jedi-academy/code/cgame/cg_main.cpp
2013-04-04 18:21:13 -05:00

4549 lines
118 KiB
C++

// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "../ui/ui_shared.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "..\client\vmachine.h"
#include "cg_lights.h"
#ifdef _IMMERSION
#include "../ff/ff.h"
#endif // _IMMERSION
#include "../qcommon/sstring.h"
//NOTENOTE: Be sure to change the mirrored code in g_shared.h
typedef map< sstring_t, unsigned char, less<sstring_t>, allocator< unsigned char > > namePrecache_m;
extern namePrecache_m *as_preCacheMap;
extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci );
extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth );
//extern void CG_RegisterNPCEffects( team_t team );
extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0);
extern void CG_DrawDataPadInventorySelect( void );
void CG_Init( int serverCommandSequence );
qboolean CG_ConsoleCommand( void );
void CG_Shutdown( void );
int CG_GetCameraPos( vec3_t camerapos );
int CG_GetCameraAng( vec3_t cameraang );
void UseItem(int itemNum);
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
#define NUM_CHUNKS 6
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount);
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount);
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount);
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount);
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount);
/*
Ghoul2 Insert End
*/
#ifdef _XBOX
extern bool CL_ExtendSelectTime(void);
#endif
void CG_LoadHudMenu(void);
int inv_icons[INV_MAX];
char *inv_names[] =
{
"ELECTROBINOCULARS",
"BACTA CANISTER",
"SEEKER",
"LIGHT AMP GOGGLES",
"ASSAULT SENTRY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
};
int force_icons[NUM_FORCE_POWERS];
void CG_DrawDataPadHUD( centity_t *cent );
void CG_DrawDataPadObjectives(const centity_t *cent );
void CG_DrawDataPadIconBackground(const int backgroundType);
void CG_DrawDataPadWeaponSelect( void );
void CG_DrawDataPadForceSelect( void );
/*
================
vmMain
This is the only way control passes into the cgame module.
This must be the very first function compiled into the .q3vm file
================
*/
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 ) {
centity_t *cent;
switch ( command ) {
case CG_INIT:
CG_Init( arg0 );
return 0;
case CG_SHUTDOWN:
CG_Shutdown();
return 0;
case CG_CONSOLE_COMMAND:
return CG_ConsoleCommand();
case CG_DRAW_ACTIVE_FRAME:
CG_DrawActiveFrame( arg0, (stereoFrame_t) arg1 );
return 0;
case CG_CROSSHAIR_PLAYER:
return CG_CrosshairPlayer();
case CG_CAMERA_POS:
return CG_GetCameraPos( (float*)arg0);
case CG_CAMERA_ANG:
return CG_GetCameraAng( (float*)arg0);
/*
Ghoul2 Insert Start
*/
case CG_RESIZE_G2:
CG_ResizeG2((CGhoul2Info_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BOLT:
CG_ResizeG2Bolt((boltInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BONE:
CG_ResizeG2Bone((boneInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_SURFACE:
CG_ResizeG2Surface((surfaceInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_TEMPBONE:
CG_ResizeG2TempBone((mdxaBone_v *)arg0, arg1);
return 0;
/*
Ghoul2 Insert End
*/
case CG_DRAW_DATAPAD_HUD:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadHUD(cent);
}
return 0;
case CG_DRAW_DATAPAD_OBJECTIVES:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadObjectives(cent);
}
return 0;
case CG_DRAW_DATAPAD_WEAPONS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_WEAPONS);
CG_DrawDataPadWeaponSelect();
}
return 0;
case CG_DRAW_DATAPAD_INVENTORY:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_INVENTORY);
CG_DrawDataPadInventorySelect();
}
return 0;
case CG_DRAW_DATAPAD_FORCEPOWERS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_FORCE);
CG_DrawDataPadForceSelect();
}
return 0;
}
return -1;
}
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount)
{
bolt->resize(newCount);
}
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount)
{
surface->resize(newCount);
}
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount)
{
bone->resize(newCount);
}
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount)
{
ghoul2->resize(newCount);
}
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount)
{
tempBone->resize(newCount);
}
/*
Ghoul2 Insert End
*/
cg_t cg;
cgs_t cgs;
centity_t cg_entities[MAX_GENTITIES];
centity_t *cg_permanents[MAX_GENTITIES];
int cg_numpermanents = 0;
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
typedef struct {
qboolean registered; // Has the player picked it up
qboolean active; // Is it the chosen inventory item
int count; // Count of items.
char description[128];
} inventoryInfo_t;
inventoryInfo_t cg_inventory[INV_MAX];
vmCvar_t cg_runpitch;
vmCvar_t cg_runroll;
vmCvar_t cg_bobup;
vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_shadows;
vmCvar_t cg_renderToTextureFX;
vmCvar_t cg_shadowCullDistance;
vmCvar_t cg_footsteps;
vmCvar_t cg_saberEntMarks;
vmCvar_t cg_paused;
vmCvar_t cg_drawTimer;
vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
vmCvar_t cg_crosshairIdentifyTarget;
//vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_crosshairSize;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_drawHUD;
vmCvar_t cg_debugAnim;
#ifndef FINAL_BUILD
vmCvar_t cg_debugAnimTarget;
vmCvar_t cg_gun_frame;
#endif
vmCvar_t cg_debugSaber;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_addMarks;
vmCvar_t cg_drawGun;
vmCvar_t cg_autoswitch;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_endcredits;
vmCvar_t cg_updatedDataPadForcePower1;
vmCvar_t cg_updatedDataPadForcePower2;
vmCvar_t cg_updatedDataPadForcePower3;
vmCvar_t cg_updatedDataPadObjective;
vmCvar_t cg_drawBreath;
vmCvar_t cg_roffdebug;
#ifndef FINAL_BUILD
vmCvar_t cg_roffval1;
vmCvar_t cg_roffval2;
vmCvar_t cg_roffval3;
vmCvar_t cg_roffval4;
#endif
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonMaxRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_thirdPersonPitchOffset;
vmCvar_t cg_thirdPersonVertOffset;
vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
vmCvar_t cg_thirdPersonHorzOffset;
vmCvar_t cg_stereoSeparation;
vmCvar_t cg_developer;
vmCvar_t cg_timescale;
vmCvar_t cg_skippingcin;
vmCvar_t cg_pano;
vmCvar_t cg_panoNumShots;
vmCvar_t fx_freeze;
vmCvar_t fx_debug;
vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles;
vmCvar_t cg_neverHearThatDumbBeepingSoundAgain;
vmCvar_t cg_VariantSoundCap; // 0 = no capping, else cap to (n) max (typically just 1, but allows more)
vmCvar_t cg_turnAnims;
vmCvar_t cg_motionBoneComp;
vmCvar_t cg_distributeMBCorrection;
vmCvar_t cg_reliableAnimEvents;
vmCvar_t cg_smoothPlayerPos;
vmCvar_t cg_smoothPlayerPlat;
vmCvar_t cg_smoothPlayerPlatAccel;
vmCvar_t cg_g2Marks;
vmCvar_t fx_expensivePhysics;
vmCvar_t cg_debugHealthBars;
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "80", 0 },//must be 80
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
{ &cg_saberEntMarks, "cg_saberEntMarks", "1", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
{ &cg_drawHUD, "cg_drawHUD", "1", 0 },
{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
// { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
// NOTE : I also create this in UI_Init()
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
{ &cg_endcredits, "cg_endcredits", "0", 0},
{ &cg_updatedDataPadForcePower1, "cg_updatedDataPadForcePower1", "0", 0},
{ &cg_updatedDataPadForcePower2, "cg_updatedDataPadForcePower2", "0", 0},
{ &cg_updatedDataPadForcePower3, "cg_updatedDataPadForcePower3", "0", 0},
{ &cg_updatedDataPadObjective, "cg_updatedDataPadObjective", "0", 0},
{ &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
// NOTE : I also create this in UI_Init()
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
// NOTE : I also create these weapon sway cvars in UI_Init()
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
#ifndef FINAL_BUILD
{ &cg_gun_frame, "gun_frame", "0", CVAR_CHEAT },
{ &cg_debugAnimTarget, "cg_debugAnimTarget", "0", CVAR_CHEAT },
#endif
{ &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT },
{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
{ &cg_errorDecay, "cg_errordecay", "100", 0 },
{ &cg_drawBreath, "cg_drawBreath", "0", CVAR_ARCHIVE }, // Added 11/07/02
{ &cg_roffdebug, "cg_roffdebug", "0" },
#ifndef FINAL_BUILD
{ &cg_roffval1, "cg_roffval1", "0" },
{ &cg_roffval2, "cg_roffval2", "0" },
{ &cg_roffval3, "cg_roffval3", "0" },
{ &cg_roffval4, "cg_roffval4", "0" },
#endif
{ &cg_thirdPerson, "cg_thirdPerson", "1", CVAR_SAVEGAME },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "80", 0 },
{ &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", 0 },
{ &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", 0 },
{ &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", 0},
{ &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0},
{ &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", 0},
{ &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", 0},
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT },
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
// NOTE: also declare this in UI_Init
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },
{ &cg_panoNumShots, "panoNumShots", "10", 0 },
{ &fx_freeze, "fx_freeze", "0", 0 },
{ &fx_debug, "fx_debug", "0", 0 },
// the following variables are created in other parts of the system,
// but we also reference them here
{ &cg_paused, "cl_paused", "0", CVAR_ROM },
{ &cg_developer, "developer", "", 0 },
{ &cg_timescale, "timescale", "1", 0 },
{ &cg_skippingcin, "skippingCinematic", "0", CVAR_ROM},
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jahud.txt", CVAR_ARCHIVE},
{ &cg_VariantSoundCap, "cg_VariantSoundCap", "0", 0 },
{ &cg_turnAnims, "cg_turnAnims", "0", 0 },
{ &cg_motionBoneComp, "cg_motionBoneComp", "2", 0 },
{ &cg_distributeMBCorrection, "cg_distributeMBCorrection", "1", 0 },
{ &cg_reliableAnimEvents, "cg_reliableAnimEvents", "1", CVAR_ARCHIVE },
{ &cg_smoothPlayerPos, "cg_smoothPlayerPos", "0.5", 0},
{ &cg_smoothPlayerPlat, "cg_smoothPlayerPlat", "0.75", 0},
{ &cg_smoothPlayerPlatAccel, "cg_smoothPlayerPlatAccel", "3.25", 0},
{ &cg_g2Marks, "cg_g2Marks", "1", CVAR_ARCHIVE },
{ &fx_expensivePhysics, "fx_expensivePhysics", "1", CVAR_ARCHIVE },
{ &cg_debugHealthBars, "cg_debugHealthBars", "0", CVAR_CHEAT },
};
static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );
/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
int i;
cvarTable_t *cv;
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
cgi_Cvar_Register( cv->vmCvar, cv->cvarName,
cv->defaultString, cv->cvarFlags );
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
cgi_Cvar_Update( cv->vmCvar );
}
}
int CG_CrosshairPlayer( void )
{
if ( cg.time > ( cg.crosshairClientTime + 1000 ) )
{
return -1;
}
return cg.crosshairClientNum;
}
int CG_GetCameraPos( vec3_t camerapos ) {
if ( in_camera) {
VectorCopy(client_camera.origin, camerapos);
return 1;
}
else if ( cg_entities[0].gent && cg_entities[0].gent->client && cg_entities[0].gent->client->ps.viewEntity > 0 && cg_entities[0].gent->client->ps.viewEntity < ENTITYNUM_WORLD )
//else if ( cg.snap && cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in an entity camera view
if ( g_entities[cg_entities[0].gent->client->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].currentOrigin, camerapos );
}
//VectorCopy( cg_entities[cg_entities[0].gent->client->ps.viewEntity].lerpOrigin, camerapos );
/*
if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{//use the g_ent because it may not have gotten over to the client yet...
