mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-26 06:01:04 +00:00
6531 lines
164 KiB
C++
6531 lines
164 KiB
C++
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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/*
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=======================================================================
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USER INTERFACE MAIN
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=======================================================================
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*/
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// leave this at the top of all UI_xxxx files for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "ui_local.h"
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#include "menudef.h"
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#include "ui_shared.h"
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#include "../ghoul2/G2.h"
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#include "../game/bg_public.h"
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#include "../game/anims.h"
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extern stringID_table_t animTable [MAX_ANIMATIONS+1];
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#include "../qcommon/stv_version.h"
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#ifdef _XBOX
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#include <xtl.h>
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#define filepathlength 120
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#endif
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extern qboolean ItemParse_model_g2anim_go( itemDef_t *item, const char *animName );
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extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
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extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
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extern qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel );
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extern qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin );
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extern void UI_SaberAttachToChar( itemDef_t *item );
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extern qboolean PC_Script_Parse(const char **out);
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#define LISTBUFSIZE 10240
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static struct
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{
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char listBuf[LISTBUFSIZE]; // The list of file names read in
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// For scrolling through file names
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int currentLine; // Index to currentSaveFileComments[] currently highlighted
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int saveFileCnt; // Number of save files read in
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int awaitingSave; // Flag to see if user wants to overwrite a game.
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char *savegameMap;
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int savegameFromFlag;
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} s_savegame;
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#ifdef _XBOX
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#define MAX_SAVELOADFILES 8
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#else
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#define MAX_SAVELOADFILES 100
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#endif
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#define MAX_SAVELOADNAME 32
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//byte screenShotBuf[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4];
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typedef struct
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{
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char *currentSaveFileName; // file name of savegame
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char currentSaveFileComments[iSG_COMMENT_SIZE]; // file comment
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char currentSaveFileDateTimeString[iSG_COMMENT_SIZE]; // file time and date
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time_t currentSaveFileDateTime;
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char currentSaveFileMap[MAX_TOKEN_CHARS]; // map save game is from
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} savedata_t;
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static savedata_t s_savedata[MAX_SAVELOADFILES];
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void UI_SetActiveMenu( const char* menuname,const char *menuID );
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void ReadSaveDirectory (void);
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void Item_RunScript(itemDef_t *item, const char *s);
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qboolean Item_SetFocus(itemDef_t *item, float x, float y);
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qboolean Asset_Parse(char **buffer);
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menuDef_t *Menus_FindByName(const char *p);
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void Menus_HideItems(const char *menuName);
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int Text_Height(const char *text, float scale, int iFontIndex );
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int Text_Width(const char *text, float scale, int iFontIndex );
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void _UI_DrawTopBottom(float x, float y, float w, float h, float size);
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void _UI_DrawSides(float x, float y, float w, float h, float size);
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void UI_CheckVid1Data(const char *menuTo,const char *warningMenuName);
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void UI_GetVideoSetup ( void );
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void UI_UpdateVideoSetup ( void );
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static void UI_UpdateCharacterCvars ( void );
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static void UI_GetCharacterCvars ( void );
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static void UI_UpdateSaberCvars ( void );
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static void UI_GetSaberCvars ( void );
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static void UI_ResetSaberCvars ( void );
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static void UI_InitAllocForcePowers ( const char *forceName );
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static void UI_AffectForcePowerLevel ( const char *forceName );
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static void UI_ShowForceLevelDesc ( const char *forceName );
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static void UI_ResetForceLevels ( void );
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static void UI_ClearWeapons ( void );
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static void UI_GiveWeapon ( const int weaponIndex );
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static void UI_EquipWeapon ( const int weaponIndex );
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static void UI_LoadMissionSelectMenu( const char *cvarName );
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static void UI_AddWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile );
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static void UI_AddThrowWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile );
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static void UI_RemoveWeaponSelection ( const int weaponIndex );
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static void UI_RemoveThrowWeaponSelection ( void );
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static void UI_HighLightWeaponSelection ( const int selectionslot );
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static void UI_NormalWeaponSelection ( const int selectionslot );
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static void UI_NormalThrowSelection ( void );
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static void UI_HighLightThrowSelection( void );
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static void UI_ClearInventory ( void );
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static void UI_GiveInventory ( const int itemIndex, const int amount );
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static void UI_ForcePowerWeaponsButton(qboolean activeFlag);
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static void UI_UpdateCharacterSkin( void );
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static void UI_UpdateCharacter( qboolean changedModel );
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static void UI_UpdateSaberType( void );
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static void UI_UpdateSaberHilt( qboolean secondSaber );
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//static void UI_UpdateSaberColor( qboolean secondSaber );
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static void UI_InitWeaponSelect( void );
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static void UI_WeaponHelpActive( void );
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static void UI_UpdateFightingStyle ( void );
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static void UI_UpdateFightingStyleChoices ( void );
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static void UI_CalcForceStatus(void);
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static void UI_DecrementForcePowerLevel( void );
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static void UI_DecrementCurrentForcePower ( void );
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static void UI_ShutdownForceHelp( void );
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static void UI_ForceHelpActive( void );
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static void UI_DemoSetForceLevels( void );
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static void UI_RecordForceLevels( void );
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static void UI_RecordWeapons( void );
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static void UI_ResetCharacterListBoxes( void );
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void UI_LoadMenus(const char *menuFile, qboolean reset);
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static void UI_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle, int iFontIndex);
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static qboolean UI_OwnerDrawVisible(int flags);
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int UI_OwnerDrawWidth(int ownerDraw, float scale);
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static void UI_Update(const char *name);
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void UI_UpdateCvars( void );
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void UI_ResetDefaults( void );
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void UI_AdjustSaveGameListBox( int currentLine );
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void Menus_CloseByName(const char *p);
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// Movedata Sounds
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typedef enum
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{
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MDS_NONE = 0,
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MDS_FORCE_JUMP,
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MDS_ROLL,
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MDS_SABER,
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MDS_MOVE_SOUNDS_MAX
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};
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typedef enum
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{
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MD_ACROBATICS = 0,
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MD_SINGLE_FAST,
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MD_SINGLE_MEDIUM,
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MD_SINGLE_STRONG,
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MD_DUAL_SABERS,
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MD_SABER_STAFF,
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MD_MOVE_TITLE_MAX
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};
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// Some hard coded badness
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// At some point maybe this should be externalized to a .dat file
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char *datapadMoveTitleData[MD_MOVE_TITLE_MAX] =
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{
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"@MENUS_ACROBATICS",
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"@MENUS_SINGLE_FAST",
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"@MENUS_SINGLE_MEDIUM",
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"@MENUS_SINGLE_STRONG",
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"@MENUS_DUAL_SABERS",
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"@MENUS_SABER_STAFF",
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};
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char *datapadMoveTitleBaseAnims[MD_MOVE_TITLE_MAX] =
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{
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"BOTH_RUN1",
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"BOTH_SABERFAST_STANCE",
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"BOTH_STAND2",
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"BOTH_SABERSLOW_STANCE",
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"BOTH_SABERDUAL_STANCE",
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"BOTH_SABERSTAFF_STANCE",
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};
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#define MAX_MOVES 16
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typedef struct
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{
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char *title;
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char *desc;
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char *anim;
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short sound;
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} datpadmovedata_t;
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static datpadmovedata_t datapadMoveData[MD_MOVE_TITLE_MAX][MAX_MOVES] =
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{
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// Acrobatics
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"@MENUS_FORCE_JUMP1", "@MENUS_FORCE_JUMP1_DESC", "BOTH_FORCEJUMP1", MDS_FORCE_JUMP,
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"@MENUS_FORCE_FLIP", "@MENUS_FORCE_FLIP_DESC", "BOTH_FLIP_F", MDS_FORCE_JUMP,
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"@MENUS_ROLL", "@MENUS_ROLL_DESC", "BOTH_ROLL_F", MDS_ROLL,
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"@MENUS_BACKFLIP_OFF_WALL", "@MENUS_BACKFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_BACK1", MDS_FORCE_JUMP,
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"@MENUS_SIDEFLIP_OFF_WALL", "@MENUS_SIDEFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_WALL_RUN", "@MENUS_WALL_RUN_DESC", "BOTH_WALL_RUN_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_LONG_JUMP", "@MENUS_LONG_JUMP_DESC", "BOTH_FORCELONGLEAP_START", MDS_FORCE_JUMP,
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"@MENUS_WALL_GRAB_JUMP", "@MENUS_WALL_GRAB_JUMP_DESC", "BOTH_FORCEWALLREBOUND_FORWARD",MDS_FORCE_JUMP,
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"@MENUS_RUN_UP_WALL_BACKFLIP", "@MENUS_RUN_UP_WALL_BACKFLIP_DESC", "BOTH_FORCEWALLRUNFLIP_START", MDS_FORCE_JUMP,
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"@MENUS_JUMPUP_FROM_KNOCKDOWN", "@MENUS_JUMPUP_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN3", MDS_NONE,
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"@MENUS_JUMPKICK_FROM_KNOCKDOWN", "@MENUS_JUMPKICK_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN2", MDS_NONE,
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"@MENUS_ROLL_FROM_KNOCKDOWN", "@MENUS_ROLL_FROM_KNOCKDOWN_DESC", "BOTH_KNOCKDOWN1", MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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//Single Saber, Fast Style
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"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
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"@MENUS_LUNGE_ATTACK", "@MENUS_LUNGE_ATTACK_DESC", "BOTH_LUNGE2_B__T_", MDS_SABER,
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"@MENUS_FORCE_PULL_IMPALE", "@MENUS_FORCE_PULL_IMPALE_DESC", "BOTH_PULL_IMPALE_STAB", MDS_SABER,
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"@MENUS_FAST_ATTACK_KATA", "@MENUS_FAST_ATTACK_KATA_DESC", "BOTH_A1_SPECIAL", MDS_SABER,
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"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
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"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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//Single Saber, Medium Style
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"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
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"@MENUS_FLIP_ATTACK", "@MENUS_FLIP_ATTACK_DESC", "BOTH_JUMPFLIPSLASHDOWN1", MDS_FORCE_JUMP,
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"@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER,
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"@MENUS_MEDIUM_ATTACK_KATA", "@MENUS_MEDIUM_ATTACK_KATA_DESC", "BOTH_A2_SPECIAL", MDS_SABER,
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"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
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"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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//Single Saber, Strong Style
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"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
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"@MENUS_JUMP_ATTACK", "@MENUS_JUMP_ATTACK_DESC", "BOTH_FORCELEAP2_T__B_", MDS_FORCE_JUMP,
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"@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER,
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"@MENUS_STRONG_ATTACK_KATA", "@MENUS_STRONG_ATTACK_KATA_DESC", "BOTH_A3_SPECIAL", MDS_SABER,
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"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
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"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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//Dual Sabers
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"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
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"@MENUS_FLIP_FORWARD_ATTACK", "@MENUS_FLIP_FORWARD_ATTACK_DESC", "BOTH_JUMPATTACK6", MDS_FORCE_JUMP,
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"@MENUS_DUAL_SABERS_TWIRL", "@MENUS_DUAL_SABERS_TWIRL_DESC", "BOTH_SPINATTACK6", MDS_SABER,
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"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_DUAL", MDS_FORCE_JUMP,
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"@MENUS_DUAL_SABER_BARRIER", "@MENUS_DUAL_SABER_BARRIER_DESC", "BOTH_A6_SABERPROTECT", MDS_SABER,
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"@MENUS_DUAL_STAB_FRONT_BACK", "@MENUS_DUAL_STAB_FRONT_BACK_DESC", "BOTH_A6_FB", MDS_SABER,
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"@MENUS_DUAL_STAB_LEFT_RIGHT", "@MENUS_DUAL_STAB_LEFT_RIGHT_DESC", "BOTH_A6_LR", MDS_SABER,
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"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
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"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB_DESC", "BOTH_ROLL_STAB", MDS_SABER,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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// Saber Staff
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"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
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"@MENUS_BACK_FLIP_ATTACK", "@MENUS_BACK_FLIP_ATTACK_DESC", "BOTH_JUMPATTACK7", MDS_FORCE_JUMP,
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"@MENUS_SABER_STAFF_TWIRL", "@MENUS_SABER_STAFF_TWIRL_DESC", "BOTH_SPINATTACK7", MDS_SABER,
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"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_STAFF", MDS_FORCE_JUMP,
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"@MENUS_SPINNING_KATA", "@MENUS_SPINNING_KATA_DESC", "BOTH_A7_SOULCAL", MDS_SABER,
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"@MENUS_KICK1", "@MENUS_KICK1_DESC", "BOTH_A7_KICK_F", MDS_FORCE_JUMP,
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"@MENUS_JUMP_KICK", "@MENUS_JUMP_KICK_DESC", "BOTH_A7_KICK_F_AIR", MDS_FORCE_JUMP,
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"@MENUS_SPLIT_KICK", "@MENUS_SPLIT_KICK_DESC", "BOTH_A7_KICK_RL", MDS_FORCE_JUMP,
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"@MENUS_SPIN_KICK", "@MENUS_SPIN_KICK_DESC", "BOTH_A7_KICK_S", MDS_FORCE_JUMP,
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"@MENUS_FLIP_KICK", "@MENUS_FLIP_KICK_DESC", "BOTH_A7_KICK_BF", MDS_FORCE_JUMP,
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"@MENUS_BUTTERFLY_ATTACK", "@MENUS_BUTTERFLY_ATTACK_DESC", "BOTH_BUTTERFLY_FR1", MDS_SABER,
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"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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NULL, NULL, 0, MDS_NONE,
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};
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static int gamecodetoui[] = {4,2,3,0,5,1,6};
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uiInfo_t uiInfo;
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static void UI_RegisterCvars( void );
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void UI_Load(void);
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typedef struct {
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vmCvar_t *vmCvar;
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char *cvarName;
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char *defaultString;
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int cvarFlags;
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} cvarTable_t;
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vmCvar_t ui_menuFiles;
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vmCvar_t ui_hudFiles;
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vmCvar_t ui_char_anim;
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vmCvar_t ui_char_model;
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vmCvar_t ui_char_skin_head;
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vmCvar_t ui_char_skin_torso;
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vmCvar_t ui_char_skin_legs;
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vmCvar_t ui_saber_type;
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vmCvar_t ui_saber;
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vmCvar_t ui_saber2;
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vmCvar_t ui_saber_color;
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vmCvar_t ui_saber2_color;
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vmCvar_t ui_char_color_red;
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vmCvar_t ui_char_color_green;
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vmCvar_t ui_char_color_blue;
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vmCvar_t ui_PrecacheModels;
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//JLFCALLOUT MPMOVED
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vmCvar_t ui_hideAcallout;
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vmCvar_t ui_hideBcallout;
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vmCvar_t ui_hideXcallout;
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//END JLFCALLOUT
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static cvarTable_t cvarTable[] =
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{
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{ &ui_menuFiles, "ui_menuFiles", "ui/menus.txt", CVAR_ARCHIVE },
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{ &ui_hudFiles, "cg_hudFiles", "ui/jahud.txt",CVAR_ARCHIVE},
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{ &ui_char_anim, "ui_char_anim", "BOTH_WALK1",0},
|
|
|
|
{ &ui_char_model, "ui_char_model", "",0}, //these are filled in by the "g_*" versions on load
|
|
{ &ui_char_skin_head, "ui_char_skin_head", "",0}, //the "g_*" versions are initialized in UI_Init, ui_atoms.cpp
|
|
{ &ui_char_skin_torso, "ui_char_skin_torso", "",0},
|
|
{ &ui_char_skin_legs, "ui_char_skin_legs", "",0},
|
|
|
|
{ &ui_saber_type, "ui_saber_type", "",0},
|
|
{ &ui_saber, "ui_saber", "",0},
|
|
{ &ui_saber2, "ui_saber2", "",0},
|
|
{ &ui_saber_color, "ui_saber_color", "",0},
|
|
{ &ui_saber2_color, "ui_saber2_color", "",0},
|
|
|
|
{ &ui_char_color_red, "ui_char_color_red", "", 0},
|
|
{ &ui_char_color_green, "ui_char_color_green", "", 0},
|
|
{ &ui_char_color_blue, "ui_char_color_blue", "", 0},
|
|
|
|
{ &ui_PrecacheModels, "ui_PrecacheModels", "1", CVAR_ARCHIVE},
|
|
//JLFCALLOUT MPMOVED
|
|
{ &ui_hideAcallout, "ui_hideAcallout", "", 0},
|
|
{ &ui_hideBcallout, "ui_hideBcallout", "", 0},
|
|
{ &ui_hideXcallout, "ui_hideXcallout", "", 0},
|
|
//END JLFCALLOUT
|
|
};
|
|
|
|
#define FP_UPDATED_NONE -1
|
|
#define NOWEAPON -1
|
|
|
|
static int cvarTableSize = sizeof(cvarTable) / sizeof(cvarTable[0]);
|
|
|
|
void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex);
|
|
int Key_GetCatcher( void );
|
|
|
|
#define UI_FPS_FRAMES 4
|
|
void _UI_Refresh( int realtime )
|
|
{
|
|
static int index;
|
|
static int previousTimes[UI_FPS_FRAMES];
|
|
|
|
if ( !( Key_GetCatcher() & KEYCATCH_UI ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
extern void SE_CheckForLanguageUpdates(void);
|
|
SE_CheckForLanguageUpdates();
|
|
|
|
if ( Menus_AnyFullScreenVisible() )
|
|
{//if not in full screen, don't mess with ghoul2
|
|
//rww - ghoul2 needs to know what time it is even if the client/server are not running
|
|
//FIXME: this screws up the game when you go back to the game...
|
|
G2API_SetTime(realtime, 0);
|
|
G2API_SetTime(realtime, 1);
|
|
}
|
|
|
|
uiInfo.uiDC.frameTime = realtime - uiInfo.uiDC.realTime;
|
|
uiInfo.uiDC.realTime = realtime;
|
|
|
|
previousTimes[index % UI_FPS_FRAMES] = uiInfo.uiDC.frameTime;
|
|
index++;
|
|
if ( index > UI_FPS_FRAMES )
|
|
{
|
|
int i, total;
|
|
// average multiple frames together to smooth changes out a bit
|
|
total = 0;
|
|
for ( i = 0 ; i < UI_FPS_FRAMES ; i++ )
|
|
{
|
|
total += previousTimes[i];
|
|
}
|
|
if ( !total )
|
|
{
|
|
total = 1;
|
|
}
|
|
uiInfo.uiDC.FPS = 1000 * UI_FPS_FRAMES / total;
|
|
}
|
|
|
|
|
|
|
|
UI_UpdateCvars();
|
|
|
|
if (Menu_Count() > 0)
|
|
{
|
|
// paint all the menus
|
|
Menu_PaintAll();
|
|
// refresh server browser list
|
|
// UI_DoServerRefresh();
|
|
// refresh server status
|
|
// UI_BuildServerStatus(qfalse);
|
|
// refresh find player list
|
|
// UI_BuildFindPlayerList(qfalse);
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
// display current map name
|
|
if (Cvar_VariableIntegerValue( "cl_maphack" ))
|
|
{
|
|
float rgba[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
|
|
extern cvar_t *cl_mapname;
|
|
Text_Paint(130, 100, /* UI_FONT_DEFAULT, */ 0.9f, rgba, cl_mapname->string, 0, ITEM_TEXTSTYLE_NORMAL, 3);
|
|
}
|
|
#endif
|
|
|
|
#ifndef _XBOX
|
|
// draw cursor
|
|
UI_SetColor( NULL );
|
|
if (Menu_Count() > 0)
|
|
{
|
|
if (uiInfo.uiDC.cursorShow == qtrue)
|
|
{
|
|
UI_DrawHandlePic( uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory, 48, 48, uiInfo.uiDC.Assets.cursor);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_LoadMods
|
|
===============
|
|
*/
|
|
static void UI_LoadMods() {
|
|
int numdirs;
|
|
char dirlist[2048];
|
|
char *dirptr;
|
|
char *descptr;
|
|
int i;
|
|
int dirlen;
|
|
|
|
uiInfo.modCount = 0;
|
|
numdirs = FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) );
|
|
dirptr = dirlist;
|
|
for( i = 0; i < numdirs; i++ ) {
|
|
dirlen = strlen( dirptr ) + 1;
|
|
descptr = dirptr + dirlen;
|
|
uiInfo.modList[uiInfo.modCount].modName = String_Alloc(dirptr);
|
|
uiInfo.modList[uiInfo.modCount].modDescr = String_Alloc(descptr);
|
|
dirptr += dirlen + strlen(descptr) + 1;
|
|
uiInfo.modCount++;
|
|
if (uiInfo.modCount >= MAX_MODS) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
================
|
|
vmMain
|
|
|
|
This is the only way control passes into the module.
