s_pmi[s_player_model_box.curvalue].skindisplaynames[s_player_skin_box.curvalue] );
playerskin = R_RegisterSkin (scratch);
// show current weapon model (if any)
if (currentweaponmodel && strlen(currentweaponmodel)) {
Com_sprintf (scratch, sizeof(scratch), "players/%s/%s", s_pmi[s_player_model_box.curvalue].directory, currentweaponmodel);
weaponmodel = R_RegisterModel(scratch);
if (!weaponmodel) {
Com_sprintf (scratch, sizeof(scratch), "players/%s/weapon.md2", s_pmi[s_player_model_box.curvalue].directory);
weaponmodel = R_RegisterModel (scratch);
}
}
else {
Com_sprintf (scratch, sizeof(scratch), "players/%s/weapon.md2", s_pmi[s_player_model_box.curvalue].directory);
weaponmodel = R_RegisterModel (scratch);
}
}
// only register skin on starup and when changed
static void SkinCallback (void *unused)
{
char scratch[MAX_QPATH];
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", s_pmi[s_player_model_box.curvalue].directory, s_pmi[s_player_model_box.curvalue].skindisplaynames[s_player_skin_box.curvalue]);
playerskin = R_RegisterSkin(scratch);
}
static qboolean IconOfSkinExists (char *skin, char **files, int nfiles, char *suffix)
{
int i;
char scratch[1024];
// strncpy(scratch, skin);
Q_strncpyz(scratch, skin, sizeof(scratch));
*strrchr(scratch, '.') = 0;
// strncat(scratch, suffix);
Q_strncatz(scratch, suffix, sizeof(scratch));
//strncat(scratch, "_i.pcx");
for (i = 0; i < nfiles; i++)
{
if ( strcmp(files[i], scratch) == 0 )
return true;
}
return false;
}
// adds menu support for TGA and JPG skins
static qboolean IsValidSkin (char **filelist, int numFiles, int index)
{
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int len = (int)strlen(filelist[index]);
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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;
}
static qboolean PlayerConfig_ScanDirectories (void)
{
char findname[1024];
char scratch[1024];
int ndirs = 0, npms = 0;
char **dirnames;
char *path = NULL;
int i;
//extern char **FS_ListFiles (char *, int *, unsigned, unsigned);
s_numplayermodels = 0;
// loop back to here if there were no valid player models found in the selected path
do
{
//
// get a list of directories
//
do
{
path = FS_NextPath(path);
Com_sprintf( findname, sizeof(findname), "%s/players/*.*", path );
if ( (dirnames = FS_ListFiles(findname, &ndirs, SFF_SUBDIR, 0)) != 0 )
break;
} while (path);
if (!dirnames)
return false;
//
// go through the subdirectories
//
npms = ndirs;
if (npms > MAX_PLAYERMODELS)
npms = MAX_PLAYERMODELS;
if ( (s_numplayermodels + npms) > MAX_PLAYERMODELS )
npms = MAX_PLAYERMODELS - s_numplayermodels;
for (i = 0; i < npms; i++)
{
int k, s;
char *a, *b, *c;
char **skinnames;
char **imagenames;
int nimagefiles;
int nskins = 0;
qboolean already_added = false;
if (dirnames[i] == 0)
continue;
// check if dirnames[i] is already added to the s_pmi[i].directory list
a = strrchr(dirnames[i], '/');
b = strrchr(dirnames[i], '\\');
c = (a > b) ? a : b;
for (k=0; k < s_numplayermodels; k++)
if (!strcmp(s_pmi[k].directory, c+1))
{ already_added = true; break; }
if (already_added)
{ // todo: add any skins for this model not already listed to skindisplaynames
continue;
}
// verify the existence of tris.md2
// strncpy(scratch, dirnames[i]);