VectorCopy( g_entities[cg.snap->ps.viewEntity].currentOrigin, camerapos );
}
*/
return 1;
}
else if ( cg.renderingThirdPerson )
{//in third person
//FIXME: what about hacks that render in third person regardless of this value?
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
else if (cg.snap && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//implied: !cg.renderingThirdPerson
{//first person saber hack
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
return 0;
}
int CG_GetCameraAng( vec3_t cameraang )
{
if ( in_camera)
{
VectorCopy(client_camera.angles, cameraang);
return 1;
}
else
{
VectorCopy( cg.refdefViewAngles, cameraang );
return 1;
}
}
void CG_TargetCommand_f( void ) {
int targetNum;
char test[4];
targetNum = CG_CrosshairPlayer();
if (targetNum <= 0) {
return;
}
cgi_Argv( 1, test, 4 ); //FIXME: this is now an exec_now command - in case we start using it... JFM
cgi_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
}
void CG_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
cgi_Printf( text );
}
void CG_Error( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
cgi_Error( text );
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
cgi_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
CG_RegisterItemSounds
The server says this item is used on this level
=================
*/
void CG_RegisterItemSounds( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if (item->pickup_sound)
{
cgi_S_RegisterSound( item->pickup_sound );
}
// parse the space seperated precache string for other media
s = item->sounds;
if (!s || !s[0])
return;
while (*s) {
start = s;
while (*s && *s != ' ') {
s++;
}
len = s-start;
if (len >= MAX_QPATH || len < 5) {
CG_Error( "PrecacheItem: %s has bad precache string",
item->classname);
return;
}
memcpy (data, start, len);
data[len] = 0;
if ( *s ) {
s++;
}
if ( !strcmp(data+len-3, "wav" )) {
cgi_S_RegisterSound( data );
}
}
}
#ifdef _IMMERSION
/*
=================
CG_RegisterItemForces
The server says this item is used on this level
=================
*/
void CG_RegisterItemForces( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if (item->pickup_force)
{
cgi_FF_Register( item->pickup_force, FF_CHANNEL_TOUCH );
}
// parse the space seperated precache string for other media
s = item->forces;
if (!s || !s[0])
return;
while (*s) {
start = s;
while (*s && *s != ' ') {
s++;
}
len = s-start;
if (len >= MAX_QPATH) {
CG_Error( "PrecacheItem: %s has bad precache string",
item->classname);
return;
}
memcpy (data, start, len);
data[len] = 0;
if ( *s ) {
s++;
}
cgi_FF_Register( data, FF_CHANNEL_TOUCH );
}
}
#endif // _IMMERSION
/*
======================
CG_LoadingString
======================
*/
void CG_LoadingString( const char *s ) {
Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );
cgi_UpdateScreen();
}
static inline void CG_AS_Register(void)
{
CG_LoadingString( "ambient sound sets" );
assert(as_preCacheMap);
//Load the ambient sets
cgi_AS_AddPrecacheEntry( "#clear" ); // ;-)
//FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this...
namePrecache_m::iterator pi;
STL_ITERATE( pi, (*as_preCacheMap) )
{
cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() );
}
cgi_AS_ParseSets();
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
int i;
char name[MAX_QPATH];
const char *soundName;
CG_AS_Register();
CG_LoadingString( "general sounds" );
//FIXME: add to cg.media?
cgi_S_RegisterSound( "sound/player/fallsplat.wav" );
cgs.media.selectSound = cgi_S_RegisterSound( "sound/weapons/change.wav" );
cgs.media.selectSound2 = cgi_S_RegisterSound( "sound/interface/sub_select.wav" );
// cgs.media.useNothingSound = cgi_S_RegisterSound( "sound/items/use_nothing.wav" );
cgs.media.noAmmoSound = cgi_S_RegisterSound( "sound/weapons/noammo.wav" );
// cgs.media.talkSound = cgi_S_RegisterSound( "sound/interface/communicator.wav" );
cgs.media.landSound = cgi_S_RegisterSound( "sound/player/land1.wav");
cgs.media.rollSound = cgi_S_RegisterSound( "sound/player/roll1.wav");
theFxScheduler.RegisterEffect( "env/slide_dust" );
cgs.media.overchargeFastSound = cgi_S_RegisterSound("sound/weapons/overchargeFast.wav" );
cgs.media.overchargeSlowSound = cgi_S_RegisterSound("sound/weapons/overchargeSlow.wav" );
cgs.media.overchargeLoopSound = cgi_S_RegisterSound("sound/weapons/overchargeLoop.wav");
cgs.media.overchargeEndSound = cgi_S_RegisterSound("sound/weapons/overchargeEnd.wav");
cgs.media.batteryChargeSound = cgi_S_RegisterSound( "sound/interface/pickup_battery.wav" );
// cgs.media.tedTextSound = cgi_S_RegisterSound( "sound/interface/tedtext.wav" );
cgs.media.messageLitSound = cgi_S_RegisterSound( "sound/interface/update" );
cgs.media.noforceSound = cgi_S_RegisterSound( "sound/weapons/force/noforce" );
cgs.media.watrInSound = cgi_S_RegisterSound ("sound/player/watr_in.wav");
cgs.media.watrOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.watrUnSound = cgi_S_RegisterSound ("sound/player/watr_un.wav");
if ( (gi.totalMapContents()&CONTENTS_LAVA) )
{
cgs.media.lavaInSound = cgi_S_RegisterSound ("sound/player/inlava.wav");
cgs.media.lavaOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.lavaUnSound = cgi_S_RegisterSound ("sound/player/muckexit.wav");
}
// Zoom
cgs.media.zoomStart = cgi_S_RegisterSound( "sound/interface/zoomstart.wav" );
cgs.media.zoomLoop = cgi_S_RegisterSound( "sound/interface/zoomloop.wav" );
cgs.media.zoomEnd = cgi_S_RegisterSound( "sound/interface/zoomend.wav" );
cgi_S_RegisterSound( "sound/chars/turret/startup.wav" );
cgi_S_RegisterSound( "sound/chars/turret/shutdown.wav" );
cgi_S_RegisterSound( "sound/chars/turret/ping.wav" );
cgi_S_RegisterSound( "sound/chars/turret/move.wav" );
cgi_S_RegisterSound( "sound/player/use_sentry" );
cgi_R_RegisterModel( "models/items/psgun.glm" );
theFxScheduler.RegisterEffect( "turret/explode" );
theFxScheduler.RegisterEffect( "sparks/spark_exp_nosnd" );
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_STONEWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_STONERUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METALWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METALRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WADE][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SWIM][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = cgi_S_RegisterSound (name);
}
cg.loadLCARSStage = 1;
CG_LoadingString( "item sounds" );
// only register the items that the server says we need
char items[MAX_ITEMS+1];
strcpy( items, CG_ConfigString( CS_ITEMS ) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' ) //even with sound pooling, don't clutter it for low end machines
{
CG_RegisterItemSounds( i );
}
}
cg.loadLCARSStage = 2;
CG_LoadingString( "preregistered sounds" );
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
break;
}
if ( soundName[0] == '*' ) {
continue; // custom sound
}
if (!(i&7)) {
CG_LoadingString( soundName );
}
cgs.sound_precache[i] = cgi_S_RegisterSound( soundName );
}
}
#ifdef _IMMERSION
extern qboolean CG_ConfigForce( int index, const char *&name, int &channel );
/*
=================
CG_RegisterForces
called during a precache command
=================
*/
static void CG_RegisterForces( void )
{
char name[512];
int i, channel;
const char *forceName;
cgs.media.selectForce = cgi_FF_Register( "fffx/weapons/change", FF_CHANNEL_WEAPON );
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "fffx/player/footsteps/step%i", i+1);
cgs.media.footstepForces[FOOTSTEP_STONEWALK][i] = cgi_FF_Register( name, FF_CHANNEL_FOOT );
Com_sprintf (name, sizeof(name), "fffx/player/footsteps/splash%i", i+1);
cgs.media.footstepForces[FOOTSTEP_SPLASH][i] = cgi_FF_Register( name, FF_CHANNEL_FOOT );
Com_sprintf (name, sizeof(name), "fffx/player/footsteps/clank%i", i+1);
cgs.media.footstepForces[FOOTSTEP_METALWALK][i] = cgi_FF_Register( name, FF_CHANNEL_FOOT );
}
cgs.media.noAmmoForce = cgi_FF_Register( "fffx/weapons/noammo", FF_CHANNEL_WEAPON );
cgs.media.landForce = cgi_FF_Register( "fffx/player/land1", FF_CHANNEL_BODY );
cgs.media.watrInForce = cgi_FF_Register( "fffx/player/watr_in", FF_CHANNEL_BODY );
cgs.media.watrOutForce = cgi_FF_Register( "fffx/player/watr_out", FF_CHANNEL_BODY );
cgs.media.watrUnForce = cgi_FF_Register( "fffx/player/watr_un", FF_CHANNEL_BODY );
cgs.media.zoomStartForce = cgi_FF_Register( "fffx/interface/zoomstart", FF_CHANNEL_WEAPON );
cgs.media.zoomLoopForce = cgi_FF_Register( "fffx/interface/zoomloop", FF_CHANNEL_WEAPON );
cgs.media.zoomEndForce = cgi_FF_Register( "fffx/interface/zoomend", FF_CHANNEL_WEAPON );
cgs.media.grenadeBounce1Force = cgi_FF_Register( "fffx/weapons/thermal/bounce1", FF_CHANNEL_WEAPON );
cgs.media.grenadeBounce2Force = cgi_FF_Register( "fffx/weapons/thermal/bounce2", FF_CHANNEL_WEAPON );
for ( i = 1 ; i < bg_numItems ; i++ )
{
CG_RegisterItemForces( i );
}
for ( i = 1 ; i < MAX_FORCES ; i++ )
{
if ( !CG_ConfigForce( i, forceName, channel ) )
break;
if ( forceName[0] == '*' ) {
continue; // custom force???
}
if (!(i&7)) {
CG_LoadingString( forceName );
}
cgs.force_precache[i] = cgi_FF_Register( forceName, channel );
}
}
#endif // _IMMERSION
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
qhandle_t CG_RegisterHeadSkin( const char *headModelName, const char *headSkinName, qboolean *extensions )
{
char hfilename[MAX_QPATH];
qhandle_t headSkin;
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
headSkin = cgi_R_RegisterSkin( hfilename );
if ( headSkin < 0 )
{ //have extensions
*extensions = qtrue;
headSkin = -headSkin;
}
else
{
*extensions = qfalse; //just to be sure.