|
|
This must be the very first function compiled into the .qvm file
|
|
================
|
|
*/
|
|
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
Text_PaintChar
|
|
================
|
|
*/
|
|
/*
|
|
static void Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader)
|
|
{
|
|
float w, h;
|
|
|
|
w = width * scale;
|
|
h = height * scale;
|
|
ui.R_DrawStretchPic((int)x, (int)y, w, h, s, t, s2, t2, hShader ); //make the coords (int) or else the chars bleed
|
|
}
|
|
*/
|
|
|
|
/*
|
|
================
|
|
Text_Paint
|
|
================
|
|
*/
|
|
// iMaxPixelWidth is 0 here for no limit (but gets converted to -1), else max printable pixel width relative to start pos
|
|
//
|
|
void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex)
|
|
{
|
|
if (iFontIndex == 0)
|
|
{
|
|
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
|
|
}
|
|
// kludge.. convert JK2 menu styles to SOF2 printstring ctrl codes...
|
|
//
|
|
int iStyleOR = 0;
|
|
switch (style)
|
|
{
|
|
// case ITEM_TEXTSTYLE_NORMAL: iStyleOR = 0;break; // JK2 normal text
|
|
// case ITEM_TEXTSTYLE_BLINK: iStyleOR = STYLE_BLINK;break; // JK2 fast blinking
|
|
case ITEM_TEXTSTYLE_PULSE: iStyleOR = STYLE_BLINK;break; // JK2 slow pulsing
|
|
case ITEM_TEXTSTYLE_SHADOWED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
|
|
case ITEM_TEXTSTYLE_OUTLINED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
|
|
case ITEM_TEXTSTYLE_OUTLINESHADOWED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
|
|
case ITEM_TEXTSTYLE_SHADOWEDMORE: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
|
|
}
|
|
|
|
ui.R_Font_DrawString( x, // int ox
|
|
y, // int oy
|
|
text, // const char *text
|
|
color, // paletteRGBA_c c
|
|
iStyleOR | iFontIndex, // const int iFontHandle
|
|
!iMaxPixelWidth?-1:iMaxPixelWidth, // iMaxPixelWidth (-1 = none)
|
|
scale // const float scale = 1.0f
|
|
);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
Text_PaintWithCursor
|
|
================
|
|
*/
|
|
// iMaxPixelWidth is 0 here for no-limit
|
|
void Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int iMaxPixelWidth, int style, int iFontIndex)
|
|
{
|
|
Text_Paint(x, y, scale, color, text, iMaxPixelWidth, style, iFontIndex);
|
|
|
|
// now print the cursor as well...
|
|
//
|
|
char sTemp[1024];
|
|
int iCopyCount = min(strlen(text), cursorPos);
|
|
iCopyCount = min(iCopyCount,sizeof(sTemp));
|
|
|
|
// copy text into temp buffer for pixel measure...
|
|
//
|
|
strncpy(sTemp,text,iCopyCount);
|
|
sTemp[iCopyCount] = '\0';
|
|
|
|
int iNextXpos = ui.R_Font_StrLenPixels(sTemp, iFontIndex, scale );
|
|
|
|
Text_Paint(x+iNextXpos, y, scale, color, va("%c",cursor), iMaxPixelWidth, style|ITEM_TEXTSTYLE_BLINK, iFontIndex);
|
|
}
|
|
|
|
|
|
const char *UI_FeederItemText(float feederID, int index, int column, qhandle_t *handle)
|
|
{
|
|
*handle = -1;
|
|
|
|
if (feederID == FEEDER_SAVEGAMES)
|
|
{
|
|
if (column==0)
|
|
{
|
|
return s_savedata[index].currentSaveFileComments;
|
|
}
|
|
else
|
|
{
|
|
return s_savedata[index].currentSaveFileDateTimeString;
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_MOVES)
|
|
{
|
|
return datapadMoveData[uiInfo.movesTitleIndex][index].title;
|
|
}
|
|
else if (feederID == FEEDER_MOVES_TITLES)
|
|
{
|
|
return datapadMoveTitleData[index];
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SPECIES)
|
|
{
|
|
return uiInfo.playerSpecies[index].Name;
|
|
}
|
|
else if (feederID == FEEDER_LANGUAGES)
|
|
{
|
|
return SE_GetLanguageName( index );
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
|
|
{
|
|
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]));
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index];
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
|
|
{
|
|
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]));
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index];
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
|
|
{
|
|
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]));
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index];
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_COLORCHOICES)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
|
|
{
|
|
*handle = ui.R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index]);
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index];
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_MODS)
|
|
{
|
|
if (index >= 0 && index < uiInfo.modCount)
|
|
{
|
|
if (uiInfo.modList[index].modDescr && *uiInfo.modList[index].modDescr)
|
|
{
|
|
return uiInfo.modList[index].modDescr;
|
|
}
|
|
else
|
|
{
|
|
return uiInfo.modList[index].modName;
|
|
}
|
|
}
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
qhandle_t UI_FeederItemImage(float feederID, int index)
|
|
{
|
|
if (feederID == FEEDER_PLAYER_SKIN_HEAD)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
|
|
{
|
|
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadIcons[index];
|
|
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]));
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
|
|
{
|
|
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoIcons[index];
|
|
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]));
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
|
|
{
|
|
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegIcons[index];
|
|
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]));
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_COLORCHOICES)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
|
|
{
|
|
return ui.R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index]);
|
|
}
|
|
}
|
|
/* else if (feederID == FEEDER_ALLMAPS || feederID == FEEDER_MAPS)
|
|
{
|
|
int actual;
|
|
UI_SelectedMap(index, &actual);
|
|
index = actual;
|
|
if (index >= 0 && index < uiInfo.mapCount)
|
|
{
|
|
if (uiInfo.mapList[index].levelShot == -1)
|
|
{
|
|
uiInfo.mapList[index].levelShot = trap_R_RegisterShaderNoMip(uiInfo.mapList[index].imageName);
|
|
}
|
|
return uiInfo.mapList[index].levelShot;
|
|
}
|
|
}
|
|
*/
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CreateNextSaveName
|
|
=================
|
|
*/
|
|
static int CreateNextSaveName(char *fileName)
|
|
{
|
|
int i;
|
|
|
|
// Loop through all the save games and look for the first open name
|
|
for (i=0;i<MAX_SAVELOADFILES;i++)
|
|
{
|
|
Com_sprintf( fileName, MAX_SAVELOADNAME, "jedi_%02d", i );
|
|
|
|
if (!ui.SG_GetSaveGameComment(fileName, NULL, NULL))
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_DeferMenuScript
|
|
|
|
Return true if the menu script should be deferred for later
|
|
===============
|
|
*/
|
|
static qboolean UI_DeferMenuScript ( const char **args )
|
|
{
|
|
const char* name;
|
|
|
|
// Whats the reason for being deferred?
|
|
if (!String_Parse(args, &name))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// Handle the custom cases
|
|
if ( !Q_stricmp ( name, "VideoSetup" ) )
|
|
{
|
|
const char* warningMenuName;
|
|
qboolean deferred;
|
|
|
|
// No warning menu specified
|
|
if ( !String_Parse(args, &warningMenuName) )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// Defer if the video options were modified
|
|
deferred = Cvar_VariableIntegerValue( "ui_r_modified" ) ? qtrue : qfalse;
|
|
|
|
if ( deferred )
|
|
{
|
|
// Open the warning menu
|
|
Menus_OpenByName(warningMenuName);
|
|
}
|
|
|
|
return deferred;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
UI_RunMenuScript
|
|
===============
|
|
*/
|
|
static qboolean UI_RunMenuScript ( const char **args )
|
|
{
|
|
const char *name, *name2,*mapName,*menuName,*warningMenuName;
|
|
|
|
if (String_Parse(args, &name))
|
|
{
|
|
if (Q_stricmp(name, "resetdefaults") == 0)
|
|
{
|
|
UI_ResetDefaults();
|
|
}
|
|
else if (Q_stricmp(name, "saveControls") == 0)
|
|
{
|
|
Controls_SetConfig(qtrue);
|
|
}
|
|
else if (Q_stricmp(name, "loadControls") == 0)
|
|
{
|
|
Controls_GetConfig();
|
|
}
|
|
else if (Q_stricmp(name, "clearError") == 0)
|
|
{
|
|
Cvar_Set("com_errorMessage", "");
|
|
}
|
|
else if (Q_stricmp(name, "ReadSaveDirectory") == 0)
|
|
{
|
|
s_savegame.saveFileCnt = -1; //force a refresh at drawtime
|
|
// ReadSaveDirectory();
|
|
}
|
|
else if (Q_stricmp(name, "loadAuto") == 0)
|
|
{
|
|
Menus_CloseAll();
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "load auto\n"); //load game menu
|
|
}
|
|
else if (Q_stricmp(name, "loadgame") == 0)
|
|
{
|
|
//JLFTODO PUT THIS BACK (no!)
|
|
//#ifdef _XBOX
|
|
// Menus_CloseAll();
|
|
// ui.Cmd_ExecuteText( EXEC_APPEND, va("load JKSG3\n"));
|
|
//#else
|
|
if (s_savedata[s_savegame.currentLine].currentSaveFileName)// && (*s_file_desc_field.field.buffer))
|
|
{
|
|
Menus_CloseAll();
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, va("load %s\n", s_savedata[s_savegame.currentLine].currentSaveFileName));
|
|
}
|
|
// after loading a game, the list box (and it's highlight) get's reset back to 0, but currentLine sticks around, so set it to 0 here
|
|
s_savegame.currentLine = 0;
|
|
//#endif
|
|
|
|
}
|
|
else if (Q_stricmp(name, "deletegame") == 0)
|
|
{
|
|
if (s_savedata[s_savegame.currentLine].currentSaveFileName) // A line was chosen
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
ui.Printf( va("%s\n","Attempting to delete game"));
|
|
#endif
|
|
|
|
ui.Cmd_ExecuteText( EXEC_NOW, va("wipe %s\n", s_savedata[s_savegame.currentLine].currentSaveFileName));
|
|
|
|
if( (s_savegame.currentLine>0) && ((s_savegame.currentLine+1) == s_savegame.saveFileCnt) )
|
|
{
|
|
s_savegame.currentLine--;
|
|
// yeah this is a pretty bad hack
|
|
// adjust cursor position of listbox so correct item is highlighted
|
|
UI_AdjustSaveGameListBox( s_savegame.currentLine );
|
|
}
|
|
|
|
// ReadSaveDirectory(); //refresh
|
|
s_savegame.saveFileCnt = -1; //force a refresh at drawtime
|
|
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "savegame") == 0)
|
|
{
|
|
char fileName[MAX_SAVELOADNAME];
|
|
char description[64];
|
|
// Create a new save game
|
|
// if ( !s_savedata[s_savegame.currentLine].currentSaveFileName) // No line was chosen
|
|
{
|
|
//JLF MPNOTUSED
|
|
#ifdef _XBOX
|
|
strcpy(fileName, "JKSG3");
|
|
#else
|
|
CreateNextSaveName(fileName); // Get a name to save to
|
|
#endif
|
|
}
|
|
// else // Overwrite a current save game? Ask first.
|
|
{
|
|
// s_savegame.yes.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
// s_savegame.no.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
|
|
|
|
// strcpy(fileName,s_savedata[s_savegame.currentLine].currentSaveFileName);
|
|
// s_savegame.awaitingSave = qtrue;
|
|
// s_savegame.deletegame.generic.flags = QMF_GRAYED; // Turn off delete button
|
|
// break;
|
|
}
|
|
|
|
// Save description line
|
|
ui.Cvar_VariableStringBuffer("ui_gameDesc",description,sizeof(description));
|
|
ui.SG_StoreSaveGameComment(description);
|
|
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, va("save %s\n", fileName));
|
|
s_savegame.saveFileCnt = -1; //force a refresh the next time around
|
|
}
|
|
else if (Q_stricmp(name, "LoadMods") == 0)
|
|
{
|
|
UI_LoadMods();
|
|
}
|
|
else if (Q_stricmp(name, "RunMod") == 0)
|
|
{
|
|
if (uiInfo.modList[uiInfo.modIndex].modName)
|
|
{
|
|
Cvar_Set( "fs_game", uiInfo.modList[uiInfo.modIndex].modName);
|
|
extern void FS_Restart( void );
|
|
FS_Restart();
|
|
Cbuf_ExecuteText( EXEC_APPEND, "vid_restart;" );
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "Quit") == 0)
|
|
{
|
|
Cbuf_ExecuteText( EXEC_NOW, "quit");
|
|
}
|
|
else if (Q_stricmp(name, "Controls") == 0)
|
|
{
|
|
Cvar_Set( "cl_paused", "1" );
|
|
trap_Key_SetCatcher( KEYCATCH_UI );
|
|
Menus_CloseAll();
|
|
Menus_ActivateByName("setup_menu2");
|
|
}
|
|
else if (Q_stricmp(name, "Leave") == 0)
|
|
{
|
|
Cbuf_ExecuteText( EXEC_APPEND, "disconnect\n" );
|
|
trap_Key_SetCatcher( KEYCATCH_UI );
|
|
Menus_CloseAll();
|
|
//Menus_ActivateByName("mainMenu");
|
|
}
|
|
else if (Q_stricmp(name, "getvideosetup") == 0)
|
|
{
|
|
UI_GetVideoSetup ( );
|
|
}
|
|
else if (Q_stricmp(name, "updatevideosetup") == 0)
|
|
{
|
|
UI_UpdateVideoSetup ( );
|
|
}
|
|
else if (Q_stricmp(name, "nextDataPadForcePower") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpforcenext\n");
|
|
}
|
|
else if (Q_stricmp(name, "prevDataPadForcePower") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpforceprev\n");
|
|
}
|
|
else if (Q_stricmp(name, "nextDataPadWeapon") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpweapnext\n");
|
|
}
|
|
else if (Q_stricmp(name, "prevDataPadWeapon") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpweapprev\n");
|
|
}
|
|
else if (Q_stricmp(name, "nextDataPadInventory") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpinvnext\n");
|
|
}
|
|
else if (Q_stricmp(name, "prevDataPadInventory") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "dpinvprev\n");
|
|
}
|
|
else if (Q_stricmp(name, "checkvid1data") == 0) // Warn user data has changed before leaving screen?
|
|
{
|
|
String_Parse(args, &menuName);
|
|
|
|
String_Parse(args, &warningMenuName);
|
|
|
|
UI_CheckVid1Data(menuName,warningMenuName);
|
|
}
|
|
else if (Q_stricmp(name, "startgame") == 0)
|
|
{
|
|
Menus_CloseAll();
|
|
if ( Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "map demo\n");
|
|
}
|
|
else
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "map yavin1\n");
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "startmap") == 0)
|
|
{
|
|
Menus_CloseAll();
|
|
|
|
String_Parse(args, &mapName);
|
|
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, va("maptransition %s\n",mapName));
|
|
}
|
|
else if (Q_stricmp(name, "closeingame") == 0)
|
|
{
|
|
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
|
|
trap_Key_ClearStates();
|
|
Cvar_Set( "cl_paused", "0" );
|
|
Menus_CloseAll();
|
|
|
|
if (1 == Cvar_VariableIntegerValue("ui_missionfailed"))
|
|
{
|
|
Menus_ActivateByName("missionfailed_menu");
|
|
ui.Key_SetCatcher( KEYCATCH_UI );
|
|
}
|
|
else
|
|
{
|
|
Menus_ActivateByName("mainhud");
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "closedatapad") == 0)
|
|
{
|
|
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
|
|
trap_Key_ClearStates();
|
|
Cvar_Set( "cl_paused", "0" );
|
|
Menus_CloseAll();
|
|
Menus_ActivateByName("mainhud");
|
|
|
|
Cvar_Set( "cg_updatedDataPadForcePower1", "0" );
|
|
Cvar_Set( "cg_updatedDataPadForcePower2", "0" );
|
|
Cvar_Set( "cg_updatedDataPadForcePower3", "0" );
|
|
Cvar_Set( "cg_updatedDataPadObjective", "0" );
|
|
}
|
|
else if (Q_stricmp(name, "closesabermenu") == 0)
|
|
{
|
|
// if we're in the saber menu when creating a character, close this down
|
|
if( !Cvar_VariableIntegerValue( "saber_menu" ) )
|
|
{
|
|
Menus_CloseByName( "saberMenu" );
|
|
Menus_OpenByName( "characterMenu" );
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "clearmouseover") == 0)
|
|
{
|
|
itemDef_t *item;
|
|
menuDef_t *menu = Menu_GetFocused();
|
|
|
|
if (menu)
|
|
{
|
|
const char *itemName;
|
|
String_Parse(args, &itemName);
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, itemName);
|
|
if (item)
|
|
{
|
|
item->window.flags &= ~WINDOW_MOUSEOVER;
|
|
}
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "setMovesListDefault") == 0)
|
|
{
|
|
uiInfo.movesTitleIndex = 2;
|
|
}
|
|
else if (Q_stricmp(name, "resetMovesDesc") == 0)
|
|
{
|
|
menuDef_t *menu = Menu_GetFocused();
|
|
itemDef_t *item;
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "item_desc");
|
|
if (item)
|
|
{
|
|
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = 0;
|
|
listPtr->startPos = 0;
|
|
}
|
|
item->cursorPos = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (Q_stricmp(name, "resetMovesList") == 0)
|
|
{
|
|
menuDef_t *menu;
|
|
menu = Menus_FindByName("datapadMovesMenu");
|
|
//update saber models
|
|
if (menu)
|
|
{
|
|
itemDef_t *item;
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
|
|
if (item)
|
|
{
|
|
UI_SaberAttachToChar( item );
|
|
}
|
|
}
|
|
|
|
Cvar_Set( "ui_move_desc", " " );
|
|
}
|
|
// else if (Q_stricmp(name, "setanisotropicmax") == 0)
|
|
// {
|
|
// r_ext_texture_filter_anisotropic->value;
|
|
// }
|
|
else if (Q_stricmp(name, "setMoveCharacter") == 0)
|
|
{
|
|
itemDef_t *item;
|
|
menuDef_t *menu;
|
|
modelDef_t *modelPtr;
|
|
char skin[MAX_QPATH];
|
|
|
|
UI_GetCharacterCvars();
|
|
UI_GetSaberCvars();
|
|
|
|
uiInfo.movesTitleIndex = 0;
|
|
|
|
menu = Menus_FindByName("datapadMovesMenu");
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
|
|
if (item)
|
|
{
|
|
modelPtr = (modelDef_t*)item->typeData;
|
|
if (modelPtr)
|
|
{
|
|
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
|
|
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
|
|
|
|
uiInfo.moveAnimTime = 0 ;
|
|
DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
|
|
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
|
|
Cvar_VariableString ( "g_char_model"),
|
|
Cvar_VariableString ( "g_char_skin_head"),
|
|
Cvar_VariableString ( "g_char_skin_torso"),
|
|
Cvar_VariableString ( "g_char_skin_legs")
|
|
);
|
|
|
|
ItemParse_model_g2skin_go( item, skin );
|
|
UI_SaberAttachToChar( item );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "glCustom") == 0)
|
|
{
|
|
Cvar_Set("ui_r_glCustom", "4");
|
|
}
|
|
else if (Q_stricmp(name, "character") == 0)
|
|
{
|
|
UI_UpdateCharacter( qfalse );
|
|
}
|
|
else if (Q_stricmp(name, "characterchanged") == 0)
|
|
{
|
|
UI_UpdateCharacter( qtrue );
|
|
}
|
|
else if (Q_stricmp(name, "char_skin") == 0)
|
|
{
|
|
UI_UpdateCharacterSkin();
|
|
}
|
|
else if (Q_stricmp(name, "saber_type") == 0)
|
|
{
|
|
UI_UpdateSaberType();
|
|
}
|
|
else if (Q_stricmp(name, "saber_hilt") == 0)
|
|
{
|
|
UI_UpdateSaberHilt( qfalse );
|
|
}
|
|
else if (Q_stricmp(name, "saber_color") == 0)
|
|
{
|
|
// UI_UpdateSaberColor( qfalse );
|
|
}
|
|
else if (Q_stricmp(name, "saber2_hilt") == 0)
|
|
{
|
|
UI_UpdateSaberHilt( qtrue );
|
|
}
|
|
else if (Q_stricmp(name, "saber2_color") == 0)
|
|
{
|
|
// UI_UpdateSaberColor( qtrue );
|
|
}
|
|
else if (Q_stricmp(name, "updatecharcvars") == 0)
|
|
{
|
|
UI_UpdateCharacterCvars();
|
|
}
|
|
else if (Q_stricmp(name, "getcharcvars") == 0)
|
|
{
|
|
UI_GetCharacterCvars();
|
|
}
|
|
else if (Q_stricmp(name, "updatesabercvars") == 0)
|
|
{
|
|
UI_UpdateSaberCvars();
|
|
}
|
|
else if (Q_stricmp(name, "getsabercvars") == 0)
|
|
{
|
|
UI_GetSaberCvars();
|
|
}
|
|
else if (Q_stricmp(name, "resetsabercvardefaults") == 0)
|
|
{
|
|
// NOTE : ONLY do this if saber menu is set properly (ie. first time we enter this menu)
|
|
if( !Cvar_VariableIntegerValue( "saber_menu" ) )
|
|
{
|
|
UI_ResetSaberCvars();
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "updatefightingstylechoices") == 0)
|
|
{
|
|
UI_UpdateFightingStyleChoices();
|
|
}
|
|
else if (Q_stricmp(name, "initallocforcepower") == 0)
|
|
{
|
|
const char *forceName;
|
|
String_Parse(args, &forceName);
|
|
|
|
UI_InitAllocForcePowers(forceName);
|
|
}
|
|
else if (Q_stricmp(name, "affectforcepowerlevel") == 0)
|
|
{
|
|
const char *forceName;
|
|
String_Parse(args, &forceName);
|
|
|
|
UI_AffectForcePowerLevel(forceName);
|
|
}
|
|
else if (Q_stricmp(name, "decrementcurrentforcepower") == 0)
|
|
{
|
|
UI_DecrementCurrentForcePower();
|
|
}
|
|
else if (Q_stricmp(name, "shutdownforcehelp") == 0)
|
|
{
|
|
UI_ShutdownForceHelp();
|
|
}
|
|
else if (Q_stricmp(name, "forcehelpactive") == 0)