// strncat(scratch, "/tris.md2");
Q_strncpyz(scratch, dirnames[i], sizeof(scratch));
Q_strncatz(scratch, "/tris.md2", sizeof(scratch));
if ( !Sys_FindFirst(scratch, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM) )
{
free(dirnames[i]);
dirnames[i] = 0;
Sys_FindClose();
continue;
}
Sys_FindClose();
// verify the existence of at least one skin
// strncpy(scratch, va("%s%s", dirnames[i], "/*.*")); // was "/*.pcx"
Q_strncpyz(scratch, va("%s%s", dirnames[i], "/*.*"), sizeof(scratch)); // was "/*.pcx"
imagenames = FS_ListFiles (scratch, &nimagefiles, 0, SFF_SUBDIR | SFF_HIDDEN | SFF_SYSTEM);
if (!imagenames)
{
free(dirnames[i]);
dirnames[i] = 0;
continue;
}
// count valid skins, which consist of a skin with a matching "_i" icon
for (k = 0; k < nimagefiles-1; k++)
if ( IsValidSkin(imagenames, nimagefiles, k) )
nskins++;
if (!nskins)
continue;
skinnames = malloc(sizeof(char *) * (nskins+1));
memset(skinnames, 0, sizeof(char *) * (nskins+1));
// copy the valid skins
if (nimagefiles)
for (s = 0, k = 0; k < nimagefiles-1; k++)
{
char *a, *b, *c;
if ( IsValidSkin(imagenames, nimagefiles, k) )
{
a = strrchr(imagenames[k], '/');
b = strrchr(imagenames[k], '\\');
c = (a > b) ? a : b;
// strncpy(scratch, c+1);
Q_strncpyz(scratch, c+1, sizeof(scratch));
if ( strrchr(scratch, '.') )
*strrchr(scratch, '.') = 0;
skinnames[s] = strdup(scratch);
s++;
}
}
// at this point we have a valid player model
s_pmi[s_numplayermodels].nskins = nskins;
s_pmi[s_numplayermodels].skindisplaynames = skinnames;
// make short name for the model
a = strrchr(dirnames[i], '/');
b = strrchr(dirnames[i], '\\');
c = (a > b) ? a : b;
strncpy(s_pmi[s_numplayermodels].displayname, c+1, MAX_DISPLAYNAME-1);
// strncpy(s_pmi[s_numplayermodels].directory, c+1);
Q_strncpyz(s_pmi[s_numplayermodels].directory, c+1, sizeof(s_pmi[s_numplayermodels].directory));
FS_FreeFileList (imagenames, nimagefiles);
s_numplayermodels++;
}
if (dirnames)
FS_FreeFileList (dirnames, ndirs);
// if no valid player models found in path,
// try next path, if there is one
} while (path); // (s_numplayermodels == 0 && path);
return true; //** DMP warning fix
}
static int pmicmpfnc (const void *_a, const void *_b)
{
const playermodelinfo_s *a = (const playermodelinfo_s *) _a;
const playermodelinfo_s *b = (const playermodelinfo_s *) _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);
}
qboolean PlayerConfig_MenuInit (void)
{
extern cvar_t *name;
extern cvar_t *team;
extern cvar_t *skin;
char currentdirectory[1024];
char currentskin[1024];
char scratch[MAX_QPATH];
int i = 0;
int y = 0;
int currentdirectoryindex = 0;
int currentskinindex = 0;
cvar_t *hand = Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );
static const char *handedness[] = { "right", "left", "center", 0 };
PlayerConfig_ScanDirectories ();
if (s_numplayermodels == 0)
return false;
// if ( hand->value < 0 || hand->value > 2 )
if ( hand->integer < 0 || hand->integer > 2 )
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Cvar_SetValue( "hand", 0 );
// strncpy( currentdirectory, skin->string );
Q_strncpyz( currentdirectory, skin->string, sizeof(currentdirectory) );
if ( strchr( currentdirectory, '/' ) )
{
// strncpy( currentskin, strchr( currentdirectory, '/' ) + 1 );