}
if ( !headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
}
return headSkin;
}
/*
==========================
CG_RegisterClientSkin
==========================
*/
qboolean CG_RegisterClientSkin( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName)
{
char hfilename[MAX_QPATH];
char tfilename[MAX_QPATH];
char lfilename[MAX_QPATH];
Com_sprintf( lfilename, sizeof( lfilename ), "models/players/%s/lower_%s.skin", legsModelName, legsSkinName );
ci->legsSkin = cgi_R_RegisterSkin( lfilename );
if ( !ci->legsSkin )
{
// Com_Printf( "Failed to load skin file: %s : %s\n", legsModelName, legsSkinName );
//return qfalse;
}
if(torsoModelName && torsoSkinName && torsoModelName[0] && torsoSkinName[0])
{
Com_sprintf( tfilename, sizeof( tfilename ), "models/players/%s/upper_%s.skin", torsoModelName, torsoSkinName );
ci->torsoSkin = cgi_R_RegisterSkin( tfilename );
if ( !ci->torsoSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", torsoModelName, torsoSkinName );
return qfalse;
}
}
if(headModelName && headSkinName && headModelName[0] && headSkinName[0])
{
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
ci->headSkin = cgi_R_RegisterSkin( hfilename );
if ( !ci->headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
return qfalse;
}
}
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
qboolean CG_RegisterClientModelname( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName )
{
/*
Ghoul2 Insert Start
*/
#if 1
char filename[MAX_QPATH];
if ( !legsModelName || !legsModelName[0] )
{
return qtrue;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.mdr", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
if(torsoModelName && torsoModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.mdr", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
}
else
{
ci->torsoModel = 0;
}
if(headModelName && headModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
ci->headModel = cgi_R_RegisterModel( filename );
if ( !ci->headModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
else
{
ci->headModel = 0;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ) )
{
//Com_Printf( "Failed to load skin file: %s : %s/%s : %s/%s : %s\n", headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName );
return qfalse;
}
//FIXME: for now, uses the legs model dir for anim cfg, but should we set this in some sort of NPCs.cfg?
// load the animation file set
ci->animFileIndex = G_ParseAnimFileSet(legsModelName);
if (ci->animFileIndex<0)
{
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s\n", legsModelName );
return qfalse;
}
#endif
/*
Ghoul2 Insert End
*/
return qtrue;
}
void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri)
{
char *slash;
char headModelName[MAX_QPATH];
char torsoModelName[MAX_QPATH];
char legsModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char torsoSkinName[MAX_QPATH];
char legsSkinName[MAX_QPATH];
if(!ri->legsModelName || !ri->legsModelName[0])
{//Must have at LEAST a legs model
return;
}
Q_strncpyz( legsModelName, ri->legsModelName, sizeof( legsModelName ) );
//Legs skin
slash = strchr( legsModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( legsSkinName, "default", sizeof( legsSkinName ) );
}
else
{
Q_strncpyz( legsSkinName, slash + 1, sizeof( legsSkinName ) );
// truncate modelName
*slash = 0;
}
if(ri->torsoModelName && ri->torsoModelName[0])
{
Q_strncpyz( torsoModelName, ri->torsoModelName, sizeof( torsoModelName ) );
//Torso skin
slash = strchr( torsoModelName, '/' );
if ( !slash )
{
// modelName didn't include a skin name
Q_strncpyz( torsoSkinName, "default", sizeof( torsoSkinName ) );
}
else
{
Q_strncpyz( torsoSkinName, slash + 1, sizeof( torsoSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
torsoModelName[0] = 0;
}
//Head
if(ri->headModelName && ri->headModelName[0])
{
Q_strncpyz( headModelName, ri->headModelName, sizeof( headModelName ) );
//Head skin
slash = strchr( headModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( headSkinName, "default", sizeof( headSkinName ) );
}
else
{
Q_strncpyz( headSkinName, slash + 1, sizeof( headSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
headModelName[0] = 0;
}
if ( !CG_RegisterClientModelname( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName) )
{
if ( !CG_RegisterClientModelname( ci, DEFAULT_HEADMODEL, "default", DEFAULT_TORSOMODEL, "default", DEFAULT_LEGSMODEL, "default" ) )
{
CG_Error( "DEFAULT_MODELS failed to register");
}
}
}
//-------------------------------------
// CG_RegisterEffects
//
// Handles precaching all effect files
// and any shader, model, or sound
// files an effect may use.
//-------------------------------------
extern void CG_InitGlass( void );
extern void cgi_R_WorldEffectCommand( const char *command );
extern cvar_t *g_delayedShutdown;
static void CG_RegisterEffects( void )
{
char *effectName;
int i, numFailed=0;
// Register external effects
for ( i = 1 ; i < MAX_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_EFFECTS + i );
if ( !effectName[0] )
{
break;
}
if (!theFxScheduler.RegisterEffect( (const char*)effectName ))
{
assert(0);
numFailed++;
}
}
if (numFailed && g_delayedShutdown->integer)
{
assert(0);
CG_Error( "CG_RegisterEffects: %i Effects failed to load. Please fix, or ask Aurelio.", numFailed );
}
// Start world effects
for ( i = 1 ; i < MAX_WORLD_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_WORLD_FX + i );
if ( !effectName[0] )
{
break;
}
cgi_R_WorldEffectCommand( effectName );
}
// Set up the glass effects mini-system.
CG_InitGlass();
//footstep effects
cgs.effects.footstepMud = theFxScheduler.RegisterEffect( "materials/mud" );
cgs.effects.footstepSand = theFxScheduler.RegisterEffect( "materials/sand" );
cgs.effects.footstepSnow = theFxScheduler.RegisterEffect( "materials/snow" );
cgs.effects.footstepGravel = theFxScheduler.RegisterEffect( "materials/gravel" );
//landing effects
cgs.effects.landingMud = theFxScheduler.RegisterEffect( "materials/mud_large" );
cgs.effects.landingSand = theFxScheduler.RegisterEffect( "materials/sand_large" );
cgs.effects.landingDirt = theFxScheduler.RegisterEffect( "materials/dirt_large" );
cgs.effects.landingSnow = theFxScheduler.RegisterEffect( "materials/snow_large" );
cgs.effects.landingGravel = theFxScheduler.RegisterEffect( "materials/gravel_large" );
//splashes
if ( (gi.totalMapContents()&CONTENTS_WATER) )
{
theFxScheduler.RegisterEffect( "env/water_impact" );
theFxScheduler.RegisterEffect( "misc/waterbreath" );
}
if ( (gi.totalMapContents()&CONTENTS_LAVA) )
{
theFxScheduler.RegisterEffect( "env/lava_splash" );
}
if ( (gi.totalMapContents()&CONTENTS_SLIME) )
{
theFxScheduler.RegisterEffect( "env/acid_splash" );
}
theFxScheduler.RegisterEffect( "misc/breath" );
}
/*
void CG_RegisterClientModels (int entityNum)
Only call if clientInfo->infoValid is not true
For players and NPCs to register their models
*/
void CG_RegisterClientModels (int entityNum)
{
gentity_t *ent;
if(entityNum < 0 || entityNum > ENTITYNUM_WORLD)
{
return;
}
ent = &g_entities[entityNum];
if(!ent->client)
{
return;
}
ent->client->clientInfo.infoValid = qtrue;
if ( ent->playerModel != -1 && ent->ghoul2.size() )
{
return;
}
CG_RegisterClientRenderInfo(&ent->client->clientInfo, &ent->client->renderInfo);
if(entityNum < MAX_CLIENTS)
{
memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t));
}
}
//===================================================================================
HUDMenuItem_t forceTics[] =
{
"rightHUD", "force_tic1", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "force_tic2", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "force_tic3", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "force_tic4", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
};
HUDMenuItem_t ammoTics[] =
{
"rightHUD", "ammo_tic1", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "ammo_tic2", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "ammo_tic3", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"rightHUD", "ammo_tic4", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
};
HUDMenuItem_t armorTics[] =
{
"leftHUD", "armor_tic1", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"leftHUD", "armor_tic2", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL,
"leftHUD", "armor_tic3", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL,
"leftHUD", "armor_tic4", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL,
};
HUDMenuItem_t healthTics[] =
{
"leftHUD", "health_tic1", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Top
"leftHUD", "health_tic2", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, //
"leftHUD", "health_tic3", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, //
"leftHUD", "health_tic4", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // Bottom
};
HUDMenuItem_t otherHUDBits[] =
{
"lefthud", "healthamount", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_HEALTHAMOUNT
"lefthud", "armoramount", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_ARMORAMOUNT
"righthud", "forceamount", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_FORCEAMOUNT
"righthud", "ammoamount", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_AMMOAMOUNT
"righthud", "saberstyle_strong", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_SABERSTYLE_STRONG
"righthud", "saberstyle_medium", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_SABERSTYLE_MEDIUM
"righthud", "saberstyle_fast", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_SABERSTYLE_FAST
"lefthud", "scanline", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_SCANLINE_LEFT
"righthud", "scanline", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_SCANLINE_RIGHT
"lefthud", "frame", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_FRAME_LEFT
"righthud", "frame", 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0.0f, NULL, // OHB_FRAME_RIGHT
};
/*const char *HolocronIcons[] = {
"gfx/mp/f_icon_lt_heal", //FP_HEAL,
"gfx/mp/f_icon_levitation", //FP_LEVITATION,
"gfx/mp/f_icon_speed", //FP_SPEED,
"gfx/mp/f_icon_push", //FP_PUSH,
"gfx/mp/f_icon_pull", //FP_PULL,
"gfx/mp/f_icon_lt_telepathy", //FP_TELEPATHY,
"gfx/mp/f_icon_dk_grip", //FP_GRIP,
"gfx/mp/f_icon_dk_l1", //FP_LIGHTNING,
"gfx/mp/f_icon_dk_rage", //FP_RAGE,
"gfx/mp/f_icon_lt_protect", //FP_PROTECT,
"gfx/mp/f_icon_lt_absorb", //FP_ABSORB,
"gfx/mp/f_icon_lt_healother", //FP_TEAM_HEAL,
"gfx/mp/f_icon_dk_forceother", //FP_TEAM_FORCE,
"gfx/mp/f_icon_dk_drain", //FP_DRAIN,
"gfx/mp/f_icon_sight", //FP_SEE,
"gfx/mp/f_icon_saber_attack", //FP_SABERATTACK,
"gfx/mp/f_icon_saber_defend", //FP_SABERDEFEND,
"gfx/mp/f_icon_saber_throw" //FP_SABERTHROW
};
*/
extern void CG_NPC_Precache ( gentity_t *spawner );
qboolean NPCsPrecached = qfalse;
/*
=================
CG_PrepRefresh
Call before entering a new level, or after changing renderers
This function may execute for a couple of minutes with a slow disk.
=================
*/
void CG_CreateMiscEnts(void);
static void CG_RegisterGraphics( void ) {
int i;
char items[MAX_ITEMS+1];
int breakPoint = 0;
const char *sb_nums[11] = {
"gfx/2d/numbers/zero",
"gfx/2d/numbers/one",
"gfx/2d/numbers/two",
"gfx/2d/numbers/three",
"gfx/2d/numbers/four",
"gfx/2d/numbers/five",
"gfx/2d/numbers/six",
"gfx/2d/numbers/seven",
"gfx/2d/numbers/eight",
"gfx/2d/numbers/nine",
"gfx/2d/numbers/minus",
};
const char *sb_t_nums[11] = {
"gfx/2d/numbers/t_zero",
"gfx/2d/numbers/t_one",
"gfx/2d/numbers/t_two",
"gfx/2d/numbers/t_three",
"gfx/2d/numbers/t_four",
"gfx/2d/numbers/t_five",
"gfx/2d/numbers/t_six",
"gfx/2d/numbers/t_seven",
"gfx/2d/numbers/t_eight",
"gfx/2d/numbers/t_nine",
"gfx/2d/numbers/t_minus",
};
const char *sb_c_nums[11] = {
"gfx/2d/numbers/c_zero",
"gfx/2d/numbers/c_one",
"gfx/2d/numbers/c_two",
"gfx/2d/numbers/c_three",
"gfx/2d/numbers/c_four",
"gfx/2d/numbers/c_five",
"gfx/2d/numbers/c_six",
"gfx/2d/numbers/c_seven",
"gfx/2d/numbers/c_eight",
"gfx/2d/numbers/c_nine",
"gfx/2d/numbers/t_minus", //?????