|
|
{
|
|
UI_ForceHelpActive();
|
|
}
|
|
else if (Q_stricmp(name, "demosetforcelevels") == 0)
|
|
{
|
|
UI_DemoSetForceLevels();
|
|
}
|
|
else if (Q_stricmp(name, "recordforcelevels") == 0)
|
|
{
|
|
UI_RecordForceLevels();
|
|
}
|
|
else if (Q_stricmp(name, "recordweapons") == 0)
|
|
{
|
|
UI_RecordWeapons();
|
|
}
|
|
else if (Q_stricmp(name, "showforceleveldesc") == 0)
|
|
{
|
|
const char *forceName;
|
|
String_Parse(args, &forceName);
|
|
|
|
UI_ShowForceLevelDesc(forceName);
|
|
}
|
|
else if (Q_stricmp(name, "resetforcelevels") == 0)
|
|
{
|
|
UI_ResetForceLevels();
|
|
}
|
|
else if (Q_stricmp(name, "weaponhelpactive") == 0)
|
|
{
|
|
UI_WeaponHelpActive();
|
|
}
|
|
// initialize weapon selection screen
|
|
else if (Q_stricmp(name, "initweaponselect") == 0)
|
|
{
|
|
UI_InitWeaponSelect();
|
|
}
|
|
else if (Q_stricmp(name, "clearweapons") == 0)
|
|
{
|
|
UI_ClearWeapons();
|
|
}
|
|
else if (Q_stricmp(name, "stopgamesounds") == 0)
|
|
{
|
|
trap_S_StopSounds();
|
|
}
|
|
else if (Q_stricmp(name, "loadmissionselectmenu") == 0)
|
|
{
|
|
const char *cvarName;
|
|
String_Parse(args, &cvarName);
|
|
|
|
if (cvarName)
|
|
{
|
|
UI_LoadMissionSelectMenu(cvarName);
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "calcforcestatus") == 0)
|
|
{
|
|
UI_CalcForceStatus();
|
|
}
|
|
else if (Q_stricmp(name, "giveweapon") == 0)
|
|
{
|
|
const char *weaponIndex;
|
|
String_Parse(args, &weaponIndex);
|
|
UI_GiveWeapon(atoi(weaponIndex));
|
|
}
|
|
else if (Q_stricmp(name, "equipweapon") == 0)
|
|
{
|
|
const char *weaponIndex;
|
|
String_Parse(args, &weaponIndex);
|
|
UI_EquipWeapon(atoi(weaponIndex));
|
|
}
|
|
else if (Q_stricmp(name, "addweaponselection") == 0)
|
|
{
|
|
const char *weaponIndex;
|
|
String_Parse(args, &weaponIndex);
|
|
if (!weaponIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *ammoIndex;
|
|
String_Parse(args, &ammoIndex);
|
|
if (!ammoIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *ammoAmount;
|
|
String_Parse(args, &ammoAmount);
|
|
if (!ammoAmount)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *itemName;
|
|
String_Parse(args, &itemName);
|
|
if (!itemName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *litItemName;
|
|
String_Parse(args, &litItemName);
|
|
if (!litItemName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *backgroundName;
|
|
String_Parse(args, &backgroundName);
|
|
if (!backgroundName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *soundfile = NULL;
|
|
String_Parse(args, &soundfile);
|
|
|
|
UI_AddWeaponSelection(atoi(weaponIndex),atoi(ammoIndex),atoi(ammoAmount),itemName,litItemName, backgroundName, soundfile);
|
|
}
|
|
else if (Q_stricmp(name, "addthrowweaponselection") == 0)
|
|
{
|
|
const char *weaponIndex;
|
|
String_Parse(args, &weaponIndex);
|
|
if (!weaponIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *ammoIndex;
|
|
String_Parse(args, &ammoIndex);
|
|
if (!ammoIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *ammoAmount;
|
|
String_Parse(args, &ammoAmount);
|
|
if (!ammoAmount)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *itemName;
|
|
String_Parse(args, &itemName);
|
|
if (!itemName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *litItemName;
|
|
String_Parse(args, &litItemName);
|
|
if (!litItemName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *backgroundName;
|
|
String_Parse(args, &backgroundName);
|
|
if (!backgroundName)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
const char *soundfile;
|
|
String_Parse(args, &soundfile);
|
|
|
|
UI_AddThrowWeaponSelection(atoi(weaponIndex),atoi(ammoIndex),atoi(ammoAmount),itemName,litItemName,backgroundName, soundfile);
|
|
}
|
|
else if (Q_stricmp(name, "removeweaponselection") == 0)
|
|
{
|
|
const char *weaponIndex;
|
|
String_Parse(args, &weaponIndex);
|
|
if (weaponIndex)
|
|
{
|
|
UI_RemoveWeaponSelection(atoi(weaponIndex));
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "removethrowweaponselection") == 0)
|
|
{
|
|
UI_RemoveThrowWeaponSelection();
|
|
}
|
|
else if (Q_stricmp(name, "normalthrowselection") == 0)
|
|
{
|
|
UI_NormalThrowSelection();
|
|
}
|
|
else if (Q_stricmp(name, "highlightthrowselection") == 0)
|
|
{
|
|
UI_HighLightThrowSelection();
|
|
}
|
|
else if (Q_stricmp(name, "normalweaponselection") == 0)
|
|
{
|
|
const char *slotIndex;
|
|
String_Parse(args, &slotIndex);
|
|
if (!slotIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
UI_NormalWeaponSelection(atoi(slotIndex));
|
|
}
|
|
else if (Q_stricmp(name, "highlightweaponselection") == 0)
|
|
{
|
|
const char *slotIndex;
|
|
String_Parse(args, &slotIndex);
|
|
if (!slotIndex)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
UI_HighLightWeaponSelection(atoi(slotIndex));
|
|
}
|
|
else if (Q_stricmp(name, "clearinventory") == 0)
|
|
{
|
|
UI_ClearInventory();
|
|
}
|
|
else if (Q_stricmp(name, "giveinventory") == 0)
|
|
{
|
|
const char *inventoryIndex,*amount;
|
|
String_Parse(args, &inventoryIndex);
|
|
String_Parse(args, &amount);
|
|
UI_GiveInventory(atoi(inventoryIndex),atoi(amount));
|
|
}
|
|
else if (Q_stricmp(name, "updatefightingstyle") == 0)
|
|
{
|
|
UI_UpdateFightingStyle();
|
|
}
|
|
else if (Q_stricmp(name, "update") == 0)
|
|
{
|
|
if (String_Parse(args, &name2))
|
|
{
|
|
UI_Update(name2);
|
|
}
|
|
else
|
|
{
|
|
Com_Printf("update missing cmd\n");
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "load_quick") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText(EXEC_APPEND,"load quick\n");
|
|
}
|
|
else if (Q_stricmp(name, "load_auto") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText(EXEC_APPEND,"load *respawn\n"); //death menu, might load a saved game instead if they just loaded on this map
|
|
}
|
|
else if (Q_stricmp(name, "decrementforcepowerlevel") == 0)
|
|
{
|
|
UI_DecrementForcePowerLevel();
|
|
}
|
|
else if (Q_stricmp(name, "getmousepitch") == 0)
|
|
{
|
|
Cvar_Set("ui_mousePitch", (trap_Cvar_VariableValue("m_pitch") >= 0) ? "0" : "1");
|
|
}
|
|
else if (Q_stricmp(name, "resetcharacterlistboxes") == 0)
|
|
{
|
|
UI_ResetCharacterListBoxes();
|
|
}
|
|
#ifdef _XBOX
|
|
else if (Q_stricmp(name, "multiplayer") == 0)
|
|
{
|
|
extern void Sys_Reboot( const char *reason );
|
|
Sys_Reboot("multiplayer");
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
Com_Printf("unknown UI script %s\n", name);
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_GetValue
|
|
=================
|
|
*/
|
|
static float UI_GetValue(int ownerDraw)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
//Force Warnings
|
|
typedef enum
|
|
{
|
|
FW_VERY_LIGHT = 0,
|
|
FW_SEMI_LIGHT,
|
|
FW_NEUTRAL,
|
|
FW_SEMI_DARK,
|
|
FW_VERY_DARK
|
|
};
|
|
|
|
const char *lukeForceStatusSounds[] =
|
|
{
|
|
"sound/chars/luke/misc/MLUK_03.mp3", // Very Light
|
|
"sound/chars/luke/misc/MLUK_04.mp3", // Semi Light
|
|
"sound/chars/luke/misc/MLUK_05.mp3", // Neutral
|
|
"sound/chars/luke/misc/MLUK_01.mp3", // Semi dark
|
|
"sound/chars/luke/misc/MLUK_02.mp3", // Very dark
|
|
};
|
|
|
|
const char *kyleForceStatusSounds[] =
|
|
{
|
|
"sound/chars/kyle/misc/MKYK_05.mp3", // Very Light
|
|
"sound/chars/kyle/misc/MKYK_04.mp3", // Semi Light
|
|
"sound/chars/kyle/misc/MKYK_03.mp3", // Neutral
|
|
"sound/chars/kyle/misc/MKYK_01.mp3", // Semi dark
|
|
"sound/chars/kyle/misc/MKYK_02.mp3", // Very dark
|
|
};
|
|
|
|
|
|
static void UI_CalcForceStatus(void)
|
|
{
|
|
float lightSide,darkSide,total;
|
|
short who, index=FW_VERY_LIGHT;
|
|
qboolean lukeFlag=qtrue;
|
|
float percent;
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
char value[256];
|
|
|
|
if (!cl)
|
|
{
|
|
return;
|
|
}
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if (!cl->gentity || !cl->gentity->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
memset(value, 0, sizeof(value));
|
|
|
|
lightSide = pState->forcePowerLevel[FP_HEAL] +
|
|
pState->forcePowerLevel[FP_TELEPATHY] +
|
|
pState->forcePowerLevel[FP_PROTECT] +
|
|
pState->forcePowerLevel[FP_ABSORB];
|
|
|
|
darkSide = pState->forcePowerLevel[FP_GRIP] +
|
|
pState->forcePowerLevel[FP_LIGHTNING] +
|
|
pState->forcePowerLevel[FP_RAGE] +
|
|
pState->forcePowerLevel[FP_DRAIN];
|
|
|
|
total = lightSide + darkSide;
|
|
|
|
percent = lightSide / total;
|
|
|
|
who = Q_irand( 0, 100 );
|
|
if (percent >= 0.90f) // 90 - 100%
|
|
{
|
|
index = FW_VERY_LIGHT;
|
|
if (who <50)
|
|
{
|
|
strcpy(value,"vlk"); // Very light Kyle
|
|
lukeFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
strcpy(value,"vll"); // Very light Luke
|
|
}
|
|
|
|
}
|
|
else if (percent > 0.60f )
|
|
{
|
|
index = FW_SEMI_LIGHT;
|
|
if ( who<50 )
|
|
{
|
|
strcpy(value,"slk"); // Semi-light Kyle
|
|
lukeFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
strcpy(value,"sll"); // Semi-light light Luke
|
|
}
|
|
}
|
|
else if (percent > 0.40f )
|
|
{
|
|
index = FW_NEUTRAL;
|
|
if ( who<50 )
|
|
{
|
|
strcpy(value,"ntk"); // Neutral Kyle
|
|
lukeFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
strcpy(value,"ntl"); // Netural Luke
|
|
}
|
|
}
|
|
else if (percent > 0.10f )
|
|
{
|
|
index = FW_SEMI_DARK;
|
|
if ( who<50 )
|
|
{
|
|
strcpy(value,"sdk"); // Semi-dark Kyle
|
|
lukeFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
strcpy(value,"sdl"); // Semi-Dark Luke
|
|
}
|
|
}
|
|
else
|
|
{
|
|
index = FW_VERY_DARK;
|
|
if ( who<50 )
|
|
{
|
|
strcpy(value,"vdk"); // Very dark Kyle
|
|
lukeFlag = qfalse;
|
|
}
|
|
else
|
|
{
|
|
strcpy(value,"vdl"); // Very Dark Luke
|
|
}
|
|
}
|
|
|
|
Cvar_Set("ui_forcestatus", value );
|
|
|
|
if (lukeFlag)
|
|
{
|
|
DC->startLocalSound(DC->registerSound(lukeForceStatusSounds[index], qfalse), CHAN_VOICE );
|
|
}
|
|
else
|
|
{
|
|
DC->startLocalSound(DC->registerSound(kyleForceStatusSounds[index], qfalse), CHAN_VOICE );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_StopCinematic
|
|
=================
|
|
*/
|
|
static void UI_StopCinematic(int handle)
|
|
{
|
|
if (handle >= 0)
|
|
{
|
|
trap_CIN_StopCinematic(handle);
|
|
}
|
|
else
|
|
{
|
|
handle = abs(handle);
|
|
if (handle == UI_MAPCINEMATIC)
|
|
{
|
|
// FIXME - BOB do we need this?
|
|
// if (uiInfo.mapList[ui_currentMap.integer].cinematic >= 0)
|
|
// {
|
|
// trap_CIN_StopCinematic(uiInfo.mapList[ui_currentMap.integer].cinematic);
|
|
// uiInfo.mapList[ui_currentMap.integer].cinematic = -1;
|
|
// }
|
|
}
|
|
else if (handle == UI_NETMAPCINEMATIC)
|
|
{
|
|
// FIXME - BOB do we need this?
|
|
// if (uiInfo.serverStatus.currentServerCinematic >= 0)
|
|
// {
|
|
// trap_CIN_StopCinematic(uiInfo.serverStatus.currentServerCinematic);
|
|
// uiInfo.serverStatus.currentServerCinematic = -1;
|
|
// }
|
|
}
|
|
else if (handle == UI_CLANCINEMATIC)
|
|
{
|
|
// FIXME - BOB do we need this?
|
|
// int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName"));
|
|
// if (i >= 0 && i < uiInfo.teamCount)
|
|
// {
|
|
// if (uiInfo.teamList[i].cinematic >= 0)
|
|
// {
|
|
// trap_CIN_StopCinematic(uiInfo.teamList[i].cinematic);
|
|
// uiInfo.teamList[i].cinematic = -1;
|
|
// }
|
|
// }
|
|
}
|
|
}
|
|
}
|
|
static void UI_HandleLoadSelection()
|
|
{
|
|
Cvar_Set("ui_SelectionOK", va("%d",(s_savegame.currentLine < s_savegame.saveFileCnt)) );
|
|
if (s_savegame.currentLine >= s_savegame.saveFileCnt)
|
|
return;
|
|
// Cvar_Set("ui_gameDesc", s_savedata[s_savegame.currentLine].currentSaveFileComments ); // set comment
|
|
|
|
#ifdef _XBOX
|
|
void R_UpdateSaveGameImage(const char *filename);
|
|
//create the correctfilename
|
|
unsigned short saveGameName[filepathlength];
|
|
char directoryInfo[filepathlength];
|
|
char psLocalFilename[filepathlength];
|
|
|
|
|
|
mbstowcs(saveGameName, s_savedata[s_savegame.currentLine].currentSaveFileName, filepathlength);
|
|
|
|
XCreateSaveGame("U:\\", saveGameName, OPEN_ALWAYS, 0,directoryInfo, filepathlength);
|
|
|
|
strcpy (psLocalFilename , directoryInfo);
|
|
strcat (psLocalFilename , "saveimage.xbx");
|
|
|
|
|
|
R_UpdateSaveGameImage(psLocalFilename);
|
|
#else
|
|
/* if (!ui.SG_GetSaveImage(s_savedata[s_savegame.currentLine].currentSaveFileName, &screenShotBuf))
|
|
>>>>>>> 1.30
|
|
{
|
|
memset( screenShotBuf,0,(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4));
|
|
}
|
|
*/
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_FeederCount
|
|
=================
|
|
*/
|
|
static int UI_FeederCount(float feederID)
|
|
{
|
|
#ifdef _XBOX
|
|
//JLF MPNOTNEEDED
|
|
static bool firstSaveRequest = true;
|
|
#endif
|
|
|
|
if (feederID == FEEDER_SAVEGAMES )
|
|
{
|
|
//JLF MPNOTNEEDED
|
|
#ifdef _XBOX
|
|
if (s_savegame.saveFileCnt == -1 || firstSaveRequest)
|
|
{
|
|
firstSaveRequest = false;
|
|
#else
|
|
if (s_savegame.saveFileCnt == -1)
|
|
{
|
|
#endif
|
|
|
|
ReadSaveDirectory(); //refresh
|
|
UI_HandleLoadSelection();
|
|
UI_AdjustSaveGameListBox(s_savegame.currentLine);
|
|
}
|
|
return s_savegame.saveFileCnt;
|
|
}
|
|
// count number of moves for the current title
|
|
else if (feederID == FEEDER_MOVES)
|
|
{
|
|
int count=0,i;
|
|
|
|
for (i=0;i<MAX_MOVES;i++)
|
|
{
|
|
if (datapadMoveData[uiInfo.movesTitleIndex][i].title)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
else if (feederID == FEEDER_MOVES_TITLES)
|
|
{
|
|
return (MD_MOVE_TITLE_MAX);
|
|
}
|
|
else if (feederID == FEEDER_MODS)
|
|
{
|
|
return uiInfo.modCount;
|
|
}
|
|
else if (feederID == FEEDER_LANGUAGES)
|
|
{
|
|
return uiInfo.languageCount;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SPECIES)
|
|
{
|
|
return uiInfo.playerSpeciesCount;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
|
|
{
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
|
|
{
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
|
|
{
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount;
|
|
}
|
|
else if (feederID == FEEDER_COLORCHOICES)
|
|
{
|
|
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_FeederSelection
|
|
=================
|
|
*/
|
|
static void UI_FeederSelection(float feederID, int index, itemDef_t *item)
|
|
{
|
|
if (feederID == FEEDER_SAVEGAMES)
|
|
{
|
|
s_savegame.currentLine = index;
|
|
UI_HandleLoadSelection();
|
|
}
|
|
else if (feederID == FEEDER_MOVES)
|
|
{
|
|
itemDef_t *item;
|
|
menuDef_t *menu;
|
|
modelDef_t *modelPtr;
|
|
char skin[MAX_QPATH];
|
|
|
|
menu = Menus_FindByName("datapadMovesMenu");
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
|
|
if (item)
|
|
{
|
|
modelPtr = (modelDef_t*)item->typeData;
|
|
if (modelPtr)
|
|
{
|
|
if (datapadMoveData[uiInfo.movesTitleIndex][index].anim)
|
|
{
|
|
ItemParse_model_g2anim_go( item, datapadMoveData[uiInfo.movesTitleIndex][index].anim );
|
|
uiInfo.moveAnimTime = DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
|
|
|
|
uiInfo.moveAnimTime += uiInfo.uiDC.realTime;
|
|
|
|
// Play sound for anim
|
|
if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_FORCE_JUMP)
|
|
{
|
|
DC->startLocalSound(uiInfo.uiDC.Assets.datapadmoveJumpSound, CHAN_LOCAL );
|
|
}
|
|
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_ROLL)
|
|
{
|
|
DC->startLocalSound(uiInfo.uiDC.Assets.datapadmoveRollSound, CHAN_LOCAL );
|
|
}
|
|
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_SABER)
|
|
{
|
|
// Randomly choose one sound
|
|
int soundI = Q_irand( 1, 6 );
|
|
sfxHandle_t *soundPtr;
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound1;
|
|
if (soundI == 2)
|
|
{
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound2;
|
|
}
|
|
else if (soundI == 3)
|
|
{
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound3;
|
|
}
|
|
else if (soundI == 4)
|
|
{
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound4;
|
|
}
|
|
else if (soundI == 5)
|
|
{
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound5;
|
|
}
|
|
else if (soundI == 6)
|
|
{
|
|
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound6;
|
|
}
|
|
|
|
DC->startLocalSound(*soundPtr, CHAN_LOCAL );
|
|
}
|
|
|
|
if (datapadMoveData[uiInfo.movesTitleIndex][index].desc)
|
|
{
|
|
Cvar_Set( "ui_move_desc", datapadMoveData[uiInfo.movesTitleIndex][index].desc);
|
|
}
|
|
|
|
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
|
|
Cvar_VariableString ( "g_char_model"),
|
|
Cvar_VariableString ( "g_char_skin_head"),
|
|
Cvar_VariableString ( "g_char_skin_torso"),
|
|
Cvar_VariableString ( "g_char_skin_legs")
|
|
);
|
|
|
|
ItemParse_model_g2skin_go( item, skin );
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_MOVES_TITLES)
|
|
{
|
|
itemDef_t *item;
|
|
menuDef_t *menu;
|
|
modelDef_t *modelPtr;
|
|
|
|
uiInfo.movesTitleIndex = index;
|
|
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
|
|
menu = Menus_FindByName("datapadMovesMenu");
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
|
|
if (item)
|
|
{
|
|
modelPtr = (modelDef_t*)item->typeData;
|
|
if (modelPtr)
|
|
{
|
|
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
|
|
uiInfo.moveAnimTime = DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_MODS)
|
|
{
|
|
uiInfo.modIndex = index;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SPECIES)
|
|
{
|
|
uiInfo.playerSpeciesIndex = index;
|
|
}
|
|
else if (feederID == FEEDER_LANGUAGES)
|
|
{
|
|
uiInfo.languageCountIndex = index;
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
|
|
{
|
|
Cvar_Set("ui_char_skin_head", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]);
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
|
|
{
|
|
Cvar_Set("ui_char_skin_torso", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]);
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
|
|
{
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
|
|
{
|
|
Cvar_Set("ui_char_skin_legs", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]);
|
|
}
|
|
}
|
|
else if (feederID == FEEDER_COLORCHOICES)
|
|
{
|
|
extern void Item_RunScript(itemDef_t *item, const char *s); //from ui_shared;
|
|
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
|
|
{
|
|
Item_RunScript(item, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorActionText[index]);
|
|
}
|
|
}
|
|
/* else if (feederID == FEEDER_CINEMATICS)
|
|
{
|
|
uiInfo.movieIndex = index;
|
|
if (uiInfo.previewMovie >= 0)
|
|
{
|
|
trap_CIN_StopCinematic(uiInfo.previewMovie);
|
|
}
|
|
uiInfo.previewMovie = -1;
|
|
}
|
|
else if (feederID == FEEDER_DEMOS)
|
|
{
|
|
uiInfo.demoIndex = index;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
|
|
void Key_GetBindingBuf( int keynum, char *buf, int buflen );
|
|
|
|
static qboolean UI_Crosshair_HandleKey(int flags, float *special, int key)
|
|
{
|
|
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER)
|
|
{
|
|
if (key == A_MOUSE2)
|
|
{
|
|
uiInfo.currentCrosshair--;
|
|
} else {
|
|
uiInfo.currentCrosshair++;
|
|
}
|
|
|
|
if (uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
|
|
uiInfo.currentCrosshair = 0;
|
|
} else if (uiInfo.currentCrosshair < 0) {
|
|
uiInfo.currentCrosshair = NUM_CROSSHAIRS - 1;
|
|
}
|
|
Cvar_Set("cg_drawCrosshair", va("%d", uiInfo.currentCrosshair));
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key)
|
|
{
|
|
|
|
switch (ownerDraw)
|
|
{
|
|
case UI_CROSSHAIR:
|
|
UI_Crosshair_HandleKey(flags, special, key);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
//unfortunately we cannot rely on any game/cgame module code to do our animation stuff,
|
|
//because the ui can be loaded while the game/cgame are not loaded. So we're going to recreate what we need here.
