// /* ======================================================================= USER INTERFACE SABER LOADING & DISPLAY CODE ======================================================================= */ // leave this at the top of all UI_xxxx files for PCH reasons... // //#include "../server/exe_headers.h" #include "ui_local.h" #include "ui_shared.h" //#define MAX_SABER_DATA_SIZE 0x8000 #define MAX_SABER_DATA_SIZE 0x9000 // On Xbox, static linking lets us steal the buffer from wp_saberLoad // Just make sure that the saber data size is the same // Damn. OK. Gotta fix this again. Later. static char SaberParms[MAX_SABER_DATA_SIZE]; qboolean ui_saber_parms_parsed = qfalse; static qhandle_t redSaberGlowShader; static qhandle_t redSaberCoreShader; static qhandle_t orangeSaberGlowShader; static qhandle_t orangeSaberCoreShader; static qhandle_t yellowSaberGlowShader; static qhandle_t yellowSaberCoreShader; static qhandle_t greenSaberGlowShader; static qhandle_t greenSaberCoreShader; static qhandle_t blueSaberGlowShader; static qhandle_t blueSaberCoreShader; static qhandle_t purpleSaberGlowShader; static qhandle_t purpleSaberCoreShader; void UI_CacheSaberGlowGraphics( void ) {//FIXME: these get fucked by vid_restarts redSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/red_glow" ); redSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/red_line" ); orangeSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/orange_glow" ); orangeSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/orange_line" ); yellowSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/yellow_glow" ); yellowSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/yellow_line" ); greenSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/green_glow" ); greenSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/green_line" ); blueSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/blue_glow" ); blueSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/blue_line" ); purpleSaberGlowShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/purple_glow" ); purpleSaberCoreShader = trap_R_RegisterShaderNoMip( "gfx/effects/sabers/purple_line" ); } qboolean UI_ParseLiteral( const char **data, const char *string ) { const char *token; token = COM_ParseExt( data, qtrue ); if ( token[0] == 0 ) { Com_Printf( "unexpected EOF\n" ); return qtrue; } if ( Q_stricmp( token, string ) ) { Com_Printf( "required string '%s' missing\n", string ); return qtrue; } return qfalse; } qboolean UI_ParseLiteralSilent( const char **data, const char *string ) { const char *token; token = COM_ParseExt( data, qtrue ); if ( token[0] == 0 ) { return qtrue; } if ( Q_stricmp( token, string ) ) { return qtrue; } return qfalse; } qboolean UI_SaberParseParm( const char *saberName, const char *parmname, char *saberData ) { const char *token; const char *value; const char *p; if ( !saberName || !saberName[0] ) { return qfalse; } //try to parse it out p = SaberParms; // A bogus name is passed in COM_BeginParseSession("saberinfo"); // look for the right saber while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { return qfalse; } if ( !Q_stricmp( token, saberName ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { return qfalse; } if ( UI_ParseLiteral( &p, "{" ) ) { return qfalse; } // parse the saber info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", saberName ); return qfalse; } if ( !Q_stricmp( token, "}" ) ) { break; } if ( !Q_stricmp( token, parmname ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } strcpy( saberData, value ); return qtrue; } SkipRestOfLine( &p ); continue; } return qfalse; } qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel ) { return UI_SaberParseParm( saberName, "saberModel", saberModel ); } qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin ) { return UI_SaberParseParm( saberName, "customSkin", saberSkin ); } qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType ) { return UI_SaberParseParm( saberName, "saberType", saberType ); } int UI_SaberNumBladesForSaber( const char *saberName ) { int numBlades; char numBladesString[8]={0}; UI_SaberParseParm( saberName, "numBlades", numBladesString ); numBlades = atoi( numBladesString ); if ( numBlades < 1 ) { numBlades = 1; } else if ( numBlades > 8 ) { numBlades = 8; } return numBlades; } qboolean UI_IsSaberTwoHanded( const char *saberName ) { int twoHanded; char twoHandedString[8]={0}; UI_SaberParseParm( saberName, "twoHanded", twoHandedString ); if ( !twoHandedString[0] ) {//not defined defaults to "no" return qfalse; } twoHanded = atoi( twoHandedString ); return ((qboolean)(twoHanded!