};
// Clean, then register...rinse...repeat...
CG_LoadingString( "effects" );
FX_Init();
CG_RegisterEffects();
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
cgi_R_ClearScene();
cg.loadLCARSStage = 3;
CG_LoadingString( cgs.mapname );
#ifndef _XBOX // this gets handled elsewhere on Xbox
cgi_R_LoadWorldMap( cgs.mapname );
#endif
cg.loadLCARSStage = 4;
CG_LoadingString( "game media shaders" );
for ( i=0; i < 11; i++ )
{
cgs.media.numberShaders[i] = cgi_R_RegisterShaderNoMip( sb_nums[i] );
cgs.media.smallnumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_t_nums[i] );
cgs.media.chunkyNumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_c_nums[i] );
}
// FIXME: conditionally do this?? Something must be wrong with inventory item caching..?
cgi_R_RegisterModel( "models/items/remote.md3" );
cgs.media.explosionModel = cgi_R_RegisterModel ( "models/weaphits/explosion.md3" );
cgs.media.surfaceExplosionShader = cgi_R_RegisterShader( "surfaceExplosion" );
cgs.media.halfShieldModel = cgi_R_RegisterModel( "models/weaphits/testboom.md3" );
cgs.media.solidWhiteShader = cgi_R_RegisterShader( "gfx/effects/solidWhite" );
cgs.media.refractShader = cgi_R_RegisterShader( "effects/refraction" );
//on players
cgs.media.personalShieldShader = cgi_R_RegisterShader( "gfx/misc/personalshield" );
cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" );
cgi_R_RegisterShader( "gfx/misc/ion_shield" );
cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" );
// FIXME: do these conditionally
cgi_R_RegisterShader( "gfx/2d/workingCamera" );
cgi_R_RegisterShader( "gfx/2d/brokenCamera" );
//cgi_R_RegisterShader( "gfx/effects/irid_shield" ); // for galak, but he doesn't have his own weapon so I can't register the shader there.
//interface
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = cgi_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) );
}
cgs.media.backTileShader = cgi_R_RegisterShader( "gfx/2d/backtile" );
// cgs.media.noammoShader = cgi_R_RegisterShaderNoMip( "gfx/hud/noammo");
cgs.media.weaponIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background");
cgs.media.forceIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background_f");
cgs.media.inventoryIconBackground= cgi_R_RegisterShaderNoMip( "gfx/hud/background_i");
cgs.media.dataPadFrame = cgi_R_RegisterShaderNoMip( "gfx/menus/datapad");
//gore decal shaders -rww
cgs.media.bdecal_burnmark1 = cgi_R_RegisterShader( "gfx/damage/burnmark1" );
cgs.media.bdecal_saberglowmark = cgi_R_RegisterShader( "gfx/damage/saberglowmark" );
cg.loadLCARSStage = 5;
CG_LoadingString( "game media models" );
// Chunk models
//FIXME: jfm:? bother to conditionally load these if an ent has this material type?
for ( i = 0; i < NUM_CHUNK_MODELS; i++ )
{
cgs.media.chunkModels[CHUNK_METAL2][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _
cgs.media.chunkModels[CHUNK_METAL1][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/
cgs.media.chunkModels[CHUNK_ROCK1][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK2][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK3][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE1][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE2][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = cgi_R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) );
}
cgs.media.chunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glasslcar");
cgs.media.grateSound = cgi_S_RegisterSound( "sound/effects/grate_destroy" );
cgs.media.rockBreakSound = cgi_S_RegisterSound("sound/effects/wall_smash");
cgs.media.rockBounceSound[0] = cgi_S_RegisterSound("sound/effects/stone_bounce");
cgs.media.rockBounceSound[1] = cgi_S_RegisterSound("sound/effects/stone_bounce2");
cgs.media.metalBounceSound[0] = cgi_S_RegisterSound("sound/effects/metal_bounce");
cgs.media.metalBounceSound[1] = cgi_S_RegisterSound("sound/effects/metal_bounce2");
cgs.media.glassChunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glassbreak1");
cgs.media.crateBreakSound[0] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust1" );
cgs.media.crateBreakSound[1] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust2" );
cgs.media.weaponbox = cgi_R_RegisterShaderNoMip( "gfx/interface/weapon_box");
//Models & Shaders
cgs.media.damageBlendBlobShader = cgi_R_RegisterShader( "gfx/misc/borgeyeflare" );
cg.loadLCARSStage = 6;
cgs.media.messageLitOn = cgi_R_RegisterShaderNoMip( "gfx/hud/message_on" );
cgs.media.messageLitOff = cgi_R_RegisterShaderNoMip( "gfx/hud/message_off" );
cgs.media.messageObjCircle = cgi_R_RegisterShaderNoMip( "gfx/hud/objective_circle" );
cgs.media.DPForcePowerOverlay = cgi_R_RegisterShader( "gfx/hud/force_swirl" );
//NOTE: we should only cache this if there is a vehicle or emplaced gun somewhere on the map
cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/health_frame" );
// battery charge shader when using a gonk
cgs.media.batteryChargeShader = cgi_R_RegisterShader( "gfx/2d/battery" );
cgi_R_RegisterShader( "gfx/2d/droid_view" );
cgs.media.useableHint = cgi_R_RegisterShader("gfx/hud/useableHint");
// Load up other HUD bits
for (i=0;i<OHB_MAX;i++)
{
cgi_UI_GetMenuItemInfo(
otherHUDBits[i].menuName,
otherHUDBits[i].itemName,
&otherHUDBits[i].xPos,
&otherHUDBits[i].yPos,
&otherHUDBits[i].width,
&otherHUDBits[i].height,
otherHUDBits[i].color,
&otherHUDBits[i].background);
}
// Get all the info for each HUD piece
for (i=0;i<MAX_HUD_TICS;i++)
{
cgi_UI_GetMenuItemInfo(
healthTics[i].menuName,
healthTics[i].itemName,
&healthTics[i].xPos,
&healthTics[i].yPos,
&healthTics[i].width,
&healthTics[i].height,
healthTics[i].color,
&healthTics[i].background);
cgi_UI_GetMenuItemInfo(
armorTics[i].menuName,
armorTics[i].itemName,
&armorTics[i].xPos,
&armorTics[i].yPos,
&armorTics[i].width,
&armorTics[i].height,
armorTics[i].color,
&armorTics[i].background);
cgi_UI_GetMenuItemInfo(
forceTics[i].menuName,
forceTics[i].itemName,
&forceTics[i].xPos,
&forceTics[i].yPos,
&forceTics[i].width,
&forceTics[i].height,
forceTics[i].color,
&forceTics[i].background);
cgi_UI_GetMenuItemInfo(
ammoTics[i].menuName,
ammoTics[i].itemName,
&ammoTics[i].xPos,
&ammoTics[i].yPos,
&ammoTics[i].width,
&ammoTics[i].height,
ammoTics[i].color,
&ammoTics[i].background);
}
memset( cg_items, 0, sizeof( cg_items ) );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
// only register the items that the server says we need
strcpy( items, CG_ConfigString( CS_ITEMS) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' )
{
if (bg_itemlist[i].classname)
{
CG_LoadingString( bg_itemlist[i].classname );
CG_RegisterItemVisuals( i );
}
}
if (bg_itemlist[i].giType == IT_HOLDABLE)
{
if (bg_itemlist[i].giTag < INV_MAX)
{
inv_icons[bg_itemlist[i].giTag] = cgi_R_RegisterShaderNoMip( bg_itemlist[i].icon );
}
}
}
//precache force power icons here
/* i = 0;
while (i < NUM_FORCE_POWERS)
{
cgs.media.forcePowerIcons[i] = cgi_R_RegisterShaderNoMip(HolocronIcons[i]);
i++;
}
*/
cgs.media.rageRecShader = cgi_R_RegisterShaderNoMip("gfx/mp/f_icon_ragerec");
//etc.