|
|
// On Xbox, we need all the RAM we can get, and this is huge. So we just borrow the one from level. I hope
|
|
// this doesn't cause some apocalypse. Getting access to level in here is nigh impossible, as we'd have to
|
|
// include g_local.h, and the consequences of that are bad. So: This pointer is initialized in a global constructor
|
|
// in class UIAnimFileSetInitializer in g_main.cpp! Look there! Don't forget!
|
|
//#ifdef _XBOX
|
|
//animFileSet_t *ui_knownAnimFileSets = NULL;
|
|
//#else
|
|
#undef MAX_ANIM_FILES
|
|
#define MAX_ANIM_FILES 4
|
|
typedef struct
|
|
{
|
|
char filename[MAX_QPATH];
|
|
animation_t animations[MAX_ANIMATIONS];
|
|
} animFileSet_t;
|
|
static animFileSet_t ui_knownAnimFileSets[MAX_ANIM_FILES];
|
|
//#endif
|
|
|
|
int ui_numKnownAnimFileSets;
|
|
|
|
qboolean UI_ParseAnimationFile( const char *af_filename )
|
|
{
|
|
const char *text_p;
|
|
int len;
|
|
int i;
|
|
const char *token;
|
|
float fps;
|
|
int skip;
|
|
char text[80000];
|
|
int animNum;
|
|
animation_t *animations = ui_knownAnimFileSets[ui_numKnownAnimFileSets].animations;
|
|
|
|
len = re.GetAnimationCFG(af_filename, text, sizeof(text));
|
|
if ( len <= 0 )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( len >= sizeof( text ) - 1 )
|
|
{
|
|
Com_Error( ERR_FATAL, "UI_ParseAnimationFile: File %s too long\n (%d > %d)", af_filename, len, sizeof( text ) - 1);
|
|
return qfalse;
|
|
}
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
skip = 0; // quiet the compiler warning
|
|
|
|
//FIXME: have some way of playing anims backwards... negative numFrames?
|
|
|
|
//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
|
|
for(i = 0; i < MAX_ANIMATIONS; i++)
|
|
{
|
|
animations[i].firstFrame = 0;
|
|
animations[i].numFrames = 0;
|
|
animations[i].loopFrames = -1;
|
|
animations[i].frameLerp = 100;
|
|
// animations[i].initialLerp = 100;
|
|
}
|
|
|
|
// read information for each frame
|
|
while(1)
|
|
{
|
|
token = COM_Parse( &text_p );
|
|
|
|
if ( !token || !token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
animNum = GetIDForString(animTable, token);
|
|
if(animNum == -1)
|
|
{
|
|
//#ifndef FINAL_BUILD
|
|
#ifdef _DEBUG
|
|
if (strcmp(token,"ROOT"))
|
|
{
|
|
Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, af_filename);
|
|
}
|
|
#endif
|
|
while (token[0])
|
|
{
|
|
token = COM_ParseExt( &text_p, qfalse ); //returns empty string when next token is EOL
|
|
}
|
|
continue;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
animations[animNum].firstFrame = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
animations[animNum].numFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
animations[animNum].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
fps = atof( token );
|
|
if ( fps == 0 )
|
|
{
|
|
fps = 1;//Don't allow divide by zero error
|
|
}
|
|
if ( fps < 0 )
|
|
{//backwards
|
|
animations[animNum].frameLerp = floor(1000.0f / fps);
|
|
}
|
|
else
|
|
{
|
|
animations[animNum].frameLerp = ceil(1000.0f / fps);
|
|
}
|
|
|
|
// animations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean UI_ParseAnimFileSet( const char *animCFG, int *animFileIndex )
|
|
{ //Not going to bother parsing the sound config here.
|
|
char afilename[MAX_QPATH];
|
|
char strippedName[MAX_QPATH];
|
|
int i;
|
|
char *slash;
|
|
|
|
Q_strncpyz( strippedName, animCFG, sizeof(strippedName), qtrue);
|
|
slash = strrchr( strippedName, '/' );
|
|
if ( slash )
|
|
{
|
|
// truncate modelName to find just the dir not the extension
|
|
*slash = 0;
|
|
}
|
|
|
|
//if this anims file was loaded before, don't parse it again, just point to the correct table of info
|
|
for ( i = 0; i < ui_numKnownAnimFileSets; i++ )
|
|
{
|
|
if ( Q_stricmp(ui_knownAnimFileSets[i].filename, strippedName ) == 0 )
|
|
{
|
|
*animFileIndex = i;
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
if ( ui_numKnownAnimFileSets == MAX_ANIM_FILES )
|
|
{//TOO MANY!
|
|
for (i = 0; i < MAX_ANIM_FILES; i++)
|
|
{
|
|
Com_Printf("animfile[%d]: %s\n", i, ui_knownAnimFileSets[i].filename);
|
|
}
|
|
Com_Error( ERR_FATAL, "UI_ParseAnimFileSet: %d == MAX_ANIM_FILES == %d", ui_numKnownAnimFileSets, MAX_ANIM_FILES);
|
|
}
|
|
|
|
//Okay, time to parse in a new one
|
|
Q_strncpyz( ui_knownAnimFileSets[ui_numKnownAnimFileSets].filename, strippedName, sizeof( ui_knownAnimFileSets[ui_numKnownAnimFileSets].filename ) );
|
|
|
|
// Load and parse animations.cfg file
|
|
Com_sprintf( afilename, sizeof( afilename ), "%s/animation.cfg", strippedName );
|
|
if ( !UI_ParseAnimationFile( afilename ) )
|
|
{
|
|
*animFileIndex = -1;
|
|
return qfalse;
|
|
}
|
|
|
|
//set index and increment
|
|
*animFileIndex = ui_numKnownAnimFileSets++;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
int UI_G2SetAnim(CGhoul2Info *ghlInfo, const char *boneName, int animNum, const qboolean freeze)
|
|
{
|
|
int animIndex,blendTime;
|
|
char *GLAName;
|
|
|
|
GLAName = G2API_GetGLAName(ghlInfo);
|
|
|
|
if (!GLAName || !GLAName[0])
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
UI_ParseAnimFileSet(GLAName, &animIndex);
|
|
|
|
if (animIndex != -1)
|
|
{
|
|
animation_t *anim = &ui_knownAnimFileSets[animIndex].animations[animNum];
|
|
if (anim->numFrames <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
int sFrame = anim->firstFrame;
|
|
int eFrame = anim->firstFrame + anim->numFrames;
|
|
int flags = BONE_ANIM_OVERRIDE;
|
|
int time = uiInfo.uiDC.realTime;
|
|
float animSpeed = (50.0f / anim->frameLerp);
|
|
|
|
blendTime = 150;
|
|
|
|
// Freeze anim if it's not looping, special hack for datapad moves menu
|
|
if (freeze)
|
|
{
|
|
if (anim->loopFrames == -1)
|
|
{
|
|
flags = BONE_ANIM_OVERRIDE_FREEZE;
|
|
}
|
|
else
|
|
{
|
|
flags = BONE_ANIM_OVERRIDE_LOOP;
|
|
}
|
|
}
|
|
else if (anim->loopFrames != -1)
|
|
{
|
|
flags = BONE_ANIM_OVERRIDE_LOOP;
|
|
}
|
|
flags |= BONE_ANIM_BLEND;
|
|
blendTime = 150;
|
|
|
|
|
|
G2API_SetBoneAnim(ghlInfo, boneName, sFrame, eFrame, flags, animSpeed, time, -1, blendTime);
|
|
|
|
return ((anim->frameLerp * (anim->numFrames-2)));
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static qboolean UI_ParseColorData(char* buf, playerSpeciesInfo_t &species)
|
|
{
|
|
const char *token;
|
|
const char *p;
|
|
|
|
p = buf;
|
|
COM_BeginParseSession();
|
|
species.ColorCount = 0;
|
|
|
|
while ( p )
|
|
{
|
|
token = COM_ParseExt( &p, qtrue ); //looking for the shader
|
|
if ( token[0] == 0 )
|
|
{
|
|
return species.ColorCount;
|
|
}
|
|
Q_strncpyz( species.ColorShader[species.ColorCount], token, sizeof(species.ColorShader[0]), qtrue );
|
|
|
|
token = COM_ParseExt( &p, qtrue ); //looking for action block {
|
|
if ( token[0] != '{' )
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
assert(!species.ColorActionText[species.ColorCount][0]);
|
|
token = COM_ParseExt( &p, qtrue ); //looking for action commands
|
|
while (token[0] != '}')
|
|
{
|
|
if ( token[0] == 0)
|
|
{ //EOF
|
|
return qfalse;
|
|
}
|
|
assert(species.ColorCount < sizeof(species.ColorActionText)/sizeof(species.ColorActionText[0]) );
|
|
Q_strcat(species.ColorActionText[species.ColorCount], sizeof(species.ColorActionText[0]), token);
|
|
Q_strcat(species.ColorActionText[species.ColorCount], sizeof(species.ColorActionText[0]), " ");
|
|
token = COM_ParseExt( &p, qtrue ); //looking for action commands or final }
|
|
}
|
|
species.ColorCount++; //next color please
|
|
}
|
|
return qtrue;//never get here
|
|
}
|
|
|
|
/*
|
|
=================
|
|
bIsImageFile
|
|
builds path and scans for valid image extentions
|
|
=================
|
|
*/
|
|
static bool bIsImageFile(const char* dirptr, const char* skinname, qboolean building)
|
|
{
|
|
char fpath[MAX_QPATH];
|
|
int f;
|
|
|
|
#ifdef _XBOX
|
|
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.dds", dirptr, skinname);
|
|
#else
|
|
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.jpg", dirptr, skinname);
|
|
#endif
|
|
ui.FS_FOpenFile(fpath, &f, FS_READ);
|
|
#if !defined(_XBOX) || defined(_DEBUG)
|
|
if (!f)
|
|
{ //not there, try png
|
|
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.png", dirptr, skinname);
|
|
ui.FS_FOpenFile(fpath, &f, FS_READ);
|
|
}
|
|
if (!f)
|
|
{ //not there, try tga
|
|
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.tga", dirptr, skinname);
|
|
ui.FS_FOpenFile(fpath, &f, FS_READ);
|
|
}
|
|
#endif
|
|
if (f)
|
|
{
|
|
ui.FS_FCloseFile(f);
|
|
if ( building ) ui.R_RegisterShaderNoMip(fpath);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
PlayerModel_BuildList
|
|
=================
|
|
*/
|
|
static void UI_BuildPlayerModel_List( qboolean inGameLoad )
|
|
{
|
|
int numdirs;
|
|
char dirlist[2048];
|
|
char* dirptr;
|
|
int dirlen;
|
|
int i;
|
|
const int building = Cvar_VariableIntegerValue("com_buildscript");
|
|
|
|
uiInfo.playerSpeciesCount = 0;
|
|
uiInfo.playerSpeciesIndex = 0;
|
|
memset(uiInfo.playerSpecies, 0, sizeof (uiInfo.playerSpecies) );
|
|
|
|
// iterate directory of all player models
|
|
numdirs = ui.FS_GetFileList("models/players", "/", dirlist, 2048 );
|
|
dirptr = dirlist;
|
|
for (i=0; i<numdirs; i++,dirptr+=dirlen+1)
|
|
{
|
|
char filelist[2048];
|
|
char* fileptr;
|
|
int filelen;
|
|
int f = 0;
|
|
char fpath[2048];
|
|
|
|
dirlen = strlen(dirptr);
|
|
|
|
if (dirlen && dirptr[dirlen-1]=='/') dirptr[dirlen-1]='\0';
|
|
|
|
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
|
|
continue;
|
|
|
|
Com_sprintf(fpath, 2048, "models/players/%s/PlayerChoice.txt", dirptr);
|
|
filelen = ui.FS_FOpenFile(fpath, &f, FS_READ);
|
|
|
|
if (f)
|
|
{
|
|
char buffer[2048];
|
|
ui.FS_Read(&buffer, filelen, f);
|
|
ui.FS_FCloseFile(f);
|
|
buffer[filelen] = 0; //ensure trailing NULL
|
|
|
|
//record this species
|
|
Q_strncpyz( uiInfo.playerSpecies[uiInfo.playerSpeciesCount].Name, dirptr, sizeof(uiInfo.playerSpecies[0].Name), qtrue );
|
|
|
|
if (!UI_ParseColorData(buffer,uiInfo.playerSpecies[uiInfo.playerSpeciesCount]))
|
|
{
|
|
ui.Printf( "UI_BuildPlayerModel_List: Errors parsing '%s'\n", fpath );
|
|
}
|
|
|
|
int j;
|
|
char skinname[64];
|
|
int numfiles;
|
|
int iSkinParts=0;
|
|
|
|
numfiles = ui.FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, 2048 );
|
|
fileptr = filelist;
|
|
for (j=0; j<numfiles; j++,fileptr+=filelen+1)
|
|
{
|
|
if ( building )
|
|
{
|
|
ui.FS_FOpenFile(va("models/players/%s/%s",dirptr,fileptr), &f, FS_READ);
|
|
if (f) ui.FS_FCloseFile(f);
|
|
ui.FS_FOpenFile(va("models/players/%s/sounds.cfg", dirptr), &f, FS_READ);
|
|
if (f) ui.FS_FCloseFile(f);
|
|
ui.FS_FOpenFile(va("models/players/%s/animevents.cfg", dirptr), &f, FS_READ);
|
|
if (f) ui.FS_FCloseFile(f);
|
|
}
|
|
|
|
filelen = strlen(fileptr);
|
|
COM_StripExtension(fileptr,skinname);
|
|
|
|
if (bIsImageFile(dirptr, skinname, building))
|
|
{ //if it exists
|
|
if (Q_strnicmp(skinname,"head_",5) == 0)
|
|
{
|
|
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadCount < MAX_PLAYERMODELS)
|
|
{
|
|
Q_strncpyz(uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadCount++], skinname, sizeof(uiInfo.playerSpecies[0].SkinHeadNames[0]), qtrue);
|
|
iSkinParts |= 1<<0;
|
|
}
|
|
} else
|
|
if (Q_strnicmp(skinname,"torso_",6) == 0)
|
|
{
|
|
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoCount < MAX_PLAYERMODELS)
|
|
{
|
|
Q_strncpyz(uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoCount++], skinname, sizeof(uiInfo.playerSpecies[0].SkinTorsoNames[0]), qtrue);
|
|
iSkinParts |= 1<<1;
|
|
}
|
|
} else
|
|
if (Q_strnicmp(skinname,"lower_",6) == 0)
|
|
{
|
|
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegCount < MAX_PLAYERMODELS)
|
|
{
|
|
Q_strncpyz(uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegCount++], skinname, sizeof(uiInfo.playerSpecies[0].SkinLegNames[0]), qtrue);
|
|
iSkinParts |= 1<<2;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
if (iSkinParts != 7)
|
|
{ //didn't get a skin for each, then skip this model.