Q_strncpyz( currentskin, strchr( currentdirectory, '/' ) + 1, sizeof(currentskin) );
*strchr( currentdirectory, '/' ) = 0;
}
else if ( strchr( currentdirectory, '\\' ) )
{
// strncpy( currentskin, strchr( currentdirectory, '\\' ) + 1 );
Q_strncpyz( currentskin, strchr( currentdirectory, '\\' ) + 1, sizeof(currentskin) );
*strchr( currentdirectory, '\\' ) = 0;
}
else
{
// strncpy( currentdirectory, "male" );
// strncpy( currentskin, "grunt" );
Q_strncpyz( currentdirectory, "male", sizeof(currentdirectory) );
Q_strncpyz( currentskin, "grunt", sizeof(currentskin) );
}
qsort( s_pmi, s_numplayermodels, sizeof( s_pmi[0] ), pmicmpfnc );
memset( s_pmnames, 0, sizeof( s_pmnames ) );
for ( i = 0; i < s_numplayermodels; i++ )
{
s_pmnames[i] = s_pmi[i].displayname;
if ( Q_stricmp( s_pmi[i].directory, currentdirectory ) == 0 )
{
int j;
currentdirectoryindex = i;
for ( j = 0; j < s_pmi[i].nskins; j++ )
{
if ( Q_stricmp( s_pmi[i].skindisplaynames[j], currentskin ) == 0 )
{
currentskinindex = j;
break;
}
}
}
}
s_player_config_menu.x = SCREEN_WIDTH*0.5 - 210;
s_player_config_menu.y = SCREEN_HEIGHT*0.5 - 70;
s_player_config_menu.nitems = 0;
s_player_name_field.generic.type = MTYPE_FIELD;
s_player_name_field.generic.textSize = MENU_FONT_SIZE;
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s_player_name_field.generic.flags = QMF_LEFT_JUSTIFY;
s_player_name_field.generic.name = "name";
s_player_name_field.generic.callback = 0;
s_player_name_field.generic.x = -MENU_FONT_SIZE;
s_player_name_field.generic.y = y;
s_player_name_field.length = 20;
s_player_name_field.visible_length = 20;
Q_strncpyz( s_player_name_field.buffer, name->string, sizeof(s_player_name_field.buffer) );
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s_player_name_field.cursor = (int)strlen( name->string );
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s_player_model_title.generic.type = MTYPE_SEPARATOR;
s_player_model_title.generic.textSize = MENU_FONT_SIZE;
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s_player_model_title.generic.flags = QMF_LEFT_JUSTIFY;
s_player_model_title.generic.name = "model";
s_player_model_title.generic.x = -MENU_FONT_SIZE;
s_player_model_title.generic.y = y += 3*MENU_LINE_SIZE;
s_player_model_box.generic.type = MTYPE_SPINCONTROL;
s_player_model_box.generic.textSize = MENU_FONT_SIZE;
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s_player_model_box.generic.x = -7*MENU_FONT_SIZE;
s_player_model_box.generic.y = y += MENU_LINE_SIZE;
s_player_model_box.generic.callback = ModelCallback;
s_player_model_box.generic.cursor_offset = -6*MENU_FONT_SIZE;
s_player_model_box.curvalue = currentdirectoryindex;
s_player_model_box.itemnames = s_pmnames;
s_player_skin_title.generic.type = MTYPE_SEPARATOR;
s_player_skin_title.generic.textSize = MENU_FONT_SIZE;
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s_player_skin_title.generic.flags = QMF_LEFT_JUSTIFY;
s_player_skin_title.generic.name = "skin";
s_player_skin_title.generic.x = -2*MENU_FONT_SIZE;
s_player_skin_title.generic.y = y += 2*MENU_LINE_SIZE;
s_player_skin_box.generic.type = MTYPE_SPINCONTROL;
s_player_skin_box.generic.textSize = MENU_FONT_SIZE;