cgi_R_RegisterShader( "gfx/misc/test_crackle" ); //CG_DoGlassQuad
// wall marks
cgs.media.scavMarkShader = cgi_R_RegisterShader( "gfx/damage/burnmark4" );
cgs.media.rivetMarkShader = cgi_R_RegisterShader( "gfx/damage/rivetmark" );
// doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look
cgs.media.electricBodyShader = cgi_R_RegisterShader( "gfx/misc/electric" );
cgs.media.electricBody2Shader = cgi_R_RegisterShader( "gfx/misc/fullbodyelectric2" );
cgs.media.shadowMarkShader = cgi_R_RegisterShader( "markShadow" );
cgs.media.wakeMarkShader = cgi_R_RegisterShader( "wake" );
cgs.media.fsrMarkShader = cgi_R_RegisterShader( "footstep_r" );
cgs.media.fslMarkShader = cgi_R_RegisterShader( "footstep_l" );
cgs.media.fshrMarkShader = cgi_R_RegisterShader( "footstep_heavy_r" );
cgs.media.fshlMarkShader = cgi_R_RegisterShader( "footstep_heavy_l" );
cgi_S_RegisterSound( "sound/effects/energy_crackle.wav" );
CG_LoadingString("map brushes");
// register the inline models
breakPoint = cgs.numInlineModels = cgi_CM_NumInlineModels();
assert (cgs.numInlineModels < sizeof(cgs.inlineDrawModel)/sizeof(cgs.inlineDrawModel[0]) );
for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
char name[10];
vec3_t mins, maxs;
int j;
Com_sprintf( name, sizeof(name), "*%i", i );
cgs.inlineDrawModel[i] = cgi_R_RegisterModel( name );
if (!cgs.inlineDrawModel[i])
{
breakPoint = i;
break;
}
cgi_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
for ( j = 0 ; j < 3 ; j++ ) {
cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
}
cg.loadLCARSStage = 7;
CG_LoadingString("map models");
// register all the server specified models
for (i=1 ; i<MAX_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.model_draw[i] = cgi_R_RegisterModel( modelName );
// OutputDebugString(va("### CG_RegisterGraphics(): cgs.model_draw[%d] = \"%s\"\n",i,modelName));
}
cg.loadLCARSStage = 8;
/*
Ghoul2 Insert Start
*/
CG_LoadingString("skins");
// register all the server specified models
for (i=1 ; i<MAX_CHARSKINS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_CHARSKINS+i );
if ( !modelName[0] ) {
break;
}
cgs.skins[i] = cgi_R_RegisterSkin( modelName );
}
/*
Ghoul2 Insert End
*/
for (i=0 ; i<MAX_CLIENTS ; i++)
{
//feedback( va("client %i", i ) );
CG_NewClientinfo( i );
}
for (i=0 ; i < ENTITYNUM_WORLD ; i++)
{
if(&g_entities[i])
{
if(g_entities[i].client)
{
//if(!g_entities[i].client->clientInfo.infoValid)
//We presume this
{
CG_LoadingString( va("client %s", g_entities[i].client->clientInfo.name ) );
CG_RegisterClientModels(i);
if ( i != 0 )
{//Client weapons already precached
CG_RegisterWeapon( g_entities[i].client->ps.weapon );
if ( g_entities[i].client->ps.saber[0].g2MarksShader[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2MarksShader );
}
if ( g_entities[i].client->ps.saber[0].g2MarksShader2[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2MarksShader2 );
}
if ( g_entities[i].client->ps.saber[0].g2WeaponMarkShader[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2WeaponMarkShader );
}
if ( g_entities[i].client->ps.saber[0].g2WeaponMarkShader2[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2WeaponMarkShader2 );
}
if ( g_entities[i].client->ps.saber[1].g2MarksShader[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2MarksShader );
}
if ( g_entities[i].client->ps.saber[1].g2MarksShader2[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2MarksShader2 );
}
if ( g_entities[i].client->ps.saber[1].g2WeaponMarkShader[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2WeaponMarkShader );
}
if ( g_entities[i].client->ps.saber[1].g2WeaponMarkShader2[0] )
{
cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2WeaponMarkShader2 );
}
CG_RegisterNPCCustomSounds( &g_entities[i].client->clientInfo );
//CG_RegisterNPCEffects( g_entities[i].client->playerTeam );
}
}
}
else if ( g_entities[i].svFlags & SVF_NPC_PRECACHE && g_entities[i].NPC_type && g_entities[i].NPC_type[0] )
{//Precache the NPC_type
//FIXME: make sure we didn't precache this NPC_type already
CG_LoadingString( va("NPC %s", g_entities[i].NPC_type ) );
/*
if (g_entities[i].classname && g_entities[i].classname[0] && Q_stricmp( g_entities[i].classname, "NPC_Vehicle" ) == 0)
{
// Get The Index, And Make Sure To Register All The Skins
int iVehIndex = BG_VehicleGetIndex( g_entities[i].NPC_type );
}
else
*/
{
CG_NPC_Precache( &g_entities[i] );
}
}
}
}
CG_LoadingString( "static models" );
CG_CreateMiscEnts();
cg.loadLCARSStage = 9;
NPCsPrecached = qtrue;
extern cvar_t *com_buildScript;
if (com_buildScript->integer) {
cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
cgi_R_RegisterShader( "gfx/misc/nav_line" );
cgi_R_RegisterShader( "gfx/misc/nav_arrow" );
cgi_R_RegisterShader( "gfx/misc/nav_node" );
}
for(i = 1; i < MAX_SUB_BSP; i++)
{
const char *bspName = 0;
vec3_t mins, maxs;
int j = 0;
int sub = 0;
char temp[MAX_QPATH];
bspName = CG_ConfigString( CS_BSP_MODELS+i );
if ( !bspName[0] )
{
break;
}
CG_LoadingString( "BSP instances" );
cgi_CM_LoadMap( bspName, qtrue );
cgs.inlineDrawModel[breakPoint] = cgi_R_RegisterModel( bspName );
cgi_R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs );
for ( j = 0 ; j < 3 ; j++ )
{
cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
breakPoint++;
for(sub=1;sub<MAX_MODELS;sub++)
{
Com_sprintf(temp, MAX_QPATH, "*%d-%d", i, sub);
cgs.inlineDrawModel[breakPoint] = cgi_R_RegisterModel( temp );
if (!cgs.inlineDrawModel[breakPoint])
{
break;
}
cgi_R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs );
for ( j = 0 ; j < 3 ; j++ )
{
cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
breakPoint++;
}
}
const char *terrainInfo;
int terrainID;
for(i = 1; i < MAX_TERRAINS; i++)
{
terrainInfo = CG_ConfigString( CS_TERRAINS + i );
if ( !terrainInfo[0] )
{
break;
}
CG_LoadingString("Creating terrain");
terrainID = cgi_CM_RegisterTerrain(terrainInfo);
cgi_RMG_Init(terrainID, terrainInfo);
// Send off the terrainInfo to the renderer
cgi_RE_InitRendererTerrain( terrainInfo );
}
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
CG_Error( "CG_ConfigString: bad index: %i", index );
}
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}
//==================================================================
void CG_LinkCentsToGents(void)
{
int i;
for(i = 0; i < MAX_GENTITIES; i++)
{
cg_entities[i].gent = &g_entities[i];
}
}
/*
======================
CG_StartMusic
======================
*/
void CG_StartMusic( qboolean bForceStart ) {
const char *s;
char parm1[MAX_QPATH], parm2[MAX_QPATH];
// start the background music
s = (char *)CG_ConfigString( CS_MUSIC );
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
cgi_S_StartBackgroundTrack( parm1, parm2, !bForceStart );
}
/*
======================
CG_GameStateReceived
Displays the info screen while loading media
======================
*/
int iCGResetCount=0;
qboolean qbVidRestartOccured = qfalse;
//===================
qboolean gbUseTheseValuesFromLoadSave = qfalse; // MUST default to this
int gi_cg_forcepowerSelect;
int gi_cg_inventorySelect;
//===================
static void CG_GameStateReceived( void ) {
// clear everything
extern void CG_ClearAnimEvtCache( void );
CG_ClearAnimEvtCache(); // else sound handles wrong after vid_restart
qbVidRestartOccured = qtrue;
iCGResetCount++;
if (iCGResetCount == 1) // this will only equal 1 first time, after each vid_restart it just gets higher.
{ // This non-clear is so the user can vid_restart during scrolling text without losing it.
qbVidRestartOccured = qfalse;
}
if (!qbVidRestartOccured)
{
CG_Init_CG();
cg.weaponSelect = WP_NONE;
cg.forcepowerSelect = FP_HEAL;
}
memset( cg_weapons, 0, sizeof(cg_weapons) );
memset( cg_items, 0, sizeof(cg_items) );
CG_LinkCentsToGents();
if (gbUseTheseValuesFromLoadSave)
{
gbUseTheseValuesFromLoadSave = qfalse; // ack
cg.forcepowerSelect = gi_cg_forcepowerSelect;
cg.inventorySelect = gi_cg_inventorySelect;
}
// get the rendering configuration from the client system
cgi_GetGlconfig( &cgs.glconfig );
/* cgs.charScale = cgs.glconfig.vidHeight * (1.0/480.0);
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
// wide screen
cgs.bias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) );
}
else {
// no wide screen
cgs.bias = 0;
}
*/
// get the gamestate from the client system
cgi_GetGameState( &cgs.gameState );
CG_ParseServerinfo();
// load the new map
cgs.media.levelLoad = cgi_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" );
CG_LoadingString( "collision map" );
cgi_CM_LoadMap( cgs.mapname, qfalse );
CG_RegisterSounds();
#ifdef _IMMERSION
CG_RegisterForces();
#endif // _IMMERSION
CG_RegisterGraphics();
//jfm: moved down to preinit
// CG_InitLocalEntities();
// CG_InitMarkPolys();
CG_LoadingString( "music" );
CG_StartMusic( qfalse );
// remove the last loading update
cg.infoScreenText[0] = 0;
CGCam_Init();
CG_ClearLightStyles();
// Okay so this doesn't exactly belong here
cg.messageLitActive = qfalse;
cg.forceHUDActive = qtrue;
cg.forceHUDTotalFlashTime = 0;
cg.forceHUDNextFlashTime = 0;
}
void CG_WriteTheEvilCGHackStuff(void)
{
gi.AppendToSaveGame('FPSL', &cg.forcepowerSelect, sizeof(cg.forcepowerSelect));
gi.AppendToSaveGame('IVSL', &cg.inventorySelect, sizeof(cg.inventorySelect));
}
void CG_ReadTheEvilCGHackStuff(void)
{
gi.ReadFromSaveGame('FPSL', (void *)&gi_cg_forcepowerSelect, sizeof(gi_cg_forcepowerSelect));
gi.ReadFromSaveGame('IVSL', (void *)&gi_cg_inventorySelect, sizeof(gi_cg_inventorySelect));
gbUseTheseValuesFromLoadSave = qtrue;
}
/*
Ghoul2 Insert Start
*/
// initialise the cg_entities structure
void CG_Init_CG(void)
{
#ifdef _XBOX
qboolean widescreen = cg.widescreen;
#endif
memset( &cg, 0, sizeof(cg));
#ifdef _XBOX
cg.widescreen = widescreen;
#endif
}
#ifdef _XBOX // Enough for all maps right now
#define MAX_MISC_ENTS 1000
#else
#define MAX_MISC_ENTS 2000
#endif
typedef struct cgMiscEntData_s
{
char model[MAX_QPATH];
qhandle_t hModel;
vec3_t origin;
vec3_t angles;
vec3_t scale;
float radius;
float zOffset; //some models need a z offset for culling, because of stupid wrong model origins
} cgMiscEntData_t;
static cgMiscEntData_t MiscEnts[MAX_MISC_ENTS]; //statically allocated for now.
static int NumMiscEnts=0;
void CG_CreateMiscEntFromGent(gentity_t *ent, const vec3_t scale, float zOff)
{ //store the model data
if (NumMiscEnts == MAX_MISC_ENTS)
{
Com_Error(ERR_DROP,"Maximum misc_model_static reached (%d)\n",MAX_MISC_ENTS);
return;
}
if (!ent || !ent->model || !ent->model[0])
{
Com_Error(ERR_DROP, "misc_model_static with no model.");
return;
}
const int len = strlen(ent->model);
if (len < 4 || stricmp(&ent->model[len-4],".md3")!=0)
{
Com_Error(ERR_DROP, "misc_model_static model(%s) is not an md3.",ent->model);
return;
}
cgMiscEntData_t *MiscEnt = &MiscEnts[NumMiscEnts++];
memset(MiscEnt, 0, sizeof(*MiscEnt));
strcpy(MiscEnt->model, ent->model);
VectorCopy(ent->s.angles, MiscEnt->angles);
VectorCopy(scale, MiscEnt->scale);
VectorCopy(ent->s.origin, MiscEnt->origin);
MiscEnt->zOffset = zOff;
}
#define VectorScaleVector(a,b,c) (((c)[0]=(a)[0]*(b)[0]),((c)[1]=(a)[1]*(b)[1]),((c)[2]=(a)[2]*(b)[2]))
//call on standard model load to spawn the queued stuff
void CG_CreateMiscEnts(void)
{
vec3_t mins, maxs;
int i;
for (i=0; i < NumMiscEnts; i++)
{
cgMiscEntData_t *MiscEnt = &MiscEnts[i];
MiscEnt->hModel = cgi_R_RegisterModel(MiscEnt->model);
if (MiscEnt->hModel == 0)
{
Com_Error(ERR_DROP, "misc_model_static failed to load model '%s'",MiscEnt->model);
continue;
}
cgi_R_ModelBounds(MiscEnt->hModel, mins, maxs);
VectorScaleVector(mins, MiscEnt->scale, mins);
VectorScaleVector(maxs, MiscEnt->scale, maxs);
MiscEnt->radius = DistanceSquared(mins, maxs);
}
}
void CG_DrawMiscEnts(void)
{
int i;
cgMiscEntData_t *MiscEnt = MiscEnts;
refEntity_t refEnt;
vec3_t difference;
vec3_t cullOrigin;
memset (&refEnt, 0, sizeof(refEnt));
refEnt.reType = RT_MODEL;
refEnt.frame = 0;
refEnt.renderfx = RF_LIGHTING_ORIGIN;
for(i=0;i<NumMiscEnts;i++)
{
VectorCopy(MiscEnt->origin, cullOrigin);
cullOrigin[2] += MiscEnt->zOffset+1.0f;
if (gi.inPVS(cg.refdef.vieworg, cullOrigin))
{
VectorSubtract(MiscEnt->origin, cg.refdef.vieworg, difference);
if (VectorLengthSquared(difference)-(MiscEnt->radius) <= 8192*8192/*RMG_distancecull.value*/)
{ //fixme: need access to the real cull dist here
refEnt.hModel = MiscEnt->hModel;
AnglesToAxis( MiscEnt->angles, refEnt.axis );
VectorCopy(MiscEnt->scale, refEnt.modelScale);
VectorCopy(MiscEnt->origin, refEnt.origin);
VectorCopy(cullOrigin, refEnt.lightingOrigin);
ScaleModelAxis(&refEnt);
cgi_R_AddRefEntityToScene(&refEnt);
}
}
MiscEnt++;
}
}
void CG_TransitionPermanent(void)
{
centity_t *cent = cg_entities;
int i;
cg_numpermanents = 0;
for(i=0;i<MAX_GENTITIES;i++,cent++)
{
if (cgi_GetDefaultState(i, &cent->currentState))
{
cent->nextState = &cent->currentState;
VectorCopy (cent->currentState.origin, cent->lerpOrigin);
VectorCopy (cent->currentState.angles, cent->lerpAngles);
cent->currentValid = qtrue;
cg_permanents[cg_numpermanents++] = cent;
}
}
}
/*
Ghoul2 Insert End
*/
/*
=================
CG_PreInit
Called when DLL loads (after subsystem restart, but before gamestate is received)
=================
*/
void CG_PreInit() {
CG_Init_CG();
memset( &cgs, 0, sizeof( cgs ) );
iCGResetCount = 0;
CG_RegisterCvars();
//moved from CG_GameStateReceived because it's loaded sooner now
CG_InitLocalEntities();
#ifdef _XBOX // I can't believe that this isn't necessary on PC, but I'll hold off
NumMiscEnts = 0;
memset( MiscEnts, 0, sizeof(MiscEnts) );
#endif
CG_InitMarkPolys();
}
/*
=================
CG_Init
Called after every level change or subsystem restart
=================
*/
void CG_Init( int serverCommandSequence ) {
cgs.serverCommandSequence = serverCommandSequence;
cgi_Cvar_Set( "cg_drawHUD", "1" );
// fonts...