|
|
memset(&uiInfo.playerSpecies[uiInfo.playerSpeciesCount], 0, sizeof(uiInfo.playerSpecies[uiInfo.playerSpeciesCount]));//undo the colors
|
|
continue;
|
|
}
|
|
uiInfo.playerSpeciesCount++;
|
|
if (!inGameLoad && ui_PrecacheModels.integer)
|
|
{
|
|
CGhoul2Info_v ghoul2;
|
|
Com_sprintf( fpath, sizeof( fpath ), "models/players/%s/model.glm", dirptr );
|
|
int g2Model = DC->g2_InitGhoul2Model(ghoul2, fpath, 0, 0, 0, 0, 0);
|
|
if (g2Model >= 0)
|
|
{
|
|
DC->g2_RemoveGhoul2Model( ghoul2, 0 );
|
|
}
|
|
}
|
|
if (uiInfo.playerSpeciesCount >= MAX_PLAYERMODELS)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Init
|
|
=================
|
|
*/
|
|
void _UI_Init( qboolean inGameLoad )
|
|
{
|
|
// Get the list of possible languages
|
|
uiInfo.languageCount = SE_GetNumLanguages(); // this does a dir scan, so use carefully
|
|
|
|
uiInfo.inGameLoad = inGameLoad;
|
|
|
|
UI_RegisterCvars();
|
|
|
|
UI_InitMemory();
|
|
|
|
// cache redundant calulations
|
|
trap_GetGlconfig( &uiInfo.uiDC.glconfig );
|
|
|
|
// for 640x480 virtualized screen
|
|
uiInfo.uiDC.yscale = uiInfo.uiDC.glconfig.vidHeight * (1.0/480.0);
|
|
uiInfo.uiDC.xscale = uiInfo.uiDC.glconfig.vidWidth * (1.0/640.0);
|
|
if ( uiInfo.uiDC.glconfig.vidWidth * 480 > uiInfo.uiDC.glconfig.vidHeight * 640 )
|
|
{
|
|
// wide screen
|
|
uiInfo.uiDC.bias = 0.5 * ( uiInfo.uiDC.glconfig.vidWidth - ( uiInfo.uiDC.glconfig.vidHeight * (640.0/480.0) ) );
|
|
}
|
|
else
|
|
{
|
|
// no wide screen
|
|
uiInfo.uiDC.bias = 0;
|
|
}
|
|
|
|
Init_Display(&uiInfo.uiDC);
|
|
|
|
uiInfo.uiDC.drawText = &Text_Paint;
|
|
uiInfo.uiDC.drawHandlePic = &UI_DrawHandlePic;
|
|
uiInfo.uiDC.drawRect = &_UI_DrawRect;
|
|
uiInfo.uiDC.drawSides = &_UI_DrawSides;
|
|
uiInfo.uiDC.drawTextWithCursor = &Text_PaintWithCursor;
|
|
uiInfo.uiDC.executeText = &Cbuf_ExecuteText;
|
|
uiInfo.uiDC.drawTopBottom = &_UI_DrawTopBottom;
|
|
uiInfo.uiDC.feederCount = &UI_FeederCount;
|
|
uiInfo.uiDC.feederSelection = &UI_FeederSelection;
|
|
uiInfo.uiDC.fillRect = &UI_FillRect;
|
|
uiInfo.uiDC.getBindingBuf = &Key_GetBindingBuf;
|
|
uiInfo.uiDC.getCVarString = Cvar_VariableStringBuffer;
|
|
uiInfo.uiDC.getCVarValue = trap_Cvar_VariableValue;
|
|
uiInfo.uiDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode;
|
|
uiInfo.uiDC.getValue = &UI_GetValue;
|
|
uiInfo.uiDC.keynumToStringBuf = &Key_KeynumToStringBuf;
|
|
uiInfo.uiDC.modelBounds = &trap_R_ModelBounds;
|
|
uiInfo.uiDC.ownerDrawVisible = &UI_OwnerDrawVisible;
|
|
uiInfo.uiDC.ownerDrawWidth = &UI_OwnerDrawWidth;
|
|
uiInfo.uiDC.ownerDrawItem = &UI_OwnerDraw;
|
|
uiInfo.uiDC.Print = &Com_Printf;
|
|
uiInfo.uiDC.registerSound = &trap_S_RegisterSound;
|
|
uiInfo.uiDC.registerModel = ui.R_RegisterModel;
|
|
uiInfo.uiDC.clearScene = &trap_R_ClearScene;
|
|
uiInfo.uiDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
|
|
uiInfo.uiDC.renderScene = &trap_R_RenderScene;
|
|
uiInfo.uiDC.runScript = &UI_RunMenuScript;
|
|
uiInfo.uiDC.deferScript = &UI_DeferMenuScript;
|
|
uiInfo.uiDC.setBinding = &trap_Key_SetBinding;
|
|
uiInfo.uiDC.setColor = &UI_SetColor;
|
|
uiInfo.uiDC.setCVar = Cvar_Set;
|
|
uiInfo.uiDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode;
|
|
uiInfo.uiDC.startLocalSound = &trap_S_StartLocalSound;
|
|
uiInfo.uiDC.stopCinematic = &UI_StopCinematic;
|
|
uiInfo.uiDC.textHeight = &Text_Height;
|
|
uiInfo.uiDC.textWidth = &Text_Width;
|
|
uiInfo.uiDC.feederItemImage = &UI_FeederItemImage;
|
|
uiInfo.uiDC.feederItemText = &UI_FeederItemText;
|
|
#ifdef _IMMERSION
|
|
uiInfo.uiDC.registerForce = &trap_FF_Register;
|
|
uiInfo.uiDC.startForce = &trap_FF_Start;
|
|
#endif // _IMMERSION
|
|
uiInfo.uiDC.ownerDrawHandleKey = &UI_OwnerDrawHandleKey;
|
|
|
|
uiInfo.uiDC.registerSkin = re.RegisterSkin;
|
|
|
|
#ifndef _XBOX
|
|
uiInfo.uiDC.g2_SetSkin = G2API_SetSkin;
|
|
uiInfo.uiDC.g2_SetBoneAnim = G2API_SetBoneAnim;
|
|
#endif
|
|
uiInfo.uiDC.g2_RemoveGhoul2Model = G2API_RemoveGhoul2Model;
|
|
uiInfo.uiDC.g2_InitGhoul2Model = G2API_InitGhoul2Model;
|
|
uiInfo.uiDC.g2_CleanGhoul2Models = G2API_CleanGhoul2Models;
|
|
uiInfo.uiDC.g2_AddBolt = G2API_AddBolt;
|
|
uiInfo.uiDC.g2_GetBoltMatrix = G2API_GetBoltMatrix;
|
|
uiInfo.uiDC.g2_GiveMeVectorFromMatrix = G2API_GiveMeVectorFromMatrix;
|
|
|
|
uiInfo.uiDC.g2hilev_SetAnim = UI_G2SetAnim;
|
|
|
|
UI_BuildPlayerModel_List(inGameLoad);
|
|
|
|
String_Init();
|
|
|
|
char *menuSet = UI_Cvar_VariableString("ui_menuFiles");
|
|
|
|
if (menuSet == NULL || menuSet[0] == '\0')
|
|
{
|
|
menuSet = "ui/menus.txt";
|
|
}
|
|
if ( Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
menuSet = "ui/demo_menus.txt";
|
|
}
|
|
|
|
if (inGameLoad)
|
|
{
|
|
if ( Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
UI_LoadMenus("ui/demo_ingame.txt", qtrue);
|
|
}
|
|
else
|
|
{
|
|
UI_LoadMenus("ui/ingame.txt", qtrue);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UI_LoadMenus(menuSet, qtrue);
|
|
}
|
|
|
|
Menus_CloseAll();
|
|
|
|
uiInfo.uiDC.whiteShader = ui.R_RegisterShaderNoMip( "white" );
|
|
|
|
AssetCache();
|
|
|
|
uis.debugMode = qfalse;
|
|
|
|
// sets defaults for ui temp cvars
|
|
uiInfo.effectsColor = (int)trap_Cvar_VariableValue("color")-1;
|
|
if (uiInfo.effectsColor < 0)
|
|
{
|
|
uiInfo.effectsColor = 0;
|
|
}
|
|
uiInfo.effectsColor = gamecodetoui[uiInfo.effectsColor];
|
|
uiInfo.currentCrosshair = (int)trap_Cvar_VariableValue("cg_drawCrosshair");
|
|
Cvar_Set("ui_mousePitch", (trap_Cvar_VariableValue("m_pitch") >= 0) ? "0" : "1");
|
|
|
|
Cvar_Set("cg_endcredits", "0"); // Reset value
|
|
Cvar_Set("ui_missionfailed","0"); // reset
|
|
|
|
uiInfo.forcePowerUpdated = FP_UPDATED_NONE;
|
|
uiInfo.selectedWeapon1 = NOWEAPON;
|
|
uiInfo.selectedWeapon2 = NOWEAPON;
|
|
uiInfo.selectedThrowWeapon = NOWEAPON;
|
|
|
|
uiInfo.uiDC.Assets.nullSound = trap_S_RegisterSound("sound/null", qfalse);
|
|
|
|
trap_S_RegisterSound("sound/interface/weapon_deselect", qfalse);
|
|
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
UI_RegisterCvars
|
|
=================
|
|
*/
|
|
static void UI_RegisterCvars( void )
|
|
{
|
|
int i;
|
|
cvarTable_t *cv;
|
|
|
|
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ )
|
|
{
|
|
Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags );
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
//JLFCALLOUT MPNOTNEEDED->(INCLUDE WORKS)
|
|
qboolean Menu_Parse(char *buffer, menuDef_t *menu);
|
|
|
|
char * UI_ParseInclude(const char *menuFile, menuDef_t * menu)
|
|
{
|
|
char *buffer,*holdBuffer,*token2;
|
|
int len;
|
|
// pc_token_t token;
|
|
|
|
//Com_DPrintf("Parsing menu file:%s\n", menuFile);
|
|
|
|
len = PC_StartParseSession(menuFile,&buffer, true);
|
|
|
|
if (len<=0)
|
|
{
|
|
Com_Printf("UI_ParseMenu: Unable to load menu %s\n", menuFile);
|
|
return NULL;
|
|
}
|
|
|
|
// PC_EndParseSession(buffer);
|
|
return buffer;
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=================
|
|
UI_ParseMenu
|
|
=================
|
|
*/
|
|
void UI_ParseMenu(const char *menuFile)
|
|
{
|
|
char *buffer,*holdBuffer,*token2;
|
|
int len;
|
|
// pc_token_t token;
|
|
|
|
//Com_DPrintf("Parsing menu file:%s\n", menuFile);
|
|
|
|
len = PC_StartParseSession(menuFile,&buffer);
|
|
|
|
holdBuffer = buffer;
|
|
|
|
if (len<=0)
|
|
{
|
|
Com_Printf("UI_ParseMenu: Unable to load menu %s\n", menuFile);
|
|
return;
|
|
}
|
|
|
|
while ( 1 )
|
|
{
|
|
|
|
token2 = PC_ParseExt();
|
|
|
|
if (!*token2)
|
|
{
|
|
break;
|
|
}
|
|
/*
|
|
if ( menuCount == MAX_MENUS )
|
|
{
|
|
PC_ParseWarning("Too many menus!");
|
|
break;
|
|
}
|
|
*/
|
|
if ( *token2 == '{')
|
|
{
|
|
continue;
|
|
}
|
|
else if ( *token2 == '}' )
|
|
{
|
|
break;
|
|
}
|
|
else if (Q_stricmp(token2, "assetGlobalDef") == 0)
|
|
{
|
|
if (Asset_Parse(&holdBuffer))
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else if (Q_stricmp(token2, "menudef") == 0)
|
|
{
|
|
// start a new menu
|
|
Menu_New(holdBuffer);
|
|
continue;
|
|
}
|
|
|
|
PC_ParseWarning(va("Invalid keyword '%s'",token2));
|
|
}
|
|
|
|
PC_EndParseSession(buffer);
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Load_Menu
|
|
Load current menu file
|
|
=================
|
|
*/
|
|
qboolean Load_Menu(const char **holdBuffer)
|
|
{
|
|
const char *token2;
|
|
|
|
token2 = COM_ParseExt( holdBuffer, qtrue );
|
|
|
|
if (!token2[0])
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (*token2 != '{')
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
while ( 1 )
|
|
{
|
|
token2 = COM_ParseExt( holdBuffer, qtrue );
|
|
|
|
if ((!token2) || (token2 == 0))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if ( *token2 == '}' )
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
//#ifdef _DEBUG
|
|
// extern void UI_Debug_AddMenuFilePath(const char *);
|
|
// UI_Debug_AddMenuFilePath(token2);
|
|
//#endif
|
|
UI_ParseMenu(token2);
|
|
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_LoadMenus
|
|
Load all menus based on the files listed in the data file in menuFile (default "ui/menus.txt")
|
|
=================
|
|
*/
|
|
void UI_LoadMenus(const char *menuFile, qboolean reset)
|
|
{
|
|
// pc_token_t token;
|
|
// int handle;
|
|
int start;
|
|
|
|
char *buffer;
|
|
const char *holdBuffer;
|
|
int len;
|
|
|
|
start = Sys_Milliseconds();
|
|
|
|
len = ui.FS_ReadFile(menuFile,(void **) &buffer);
|
|
|
|
if (len<1)
|
|
{
|
|
Com_Printf( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) );
|
|
len = ui.FS_ReadFile("ui/menus.txt",(void **) &buffer);
|
|
|
|
if (len<1)
|
|
{
|
|
Com_Error( ERR_FATAL, "%s", va("default menu file not found: ui/menus.txt, unable to continue!\n", menuFile ));
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (reset)
|
|
{
|
|
Menu_Reset();
|
|
}
|
|
|
|
const char *token2;
|
|
holdBuffer = buffer;
|
|
while ( 1 )
|
|
{
|
|
token2 = COM_ParseExt( &holdBuffer, qtrue );
|
|
if (!*token2)
|
|
{
|
|
break;
|
|
}
|
|
|
|
if( *token2 == 0 || *token2 == '}') // End of the menus file
|
|
{
|
|
break;
|
|
}
|
|
|
|
if (*token2 == '{')
|
|
{
|
|
continue;
|
|
}
|
|
else if (Q_stricmp(token2, "loadmenu") == 0)
|
|
{
|
|
if (Load_Menu(&holdBuffer))
|
|
{
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Com_Printf("Unknown keyword '%s' in menus file %s\n", token2, menuFile);
|
|
}
|
|
}
|
|
|
|
//Com_Printf("UI menu load time = %d milli seconds\n", Sys_Milliseconds() - start);
|
|
|
|
ui.FS_FreeFile( buffer ); //let go of the buffer
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Load
|
|
=================
|
|
*/
|
|
void UI_Load(void)
|
|
{
|
|
char *menuSet;
|
|
char lastName[1024];
|
|
menuDef_t *menu = Menu_GetFocused();
|
|
|
|
if (menu && menu->window.name)
|
|
{
|
|
strcpy(lastName, menu->window.name);
|
|
}
|
|
else
|
|
{
|
|
lastName[0] = 0;
|
|
}
|
|
|
|
if (uiInfo.inGameLoad)
|
|
{
|
|
menuSet= "ui/ingame.txt";
|
|
}
|
|
else
|
|
{
|
|
menuSet= UI_Cvar_VariableString("ui_menuFiles");
|
|
}
|
|
if (menuSet == NULL || menuSet[0] == '\0')
|
|
{
|
|
menuSet = "ui/menus.txt";
|
|
}
|
|
|
|
if ( Cvar_VariableIntegerValue("com_demo") )
|
|
{
|
|
menuSet = "ui/demo_menus.txt";
|
|
}
|
|
|
|
|
|
String_Init();
|
|
|
|
|
|
UI_LoadMenus(menuSet, qtrue);
|
|
Menus_CloseAll();
|
|
Menus_ActivateByName(lastName);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Asset_Parse
|
|
=================
|
|
*/
|
|
qboolean Asset_Parse(char **buffer)
|
|
{
|
|
char *token;
|
|
const char *tempStr;
|
|
int pointSize;
|
|
|
|
token = PC_ParseExt();
|
|
|
|
if (!token)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (*token != '{')
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
while ( 1 )
|
|
{
|
|
|
|
token = PC_ParseExt();
|
|
|
|
if (!token)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (*token == '}')
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
// fonts
|
|
if (Q_stricmp(token, "smallFont") == 0) //legacy, really it only matters which order they are registered
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'smallFont'");
|
|
return qfalse;
|
|
}
|
|
|
|
UI_RegisterFont(tempStr);
|
|
|
|
//not used anymore
|
|
if (PC_ParseInt(&pointSize))
|
|
{
|
|
// PC_ParseWarning("Bad 2nd parameter for keyword 'smallFont'");
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "mediumFont") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'font'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.qhMediumFont = UI_RegisterFont(tempStr);
|
|
uiInfo.uiDC.Assets.fontRegistered = qtrue;
|
|
|
|
//not used
|
|
if (PC_ParseInt(&pointSize))
|
|
{
|
|
// PC_ParseWarning("Bad 2nd parameter for keyword 'font'");
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "bigFont") == 0) //legacy
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'bigFont'");
|
|
return qfalse;
|
|
}
|
|
|
|
UI_RegisterFont(tempStr);
|
|
|
|
if (PC_ParseInt(&pointSize))
|
|
{
|
|
// PC_ParseWarning("Bad 2nd parameter for keyword 'bigFont'");
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
// gradientbar
|
|
if (Q_stricmp(token, "gradientbar") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'gradientbar'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.gradientBar = ui.R_RegisterShaderNoMip(tempStr);
|
|
continue;
|
|
}
|
|
|
|
// enterMenuSound
|
|
if (Q_stricmp(token, "menuEnterSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuEnterSound'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
// exitMenuSound
|
|
if (Q_stricmp(token, "menuExitSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuExitSound'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
// itemFocusSound
|
|
if (Q_stricmp(token, "itemFocusSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'itemFocusSound'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
// menuBuzzSound
|
|
if (Q_stricmp(token, "menuBuzzSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuBuzzSound'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
// Chose a force power from the ingame force allocation screen (the one where you get to allocate a force power point)
|
|
if (Q_stricmp(token, "forceChosenSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'forceChosenSound'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.forceChosenSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
|
|
// Unchose a force power from the ingame force allocation screen (the one where you get to allocate a force power point)
|
|
if (Q_stricmp(token, "forceUnchosenSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'forceUnchosenSound'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.forceUnchosenSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveRollSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveRollSound'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveRollSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveJumpSound") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveRoll'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveJumpSound = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound1") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound1'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound1 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound2") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound2'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound2 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound3") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound3'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound3 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound4") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound4'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound4 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound5") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound5'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound5 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "datapadmoveSaberSound6") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound6'");
|
|
return qfalse;
|
|
}
|
|
|
|
uiInfo.uiDC.Assets.datapadmoveSaberSound6 = trap_S_RegisterSound( tempStr, qfalse );
|
|
continue;
|
|
}
|
|
|
|
#ifdef _IMMERSION
|
|
|
|
if (Q_stricmp(token, "menuEnterForce") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuEnterForce'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.menuEnterForce = trap_FF_Register( tempStr );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "menuExitForce") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuExitForce'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.menuExitForce = trap_FF_Register( tempStr );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "itemFocusForce") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'itemFocusForce'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.itemFocusForce = trap_FF_Register( tempStr );
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "menuBuzzForce") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'menuBuzzForce'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.menuBuzzForce = trap_FF_Register( tempStr );
|
|
continue;
|
|
}
|
|
|
|
#endif // _IMMERSION
|
|
if (Q_stricmp(token, "cursor") == 0)
|
|
{
|
|
if (PC_ParseString(&tempStr))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'cursor'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.cursor = ui.R_RegisterShaderNoMip( tempStr);
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "fadeClamp") == 0)
|
|
{
|
|
if (PC_ParseFloat(&uiInfo.uiDC.Assets.fadeClamp))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'fadeClamp'");
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "fadeCycle") == 0)
|
|
{
|
|
if (PC_ParseInt(&uiInfo.uiDC.Assets.fadeCycle))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'fadeCycle'");
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "fadeAmount") == 0)
|
|
{
|
|
if (PC_ParseFloat(&uiInfo.uiDC.Assets.fadeAmount))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'fadeAmount'");
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "shadowX") == 0)
|
|
{
|
|
if (PC_ParseFloat(&uiInfo.uiDC.Assets.shadowX))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'shadowX'");
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "shadowY") == 0)
|
|
{
|
|
if (PC_ParseFloat(&uiInfo.uiDC.Assets.shadowY))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'shadowY'");
|
|
return qfalse;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (Q_stricmp(token, "shadowColor") == 0)
|
|
{
|
|
if (PC_ParseColor(&uiInfo.uiDC.Assets.shadowColor))
|
|
{
|
|
PC_ParseWarning("Bad 1st parameter for keyword 'shadowColor'");
|
|
return qfalse;
|
|
}
|
|
uiInfo.uiDC.Assets.shadowFadeClamp = uiInfo.uiDC.Assets.shadowColor[3];
|
|
continue;
|
|
}
|
|
|
|
// precaching various sound files used in the menus
|
|
if (Q_stricmp(token, "precacheSound") == 0)
|
|
{
|
|
if (PC_Script_Parse(&tempStr))
|
|
{
|
|
char *soundFile;
|
|
do
|
|
{
|
|
soundFile = COM_ParseExt(&tempStr, qfalse);
|
|
if (soundFile[0] != 0 && soundFile[0] != ';') {
|
|
if (!trap_S_RegisterSound( soundFile, qfalse ))
|
|
{
|
|
PC_ParseWarning("Can't locate precache sound");
|
|
}
|
|
}
|
|
} while (soundFile[0]);
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
|
|
PC_ParseWarning(va("Invalid keyword '%s'",token));
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Update
|
|
=================
|
|
*/
|
|
static void UI_Update(const char *name)
|
|
{
|
|
int val = trap_Cvar_VariableValue(name);
|
|
|
|
|
|
if (Q_stricmp(name, "s_khz") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "snd_restart\n" );
|
|
return;
|
|
}
|
|
#ifdef _IMMERSION
|
|
if (Q_stricmp(name, "ff") == 0)
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "ff_restart\n");
|
|
return;
|
|
}
|
|
#endif // _IMMERSION
|
|
|
|
if (Q_stricmp(name, "ui_SetName") == 0)
|
|
{
|
|
Cvar_Set( "name", UI_Cvar_VariableString("ui_Name"));
|
|
}
|
|
else if (Q_stricmp(name, "ui_setRate") == 0)
|
|
{
|
|
float rate = trap_Cvar_VariableValue("rate");
|
|
if (rate >= 5000)
|
|
{
|
|
Cvar_Set("cl_maxpackets", "30");
|
|
Cvar_Set("cl_packetdup", "1");
|
|
}
|
|
else if (rate >= 4000)
|
|
{
|
|
Cvar_Set("cl_maxpackets", "15");
|
|
Cvar_Set("cl_packetdup", "2"); // favor less prediction errors when there's packet loss
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set("cl_maxpackets", "15");
|
|
Cvar_Set("cl_packetdup", "1"); // favor lower bandwidth
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "ui_GetName") == 0)
|
|
{
|
|
Cvar_Set( "ui_Name", UI_Cvar_VariableString("name"));
|
|
}
|
|
else if (Q_stricmp(name, "ui_r_colorbits") == 0)
|
|
{
|
|
switch (val)
|
|
{
|
|
case 0:
|
|
Cvar_SetValue( "ui_r_depthbits", 0 );
|
|
break;
|
|
|
|
case 16:
|
|
Cvar_SetValue( "ui_r_depthbits", 16 );
|
|
break;
|
|
|
|
case 32:
|
|
Cvar_SetValue( "ui_r_depthbits", 24 );
|
|
break;
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "ui_r_lodbias") == 0)
|
|
{
|
|
switch (val)
|
|
{
|
|
case 0:
|
|
Cvar_SetValue( "ui_r_subdivisions", 4 );
|
|
break;
|
|
case 1:
|
|
Cvar_SetValue( "ui_r_subdivisions", 12 );
|
|
break;
|
|
|
|
case 2:
|
|
Cvar_SetValue( "ui_r_subdivisions", 20 );
|
|
break;
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "ui_r_glCustom") == 0)
|
|
{
|
|
switch (val)
|
|
{
|
|
case 0: // high quality
|
|
|
|
Cvar_SetValue( "ui_r_fullScreen", 1 );
|
|
Cvar_SetValue( "ui_r_subdivisions", 4 );
|
|
Cvar_SetValue( "ui_r_lodbias", 0 );
|
|
Cvar_SetValue( "ui_r_colorbits", 32 );
|
|
Cvar_SetValue( "ui_r_depthbits", 24 );
|
|
Cvar_SetValue( "ui_r_picmip", 0 );
|
|
Cvar_SetValue( "ui_r_mode", 4 );
|
|
Cvar_SetValue( "ui_r_texturebits", 32 );
|
|
Cvar_SetValue( "ui_r_fastSky", 0 );
|
|
Cvar_SetValue( "ui_r_inGameVideo", 1 );
|
|
//Cvar_SetValue( "ui_cg_shadows", 2 );//stencil
|
|
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
|
break;
|
|
|
|
case 1: // normal
|
|
Cvar_SetValue( "ui_r_fullScreen", 1 );
|
|
Cvar_SetValue( "ui_r_subdivisions", 4 );
|
|
Cvar_SetValue( "ui_r_lodbias", 0 );
|
|
Cvar_SetValue( "ui_r_colorbits", 0 );
|
|
Cvar_SetValue( "ui_r_depthbits", 24 );
|
|
Cvar_SetValue( "ui_r_picmip", 1 );
|
|
Cvar_SetValue( "ui_r_mode", 3 );
|
|
Cvar_SetValue( "ui_r_texturebits", 0 );
|
|
Cvar_SetValue( "ui_r_fastSky", 0 );
|
|
Cvar_SetValue( "ui_r_inGameVideo", 1 );
|
|
//Cvar_SetValue( "ui_cg_shadows", 2 );
|
|
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
|
|
break;
|
|
|
|
case 2: // fast
|
|
|
|
Cvar_SetValue( "ui_r_fullScreen", 1 );
|
|
Cvar_SetValue( "ui_r_subdivisions", 12 );
|
|
Cvar_SetValue( "ui_r_lodbias", 1 );
|
|
Cvar_SetValue( "ui_r_colorbits", 0 );
|
|
Cvar_SetValue( "ui_r_depthbits", 0 );
|
|
Cvar_SetValue( "ui_r_picmip", 2 );
|
|
Cvar_SetValue( "ui_r_mode", 3 );
|
|
Cvar_SetValue( "ui_r_texturebits", 0 );
|
|
Cvar_SetValue( "ui_r_fastSky", 1 );
|
|
Cvar_SetValue( "ui_r_inGameVideo", 0 );
|
|
//Cvar_SetValue( "ui_cg_shadows", 1 );
|
|
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
|
|
break;
|
|
|
|
case 3: // fastest
|
|
|
|
Cvar_SetValue( "ui_r_fullScreen", 1 );
|
|
Cvar_SetValue( "ui_r_subdivisions", 20 );
|
|
Cvar_SetValue( "ui_r_lodbias", 2 );
|
|
Cvar_SetValue( "ui_r_colorbits", 16 );
|
|
Cvar_SetValue( "ui_r_depthbits", 16 );
|
|
Cvar_SetValue( "ui_r_mode", 3 );
|
|
Cvar_SetValue( "ui_r_picmip", 3 );
|
|
Cvar_SetValue( "ui_r_texturebits", 16 );
|
|
Cvar_SetValue( "ui_r_fastSky", 1 );
|
|
Cvar_SetValue( "ui_r_inGameVideo", 0 );
|
|
//Cvar_SetValue( "ui_cg_shadows", 0 );
|
|
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
|
|
break;
|
|
}
|
|
}
|
|
else if (Q_stricmp(name, "ui_mousePitch") == 0)
|
|
{
|
|
if (val == 0)
|
|
{
|
|
Cvar_SetValue( "m_pitch", 0.022f );
|
|
}
|
|
else
|
|
{
|
|
Cvar_SetValue( "m_pitch", -0.022f );
|
|
}
|
|
}
|
|
else
|
|
{//failure!!