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s_player_skin_box.generic.x = -7*MENU_FONT_SIZE;
s_player_skin_box.generic.y = y += MENU_LINE_SIZE;
s_player_skin_box.generic.name = 0;
s_player_skin_box.generic.callback = SkinCallback; // Knightmare added, was 0
s_player_skin_box.generic.cursor_offset = -6*MENU_FONT_SIZE;
s_player_skin_box.curvalue = currentskinindex;
s_player_skin_box.itemnames = s_pmi[currentdirectoryindex].skindisplaynames;
s_player_skin_box.generic.flags |= QMF_SKINLIST;
s_player_hand_title.generic.type = MTYPE_SEPARATOR;
s_player_hand_title.generic.textSize = MENU_FONT_SIZE;
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s_player_hand_title.generic.flags = QMF_LEFT_JUSTIFY;
s_player_hand_title.generic.name = "handedness";
s_player_hand_title.generic.x = 4*MENU_FONT_SIZE;
s_player_hand_title.generic.y = y += 2*MENU_LINE_SIZE;
s_player_handedness_box.generic.type = MTYPE_SPINCONTROL;
s_player_handedness_box.generic.textSize = MENU_FONT_SIZE;
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s_player_handedness_box.generic.x = -7*MENU_FONT_SIZE;
s_player_handedness_box.generic.y = y += MENU_LINE_SIZE;
s_player_handedness_box.generic.name = 0;
s_player_handedness_box.generic.cursor_offset = -6*MENU_FONT_SIZE;
s_player_handedness_box.generic.callback = HandednessCallback;
s_player_handedness_box.curvalue = Cvar_VariableValue( "hand" );
s_player_handedness_box.itemnames = handedness;
for (i = 0; i < sizeof(rate_tbl) / sizeof(*rate_tbl) - 1; i++)
if (Cvar_VariableValue("rate") == rate_tbl[i])
break;
s_player_rate_title.generic.type = MTYPE_SEPARATOR;
s_player_rate_title.generic.textSize = MENU_FONT_SIZE;
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s_player_rate_title.generic.flags = QMF_LEFT_JUSTIFY;
s_player_rate_title.generic.name = "connect speed";
s_player_rate_title.generic.x = 7*MENU_FONT_SIZE;
s_player_rate_title.generic.y = y += 2*MENU_LINE_SIZE;
s_player_rate_box.generic.type = MTYPE_SPINCONTROL;
s_player_rate_box.generic.textSize = MENU_FONT_SIZE;
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s_player_rate_box.generic.x = -7*MENU_FONT_SIZE;
s_player_rate_box.generic.y = y += MENU_LINE_SIZE;
s_player_rate_box.generic.name = 0;
s_player_rate_box.generic.cursor_offset = -6*MENU_FONT_SIZE;
s_player_rate_box.generic.callback = RateCallback;
s_player_rate_box.curvalue = i;
s_player_rate_box.itemnames = rate_names;
s_player_back_action.generic.type = MTYPE_ACTION;
s_player_back_action.generic.textSize = MENU_FONT_SIZE;
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s_player_back_action.generic.name = "back to multiplayer";
s_player_back_action.generic.flags = QMF_LEFT_JUSTIFY;
s_player_back_action.generic.x = -5*MENU_FONT_SIZE;
s_player_back_action.generic.y = y += 2*MENU_LINE_SIZE;
s_player_back_action.generic.statusbar = NULL;
s_player_back_action.generic.callback = UI_BackMenu;
// only register model and skin on starup or when changed
Com_sprintf( scratch, sizeof( scratch ), "players/%s/tris.md2", s_pmi[s_player_model_box.curvalue].directory );
playermodel = R_RegisterModel( scratch );
Com_sprintf( scratch, sizeof( scratch ), "players/%s/%s.pcx", s_pmi[s_player_model_box.curvalue].directory, s_pmi[s_player_model_box.curvalue].skindisplaynames[s_player_skin_box.curvalue] );