=0)); } float UI_SaberBladeLengthForSaber( const char *saberName, int bladeNum ) { char lengthString[8]={0}; float length = 40.0f; UI_SaberParseParm( saberName, "saberLength", lengthString ); if ( lengthString[0] ) { length = atof( lengthString ); if ( length < 0.0f ) { length = 0.0f; } } UI_SaberParseParm( saberName, va("saberLength%d", bladeNum+1), lengthString ); if ( lengthString[0] ) { length = atof( lengthString ); if ( length < 0.0f ) { length = 0.0f; } } return length; } float UI_SaberBladeRadiusForSaber( const char *saberName, int bladeNum ) { char radiusString[8]={0}; float radius = 3.0f; UI_SaberParseParm( saberName, "saberRadius", radiusString ); if ( radiusString[0] ) { radius = atof( radiusString ); if ( radius < 0.0f ) { radius = 0.0f; } } UI_SaberParseParm( saberName, va("saberRadius%d", bladeNum+1), radiusString ); if ( radiusString[0] ) { radius = atof( radiusString ); if ( radius < 0.0f ) { radius = 0.0f; } } return radius; } qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName ) { char stringedSaberName[1024]; qboolean ret = UI_SaberParseParm( saberName, "name", stringedSaberName ); // if it's a stringed reference translate it if( ret && stringedSaberName && stringedSaberName[0] == '@') { trap_SP_GetStringTextString(&stringedSaberName[1], saberProperName, 1024); } else { // no stringed so just use it as it strcpy( saberProperName, stringedSaberName ); } return ret; } qboolean UI_SaberValidForPlayerInMP( const char *saberName ) { char allowed [8]={0}; if ( !UI_SaberParseParm( saberName, "notInMP", allowed ) ) {//not defined, default is yes return qtrue; } if ( !allowed[0] ) {//not defined, default is yes return qtrue; } else {//return value return ((qboolean)(atoi(allowed)==0)); } } void UI_SaberLoadParms( void ) { int len, totallen, saberExtFNLen, fileCnt, i; char *holdChar, *marker; char saberExtensionListBuf[2048]; // The list of file names read in fileHandle_t f; char buffer[MAX_MENUFILE]; //ui.Printf( "UI Parsing *.sab saber definitions\n" ); ui_saber_parms_parsed = qtrue; UI_CacheSaberGlowGraphics(); //set where to store the first one totallen = 0; marker = SaberParms; marker[0] = '\0'; //now load in the extra .npc extensions fileCnt = trap_FS_GetFileList("ext_data/sabers", ".sab", saberExtensionListBuf, sizeof(saberExtensionListBuf) ); holdChar = saberExtensionListBuf; for ( i = 0; i < fileCnt; i++, holdChar += saberExtFNLen + 1 ) { saberExtFNLen = strlen( holdChar ); len = trap_FS_FOpenFile( va( "ext_data/sabers/%s", holdChar), &f, FS_READ ); if (!f) { continue; } if ( len == -1 ) { Com_Printf( "UI_SaberLoadParms: error reading %s\n", holdChar ); } else { if (len > sizeof(buffer) ) { Com_Error( ERR_FATAL, "UI_SaberLoadParms: file %s too large to read (max=%d)", holdChar, sizeof(buffer) ); } trap_FS_Read( buffer, len, f ); trap_FS_FCloseFile( f ); buffer[len] = 0; if ( totallen && *(marker-1) == '}' ) {//don't let it end on a } because that should be a stand-alone token strcat( marker, " " ); totallen++; marker++; } len = COM_Compress( buffer ); if ( totallen + len >= MAX_SABER_DATA_SIZE ) { Com_Error( ERR_FATAL, "UI_SaberLoadParms: ran out of space before reading %s\n(you must make the .sab files smaller)", holdChar ); } strcat( marker, buffer ); totallen += len; marker += len; } } } void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color ) { vec3_t mid, rgb={1,1,1}; qhandle_t blade = 0, glow = 0; refEntity_t saber; float radiusmult; float radiusRange; float radiusStart; if ( length < 0.5f ) { // if the thing is so short, just forget even adding me. return; } // Find the midpoint of the saber for lighting purposes VectorMA( origin, length * 0.5f, dir, mid ); switch( color ) { case SABER_RED: glow = redSaberGlowShader; blade = redSaberCoreShader; VectorSet( rgb, 1.0f, 0.2f, 0.2f ); break; case SABER_ORANGE: glow = orangeSaberGlowShader; blade = orangeSaberCoreShader; VectorSet( rgb, 1.0f, 0.5f, 0.1f ); break; case SABER_YELLOW: glow = yellowSaberGlowShader; blade = yellowSaberCoreShader; VectorSet( rgb, 1.0f, 1.0f, 0.2f ); break; case SABER_GREEN: glow = greenSaberGlowShader; blade = greenSaberCoreShader; VectorSet( rgb, 0.2f, 1.0f, 0.2f ); break; case SABER_BLUE: glow = blueSaberGlowShader; blade = blueSaberCoreShader; VectorSet( rgb, 0.2f, 0.4f, 1.0f ); break; case SABER_PURPLE: glow = purpleSaberGlowShader; blade = purpleSaberCoreShader; VectorSet( rgb, 0.9f, 0.2f, 1.0f ); break; } // always add a light because sabers cast a nice glow before they slice you in half!! or something... /* if ( doLight ) {//FIXME: RGB combine all the colors of the sabers you're using into one averaged color! cgi_R_AddLightToScene( mid, (length*2.0f) + (random()*8.0f), rgb[0], rgb[1], rgb[2] ); } */ memset( &saber, 0, sizeof( refEntity_t )); // Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many // refEnts to do each glow blob individually saber.saberLength = length; // Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed. // It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat if (length < lengthMax ) { radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5. } else { radiusmult = 1.0; } radiusRange = radius * 0.075f; radiusStart = radius-radiusRange; saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult; //saber.radius = (2.8f + crandom() * 0.2f)*radiusmult; VectorCopy( origin, saber.origin ); VectorCopy( dir, saber.axis[0] ); saber.reType = RT_SABER_GLOW; saber.customShader = glow; saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff; //saber.renderfx = rfx; trap_R_AddRefEntityToScene( &saber ); // Do the hot core VectorMA( origin, length, dir, saber.origin ); VectorMA( origin, -1, dir, saber.oldorigin ); saber.customShader = blade; saber.reType = RT_LINE; radiusStart = radius/3.0f; saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult; // saber.radius = (1.0 + crandom() * 0.2f)*radiusmult; trap_R_AddRefEntityToScene( &saber ); } char * SaberColorToString(saber_colors_t color) { if ( color == SABER_RED) return "red"; if ( color == SABER_ORANGE) return "orange"; if ( color == SABER_YELLOW) return "yellow"; if ( color == SABER_GREEN) return "green"; if (color == SABER_BLUE) return "blue"; if ( color == SABER_PURPLE) return "purple"; return NULL; } saber_colors_t TranslateSaberColor( const char *name ) { if ( !Q_stricmp( name, "red" ) ) { return SABER_RED; } if ( !Q_stricmp( name, "orange" ) ) { return SABER_ORANGE; } if ( !Q_stricmp( name, "yellow" ) ) { return SABER_YELLOW; } if ( !Q_stricmp( name, "green" ) ) { return SABER_GREEN; } if ( !Q_stricmp( name, "blue" ) ) { return SABER_BLUE; } if ( !Q_stricmp( name, "purple" ) ) { return SABER_PURPLE; } if ( !Q_stricmp( name, "random" ) ) { return ((saber_colors_t)(Q_irand( SABER_ORANGE, SABER_PURPLE ))); } return SABER_BLUE; } saberType_t TranslateSaberType( const char *name ) { if ( !Q_stricmp( name, "SABER_SINGLE" ) ) { return SABER_SINGLE; } if ( !Q_stricmp( name, "SABER_STAFF" ) ) { return SABER_STAFF; } if ( !Q_stricmp( name, "SABER_BROAD" ) ) { return SABER_BROAD; } if ( !Q_stricmp( name, "SABER_PRONG" ) ) { return SABER_PRONG; } if ( !Q_stricmp( name, "SABER_DAGGER" ) ) { return SABER_DAGGER; } if ( !Q_stricmp( name, "SABER_ARC" ) ) { return SABER_ARC; } if ( !Q_stricmp( name, "SABER_SAI" ) ) { return SABER_SAI; } if ( !Q_stricmp( name, "SABER_CLAW" ) ) { return SABER_CLAW; } if ( !Q_stricmp( name, "SABER_LANCE" ) ) { return SABER_LANCE; } if ( !Q_stricmp( name, "SABER_STAR" ) ) { return SABER_STAR; } if ( !Q_stricmp( name, "SABER_TRIDENT" ) ) { return SABER_TRIDENT; } if ( !Q_stricmp( name, "SABER_SITH_SWORD" ) ) { return SABER_SITH_SWORD; } return SABER_SINGLE; } void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, vec3_t angles, int bladeNum ) { char bladeColorString[MAX_QPATH]; saber_colors_t bladeColor; float bladeLength,bladeRadius; vec3_t bladeOrigin={0}; vec3_t axis[3]={0}; // vec3_t angles={0}; mdxaBone_t boltMatrix; qboolean tagHack = qfalse; char *tagName; int bolt; float scale; if ( (item->flags&ITF_ISSABER) && saberModel < 2 ) { trap_Cvar_VariableStringBuffer("ui_saber_color", bladeColorString, sizeof(bladeColorString) ); } else//if ( item->flags&ITF_ISSABER2 ) - presumed { trap_Cvar_VariableStringBuffer("ui_saber2_color", bladeColorString, sizeof(bladeColorString) ); } if ( !trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),saberModel) ) {//invalid index! return; } bladeColor = TranslateSaberColor( bladeColorString ); bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum ); bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum ); tagName = va( "*blade%d", bladeNum+1 ); bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, tagName ); if ( bolt == -1 ) { tagHack = qtrue; //hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, "*flash" ); if ( bolt == -1 ) {//no tag_flash either?!! bolt = 0; } } // angles[PITCH] = curYaw; // angles[ROLL] = 0; trap_G2API_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw // work the matrix axis stuff into the original axis and origins used. BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bladeOrigin); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful) // ...changed this back to NEGATIVE_Y BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, axis[1]);//right ... and changed this to NEGATIVE_X BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_Z, axis[2]);//up // Where do I get scale from? // scale = DC->xscale; scale = 1.0f; if ( tagHack ) { switch ( saberType ) { case SABER_SINGLE: VectorMA( bladeOrigin, scale, axis[0], bladeOrigin ); break; case SABER_DAGGER: case SABER_LANCE: break; case SABER_STAFF: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin ); } if ( bladeNum == 1 ) { VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin ); } break; case SABER_BROAD: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin ); } break; case SABER_PRONG: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_ARC: VectorSubtract( axis[1], axis[2], axis[1] ); VectorNormalize( axis[1] ); switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], 0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 1: VectorScale( axis[0], 0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 2: VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 3: VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; } break; case SABER_SAI: if ( bladeNum == 1 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 2 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_CLAW: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin ); break; } break; case SABER_STAR: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 1: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 2: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 3: VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 4: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 5: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; } break; case SABER_TRIDENT: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 3: VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -1, axis[0] ); break; } break; case SABER_SITH_SWORD: //no blade break; } } if ( saberType == SABER_SITH_SWORD ) {//draw no blade return; } UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor ); } /* void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, vec3_t angles ) { //NOTE: only allows one saber type in view at a time char saber[MAX_QPATH]; if ( item->flags&ITF_ISSABER ) { trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) ); } } else if ( item->flags&ITF_ISSABER2 ) { trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber2", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) ); } } else { return; } if ( saber[0] ) { saberType_t saberType; int curBlade; int numBlades = UI_SaberNumBladesForSaber( saber ); if ( numBlades ) {//okay, here we go, time to draw each blade... char saberTypeString[MAX_QPATH]={0}; UI_SaberTypeForSaber( saber, saberTypeString ); saberType = TranslateSaberType( saberTypeString ); for ( curBlade = 0; curBlade < numBlades; curBlade++ ) { UI_SaberDrawBlade( item, saber, saberType, origin, angles, curBlade ); } } } } */ void UI_GetSaberForMenu( char *saber, int saberNum ) { char saberTypeString[MAX_QPATH]={0}; saberType_t saberType = SABER_NONE; if ( saberNum == 0 ) { trap_Cvar_VariableStringBuffer("ui_saber", saber, MAX_QPATH ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber", saber, MAX_QPATH ); } } else { trap_Cvar_VariableStringBuffer("ui_saber2", saber, MAX_QPATH ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber2", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber2", saber, MAX_QPATH ); } } //read this from the sabers.cfg UI_SaberTypeForSaber( saber, saberTypeString ); if ( saberTypeString[0] ) { saberType = TranslateSaberType( saberTypeString ); } switch ( uiInfo.movesTitleIndex ) { case 0://MD_ACROBATICS: break; case 1://MD_SINGLE_FAST: case 2://MD_SINGLE_MEDIUM: case 3://MD_SINGLE_STRONG: if ( saberType != SABER_SINGLE ) { Q_strncpyz(saber,"single_1",MAX_QPATH); } break; case 4://MD_DUAL_SABERS: if ( saberType != SABER_SINGLE ) { Q_strncpyz(saber,"single_1",MAX_QPATH); } break; case 5://MD_SABER_STAFF: if ( saberType == SABER_SINGLE || saberType == SABER_NONE ) { Q_strncpyz(saber,"dual_1",MAX_QPATH); } break; } } void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, vec3_t angles ) { //NOTE: only allows one saber type in view at a time char saber[MAX_QPATH]; int saberNum = 0; int saberModel = 0; int numSabers = 1; if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand && uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand { UI_GetSaberForMenu( saber, saberNum ); saberModel = saberNum + 1; } else if ( (item->flags&ITF_ISSABER) ) { trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) ); } saberModel = 0; } else if ( (item->flags&ITF_ISSABER2) ) { trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) ); if ( !UI_SaberValidForPlayerInMP( saber ) ) { trap_Cvar_Set( "ui_saber2", "kyle" ); trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) ); } saberModel = 0; } else { return; } if ( saber[0] ) { saberType_t saberType; int curBlade = 0; int numBlades = UI_SaberNumBladesForSaber( saber ); if ( numBlades ) {//okay, here we go, time to draw each blade... char saberTypeString[MAX_QPATH]={0}; UI_SaberTypeForSaber( saber, saberTypeString ); saberType = TranslateSaberType( saberTypeString ); for ( curBlade = 0; curBlade < numBlades; curBlade++ ) { UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, angles, curBlade ); } } } } } void UI_SaberAttachToChar( itemDef_t *item ) { int numSabers = 1; int saberNum = 0; if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),2) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 2); } if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),1) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 1); } if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { //bolt sabers char modelPath[MAX_QPATH]; char skinPath[MAX_QPATH]; char saber[MAX_QPATH]; UI_GetSaberForMenu( saber, saberNum ); if ( UI_SaberModelForSaber( saber, modelPath ) ) {//successfully found a model int g2Saber = trap_G2API_InitGhoul2Model( &(item->ghoul2), modelPath, 0, 0, 0, 0, 0 ); //add the model if ( g2Saber ) { int boltNum; //get the customSkin, if any if ( UI_SaberSkinForSaber( saber, skinPath ) ) { int g2skin = trap_R_RegisterSkin(skinPath); trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, g2skin );//this is going to set the surfs on/off matching the skin file } else { trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, 0 );//turn off custom skin } if ( saberNum == 0 ) { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*r_hand"); } else { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*l_hand"); } trap_G2API_AttachG2Model( item->ghoul2, g2Saber, item->ghoul2, boltNum, 0); } } } } #define MAX_SABER_HILTS 64 // Fill in with saber hilts void UI_SaberGetHiltInfo( const char *singleHilts[MAX_SABER_HILTS], const char *staffHilts[MAX_SABER_HILTS] ) { int numSingleHilts = 0, numStaffHilts = 0; const char *saberName; const char *token; const char *p; //go through all the loaded sabers and put the valid ones in the proper list p = SaberParms; COM_BeginParseSession("saberlist"); // look for a saber while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) {//invalid name continue; } saberName = String_Alloc( token ); //see if there's a "{" on the next line SkipRestOfLine( &p ); if ( UI_ParseLiteralSilent( &p, "{" ) ) {//nope, not a name, keep looking continue; } //this is a saber name if ( !UI_SaberValidForPlayerInMP( saberName ) ) { SkipBracedSection( &p ); continue; } if ( UI_IsSaberTwoHanded( saberName ) ) { if ( numStaffHilts < MAX_SABER_HILTS-1 )//-1 because we have to NULL terminate the list { staffHilts[numStaffHilts++] = saberName; } else { Com_Printf( "WARNING: too many two-handed sabers, ignoring saber '%s'\n", saberName ); } } else { if ( numSingleHilts < MAX_SABER_HILTS-1 )//-1 because we have to NULL terminate the list { singleHilts[numSingleHilts++] = saberName; } else { Com_Printf( "WARNING: too many one-handed sabers, ignoring saber '%s'\n", saberName ); } } //skip the whole braced section and move on to the next entry SkipBracedSection( &p ); } //null terminate the list so the UI code knows where to stop listing them singleHilts[numSingleHilts] = NULL; staffHilts[numStaffHilts] = NULL; }