|
|
Com_Printf("unknown UI script UPDATE %s\n", name);
|
|
}
|
|
}
|
|
|
|
#define ASSET_SCROLLBAR "gfx/menus/scrollbar.tga"
|
|
#define ASSET_SCROLLBAR_ARROWDOWN "gfx/menus/scrollbar_arrow_dwn_a.tga"
|
|
#define ASSET_SCROLLBAR_ARROWUP "gfx/menus/scrollbar_arrow_up_a.tga"
|
|
#define ASSET_SCROLLBAR_ARROWLEFT "gfx/menus/scrollbar_arrow_left.tga"
|
|
#define ASSET_SCROLLBAR_ARROWRIGHT "gfx/menus/scrollbar_arrow_right.tga"
|
|
#define ASSET_SCROLL_THUMB "gfx/menus/scrollbar_thumb.tga"
|
|
|
|
|
|
/*
|
|
=================
|
|
AssetCache
|
|
=================
|
|
*/
|
|
void AssetCache(void)
|
|
{
|
|
// int n;
|
|
uiInfo.uiDC.Assets.scrollBar = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR );
|
|
uiInfo.uiDC.Assets.scrollBarArrowDown = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
|
|
uiInfo.uiDC.Assets.scrollBarArrowUp = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
|
|
uiInfo.uiDC.Assets.scrollBarArrowLeft = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT );
|
|
uiInfo.uiDC.Assets.scrollBarArrowRight = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT );
|
|
uiInfo.uiDC.Assets.scrollBarThumb = ui.R_RegisterShaderNoMip( ASSET_SCROLL_THUMB );
|
|
|
|
uiInfo.uiDC.Assets.sliderBar = ui.R_RegisterShaderNoMip( "menu/new/slider" );
|
|
uiInfo.uiDC.Assets.sliderThumb = ui.R_RegisterShaderNoMip( "menu/new/sliderthumb");
|
|
|
|
|
|
/*
|
|
for( n = 0; n < NUM_CROSSHAIRS; n++ )
|
|
{
|
|
uiInfo.uiDC.Assets.crosshairShader[n] = ui.R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
|
|
}
|
|
*/
|
|
}
|
|
|
|
/*
|
|
================
|
|
_UI_DrawSides
|
|
=================
|
|
*/
|
|
void _UI_DrawSides(float x, float y, float w, float h, float size)
|
|
{
|
|
size *= uiInfo.uiDC.xscale;
|
|
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
|
|
trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
|
|
}
|
|
|
|
/*
|
|
================
|
|
_UI_DrawTopBottom
|
|
=================
|
|
*/
|
|
void _UI_DrawTopBottom(float x, float y, float w, float h, float size)
|
|
{
|
|
size *= uiInfo.uiDC.yscale;
|
|
trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
|
|
trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
|
|
}
|
|
/*
|
|
================
|
|
UI_DrawRect
|
|
|
|
Coordinates are 640*480 virtual values
|
|
=================
|
|
*/
|
|
void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color )
|
|
{
|
|
trap_R_SetColor( color );
|
|
|
|
_UI_DrawTopBottom(x, y, width, height, size);
|
|
_UI_DrawSides(x, y, width, height, size);
|
|
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_UpdateCvars
|
|
=================
|
|
*/
|
|
void UI_UpdateCvars( void )
|
|
{
|
|
int i;
|
|
cvarTable_t *cv;
|
|
|
|
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ )
|
|
{
|
|
Cvar_Update( cv->vmCvar );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_DrawEffects
|
|
=================
|
|
*/
|
|
static void UI_DrawEffects(rectDef_t *rect, float scale, vec4_t color)
|
|
{
|
|
UI_DrawHandlePic( rect->x, rect->y - 14, 128, 8, 0/*uiInfo.uiDC.Assets.fxBasePic*/ );
|
|
UI_DrawHandlePic( rect->x + uiInfo.effectsColor * 16 + 8, rect->y - 16, 16, 12, 0/*uiInfo.uiDC.Assets.fxPic[uiInfo.effectsColor]*/ );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Version
|
|
=================
|
|
*/
|
|
static void UI_Version(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
|
|
{
|
|
int width;
|
|
|
|
width = DC->textWidth(Q3_VERSION, scale, 0);
|
|
|
|
DC->drawText(rect->x - width, rect->y, scale, color, Q3_VERSION, 0, ITEM_TEXTSTYLE_SHADOWED, iFontIndex);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_DrawKeyBindStatus
|
|
=================
|
|
*/
|
|
static void UI_DrawKeyBindStatus(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iFontIndex)
|
|
{
|
|
if (Display_KeyBindPending())
|
|
{
|
|
Text_Paint(rect->x, rect->y, scale, color, SE_GetString("MENUS_WAITINGFORKEY"), 0, textStyle, iFontIndex);
|
|
}
|
|
else
|
|
{
|
|
// Text_Paint(rect->x, rect->y, scale, color, ui.SP_GetStringTextString("MENUS_ENTERTOCHANGE"), 0, textStyle, iFontIndex);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_DrawKeyBindStatus
|
|
=================
|
|
*/
|
|
static void UI_DrawGLInfo(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iFontIndex)
|
|
{
|
|
#define MAX_LINES 64
|
|
char buff[4096];
|
|
char * eptr = buff;
|
|
const char *lines[MAX_LINES];
|
|
int y, numLines=0, i=0;
|
|
|
|
y = rect->y;
|
|
Text_Paint(rect->x, y, scale, color, va("GL_VENDOR: %s",uiInfo.uiDC.glconfig.vendor_string), rect->w, textStyle, iFontIndex);
|
|
y += 15;
|
|
Text_Paint(rect->x, y, scale, color, va("GL_VERSION: %s: %s", uiInfo.uiDC.glconfig.version_string,uiInfo.uiDC.glconfig.renderer_string), rect->w, textStyle, iFontIndex);
|
|
y += 15;
|
|
Text_Paint(rect->x, y, scale, color, "GL_PIXELFORMAT:", rect->w, textStyle, iFontIndex);
|
|
y += 15;
|
|
Text_Paint(rect->x, y, scale, color, va ("Color(%d-bits) Z(%d-bits) stencil(%d-bits)",uiInfo.uiDC.glconfig.colorBits, uiInfo.uiDC.glconfig.depthBits, uiInfo.uiDC.glconfig.stencilBits), rect->w, textStyle, iFontIndex);
|
|
y += 15;
|
|
// build null terminated extension strings
|
|
Q_strncpyz(buff, uiInfo.uiDC.glconfig.extensions_string, sizeof(buff));
|
|
int testy=y-16;
|
|
while ( testy <= rect->y + rect->h && *eptr && (numLines < MAX_LINES) )
|
|
{
|
|
while ( *eptr && *eptr == ' ' )
|
|
*eptr++ = '\0';
|
|
|
|
// track start of valid string
|
|
if (*eptr && *eptr != ' ')
|
|
{
|
|
lines[numLines++] = eptr;
|
|
testy+=16;
|
|
}
|
|
|
|
while ( *eptr && *eptr != ' ' )
|
|
eptr++;
|
|
}
|
|
|
|
numLines--;
|
|
while (i < numLines)
|
|
{
|
|
Text_Paint(rect->x, y, scale, color, lines[i++], rect->w, textStyle, iFontIndex);
|
|
y += 16;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_DataPad_Inventory
|
|
=================
|
|
*/
|
|
/*
|
|
static void UI_DataPad_Inventory(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
|
|
{
|
|
Text_Paint(rect->x, rect->y, scale, color, "INVENTORY", 0, 1, iFontIndex);
|
|
}
|
|
*/
|
|
/*
|
|
=================
|
|
UI_DataPad_ForcePowers
|
|
=================
|
|
*/
|
|
/*
|
|
static void UI_DataPad_ForcePowers(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
|
|
{
|
|
Text_Paint(rect->x, rect->y, scale, color, "FORCE POWERS", 0, 1, iFontIndex);
|
|
}
|
|
*/
|
|
|
|
static void UI_DrawCrosshair(rectDef_t *rect, float scale, vec4_t color) {
|
|
trap_R_SetColor( color );
|
|
if (uiInfo.currentCrosshair < 0 || uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
|
|
uiInfo.currentCrosshair = 0;
|
|
}
|
|
UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.uiDC.Assets.crosshairShader[uiInfo.currentCrosshair]);
|
|
trap_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
UI_OwnerDraw
|
|
=================
|
|
*/
|
|
static void UI_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle, int iFontIndex)
|
|
{
|
|
rectDef_t rect;
|
|
|
|
rect.x = x + text_x;
|
|
rect.y = y + text_y;
|
|
rect.w = w;
|
|
rect.h = h;
|
|
|
|
switch (ownerDraw)
|
|
{
|
|
case UI_EFFECTS:
|
|
UI_DrawEffects(&rect, scale, color);
|
|
break;
|
|
case UI_VERSION:
|
|
UI_Version(&rect, scale, color, iFontIndex);
|
|
break;
|
|
|
|
case UI_DATAPAD_MISSION:
|
|
ui.Draw_DataPad(DP_HUD);
|
|
ui.Draw_DataPad(DP_OBJECTIVES);
|
|
break;
|
|
|
|
case UI_DATAPAD_WEAPONS:
|
|
ui.Draw_DataPad(DP_HUD);
|
|
ui.Draw_DataPad(DP_WEAPONS);
|
|
break;
|
|
|
|
case UI_DATAPAD_INVENTORY:
|
|
ui.Draw_DataPad(DP_HUD);
|
|
ui.Draw_DataPad(DP_INVENTORY);
|
|
break;
|
|
|
|
case UI_DATAPAD_FORCEPOWERS:
|
|
ui.Draw_DataPad(DP_HUD);
|
|
ui.Draw_DataPad(DP_FORCEPOWERS);
|
|
break;
|
|
|
|
case UI_ALLMAPS_SELECTION://saved game thumbnail
|
|
|
|
//JLF MAPIMAGE MPNOTUSED
|
|
#ifdef _XBOX
|
|
//create a shader
|
|
UI_DrawHandlePic(x, y, w, h, shader);
|
|
|
|
#else
|
|
int levelshot;
|
|
levelshot = ui.R_RegisterShaderNoMip( va( "levelshots/%s", s_savedata[s_savegame.currentLine].currentSaveFileMap ) );
|
|
if (levelshot)
|
|
{
|
|
ui.R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, levelshot );
|
|
}
|
|
else
|
|
{
|
|
UI_DrawHandlePic(x, y, w, h, uis.menuBackShader);
|
|
}
|
|
#endif
|
|
ui.R_Font_DrawString( x, // int ox
|
|
y+h, // int oy
|
|
s_savedata[s_savegame.currentLine].currentSaveFileMap, // const char *text
|
|
color, // paletteRGBA_c c
|
|
iFontIndex, // const int iFontHandle
|
|
w,//-1, // iMaxPixelWidth (-1 = none)
|
|
scale // const float scale = 1.0f
|
|
);
|
|
break;
|
|
case UI_PREVIEWCINEMATIC:
|
|
// FIXME BOB - make this work?
|
|
// UI_DrawPreviewCinematic(&rect, scale, color);
|
|
break;
|
|
case UI_CROSSHAIR:
|
|
UI_DrawCrosshair(&rect, scale, color);
|
|
break;
|
|
case UI_GLINFO:
|
|
UI_DrawGLInfo(&rect,scale, color, textStyle, iFontIndex);
|
|
break;
|
|
case UI_KEYBINDSTATUS:
|
|
UI_DrawKeyBindStatus(&rect,scale, color, textStyle, iFontIndex);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_OwnerDrawVisible
|
|
=================
|
|
*/
|
|
static qboolean UI_OwnerDrawVisible(int flags)
|
|
{
|
|
qboolean vis = qtrue;
|
|
|
|
while (flags)
|
|
{
|
|
/* if (flags & UI_SHOW_DEMOAVAILABLE)
|
|
{
|
|
if (!uiInfo.demoAvailable)
|
|
{
|
|
vis = qfalse;
|
|
}
|
|
flags &= ~UI_SHOW_DEMOAVAILABLE;
|
|
}
|
|
else
|
|
*/ {
|
|
flags = 0;
|
|
}
|
|
}
|
|
return vis;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Text_Width
|
|
=================
|
|
*/
|
|
int Text_Width(const char *text, float scale, int iFontIndex)
|
|
{
|
|
// temp code until Bob retro-fits all menus to have font specifiers...
|
|
//
|
|
if ( iFontIndex == 0 )
|
|
{
|
|
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
|
|
}
|
|
return ui.R_Font_StrLenPixels(text, iFontIndex, scale);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_OwnerDrawWidth
|
|
=================
|
|
*/
|
|
int UI_OwnerDrawWidth(int ownerDraw, float scale)
|
|
{
|
|
// int i, h, value;
|
|
// const char *text;
|
|
const char *s = NULL;
|
|
|
|
|
|
switch (ownerDraw)
|
|
{
|
|
case UI_KEYBINDSTATUS:
|
|
if (Display_KeyBindPending())
|
|
{
|
|
s = SE_GetString("MENUS_WAITINGFORKEY");
|
|
}
|
|
else
|
|
{
|
|
// s = ui.SP_GetStringTextString("MENUS_ENTERTOCHANGE");
|
|
}
|
|
break;
|
|
|
|
// FIXME BOB
|
|
// case UI_SERVERREFRESHDATE:
|
|
// s = UI_Cvar_VariableString(va("ui_lastServerRefresh_%i", ui_netSource.integer));
|
|
// break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (s)
|
|
{
|
|
return Text_Width(s, scale, 0);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Text_Height
|
|
=================
|
|
*/
|
|
int Text_Height(const char *text, float scale, int iFontIndex)
|
|
{
|
|
// temp until Bob retro-fits all menu files with font specifiers...