//
cgs.media.charsetShader = cgi_R_RegisterShaderNoMip("gfx/2d/charsgrid_med");
cgs.media.qhFontSmall = cgi_R_RegisterFont("ocr_a");
cgs.media.qhFontMedium= cgi_R_RegisterFont("ergoec");
cgs.media.whiteShader = cgi_R_RegisterShader( "white" );
cgs.media.loadTick = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick" );
cgs.media.loadTickCap = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" );
const char *force_icon_files[NUM_FORCE_POWERS] =
{//icons matching enums forcePowers_t
"gfx/mp/f_icon_lt_heal", //FP_HEAL,
"gfx/mp/f_icon_levitation", //FP_LEVITATION,
"gfx/mp/f_icon_speed", //FP_SPEED,
"gfx/mp/f_icon_push", //FP_PUSH,
"gfx/mp/f_icon_pull", //FP_PULL,
"gfx/mp/f_icon_lt_telepathy", //FP_TELEPATHY,
"gfx/mp/f_icon_dk_grip", //FP_GRIP,
"gfx/mp/f_icon_dk_l1", //FP_LIGHTNING,
"gfx/mp/f_icon_saber_throw", //FP_SABERTHROW
"gfx/mp/f_icon_saber_defend", //FP_SABERDEFEND,
"gfx/mp/f_icon_saber_attack", //FP_SABERATTACK,
"gfx/mp/f_icon_dk_rage", //FP_RAGE,
"gfx/mp/f_icon_lt_protect", //FP_PROTECT,
"gfx/mp/f_icon_lt_absorb", //FP_ABSORB,
"gfx/mp/f_icon_dk_drain", //FP_DRAIN,
"gfx/mp/f_icon_sight", //FP_SEE,
};
// Precache inventory icons
for ( int i=0;i<NUM_FORCE_POWERS;i++)
{
if (force_icon_files[i])
{
force_icons[i] = cgi_R_RegisterShaderNoMip( force_icon_files[i] );
}
}
CG_LoadHudMenu(); // load new hud stuff
cgi_UI_Menu_OpenByName("loadscreen");
//rww - Moved from CG_GameStateReceived (we don't want to clear perm ents)
memset( cg_entities, 0, sizeof(cg_entities) );
CG_TransitionPermanent();
cg.loadLCARSStage = 0;
CG_GameStateReceived();
CG_InitConsoleCommands();
//
// the game server will interpret these commands, which will be automatically
// forwarded to the server after they are not recognized locally
//
cgi_AddCommand ("kill");
cgi_AddCommand ("give");
cgi_AddCommand ("god");
cgi_AddCommand ("notarget");
cgi_AddCommand ("noclip");
cgi_AddCommand ("undying");
cgi_AddCommand ("setviewpos");
cgi_AddCommand ("setobjective");
cgi_AddCommand ("viewobjective");
//ConsoleCommand in g_svcmds.cpp
cgi_AddCommand ("entitylist");
cgi_AddCommand ("nav");
cgi_AddCommand ("npc");
cgi_AddCommand ("saberColor");
cgi_AddCommand ("saber");
cgi_AddCommand ("saberblade");
cgi_AddCommand ("runscript");
cgi_AddCommand ("playerteam");
cgi_AddCommand ("playermodel");
cgi_AddCommand ("saberAttackCycle");
cg.weaponPickupTextTime = 0;
cg.missionInfoFlashTime = 0;
cg.missionStatusShow = qfalse;
cg.missionFailedScreen = qfalse; // Screen hasn't been opened.
cgi_UI_MenuCloseAll(); // So the loadscreen menu will turn off just after the opening snapshot
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void )
{
in_camera = false;
FX_Free();
}
//// DEBUG STUFF
/*
-------------------------
CG_DrawNode
-------------------------
*/
void CG_DrawNode( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_node" );
float scale = 16.0f;
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
case NODE_FLOATING:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 255;
scale += 16.0f;
break;
case NODE_GOAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
scale += 16.0f;
break;
case NODE_NAVGOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
ex->radius = scale;
}
/*
-------------------------
CG_DrawRadius
-------------------------
*/
void CG_DrawRadius( vec3_t origin, unsigned int radius, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_QUAD;
ex->radius = radius;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_radius" );
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
case NODE_FLOATING:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 255;
break;
case NODE_GOAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
break;
case NODE_NAVGOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
}
/*
-------------------------
CG_DrawEdge
-------------------------
*/
void CG_DrawEdge( vec3_t start, vec3_t end, int type )
{
switch ( type )
{
// NAVIGATION EDGES BETWEEN POINTS
//=====================================
case EDGE_NORMAL:
{
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_LARGE:
{
FX_AddLine( start, end, 8.0f, 15.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_BLOCKED:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_FLY:
{
vec3_t color = { 0, 255, 255 };// GREEN
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_JUMP:
{
vec3_t color = { 0, 0, 255 }; // BLUE
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
// EDGE NODES
//=====================================
case EDGE_NODE_NORMAL:
{
vec3_t color = { 155, 155, 155 };
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_NODE_FLOATING:
{
vec3_t color = { 155, 155, 0 };
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_NODE_GOAL:
{
vec3_t color = { 0, 0, 155 };
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_NODE_COMBAT:
{
vec3_t color = { 155, 0, 0 };
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
// NEAREST NAV
//=====================================
case EDGE_NEARESTVALID:
{
vec3_t color = { 155, 155, 155 }; // WHITE
FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 );
}
break;
case EDGE_NEARESTINVALID:
{
vec3_t color = { 155, 0, 0 }; // WHITE
FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 );
}
break;
// NEAREST NAV CELLS
//=====================================
case EDGE_CELL:
{
vec3_t color = { 155, 155, 155 }; // WHITE
FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 );
}
break;
case EDGE_CELL_EMPTY:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 );
}
break;
// ACTOR PATHS
//=============
case EDGE_PATH:
{
vec3_t color = { 0, 0, 155 }; // WHITE
FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 );
}
break;
case EDGE_PATHBLOCKED:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 );
break;
}
case EDGE_FOLLOWPOS:
{
vec3_t color = { 0, 255, 0 }; // GREEN
FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 );
break;
}
// STEERING
//=====================================
case EDGE_IMPACT_SAFE:
{
vec3_t color = { 155, 155, 155 }; // WHITE
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_IMPACT_POSSIBLE:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_VELOCITY:
{
vec3_t color = { 0, 255, 0 }; // GREEN
FX_AddLine( start, end, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_THRUST:
{
vec3_t color = { 0, 0, 255 }; // BLUE
FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
// MISC Colored Lines
//=====================================
case EDGE_WHITE_ONESECOND:
{
vec3_t color = { 155, 155, 155 }; // WHITE
FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 1051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_WHITE_TWOSECOND:
{
vec3_t color = { 155, 155, 155 }; // WHITE
FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 1051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_RED_ONESECOND:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 2051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
case EDGE_RED_TWOSECOND:
{
vec3_t color = { 255, 0, 0 }; // RED
FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 2051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 );
}
break;
default:
break;
}
}
/*
-------------------------
CG_DrawCombatPoint
-------------------------
*/
void CG_DrawCombatPoint( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->radius = 8;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 255;
/*
switch( type )
{
case 0: //FIXME: To shut up the compiler warning (more will be added here later of course)
default:
FX_AddSprite( origin, NULL, NULL, 8.0f, 0.0f, 1.0f, 1.0f, color, color, 0.0f, 0.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ) );
break;
}
*/
}
/*
-------------------------
CG_DrawAlert
-------------------------
*/
void CG_DrawAlert( vec3_t origin, float rating )
{
vec3_t drawPos;
VectorCopy( origin, drawPos );
drawPos[2] += 48;
vec3_t startRGB;
//Fades from green at 0, to red at 1
startRGB[0] = rating;
startRGB[1] = 1 - rating;
startRGB[2] = 0;
FX_AddSprite( drawPos, NULL, NULL, 16, 0.0f, 1.0f, 1.0f, startRGB, startRGB, 0, 0, 50, cgs.media.whiteShader );
}
#define MAX_MENUDEFFILE 4096
//
// ==============================
// new hud stuff ( mission pack )
// ==============================
//
qboolean CG_Asset_Parse(const char **p)
{
const char *token;
const char *tempStr;
int pointSize;
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "{") != 0)
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
// font
if (Q_stricmp(token, "font") == 0)
{
/*
int pointSize;
cgi_UI_Parse_String(tempStr);
cgi_UI_Parse_Int(&pointSize);
if (!tempStr || !pointSize)
{
return qfalse;
}
*/
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont);
continue;
}
// smallFont
if (Q_stricmp(token, "smallFont") == 0)
{
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
continue;
}
// smallFont - because the HUD file needs it for MP.
if (Q_stricmp(token, "small2Font") == 0)
{
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
continue;
}
// font
if (Q_stricmp(token, "bigfont") == 0)
{
int pointSize;
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont);
continue;
}
// gradientbar
if (Q_stricmp(token, "gradientbar") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr);
continue;
}
// enterMenuSound
if (Q_stricmp(token, "menuEnterSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr );
continue;
}
// exitMenuSound
if (Q_stricmp(token, "menuExitSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr );
continue;
}
// itemFocusSound
if (Q_stricmp(token, "itemFocusSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr );
continue;
}
// menuBuzzSound
if (Q_stricmp(token, "menuBuzzSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr );
continue;
}
if (Q_stricmp(token, "cursor") == 0)
{
// if (!COM_ParseString(p, &cgDC.Assets.cursorStr))
// {
// return qfalse;
// }
// cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr);
continue;
}
if (Q_stricmp(token, "fadeClamp") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeClamp))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeCycle") == 0)
{
// if (!COM_ParseInt(p, &cgDC.Assets.fadeCycle))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeAmount") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeAmount))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowX") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowX))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowY") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowY))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowColor") == 0)
{
/*
if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor))
{
return qfalse;
}
cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3];
*/
continue;
}
}
return qfalse; // bk001204 - why not?