playerskin = R_RegisterSkin( scratch );
// show current weapon model (if any)
if (currentweaponmodel && strlen(currentweaponmodel)) {
Com_sprintf( scratch, sizeof( scratch ), "players/%s/%s", s_pmi[s_player_model_box.curvalue].directory, currentweaponmodel );
weaponmodel = R_RegisterModel( scratch );
if (!weaponmodel) {
Com_sprintf( scratch, sizeof( scratch ), "players/%s/weapon.md2", s_pmi[s_player_model_box.curvalue].directory );
weaponmodel = R_RegisterModel( scratch );
}
}
else
{
Com_sprintf( scratch, sizeof( scratch ), "players/%s/weapon.md2", s_pmi[s_player_model_box.curvalue].directory );
weaponmodel = R_RegisterModel( scratch );
}
Menu_AddItem( &s_player_config_menu, &s_player_name_field );
Menu_AddItem( &s_player_config_menu, &s_player_model_title );
Menu_AddItem( &s_player_config_menu, &s_player_model_box );
if ( s_player_skin_box.itemnames )
{
Menu_AddItem( &s_player_config_menu, &s_player_skin_title );
Menu_AddItem( &s_player_config_menu, &s_player_skin_box );
}
Menu_AddItem( &s_player_config_menu, &s_player_hand_title );
Menu_AddItem( &s_player_config_menu, &s_player_handedness_box );
Menu_AddItem( &s_player_config_menu, &s_player_rate_title );
Menu_AddItem( &s_player_config_menu, &s_player_rate_box );
Menu_AddItem( &s_player_config_menu, &s_player_back_action );
return true;
}
qboolean PlayerConfig_CheckIncerement (int dir, float x, float y, float w, float h)
{
float min[2], max[2], x1, y1, w1, h1;
char *sound = NULL;
x1 = x; y1 = y; w1 = w; h1 = h;
SCR_AdjustFrom640 (&x1, &y1, &w1, &h1, ALIGN_CENTER);
min[0] = x1; max[0] = x1 + w1;
min[1] = y1; max[1] = y1 + h1;
if (cursor.x>=min[0] && cursor.x<=max[0] &&
cursor.y>=min[1] && cursor.y<=max[1] &&
!cursor.buttonused[MOUSEBUTTON1] &&
cursor.buttonclicks[MOUSEBUTTON1]==1)
{
if (dir) // dir==1 is left
{
if (s_player_skin_box.curvalue>0)
s_player_skin_box.curvalue--;
}
else
{
if (s_player_skin_box.curvalue<s_pmi[s_player_model_box.curvalue].nskins)
s_player_skin_box.curvalue++;
}
sound = menu_move_sound;
cursor.buttonused[MOUSEBUTTON1] = true;
cursor.buttonclicks[MOUSEBUTTON1] = 0;
if ( sound )
S_StartLocalSound( sound );
SkinCallback (NULL);
return true;
}
return false;
}
void PlayerConfig_MouseClick (void)
{
float icon_x = SCREEN_WIDTH*0.5 - 5, //width - 325
icon_y = SCREEN_HEIGHT - 108,
icon_offset = 0;
int i, count;
char *sound = NULL;
buttonmenuobject_t buttons[NUM_SKINBOX_ITEMS];
for (i=0; i<NUM_SKINBOX_ITEMS; i++)
buttons[i].index =- 1;
if (s_pmi[s_player_model_box.curvalue].nskins < NUM_SKINBOX_ITEMS || s_player_skin_box.curvalue < 4)
i=0;
else if (s_player_skin_box.curvalue > s_pmi[s_player_model_box.curvalue].nskins-4)
i=s_pmi[s_player_model_box.curvalue].nskins-NUM_SKINBOX_ITEMS;
else
i=s_player_skin_box.curvalue-3;
if (i > 0)
if (PlayerConfig_CheckIncerement (1, icon_x-39, icon_y, 32, 32))
return;
for (count=0; count<NUM_SKINBOX_ITEMS; i++,count++)
{
if (i<0 || i>=s_pmi[s_player_model_box.curvalue].nskins)
continue;
UI_AddButton (&buttons[count], i, icon_x+icon_offset, icon_y, 32, 32);
icon_offset += 34;
}
icon_offset = NUM_SKINBOX_ITEMS*34;
if (s_pmi[s_player_model_box.curvalue].nskins-i > 0)
if (PlayerConfig_CheckIncerement (0, icon_x+icon_offset+5, icon_y, 32, 32))
return;