|
|
//
|
|
if ( iFontIndex == 0 )
|
|
{
|
|
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
|
|
}
|
|
return ui.R_Font_HeightPixels(iFontIndex, scale);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
UI_MouseEvent
|
|
=================
|
|
*/
|
|
//JLFMOUSE CALLED EACH FRAME IN UI
|
|
void _UI_MouseEvent( int dx, int dy )
|
|
{
|
|
// update mouse screen position
|
|
uiInfo.uiDC.cursorx += dx;
|
|
if (uiInfo.uiDC.cursorx < 0)
|
|
{
|
|
uiInfo.uiDC.cursorx = 0;
|
|
}
|
|
else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH)
|
|
{
|
|
uiInfo.uiDC.cursorx = SCREEN_WIDTH;
|
|
}
|
|
|
|
uiInfo.uiDC.cursory += dy;
|
|
if (uiInfo.uiDC.cursory < 0)
|
|
{
|
|
uiInfo.uiDC.cursory = 0;
|
|
}
|
|
else if (uiInfo.uiDC.cursory > SCREEN_HEIGHT)
|
|
{
|
|
uiInfo.uiDC.cursory = SCREEN_HEIGHT;
|
|
}
|
|
|
|
if (Menu_Count() > 0)
|
|
{
|
|
//menuDef_t *menu = Menu_GetFocused();
|
|
//Menu_HandleMouseMove(menu, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
|
|
Display_MouseMove(NULL, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_KeyEvent
|
|
=================
|
|
*/
|
|
void _UI_KeyEvent( int key, qboolean down )
|
|
{
|
|
/* extern qboolean SwallowBadNumLockedKPKey( int iKey );
|
|
if (SwallowBadNumLockedKPKey(key)){
|
|
return;
|
|
}
|
|
*/
|
|
|
|
if (Menu_Count() > 0)
|
|
{
|
|
menuDef_t *menu = Menu_GetFocused();
|
|
if (menu)
|
|
{
|
|
//DemoEnd();
|
|
//JLF MPMOVED
|
|
#ifdef _XBOX
|
|
// extern void G_DemoKeypress();//JLF new
|
|
// G_DemoKeypress(); //JLF new
|
|
extern void UpdateDemoTimer();
|
|
UpdateDemoTimer();
|
|
|
|
#endif
|
|
if (key == A_ESCAPE && down && !Menus_AnyFullScreenVisible() && !(menu->window.flags & WINDOW_IGNORE_ESCAPE))
|
|
{
|
|
Menus_CloseAll();
|
|
}
|
|
else
|
|
{
|
|
Menu_HandleKey(menu, key, down );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
|
|
trap_Key_ClearStates();
|
|
Cvar_Set( "cl_paused", "0" );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_Report
|
|
=================
|
|
*/
|
|
void UI_Report(void)
|
|
{
|
|
String_Report();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
UI_DataPadMenu
|
|
=================
|
|
*/
|
|
void UI_DataPadMenu(void)
|
|
{
|
|
int newForcePower,newObjective;
|
|
|
|
Menus_CloseByName("mainhud");
|
|
|
|
newForcePower = (int)trap_Cvar_VariableValue("cg_updatedDataPadForcePower1");
|
|
newObjective = (int)trap_Cvar_VariableValue("cg_updatedDataPadObjective");
|
|
|
|
if (newForcePower)
|
|
{
|
|
Menus_ActivateByName("datapadForcePowersMenu");
|
|
}
|
|
else if (newObjective)
|
|
{
|
|
Menus_ActivateByName("datapadMissionMenu");
|
|
}
|
|
else
|
|
{
|
|
Menus_ActivateByName("datapadMissionMenu");
|
|
}
|
|
ui.Key_SetCatcher( KEYCATCH_UI );
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_InGameMenu
|
|
=================
|
|
*/
|
|
void UI_InGameMenu(const char*menuID)
|
|
{
|
|
#ifdef _XBOX
|
|
ui.PrecacheScreenshot();
|
|
#endif
|
|
|
|
Menus_CloseByName("mainhud");
|
|
|
|
if (menuID)
|
|
{
|
|
Menus_ActivateByName(menuID);
|
|
}
|
|
else
|
|
{
|
|
Menus_ActivateByName("ingameMainMenu");
|
|
}
|
|
ui.Key_SetCatcher( KEYCATCH_UI );
|
|
}
|
|
|
|
qboolean _UI_IsFullscreen( void )
|
|
{
|
|
return Menus_AnyFullScreenVisible();
|
|
}
|
|
|
|
/*
|
|
=======================================================================
|
|
|
|
MAIN MENU
|
|
|
|
=======================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_MainMenu
|
|
|
|
The main menu only comes up when not in a game,
|
|
so make sure that the attract loop server is down
|
|
and that local cinematics are killed
|
|
===============
|
|
*/
|
|
void UI_MainMenu(void)
|
|
{
|
|
char buf[256];
|
|
ui.Cvar_Set("sv_killserver", "1"); // let the demo server know it should shut down
|
|
|
|
ui.Key_SetCatcher( KEYCATCH_UI );
|
|
|
|
menuDef_t *m = Menus_ActivateByName("mainMenu");
|
|
if (!m)
|
|
{ //wha? try again
|
|
UI_LoadMenus("ui/menus.txt",qfalse);
|
|
}
|
|
ui.Cvar_VariableStringBuffer("com_errorMessage", buf, sizeof(buf));
|
|
if (strlen(buf)) {
|
|
Menus_ActivateByName("error_popmenu");
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
Menu_Cache
|
|
=================
|
|
*/
|
|
void Menu_Cache( void )
|
|
{
|
|
uis.cursor = ui.R_RegisterShaderNoMip( "menu/new/crosshairb");
|
|
// Common menu graphics
|
|
uis.whiteShader = ui.R_RegisterShader( "white" );
|
|
uis.menuBackShader = ui.R_RegisterShaderNoMip( "menu/art/unknownmap" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_UpdateVideoSetup
|
|
|
|
Copies the temporary user interface version of the video cvars into
|
|
their real counterparts. This is to create a interface which allows
|
|
you to discard your changes if you did something you didnt want
|
|
=================
|
|
*/
|
|
void UI_UpdateVideoSetup ( void )
|
|
{
|
|
Cvar_Set ( "r_mode", Cvar_VariableString ( "ui_r_mode" ) );
|
|
Cvar_Set ( "r_fullscreen", Cvar_VariableString ( "ui_r_fullscreen" ) );
|
|
Cvar_Set ( "r_colorbits", Cvar_VariableString ( "ui_r_colorbits" ) );
|
|
Cvar_Set ( "r_lodbias", Cvar_VariableString ( "ui_r_lodbias" ) );
|
|
Cvar_Set ( "r_picmip", Cvar_VariableString ( "ui_r_picmip" ) );
|
|
Cvar_Set ( "r_texturebits", Cvar_VariableString ( "ui_r_texturebits" ) );
|
|
Cvar_Set ( "r_texturemode", Cvar_VariableString ( "ui_r_texturemode" ) );
|
|
Cvar_Set ( "r_detailtextures", Cvar_VariableString ( "ui_r_detailtextures" ) );
|
|
Cvar_Set ( "r_ext_compress_textures", Cvar_VariableString ( "ui_r_ext_compress_textures" ) );
|
|
Cvar_Set ( "r_depthbits", Cvar_VariableString ( "ui_r_depthbits" ) );
|
|
Cvar_Set ( "r_subdivisions", Cvar_VariableString ( "ui_r_subdivisions" ) );
|
|
Cvar_Set ( "r_fastSky", Cvar_VariableString ( "ui_r_fastSky" ) );
|
|
Cvar_Set ( "r_inGameVideo", Cvar_VariableString ( "ui_r_inGameVideo" ) );
|
|
Cvar_Set ( "r_allowExtensions", Cvar_VariableString ( "ui_r_allowExtensions" ) );
|
|
// Cvar_Set ( "cg_shadows", Cvar_VariableString ( "ui_cg_shadows" ) );
|
|
Cvar_Set ( "ui_r_modified", "0" );
|
|
|
|
Cbuf_ExecuteText( EXEC_APPEND, "vid_restart;" );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_GetVideoSetup
|
|
|
|
Retrieves the current actual video settings into the temporary user
|
|
interface versions of the cvars.
|
|
=================
|
|
*/
|
|
void UI_GetVideoSetup ( void )
|
|
{
|
|
// Make sure the cvars are registered as read only.
|
|
Cvar_Register ( NULL, "ui_r_glCustom", "4", CVAR_ROM|CVAR_ARCHIVE );
|
|
|
|
Cvar_Register ( NULL, "ui_r_mode", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_fullscreen", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_colorbits", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_lodbias", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_picmip", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_texturebits", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_texturemode", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_detailtextures", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_ext_compress_textures", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_depthbits", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_subdivisions", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_fastSky", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_inGameVideo", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_allowExtensions", "0", CVAR_ROM );
|
|
// Cvar_Register ( NULL, "ui_cg_shadows", "0", CVAR_ROM );
|
|
Cvar_Register ( NULL, "ui_r_modified", "0", CVAR_ROM );
|
|
|
|
// Copy over the real video cvars into their temporary counterparts
|
|
Cvar_Set ( "ui_r_mode", Cvar_VariableString ( "r_mode" ) );
|
|
Cvar_Set ( "ui_r_colorbits", Cvar_VariableString ( "r_colorbits" ) );
|
|
Cvar_Set ( "ui_r_fullscreen", Cvar_VariableString ( "r_fullscreen" ) );
|
|
Cvar_Set ( "ui_r_lodbias", Cvar_VariableString ( "r_lodbias" ) );
|
|
Cvar_Set ( "ui_r_picmip", Cvar_VariableString ( "r_picmip" ) );
|
|
Cvar_Set ( "ui_r_texturebits", Cvar_VariableString ( "r_texturebits" ) );
|
|
Cvar_Set ( "ui_r_texturemode", Cvar_VariableString ( "r_texturemode" ) );
|
|
Cvar_Set ( "ui_r_detailtextures", Cvar_VariableString ( "r_detailtextures" ) );
|
|
Cvar_Set ( "ui_r_ext_compress_textures", Cvar_VariableString ( "r_ext_compress_textures" ) );
|
|
Cvar_Set ( "ui_r_depthbits", Cvar_VariableString ( "r_depthbits" ) );
|
|
Cvar_Set ( "ui_r_subdivisions", Cvar_VariableString ( "r_subdivisions" ) );
|
|
Cvar_Set ( "ui_r_fastSky", Cvar_VariableString ( "r_fastSky" ) );
|
|
Cvar_Set ( "ui_r_inGameVideo", Cvar_VariableString ( "r_inGameVideo" ) );
|
|
Cvar_Set ( "ui_r_allowExtensions", Cvar_VariableString ( "r_allowExtensions" ) );
|
|
// Cvar_Set ( "ui_cg_shadows", Cvar_VariableString ( "cg_shadows" ) );
|
|
Cvar_Set ( "ui_r_modified", "0" );
|
|
}
|
|
|
|
static void UI_SetSexandSoundForModel(const char* char_model)
|
|
{
|
|
int f,i;
|
|
char soundpath[MAX_QPATH];
|
|
qboolean isFemale = qfalse;
|
|
|
|
i = ui.FS_FOpenFile(va("models/players/%s/sounds.cfg", char_model), &f, FS_READ);
|
|
if ( !f )
|
|
{//no? oh bother.
|
|
Cvar_Reset("snd");
|
|
Cvar_Reset("sex");
|
|
return;
|
|
}
|
|
|
|
soundpath[0] = 0;
|
|
|
|
ui.FS_Read(&soundpath, i, f);
|
|
|
|
while (i >= 0 && soundpath[i] != '\n')
|
|
{
|
|
if (soundpath[i] == 'f')
|
|
{
|
|
isFemale = qtrue;
|
|
soundpath[i] = 0;
|
|
}
|
|
|
|
i--;
|
|
}
|
|
|
|
i = 0;
|
|
|
|
while (soundpath[i] && soundpath[i] != '\r' && soundpath[i] != '\n')
|
|
{
|
|
i++;
|
|
}
|
|
soundpath[i] = 0;
|
|
|
|
ui.FS_FCloseFile(f);
|
|
|
|
Cvar_Set ( "snd", soundpath);
|
|
if (isFemale)
|
|
{
|
|
Cvar_Set ( "sex", "f");
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set ( "sex", "m");
|
|
}
|
|
}
|
|
static void UI_UpdateCharacterCvars ( void )
|
|
{
|
|
const char *char_model = Cvar_VariableString ( "ui_char_model" );
|
|
UI_SetSexandSoundForModel(char_model);
|
|
Cvar_Set ( "g_char_model", char_model );
|
|
Cvar_Set ( "g_char_skin_head", Cvar_VariableString ( "ui_char_skin_head" ) );
|
|
Cvar_Set ( "g_char_skin_torso", Cvar_VariableString ( "ui_char_skin_torso" ) );
|
|
Cvar_Set ( "g_char_skin_legs", Cvar_VariableString ( "ui_char_skin_legs" ) );
|
|
Cvar_Set ( "g_char_color_red", Cvar_VariableString ( "ui_char_color_red" ) );
|
|
Cvar_Set ( "g_char_color_green", Cvar_VariableString ( "ui_char_color_green" ) );
|
|
Cvar_Set ( "g_char_color_blue", Cvar_VariableString ( "ui_char_color_blue" ) );
|
|
}
|
|
|
|
static void UI_GetCharacterCvars ( void )
|
|
{
|
|
Cvar_Set ( "ui_char_skin_head", Cvar_VariableString ( "g_char_skin_head" ) );
|
|
Cvar_Set ( "ui_char_skin_torso", Cvar_VariableString ( "g_char_skin_torso" ) );
|
|
Cvar_Set ( "ui_char_skin_legs", Cvar_VariableString ( "g_char_skin_legs" ) );
|
|
Cvar_Set ( "ui_char_color_red", Cvar_VariableString ( "g_char_color_red" ) );
|
|
Cvar_Set ( "ui_char_color_green", Cvar_VariableString ( "g_char_color_green" ) );
|
|
Cvar_Set ( "ui_char_color_blue", Cvar_VariableString ( "g_char_color_blue" ) );
|
|
|
|
char* model = Cvar_VariableString ( "g_char_model" );
|
|
Cvar_Set ( "ui_char_model", model );
|
|
|
|
for (int i = 0; i < uiInfo.playerSpeciesCount; i++)
|
|
{
|
|
if ( !Q_stricmp(model, uiInfo.playerSpecies[i].Name) )
|
|
{
|
|
uiInfo.playerSpeciesIndex = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_UpdateSaberCvars ( void )
|
|
{
|
|
Cvar_Set ( "g_saber_type", Cvar_VariableString ( "ui_saber_type" ) );
|
|
Cvar_Set ( "g_saber", Cvar_VariableString ( "ui_saber" ) );
|
|
Cvar_Set ( "g_saber2", Cvar_VariableString ( "ui_saber2" ) );
|
|
Cvar_Set ( "g_saber_color", Cvar_VariableString ( "ui_saber_color" ) );
|
|
Cvar_Set ( "g_saber2_color", Cvar_VariableString ( "ui_saber2_color" ) );
|
|
}
|
|
|
|
static void UI_UpdateFightingStyleChoices ( void )
|
|
{
|
|
//
|
|
if (!Q_strcmpi("staff",Cvar_VariableString ( "ui_saber_type" )))
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "0" );
|
|
Cvar_Set ( "ui_newfightingstyle", "4" ); // SS_STAFF
|
|
}
|
|
else if (!Q_strcmpi("dual",Cvar_VariableString ( "ui_saber_type" )))
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "0" );
|
|
Cvar_Set ( "ui_newfightingstyle", "3" ); // SS_DUAL
|
|
}
|
|
else
|
|
{
|
|
// Get player state
|
|
client_t *cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
playerState_t *pState;
|
|
|
|
if (cl && cl->gentity && cl->gentity->client)
|
|
{
|
|
pState = cl->gentity->client;
|
|
|
|
|
|
// Knows Fast style?
|
|
if (pState->saberStylesKnown & (1<<SS_FAST))
|
|
{
|
|
// And Medium?
|
|
if (pState->saberStylesKnown & (1<<SS_MEDIUM))
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "6" ); // Has FAST and MEDIUM, so can only choose STRONG
|
|
Cvar_Set ( "ui_newfightingstyle", "2" ); // STRONG
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "1" ); // Has FAST, so can choose from MEDIUM and STRONG
|
|
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
|
|
}
|
|
}
|
|
// Knows Medium style?
|
|
else if (pState->saberStylesKnown & (1<<SS_MEDIUM))
|
|
{
|
|
// And Strong?
|
|
if (pState->saberStylesKnown & (1<<SS_STRONG))
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "4" ); // Has MEDIUM and STRONG, so can only choose FAST
|
|
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "2" ); // Has MEDIUM, so can choose from FAST and STRONG
|
|
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST
|
|
}
|
|
}
|
|
// Knows Strong style?
|
|
else if (pState->saberStylesKnown & (1<<SS_STRONG))
|
|
{
|
|
// And Fast
|
|
if (pState->saberStylesKnown & (1<<SS_FAST))
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "5" ); // Has STRONG and FAST, so can only take MEDIUM
|
|
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set ( "ui_fightingstylesallowed", "3" ); // Has STRONG, so can choose from FAST and MEDIUM
|
|
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
|
|
}
|
|
}
|
|
else // They have nothing, which should not happen
|
|
{
|
|
Cvar_Set ( "ui_currentfightingstyle", "1" ); // Default MEDIUM
|
|
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST??
|
|
Cvar_Set ( "ui_fightingstylesallowed", "0" ); // Default to no new styles allowed
|
|
}
|
|
|
|
// Determine current style
|
|
if (pState->saberAnimLevel == SS_FAST)
|
|
{
|
|
Cvar_Set ( "ui_currentfightingstyle", "0" ); // FAST
|
|
}
|
|
else if (pState->saberAnimLevel == SS_STRONG)
|
|
{
|
|
Cvar_Set ( "ui_currentfightingstyle", "2" ); // STRONG
|
|
}
|
|
else
|
|
{
|
|
Cvar_Set ( "ui_currentfightingstyle", "1" ); // default MEDIUM
|
|
}
|
|
}
|
|
else // No client so this must be first time
|
|
{
|
|
Cvar_Set ( "ui_currentfightingstyle", "1" ); // Default to MEDIUM
|
|
Cvar_Set ( "ui_fightingstylesallowed", "0" ); // Default to no new styles allowed
|
|
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
|
|
}
|
|
}
|
|
}
|
|
|
|
#define MAX_POWER_ENUMS 16
|
|
|
|
typedef struct {
|
|
char *title;
|
|
short powerEnum;
|
|
} powerEnum_t;
|
|
|
|
static powerEnum_t powerEnums[MAX_POWER_ENUMS] =
|
|
{
|
|
"absorb", FP_ABSORB,
|
|
"heal", FP_HEAL,
|
|
"mindtrick", FP_TELEPATHY,
|
|
"protect", FP_PROTECT,
|
|
|
|
// Core powers
|
|
"jump", FP_LEVITATION,
|
|
"pull", FP_PULL,
|
|
"push", FP_PUSH,
|
|
"sense", FP_SEE,
|
|
"speed", FP_SPEED,
|
|
"sabdef", FP_SABER_DEFENSE,
|
|
"saboff", FP_SABER_OFFENSE,
|
|
"sabthrow", FP_SABERTHROW,
|
|
|
|
// Dark powers
|
|
"drain", FP_DRAIN,
|
|
"grip", FP_GRIP,
|
|
"lightning", FP_LIGHTNING,
|
|
"rage", FP_RAGE
|
|
};
|
|
|
|
|
|
// Find the index to the Force Power in powerEnum array
|
|
static qboolean UI_GetForcePowerIndex ( const char *forceName, short *forcePowerI )
|
|
{
|
|
int i;
|
|
|
|
// Find a match for the forceName passed in
|
|
for (i=0;i<MAX_POWER_ENUMS;i++)
|
|
{
|
|
if ( !Q_stricmp(forceName, powerEnums[i].title ) )
|
|
{
|
|
*forcePowerI = i;
|
|
return(qtrue);
|
|
}
|
|
}
|
|
|
|
*forcePowerI = FP_UPDATED_NONE; // Didn't find it
|
|
|
|
return(qfalse);
|
|
}
|
|
|
|
// Set the fields for the allocation of force powers (Used by Force Power Allocation screen)
|
|
static void UI_InitAllocForcePowers ( const char *forceName )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
short forcePowerI=0;
|
|
int forcelevel;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
int com_demo = Cvar_VariableIntegerValue( "com_demo" );
|
|
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// NOTE: this UIScript can be called outside the running game now, so handle that case
|
|
// by getting info frim UIInfo instead of PlayerState
|
|
if( cl && !com_demo )
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
else
|
|
{ // always want this to happen in demo mode
|
|
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
|
|
char itemName[128];
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_hexpic", powerEnums[forcePowerI].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
|
|
if (item)
|
|
{
|
|
char itemGraphic[128];
|
|
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d",forcelevel);
|
|
item->window.background = ui.R_RegisterShaderNoMip(itemGraphic);
|
|
|
|
// If maxed out on power - don't allow update
|
|
if (forcelevel>=3)
|
|
{
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[forcePowerI].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item)
|
|
{
|
|
item->action = 0; //you are bad, no action for you!
|
|
item->descText = 0; //no desc either!