}
void cgi_UI_EndParseSession(char *buf);
/*
=================
CG_ParseMenu();
=================
*/
void CG_ParseMenu(const char *menuFile)
{
char *token;
int result;
char *buf,*p;
//Com_Printf("Parsing menu file:%s\n", menuFile);
result = cgi_UI_StartParseSession((char *) menuFile,&buf);
if (!result)
{
Com_Printf("Unable to load hud menu file:%s. Using default ui/testhud.menu.\n", menuFile);
result = cgi_UI_StartParseSession("ui/testhud.menu",&buf);
if (!result)
{
Com_Printf("Unable to load default ui/testhud.menu.\n");
return;
}
}
p = buf;
while ( 1 )
{
cgi_UI_ParseExt(&token);
if (!*token) // All done?
{
break;
}
//if ( Q_stricmp( token, "{" ) ) {
// Com_Printf( "Missing { in menu file\n" );
// break;
//}
//if ( menuCount == MAX_MENUS ) {
// Com_Printf( "Too many menus!\n" );
// break;
//}
// if ( *token == '}' )
// {
// break;
// }
if (Q_stricmp(token, "assetGlobalDef") == 0)
{
/*
if (CG_Asset_Parse(handle))
{
continue;
}
else
{
break;
}
*/
}
if (Q_stricmp(token, "menudef") == 0)
{
// start a new menu
cgi_UI_Menu_New(p);
}
}
cgi_UI_EndParseSession(buf);
}
/*
=================
CG_Load_Menu();
=================
*/
qboolean CG_Load_Menu( const char **p)
{
const char *token;
token = COM_ParseExt(p, qtrue);
if (token[0] != '{')
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
if ( !token || token[0] == 0 )
{
return qfalse;
}
CG_ParseMenu(token);
}
return qfalse;
}
/*
=================
CG_LoadMenus();
=================
*/
void CG_LoadMenus(const char *menuFile)
{
const char *token;
const char *p;
int len, start;
fileHandle_t f;
char buf[MAX_MENUDEFFILE];
start = cgi_Milliseconds();
len = cgi_FS_FOpenFile( menuFile, &f, FS_READ );
if ( !f )
{
cgi_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) );
len = cgi_FS_FOpenFile( "ui/jahud.txt", &f, FS_READ );
if (!f)
{
cgi_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) );
}
}
if ( len >= MAX_MENUDEFFILE )
{
cgi_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) );
cgi_FS_FCloseFile( f );
return;
}
cgi_FS_Read( buf, len, f );
buf[len] = 0;
cgi_FS_FCloseFile( f );
// COM_Compress(buf);
// cgi_UI_Menu_Reset();
p = buf;
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if( !token || token[0] == 0 || token[0] == '}')
{
break;
}
if ( Q_stricmp( token, "}" ) == 0 )
{
break;
}
if (Q_stricmp(token, "loadmenu") == 0)
{
if (CG_Load_Menu(&p))
{
continue;
}
else
{
break;
}
}
}
//Com_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start);
}
/*
=================
CG_LoadHudMenu();
=================
*/
void CG_LoadHudMenu(void)
{
const char *hudSet;
/*
cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip;
cgDC.setColor = &trap_R_SetColor;
cgDC.drawHandlePic = &CG_DrawPic;
cgDC.drawStretchPic = &trap_R_DrawStretchPic;
cgDC.drawText = &CG_Text_Paint;
cgDC.textWidth = &CG_Text_Width;
cgDC.textHeight = &CG_Text_Height;
cgDC.registerModel = &trap_R_RegisterModel;
cgDC.modelBounds = &trap_R_ModelBounds;
cgDC.fillRect = &CG_FillRect;
cgDC.drawRect = &CG_DrawRect;
cgDC.drawSides = &CG_DrawSides;
cgDC.drawTopBottom = &CG_DrawTopBottom;
cgDC.clearScene = &trap_R_ClearScene;
cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
cgDC.renderScene = &trap_R_RenderScene;
cgDC.registerFont = &trap_R_RegisterFont;
cgDC.ownerDrawItem = &CG_OwnerDraw;
cgDC.getValue = &CG_GetValue;
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
cgDC.runScript = &CG_RunMenuScript;
cgDC.getTeamColor = &CG_GetTeamColor;
cgDC.setCVar = trap_Cvar_Set;
cgDC.getCVarString = trap_Cvar_VariableStringBuffer;
cgDC.getCVarValue = CG_Cvar_Get;
cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor;
cgDC.startLocalSound = &trap_S_StartLocalSound;
cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey;
cgDC.feederCount = &CG_FeederCount;
cgDC.feederItemImage = &CG_FeederItemImage;
cgDC.feederItemText = &CG_FeederItemText;
cgDC.feederSelection = &CG_FeederSelection;
cgDC.Error = &Com_Error;
cgDC.Print = &Com_Printf;
cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
cgDC.registerSound = &trap_S_RegisterSound;
cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack;
cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack;
cgDC.playCinematic = &CG_PlayCinematic;
cgDC.stopCinematic = &CG_StopCinematic;
cgDC.drawCinematic = &CG_DrawCinematic;
cgDC.runCinematicFrame = &CG_RunCinematicFrame;
*/
// Init_Display(&cgDC);
// cgi_UI_String_Init();
// cgi_UI_Menu_Reset();
hudSet = cg_hudFiles.string;
if (hudSet[0] == '\0')
{
hudSet = "ui/jahud.txt";
}
CG_LoadMenus(hudSet);
}
/*
==============================================================================
INVENTORY SELECTION
==============================================================================
*/
/*
===============
CG_InventorySelectable
===============
*/
static inline qboolean CG_InventorySelectable( int index)
{
if (cg.snap->ps.inventory[index]) // Is there any in the inventory?
{
return qtrue;
}
return qfalse;
}
/*
===============
SetInventoryTime
===============
*/
static inline void SetInventoryTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.forcepowerSelectTime = 0;
cg.inventorySelectTime = cg.time + 130.0f;
}
else
{
cg.inventorySelectTime = cg.time;
}
}
/*
===============
CG_DPPrevInventory_f
===============
*/
void CG_DPPrevInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect--;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) )
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_DPNextInventory_f
===============
*/
void CG_DPNextInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect++;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) && (inv_icons[cg.DataPadInventorySelect]))
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_NextInventory_f
===============
*/
void CG_NextInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect++;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===============
CG_UseInventory_f
===============
*/
/*
this func was moved to Cmd_UseInventory_f in g_cmds.cpp
*/
/*
===============
CG_PrevInventory_f
===============
*/
void CG_PrevInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect--;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===================
FindInventoryItemTag
===================
*/
gitem_t *FindInventoryItemTag(int tag)
{
int i;
for ( i = 1 ; i < bg_numItems ; i++ )
{
if ( bg_itemlist[i].giTag == tag && bg_itemlist[i].giType == IT_HOLDABLE ) // I guess giTag's aren't unique amongst items..must also make sure it's a holdable
{
return &bg_itemlist[i];
}
}
return (0);
}
/*
===================
CG_DrawInventorySelect
===================
*/
void CG_DrawInventorySelect( void )
{
int i;
int holdCount,iconCnt;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX;
int height;
// int tag;
float addX;
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
char text[1024]={0};
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
int x2,y2,w2,h2;
if (!cgi_UI_GetMenuInfo("inventoryselecthud",&x2,&y2,&w2,&h2))
{
return;
}
cg.iconSelectTime = cg.inventorySelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("SP_INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
int x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, y2 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
const int sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.inventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
const int smallIconSize = 40;
const int bigIconSize = 80;
const int pad = 16;
const int x = 320;
const int y = 410;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.inventorySelect])
{
cgi_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.inventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
if (inv_names[cg.inventorySelect])
{
// FIXME: This is ONLY a temp solution, the icon stuff, etc, should all just use items.dat for everything
gitem_t *item = FindInventoryItemTag( cg.inventorySelect );
if ( item && item->classname && item->classname[0] )
{
char itemName[256], data[1024]; // FIXME: do these really need to be this large?? does it matter?
sprintf( itemName, "SP_INGAME_%s", item->classname );
if ( cgi_SP_GetStringTextString( itemName, data, sizeof( data )))
{
int w = cgi_R_Font_StrLenPixels( data, cgs.media.qhFontSmall, 1.0f );
int x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString( x, (SCREEN_HEIGHT - 24), data, textColor, cgs.media.qhFontSmall, -1, 1.0f);
}
}
}
}
i = cg.inventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
char *inventoryDesc[15] =
{
"NEURO_SAAV_DESC",
"BACTA_DESC",
"INQUISITOR_DESC",
"LA_GOGGLES_DESC",
"PORTABLE_SENTRY_DESC",
"GOODIE_KEY_DESC",
"SECURITY_KEY_DP_DESC",
};
/*
===================
CG_DrawDataPadInventorySelect
===================
*/
void CG_DrawDataPadInventorySelect( void )
{
int i;
int holdCount,iconCnt;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX;
int height;
float addX;
char text[1024]={0};
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("SP_INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
int x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, 300 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
const int sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.DataPadInventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
const int smallIconSize = 40;
const int bigIconSize = 80;
const int bigPad = 64;
const int pad = 32;
const int centerXPos = 320;
const int graphicYPos = 340;
// Left side ICONS
// Work backwards from current icon
holdX = centerXPos - ((bigIconSize/2) + bigPad + smallIconSize);
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( holdX, graphicYPos+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, graphicYPos + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.DataPadInventorySelect])
{
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.DataPadInventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((centerXPos-(bigIconSize/2)) + addX, graphicYPos, 2, cg.snap->ps.inventory[cg.DataPadInventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
}
i = cg.DataPadInventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = centerXPos + (bigIconSize/2) + bigPad;
height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( holdX, graphicYPos+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, graphicYPos + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
// draw the weapon description
if ((cg.DataPadInventorySelect>=0) && (cg.DataPadInventorySelect<13))
{
cgi_SP_GetStringTextString( va("SP_INGAME_%s",inventoryDesc[cg.DataPadInventorySelect]), text, sizeof(text) );
if (text)
{
CG_DisplayBoxedText(70,50,500,300,text,
cgs.media.qhFontSmall,
0.7f,
textColor
);
}
}
}
/*
===============
SetForcePowerTime
===============
*/
void SetForcePowerTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Inventory HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.inventorySelectTime = 0;
cg.forcepowerSelectTime = cg.time + 130.0f;
}
else
{
cg.forcepowerSelectTime = cg.time;
}
}
int showPowers[MAX_SHOWPOWERS] =
{
FP_ABSORB,
FP_HEAL,
FP_PROTECT,
FP_TELEPATHY,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_SEE,
FP_DRAIN,
FP_LIGHTNING,
FP_RAGE,
FP_GRIP,
};
char *showPowersName[MAX_SHOWPOWERS] =
{
"SP_INGAME_ABSORB2",
"SP_INGAME_HEAL2",
"SP_INGAME_PROTECT2",
"SP_INGAME_MINDTRICK2",
"SP_INGAME_SPEED2",
"SP_INGAME_PUSH2",
"SP_INGAME_PULL2",
"SP_INGAME_SEEING2",
"SP_INGAME_DRAIN2",
"SP_INGAME_LIGHTNING2",
"SP_INGAME_DARK_RAGE2",
"SP_INGAME_GRIP2",
};
// Keep these with groups light side, core, and dark side
int showDataPadPowers[MAX_DPSHOWPOWERS] =
{
// Light side
FP_ABSORB,
FP_HEAL,
FP_PROTECT,
FP_TELEPATHY,
// Core Powers
FP_LEVITATION,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
FP_SEE,
//Dark Side
FP_DRAIN,
FP_LIGHTNING,
FP_RAGE,
FP_GRIP,
};
/*
===============
ForcePower_Valid
===============
*/
qboolean ForcePower_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (MAX_SHOWPOWERS == ( sizeof(showPowers)/sizeof(showPowers[0]) ));
assert (index < MAX_SHOWPOWERS ); //is this a valid index?
