/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. This file is part of Quake 2 source code. 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. 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. 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 =========================================================================== */ // ui_playersetup.c -- the player setup menu #include #ifdef _WIN32 #include #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) { int len = (int)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; } 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 ) 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; 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) ); s_player_name_field.cursor = (int)strlen( name->string ); s_player_model_title.generic.type = MTYPE_SEPARATOR; s_player_model_title.generic.textSize = MENU_FONT_SIZE; 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; 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; 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; 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; 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; 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; 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; 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; 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-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=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=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]); if (s_pmi[s_player_model_box.curvalue].nskins 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=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 // 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) 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) 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) 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) 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 ); }