for (i=0; i<NUM_SKINBOX_ITEMS; i++)
{
if (buttons[i].index == -1)
continue;
if (cursor.x>=buttons[i].min[0] && cursor.x<=buttons[i].max[0] &&
cursor.y>=buttons[i].min[1] && cursor.y<=buttons[i].max[1])
{
if (!cursor.buttonused[MOUSEBUTTON1] && cursor.buttonclicks[MOUSEBUTTON1]==1)
{
s_player_skin_box.curvalue = buttons[i].index;
sound = menu_move_sound;
cursor.buttonused[MOUSEBUTTON1] = true;
cursor.buttonclicks[MOUSEBUTTON1] = 0;
if (sound)
S_StartLocalSound (sound);
SkinCallback (NULL);
return;
}
break;
}
}
}
void PlayerConfig_DrawSkinSelection (void)
{
char scratch[MAX_QPATH];
float icon_x = SCREEN_WIDTH*0.5 - 5; //width - 325
float icon_y = SCREEN_HEIGHT - 108;
float icon_offset = 0;
float x, y, w, h;
int i, count, color[3];
CL_TextColor ((int)Cvar_VariableValue("alt_text_color"), &color[0], &color[1], &color[2]);
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if (s_pmi[s_player_model_box.curvalue].nskins<NUM_SKINBOX_ITEMS || s_player_skin_box.curvalue<4)
i=0;
else if (s_player_skin_box.curvalue > s_pmi[s_player_model_box.curvalue].nskins-4)
i=s_pmi[s_player_model_box.curvalue].nskins-NUM_SKINBOX_ITEMS;
else
i=s_player_skin_box.curvalue-3;
// left arrow
if (i>0)
Com_sprintf (scratch, sizeof(scratch), "/gfx/ui/arrows/arrow_left.pcx");
else
Com_sprintf (scratch, sizeof(scratch), "/gfx/ui/arrows/arrow_left_d.pcx");
SCR_DrawPic (icon_x-39, icon_y+2, 32, 32, ALIGN_CENTER, scratch, 1.0);
// background
SCR_DrawFill (icon_x-3, icon_y-3, NUM_SKINBOX_ITEMS*34+4, 38, ALIGN_CENTER, 0,0,0,255);
if (R_DrawFindPic("/gfx/ui/listbox_background.pcx")) {
x = icon_x-2; y = icon_y-2; w = NUM_SKINBOX_ITEMS*34+2; h = 36;
SCR_AdjustFrom640 (&x, &y, &w, &h, ALIGN_CENTER);
R_DrawTileClear ((int)x, (int)y, (int)w, (int)h, "/gfx/ui/listbox_background.pcx");
}
else
SCR_DrawFill (icon_x-2, icon_y-2, NUM_SKINBOX_ITEMS*34+2, 36, ALIGN_CENTER, 60,60,60,255);
for (count=0; count<NUM_SKINBOX_ITEMS; i++,count++)
{
if (i<0 || i>=s_pmi[s_player_model_box.curvalue].nskins)
continue;
Com_sprintf (scratch, sizeof(scratch), "/players/%s/%s_i.pcx",
s_pmi[s_player_model_box.curvalue].directory,
s_pmi[s_player_model_box.curvalue].skindisplaynames[i] );
if (i==s_player_skin_box.curvalue)
SCR_DrawFill (icon_x + icon_offset-1, icon_y-1, 34, 34, ALIGN_CENTER, color[0],color[1],color[2],255);
SCR_DrawPic (icon_x + icon_offset, icon_y, 32, 32, ALIGN_CENTER, scratch, 1.0);
icon_offset += 34;
}
// right arrow
icon_offset = NUM_SKINBOX_ITEMS*34;
if (s_pmi[s_player_model_box.curvalue].nskins-i>0)
Com_sprintf (scratch, sizeof(scratch), "/gfx/ui/arrows/arrow_right.pcx");
else
Com_sprintf (scratch, sizeof(scratch), "/gfx/ui/arrows/arrow_right_d.pcx");
SCR_DrawPic (icon_x+icon_offset+5, icon_y+2, 32, 32, ALIGN_CENTER, scratch, 1.0);
}
void PlayerConfig_MenuDraw (void)
{
refdef_t refdef;
float rx, ry, rw, rh;
Menu_DrawBanner ("m_banner_plauer_setup"); // typo for image name is id's fault
memset(&refdef, 0, sizeof(refdef));
rx = 0; ry = 0;
rw = SCREEN_WIDTH; rh = SCREEN_HEIGHT;
SCR_AdjustFrom640 (&rx, &ry, &rw, &rh, ALIGN_CENTER);
refdef.x = rx; refdef.y = ry;
refdef.width = rw; refdef.height = rh;
refdef.fov_x = 50;
refdef.fov_y = CalcFov (refdef.fov_x, refdef.width, refdef.height);
refdef.time = cls.realtime*0.001;