if (player->client->ps.forcePowersKnown & (1 << showPowers[index]) &&
player->client->ps.forcePowerLevel[showPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_NextForcePower_f
===============
*/
void CG_NextForcePower_f( void )
{
int i;
if ( !cg.snap || in_camera )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect++;
if (cg.forcepowerSelect >= MAX_SHOWPOWERS)
{
cg.forcepowerSelect = 0;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===============
CG_PrevForcePower_f
===============
*/
void CG_PrevForcePower_f( void )
{
int i;
if ( !cg.snap || in_camera )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect--;
if (cg.forcepowerSelect < 0)
{
cg.forcepowerSelect = MAX_SHOWPOWERS - 1;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===================
CG_DrawForceSelect
===================
*/
void CG_DrawForceSelect( void )
{
int i;
int count;
int holdX;
int sideLeftIconCnt,sideRightIconCnt;
int holdCount,iconCnt;
char text[1024]={0};
int yOffset = 0;
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.forcepowerSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
#ifdef _XBOX
if(CL_ExtendSelectTime()) {
cg.forcepowerSelectTime = cg.time;
}
yOffset = -36;
#endif
// count the number of powers owned
count = 0;
for (i=0; i<MAX_SHOWPOWERS; ++i)
{
if (ForcePower_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
/*
int x2,y2;
if (!cgi_UI_GetMenuInfo("forceselecthud",&x2,&y2,&w2,&h2))
{
return;
}
*/
cg.iconSelectTime = cg.forcepowerSelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
const int sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
const int smallIconSize = 30;
const int bigIconSize = 60;
const int pad = 12;
const int x = 320;
const int y = 425;
i = cg.forcepowerSelect - 1;
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
cgi_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, force_icons[showPowers[i]] );
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showPowers[cg.forcepowerSelect]])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)) + yOffset, bigIconSize, bigIconSize, force_icons[showPowers[cg.forcepowerSelect]] );
}
i = cg.forcepowerSelect + 1;
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, force_icons[showPowers[i]] );
holdX += (smallIconSize+pad);
}
}
// This only a temp solution.
if (cgi_SP_GetStringTextString( showPowersName[cg.forcepowerSelect], text, sizeof(text) ))
{
int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
int x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString(x, (SCREEN_HEIGHT - 24) + yOffset, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
}
}
/*
===============
ForcePowerDataPad_Valid
===============
*/
qboolean ForcePowerDataPad_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (index < MAX_DPSHOWPOWERS);
if (player->client->ps.forcePowersKnown & (1 << showDataPadPowers[index]) &&
player->client->ps.forcePowerLevel[showDataPadPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_DPNextForcePower_f
===============
*/
void CG_DPNextForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect++;
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{
cg.DataPadforcepowerSelect = 0;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
/*
===============
CG_DPPrevForcePower_f
===============
*/
void CG_DPPrevForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect--;
if (cg.DataPadforcepowerSelect < 0)
{
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
char *forcepowerDesc[NUM_FORCE_POWERS] =
{
"FORCE_ABSORB_DESC",
"FORCE_HEAL_DESC",
"FORCE_PROTECT_DESC",
"FORCE_MIND_TRICK_DESC",
"FORCE_JUMP_DESC",
"FORCE_SPEED_DESC",
"FORCE_PUSH_DESC",
"FORCE_PULL_DESC",
"FORCE_SABER_THROW_DESC",
"FORCE_SABER_DEFENSE_DESC",
"FORCE_SABER_OFFENSE_DESC",
"FORCE_SENSE_DESC",
"FORCE_DRAIN_DESC",
"FORCE_LIGHTNING_DESC",
"FORCE_RAGE_DESC",
"FORCE_GRIP_DESC",
};
char *forcepowerLvl1Desc[NUM_FORCE_POWERS] =
{
"FORCE_ABSORB_LVL1_DESC",
"FORCE_HEAL_LVL1_DESC",
"FORCE_PROTECT_LVL1_DESC",
"FORCE_MIND_TRICK_LVL1_DESC",
"FORCE_JUMP_LVL1_DESC",
"FORCE_SPEED_LVL1_DESC",
"FORCE_PUSH_LVL1_DESC",
"FORCE_PULL_LVL1_DESC",
"FORCE_SABER_THROW_LVL1_DESC",
"FORCE_SABER_DEFENSE_LVL1_DESC",
"FORCE_SABER_OFFENSE_LVL1_DESC",
"FORCE_SENSE_LVL1_DESC",
"FORCE_DRAIN_LVL1_DESC",
"FORCE_LIGHTNING_LVL1_DESC",
"FORCE_RAGE_LVL1_DESC",
"FORCE_GRIP_LVL1_DESC",
};
char *forcepowerLvl2Desc[NUM_FORCE_POWERS] =
{
"FORCE_ABSORB_LVL2_DESC",
"FORCE_HEAL_LVL2_DESC",
"FORCE_PROTECT_LVL2_DESC",
"FORCE_MIND_TRICK_LVL2_DESC",
"FORCE_JUMP_LVL2_DESC",
"FORCE_SPEED_LVL2_DESC",
"FORCE_PUSH_LVL2_DESC",
"FORCE_PULL_LVL2_DESC",
"FORCE_SABER_THROW_LVL2_DESC",
"FORCE_SABER_DEFENSE_LVL2_DESC",
"FORCE_SABER_OFFENSE_LVL2_DESC",
"FORCE_SENSE_LVL2_DESC",
"FORCE_DRAIN_LVL2_DESC",
"FORCE_LIGHTNING_LVL2_DESC",
"FORCE_RAGE_LVL2_DESC",
"FORCE_GRIP_LVL2_DESC",
};
char *forcepowerLvl3Desc[NUM_FORCE_POWERS] =
{
"FORCE_ABSORB_LVL3_DESC",
"FORCE_HEAL_LVL3_DESC",
"FORCE_PROTECT_LVL3_DESC",
"FORCE_MIND_TRICK_LVL3_DESC",
"FORCE_JUMP_LVL3_DESC",
"FORCE_SPEED_LVL3_DESC",
"FORCE_PUSH_LVL3_DESC",
"FORCE_PULL_LVL3_DESC",
"FORCE_SABER_THROW_LVL3_DESC",
"FORCE_SABER_DEFENSE_LVL3_DESC",
"FORCE_SABER_OFFENSE_LVL3_DESC",
"FORCE_SENSE_LVL3_DESC",
"FORCE_DRAIN_LVL3_DESC",
"FORCE_LIGHTNING_LVL3_DESC",
"FORCE_RAGE_LVL3_DESC",
"FORCE_GRIP_LVL3_DESC",
};
/*
===================
CG_DrawDataPadForceSelect
===================
*/
void CG_DrawDataPadForceSelect( void )
{
int i;
int count;
int holdX;
int sideLeftIconCnt,sideRightIconCnt;
int holdCount,iconCnt;
char text[1024]={0};
char text2[1024]={0};
// count the number of powers known
count = 0;
for (i=0;i<MAX_DPSHOWPOWERS;i++)
{
if (ForcePowerDataPad_Valid(i))
{
count++;
}
}
if (count < 1) // If no force powers, don't display
{
return;
}
// Time to switch new icon colors
// Faded side icon color
// memcpy(fadeColor, colorTable[CT_WHITE], sizeof(vec4_t));
cg.iconSelectTime = cg.forcepowerSelectTime;
const int sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
const int smallIconSize = 40;
const int bigIconSize = 70;
const int bigPad = 64;
const int pad = 32;
const int centerXPos = 320;
const int graphicYPos = 340;
i = cg.DataPadforcepowerSelect - 1;
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
// Print icons to the left of the center
cgi_R_SetColor(colorTable[CT_WHITE]);
// Work backwards from current icon
holdX = centerXPos - ((bigIconSize/2) + bigPad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] );
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay );
}
if (force_icons[showDataPadPowers[i]])
{
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]])
{
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]] );
// New force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]))
{
CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, cgs.media.DPForcePowerOverlay );
}
}
i = cg.DataPadforcepowerSelect + 1;
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
cgi_R_SetColor(colorTable[CT_WHITE]);
// Work forwards from current icon
holdX = centerXPos + (bigIconSize/2) + bigPad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] );
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay );
}
if (force_icons[showDataPadPowers[i]])
{
holdX += (smallIconSize+pad);
}
}
cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerDesc[cg.DataPadforcepowerSelect]), text, sizeof(text) );
if (player->client->ps.forcePowerLevel[showDataPadPowers[cg.DataPadforcepowerSelect]]==1)
{
cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl1Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else if (player->client->ps.forcePowerLevel[showDataPadPowers[cg.DataPadforcepowerSelect]]==2)
{
cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl2Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else
{
cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl3Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
const short textboxXPos = 40;
const short textboxYPos = 60;
const int textboxWidth = 560;
const int textboxHeight = 300;
const float textScale = 1.0f;
if (text)
{
CG_DisplayBoxedText(textboxXPos,textboxYPos,textboxWidth,textboxHeight,va("%s%s",text,text2),
4,
textScale,
colorTable[CT_WHITE]
);
}
}
// actually, these are pretty pointless so far in CHC, since in TA codebase they were used only so init some HUD
// function ptrs to allow cinematics in onscreen displays. So far, we don't use those, but here they are anyway...
//
/* These stupid pragmas don't work, they still give the warning. Forget it, REM the lot.
#pragma warning ( disable : 4505) // unreferenced local function has been removed
static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) {
return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop);
}
static void CG_StopCinematic(int handle) {
trap_CIN_StopCinematic(handle);
}
static void CG_DrawCinematic(int handle, float x, float y, float w, float h) {
trap_CIN_SetExtents(handle, x, y, w, h);
trap_CIN_DrawCinematic(handle);
}
static void CG_RunCinematicFrame(int handle) {
trap_CIN_RunCinematic(handle);
}
#pragma warning ( default : 4505)
*/