if ( s_pmi[s_player_model_box.curvalue].skindisplaynames )
{
int yaw;
int maxframe = 29;
vec3_t modelOrg;
// Psychopspaz's support for showing weapon model
entity_t entity[2], *ent;
refdef.num_entities = 0;
refdef.entities = entity;
yaw = anglemod(cl.time/10);
// VectorSet (modelOrg, 150, (hand->value==1)?25:-25, 0); // was 80, 0, 0
VectorSet (modelOrg, 150, (hand->integer == 1)?25:-25, 0); // was 80, 0, 0
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// Setup player model
ent = &entity[0];
memset (&entity[0], 0, sizeof(entity[0]));
// moved registration code to init and change only
ent->model = playermodel;
ent->skin = playerskin;
ent->flags = RF_FULLBRIGHT|RF_NOSHADOW|RF_DEPTHHACK;
// if (hand->value == 1)
if (hand->integer == 1)
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ent->flags |= RF_MIRRORMODEL;
ent->origin[0] = modelOrg[0];
ent->origin[1] = modelOrg[1];
ent->origin[2] = modelOrg[2];
VectorCopy( ent->origin, ent->oldorigin );
ent->frame = 0;
ent->oldframe = 0;
ent->backlerp = 0.0;
ent->angles[1] = yaw;
//if ( ++yaw > 360 )
// yaw -= 360;
// if (hand->value == 1)
if (hand->integer == 1)
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ent->angles[1] = 360 - ent->angles[1];
refdef.num_entities++;
// Setup weapon model
ent = &entity[1];
memset (&entity[1], 0, sizeof(entity[1]));
// moved registration code to init and change only
ent->model = weaponmodel;
if (ent->model)
{
ent->skinnum = 0;
ent->flags = RF_FULLBRIGHT|RF_NOSHADOW|RF_DEPTHHACK;
// if (hand->value == 1)
if (hand->integer == 1)
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ent->flags |= RF_MIRRORMODEL;
ent->origin[0] = modelOrg[0];
ent->origin[1] = modelOrg[1];
ent->origin[2] = modelOrg[2];
VectorCopy( ent->origin, ent->oldorigin );
ent->frame = 0;
ent->oldframe = 0;
ent->backlerp = 0.0;
ent->angles[1] = yaw;
// if (hand->value == 1)
if (hand->integer == 1)
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ent->angles[1] = 360 - ent->angles[1];
refdef.num_entities++;
}
refdef.areabits = 0;
refdef.lightstyles = 0;
refdef.rdflags = RDF_NOWORLDMODEL;
Menu_Draw( &s_player_config_menu );
// skin selection preview
PlayerConfig_DrawSkinSelection ();
R_RenderFrame( &refdef );
}
}
void PConfigAccept (void)
{
int i;
char scratch[1024];
Cvar_Set( "name", s_player_name_field.buffer );
Com_sprintf( scratch, sizeof( scratch ), "%s/%s",
s_pmi[s_player_model_box.curvalue].directory,
s_pmi[s_player_model_box.curvalue].skindisplaynames[s_player_skin_box.curvalue] );
Cvar_Set( "skin", scratch );
for ( i = 0; i < s_numplayermodels; i++ )
{
int j;
for ( j = 0; j < s_pmi[i].nskins; j++ )
{
if ( s_pmi[i].skindisplaynames[j] )
free( s_pmi[i].skindisplaynames[j] );
s_pmi[i].skindisplaynames[j] = 0;
}
free( s_pmi[i].skindisplaynames );
s_pmi[i].skindisplaynames = 0;
s_pmi[i].nskins = 0;
}
}
const char *PlayerConfig_MenuKey (int key)
{
if ( key == K_ESCAPE )
PConfigAccept();
return Default_MenuKey( &s_player_config_menu, key );
}
void M_Menu_PlayerConfig_f (void)
{
if (!PlayerConfig_MenuInit())
{
Menu_SetStatusBar( &s_multiplayer_menu, "No valid player models found" );
return;
}
Menu_SetStatusBar( &s_multiplayer_menu, NULL );
UI_PushMenu( PlayerConfig_MenuDraw, PlayerConfig_MenuKey );
}