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set weapons button to inactive
|
|
UI_ForcePowerWeaponsButton(qfalse);
|
|
}
|
|
|
|
// Flip flop between being able to see the text showing the Force Point has or hasn't been allocated (Used by Force Power Allocation screen)
|
|
static void UI_SetPowerTitleText ( qboolean showAllocated )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (showAllocated)
|
|
{
|
|
// Show the text saying the force point has been allocated
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "allocated_text");
|
|
if (item)
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Hide text saying the force point needs to be allocated
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "allocate_text");
|
|
if (item)
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Hide the text saying the force point has been allocated
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "allocated_text");
|
|
if (item)
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Show text saying the force point needs to be allocated
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "allocate_text");
|
|
if (item)
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
//. Find weapons button and make active/inactive (Used by Force Power Allocation screen)
|
|
static void UI_ForcePowerWeaponsButton(qboolean activeFlag)
|
|
{
|
|
menuDef_t *menu;
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Find weaponsbutton
|
|
itemDef_t *item;
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "weaponbutton");
|
|
if (item)
|
|
{
|
|
// Make it active
|
|
if (activeFlag)
|
|
{
|
|
item->window.flags &= ~WINDOW_INACTIVE;
|
|
}
|
|
else
|
|
{
|
|
item->window.flags |= WINDOW_INACTIVE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UI_SetItemColor(itemDef_t *item,const char *itemname,const char *name,vec4_t color);
|
|
|
|
static void UI_SetHexPicLevel( const menuDef_t *menu,const int forcePowerI,const int powerLevel, const qboolean goldFlag )
|
|
{
|
|
char itemName[128];
|
|
itemDef_t *item;
|
|
|
|
// Find proper hex picture on menu
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_hexpic", powerEnums[forcePowerI].title);
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, itemName);
|
|
|
|
// Now give it the proper hex graphic
|
|
if (item)
|
|
{
|
|
char itemGraphic[128];
|
|
if (goldFlag)
|
|
{
|
|
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d_gold",powerLevel);
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d",powerLevel);
|
|
}
|
|
|
|
item->window.background = ui.R_RegisterShaderNoMip(itemGraphic);
|
|
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[forcePowerI].title);
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *)menu, itemName);
|
|
if (item)
|
|
{
|
|
if (goldFlag)
|
|
{
|
|
// Change description text to tell player they can decrement the force point
|
|
item->descText = "@MENUS_REMOVEFP";
|
|
}
|
|
else
|
|
{
|
|
// Change description text to tell player they can increment the force point
|
|
item->descText = "@MENUS_ADDFP";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UI_SetItemVisible(menuDef_t *menu,const char *itemname,qboolean visible);
|
|
|
|
// if this is the first time into the force power allocation screen, show the INSTRUCTION screen
|
|
static void UI_ForceHelpActive( void )
|
|
{
|
|
int tier_storyinfo = Cvar_VariableIntegerValue( "tier_storyinfo" );
|
|
|
|
// First time, show instructions
|
|
if (tier_storyinfo==1)
|
|
{
|
|
// Menus_OpenByName("ingameForceHelp");
|
|
Menus_ActivateByName("ingameForceHelp");
|
|
}
|
|
}
|
|
|
|
// Set the force levels depending on the level chosen
|
|
static void UI_DemoSetForceLevels( void )
|
|
{
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
char buffer[MAX_STRING_CHARS];
|
|
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
playerState_t* pState = NULL;
|
|
if( cl )
|
|
{
|
|
pState = cl->gentity->client;
|
|
}
|
|
|
|
ui.Cvar_VariableStringBuffer( "ui_demo_level", buffer, sizeof(buffer));
|
|
if( Q_stricmp( buffer, "t1_sour")==0 )
|
|
{// NOTE : always set the uiInfo powers
|
|
// level 1 in all core powers
|
|
uiInfo.forcePowerLevel[FP_LEVITATION]=1;
|
|
uiInfo.forcePowerLevel[FP_SPEED]=1;
|
|
uiInfo.forcePowerLevel[FP_PUSH]=1;
|
|
uiInfo.forcePowerLevel[FP_PULL]=1;
|
|
uiInfo.forcePowerLevel[FP_SEE]=1;
|
|
uiInfo.forcePowerLevel[FP_SABER_OFFENSE]=1;
|
|
uiInfo.forcePowerLevel[FP_SABER_DEFENSE]=1;
|
|
uiInfo.forcePowerLevel[FP_SABERTHROW]=1;
|
|
// plus these extras
|
|
uiInfo.forcePowerLevel[FP_HEAL]=1;
|
|
uiInfo.forcePowerLevel[FP_TELEPATHY]=1;
|
|
uiInfo.forcePowerLevel[FP_GRIP]=1;
|
|
|
|
// and set the rest to zero
|
|
uiInfo.forcePowerLevel[FP_ABSORB]=0;
|
|
uiInfo.forcePowerLevel[FP_PROTECT]=0;
|
|
uiInfo.forcePowerLevel[FP_DRAIN]=0;
|
|
uiInfo.forcePowerLevel[FP_LIGHTNING]=0;
|
|
uiInfo.forcePowerLevel[FP_RAGE]=0;
|
|
}
|
|
else
|
|
{
|
|
// level 3 in all core powers
|
|
uiInfo.forcePowerLevel[FP_LEVITATION]=3;
|
|
uiInfo.forcePowerLevel[FP_SPEED]=3;
|
|
uiInfo.forcePowerLevel[FP_PUSH]=3;
|
|
uiInfo.forcePowerLevel[FP_PULL]=3;
|
|
uiInfo.forcePowerLevel[FP_SEE]=3;
|
|
uiInfo.forcePowerLevel[FP_SABER_OFFENSE]=3;
|
|
uiInfo.forcePowerLevel[FP_SABER_DEFENSE]=3;
|
|
uiInfo.forcePowerLevel[FP_SABERTHROW]=3;
|
|
|
|
// plus these extras
|
|
uiInfo.forcePowerLevel[FP_HEAL]=1;
|
|
uiInfo.forcePowerLevel[FP_TELEPATHY]=1;
|
|
uiInfo.forcePowerLevel[FP_GRIP]=2;
|
|
uiInfo.forcePowerLevel[FP_LIGHTNING]=1;
|
|
uiInfo.forcePowerLevel[FP_PROTECT]=1;
|
|
|
|
// and set the rest to zero
|
|
|
|
uiInfo.forcePowerLevel[FP_ABSORB]=0;
|
|
uiInfo.forcePowerLevel[FP_DRAIN]=0;
|
|
uiInfo.forcePowerLevel[FP_RAGE]=0;
|
|
}
|
|
|
|
if (pState)
|
|
{//i am carrying over from a previous level, so get the increased power! (non-core only)
|
|
uiInfo.forcePowerLevel[FP_HEAL] = max(pState->forcePowerLevel[FP_HEAL], uiInfo.forcePowerLevel[FP_HEAL]);
|
|
uiInfo.forcePowerLevel[FP_TELEPATHY]=max(pState->forcePowerLevel[FP_TELEPATHY], uiInfo.forcePowerLevel[FP_TELEPATHY]);
|
|
uiInfo.forcePowerLevel[FP_GRIP]=max(pState->forcePowerLevel[FP_GRIP], uiInfo.forcePowerLevel[FP_GRIP]);
|
|
uiInfo.forcePowerLevel[FP_LIGHTNING]=max(pState->forcePowerLevel[FP_LIGHTNING], uiInfo.forcePowerLevel[FP_LIGHTNING]);
|
|
uiInfo.forcePowerLevel[FP_PROTECT]=max(pState->forcePowerLevel[FP_PROTECT], uiInfo.forcePowerLevel[FP_PROTECT]);
|
|
|
|
uiInfo.forcePowerLevel[FP_ABSORB]=max(pState->forcePowerLevel[FP_ABSORB], uiInfo.forcePowerLevel[FP_ABSORB]);
|
|
uiInfo.forcePowerLevel[FP_DRAIN]=max(pState->forcePowerLevel[FP_DRAIN], uiInfo.forcePowerLevel[FP_DRAIN]);
|
|
uiInfo.forcePowerLevel[FP_RAGE]=max(pState->forcePowerLevel[FP_RAGE], uiInfo.forcePowerLevel[FP_RAGE]);
|
|
}
|
|
}
|
|
|
|
// record the force levels into a cvar so when restoring player from map transition
|
|
// the force levels are set up correctly
|
|
static void UI_RecordForceLevels( void )
|
|
{
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const char *s2 = "";
|
|
int i;
|
|
for (i=0;i< NUM_FORCE_POWERS; i++)
|
|
{
|
|
s2 = va("%s %i",s2, uiInfo.forcePowerLevel[i]);
|
|
}
|
|
Cvar_Set( "demo_playerfplvl", s2 );
|
|
|
|
}
|
|
|
|
// record the weapons into a cvar so when restoring player from map transition
|
|
// the force levels are set up correctly
|
|
static void UI_RecordWeapons( void )
|
|
{
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const char *s2 = "";
|
|
|
|
int wpns = 0;
|
|
// always add blaster and saber
|
|
wpns |= (1<<WP_SABER);
|
|
wpns |= (1<<WP_BLASTER_PISTOL);
|
|
wpns |= (1<< uiInfo.selectedWeapon1);
|
|
wpns |= (1<< uiInfo.selectedWeapon2);
|
|
wpns |= (1<< uiInfo.selectedThrowWeapon);
|
|
s2 = va("%i", wpns );
|
|
|
|
Cvar_Set( "demo_playerwpns", s2 );
|
|
|
|
}
|
|
|
|
// Shut down the help screen in the force power allocation screen
|
|
static void UI_ShutdownForceHelp( void )
|
|
{
|
|
int i;
|
|
char itemName[128];
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
vec4_t color = { 0.65f, 0.65f, 0.65f, 1.0f};
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Not in upgrade mode so turn on all the force buttons, the big forceicon and description text
|
|
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
|
|
{
|
|
// We just decremented a field so turn all buttons back on
|
|
// Make it so all buttons can be clicked
|
|
for (i=0;i<MAX_POWER_ENUMS;i++)
|
|
{
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
|
|
|
|
UI_SetItemVisible(menu,itemName,qtrue);
|
|
}
|
|
|
|
UI_SetItemVisible(menu,"force_icon",qtrue);
|
|
UI_SetItemVisible(menu,"force_desc",qtrue);
|
|
UI_SetItemVisible(menu,"leveltext",qtrue);
|
|
|
|
// Set focus on the top left button
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "absorb_fbutton");
|
|
item->window.flags |= WINDOW_HASFOCUS;
|
|
|
|
if (item->onFocus)
|
|
{
|
|
Item_RunScript(item, item->onFocus);
|
|
}
|
|
|
|
}
|
|
// In upgrade mode so just turn the deallocate button on
|
|
else
|
|
{
|
|
UI_SetItemVisible(menu,"force_icon",qtrue);
|
|
UI_SetItemVisible(menu,"force_desc",qtrue);
|
|
UI_SetItemVisible(menu,"deallocate_fbutton",qtrue);
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, va("%s_fbutton",powerEnums[uiInfo.forcePowerUpdated].title));
|
|
if (item)
|
|
{
|
|
#ifdef _XBOX
|
|
Item_SetFocus(item, 0,0);
|
|
#else
|
|
item->window.flags |= WINDOW_HASFOCUS;
|
|
#endif
|
|
}
|
|
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
|
|
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Update level description
|
|
Com_sprintf (
|
|
itemName,
|
|
sizeof(itemName),
|
|
"%s_level%ddesc",
|
|
powerEnums[uiInfo.forcePowerUpdated].title,
|
|
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]
|
|
);
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item)
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
|
|
// If one was a chosen force power, high light it again.
|
|
if (uiInfo.forcePowerUpdated>FP_UPDATED_NONE)
|
|
{
|
|
char itemhexName[128];
|
|
char itemiconName[128];
|
|
vec4_t color2 = { 1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
|
Com_sprintf (itemhexName, sizeof(itemhexName), "%s_hexpic", powerEnums[uiInfo.forcePowerUpdated].title);
|
|
Com_sprintf (itemiconName, sizeof(itemiconName), "%s_iconpic", powerEnums[uiInfo.forcePowerUpdated].title);
|
|
|
|
UI_SetItemColor(item,itemhexName,"forecolor",color2);
|
|
UI_SetItemColor(item,itemiconName,"forecolor",color2);
|
|
}
|
|
else
|
|
{
|
|
// Un-grey-out all icons
|
|
UI_SetItemColor(item,"hexpic","forecolor",color);
|
|
UI_SetItemColor(item,"iconpic","forecolor",color);
|
|
}
|
|
}
|
|
|
|
// Decrement force power level (Used by Force Power Allocation screen)
|
|
static void UI_DecrementCurrentForcePower ( void )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
short i;
|
|
vec4_t color = { 0.65f, 0.65f, 0.65f, 1.0f};
|
|
char itemName[128];
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int com_demo = Cvar_VariableIntegerValue( "com_demo" );
|
|
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
playerState_t* pState = NULL;
|
|
int forcelevel;
|
|
|
|
if( cl && !com_demo )
|
|
{
|
|
pState = cl->gentity->client;
|
|
forcelevel = pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
|
|
}
|
|
else
|
|
{ // always want this to happen in demo mode
|
|
forcelevel = uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
|
|
}
|
|
|
|
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
|
|
{
|
|
return;
|
|
}
|
|
|
|
DC->startLocalSound(uiInfo.uiDC.Assets.forceUnchosenSound, CHAN_AUTO );
|
|
|
|
if (forcelevel>0)
|
|
{
|
|
if( pState && !com_demo )
|
|
{
|
|
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--; // Decrement it
|
|
forcelevel = pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
|
|
// Turn off power if level is 0
|
|
if (pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]<1)
|
|
{
|
|
pState->forcePowersKnown &= ~( 1 << powerEnums[uiInfo.forcePowerUpdated].powerEnum );
|
|
}
|
|
}
|
|
else
|
|
{ // always want this to happen in demo mode
|
|
uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--; // Decrement it
|
|
forcelevel = uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
|
|
}
|
|
}
|
|
|
|
UI_SetHexPicLevel( menu,uiInfo.forcePowerUpdated,forcelevel,qfalse );
|
|
|
|
UI_ShowForceLevelDesc ( powerEnums[uiInfo.forcePowerUpdated].title );
|
|
|
|
// We just decremented a field so turn all buttons back on
|
|
// Make it so all buttons can be clicked
|
|
for (i=0;i<MAX_POWER_ENUMS;i++)
|
|
{
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item) // This is okay, because core powers don't have a hex button
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
|
|
// Show point has not been allocated
|
|
UI_SetPowerTitleText( qfalse);
|
|
|
|
// Make weapons button inactive
|
|
UI_ForcePowerWeaponsButton(qfalse);
|
|
|
|
// Hide the deallocate button
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "deallocate_fbutton");
|
|
if (item)
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE; //
|
|
|
|
// Un-grey-out all icons
|
|
UI_SetItemColor(item,"hexpic","forecolor",color);
|
|
UI_SetItemColor(item,"iconpic","forecolor",color);
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, va("%s_fbutton",powerEnums[uiInfo.forcePowerUpdated].title));
|
|
if (item)
|
|
{
|
|
#ifdef _XBOX
|
|
Item_SetFocus(item, 0,0);
|
|
#else
|
|
item->window.flags |= WINDOW_HASFOCUS;
|
|
#endif
|
|
}
|
|
|
|
uiInfo.forcePowerUpdated = FP_UPDATED_NONE; // It's as if nothing happened.
|
|
}
|
|
|
|
|
|
void Item_MouseEnter(itemDef_t *item, float x, float y);
|
|
|
|
// Try to increment force power level (Used by Force Power Allocation screen)
|
|
static void UI_AffectForcePowerLevel ( const char *forceName )
|
|
{
|
|
short forcePowerI=0,i;
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
int com_demo = Cvar_VariableIntegerValue( "com_demo" );
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
playerState_t* pState = NULL;
|
|
int forcelevel;
|
|
if( cl && !com_demo)
|
|
{
|
|
pState = cl->gentity->client;
|
|
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
else
|
|
{ // always want this to happen in demo mode
|
|
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
|
|
|
|
if (forcelevel>2)
|
|
{ // Too big, can't be incremented
|
|
return;
|
|
}
|
|
|
|
// Increment power level.
|
|
DC->startLocalSound(uiInfo.uiDC.Assets.forceChosenSound, CHAN_AUTO );
|
|
|
|
uiInfo.forcePowerUpdated = forcePowerI; // Remember which power was updated
|
|
|
|
if( pState && !com_demo )
|
|
{
|
|
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]++; // Increment it
|
|
pState->forcePowersKnown |= ( 1 << powerEnums[forcePowerI].powerEnum );
|
|
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
else
|
|
{ // always want this to happen in demo mode
|
|
uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum]++; // Increment it
|
|
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
|
|
}
|
|
|
|
UI_SetHexPicLevel( menu,uiInfo.forcePowerUpdated,forcelevel,qtrue );
|
|
|
|
UI_ShowForceLevelDesc ( forceName );
|
|
|
|
// A field was updated, so make it so others can't be
|
|
if (uiInfo.forcePowerUpdated>FP_UPDATED_NONE)
|
|
{
|
|
vec4_t color = { 0.25f, 0.25f, 0.25f, 1.0f};
|
|
char itemName[128];
|
|
|
|
// Make it so none of the other buttons can be clicked
|
|
for (i=0;i<MAX_POWER_ENUMS;i++)
|
|
{
|
|
if (i==uiInfo.forcePowerUpdated)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item) // This is okay, because core powers don't have a hex button
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
|
|
// Show point has been allocated
|
|
UI_SetPowerTitleText ( qtrue );
|
|
|
|
// Make weapons button active
|
|
UI_ForcePowerWeaponsButton(qtrue);
|
|
|
|
// Make user_info
|
|
Cvar_Set ( "ui_forcepower_inc", va("%d",uiInfo.forcePowerUpdated) );
|
|
|
|
// Just grab an item to hand it to the function.
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "deallocate_fbutton");
|
|
if (item)
|
|
{
|
|
// Show all icons as greyed-out
|
|
UI_SetItemColor(item,"hexpic","forecolor",color);
|
|
UI_SetItemColor(item,"iconpic","forecolor",color);
|
|
|
|
#ifdef _XBOX
|
|
Item_SetFocus(item, 0,0);
|
|
#else
|
|
item->window.flags |= WINDOW_HASFOCUS;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void UI_DecrementForcePowerLevel( void )
|
|
{
|
|
int forcePowerI = Cvar_VariableIntegerValue( "ui_forcepower_inc" );
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]--; // Decrement it
|
|
|
|
}
|
|
|
|
// Show force level description that matches current player level (Used by Force Power Allocation screen)
|
|
static void UI_ShowForceLevelDesc ( const char *forceName )
|
|
{
|
|
short forcePowerI=0;
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
char itemName[128];
|
|
|
|
// Update level description
|
|
Com_sprintf (
|
|
itemName,
|
|
sizeof(itemName),
|
|
"%s_level%ddesc",
|
|
powerEnums[forcePowerI].title,
|
|
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]
|
|
);
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item)
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
}
|
|
|
|
// Reset force level powers screen to what it was before player upgraded them (Used by Force Power Allocation screen)
|
|
static void UI_ResetForceLevels ( void )
|
|
{
|
|
|
|
// What force ppower had the point added to it?
|
|
if (uiInfo.forcePowerUpdated!=FP_UPDATED_NONE)
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
// Decrement that power
|
|
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--;
|
|
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int i;
|
|
char itemName[128];
|
|
|
|
// Make it so all buttons can be clicked
|
|
for (i=0;i<MAX_POWER_ENUMS;i++)
|
|
{
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item) // This is okay, because core powers don't have a hex button
|
|
{
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
}
|
|
|
|
UI_SetPowerTitleText( qfalse );
|
|
|
|
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[uiInfo.forcePowerUpdated].title);
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
|
|
if (item)
|
|
{
|
|
// Change description text to tell player they can increment the force point
|
|
item->descText = "@MENUS_ADDFP";
|
|
}
|
|
|
|
uiInfo.forcePowerUpdated = FP_UPDATED_NONE;
|
|
}
|
|
|
|
UI_ForcePowerWeaponsButton(qfalse);
|
|
}
|
|
|
|
|
|
// Set the Players known saber style
|
|
static void UI_UpdateFightingStyle ( void )
|
|
{
|
|
playerState_t *pState;
|
|
int fightingStyle,saberStyle;
|
|
|
|
|
|
fightingStyle = Cvar_VariableIntegerValue( "ui_newfightingstyle" );
|
|
|
|
if (fightingStyle == 1)
|
|
{
|
|
saberStyle = SS_MEDIUM;
|
|
}
|
|
else if (fightingStyle == 2)
|
|
{
|
|
saberStyle = SS_STRONG;
|
|
}
|
|
else if (fightingStyle == 3)
|
|
{
|
|
saberStyle = SS_DUAL;
|
|
}
|
|
else if (fightingStyle == 4)
|
|
{
|
|
saberStyle = SS_STAFF;
|
|
}
|
|
else // 0 is Fast
|
|
{
|
|
saberStyle = SS_FAST;
|
|
}
|
|
|
|
// Get player state
|
|
client_t *cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// No client, get out
|
|
if (cl && cl->gentity && cl->gentity->client)
|
|
{
|
|
pState = cl->gentity->client;
|
|
pState->saberStylesKnown |= (1<<saberStyle);
|
|
}
|
|
else // Must be at the beginning of the game so the client hasn't been created, shove data in a cvar
|
|
{
|
|
Cvar_Set ( "g_fighting_style", va("%d",saberStyle) );
|
|
}
|
|
}
|
|
|
|
static void UI_ResetCharacterListBoxes( void )
|
|
{
|
|
|
|
itemDef_t *item;
|
|
menuDef_t *menu;
|
|
listBoxDef_t *listPtr;
|
|
|
|
menu = Menus_FindByName("characterMenu");
|
|
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "headlistbox");
|
|
if (item)
|
|
{
|
|
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = 0;
|
|
}
|
|
item->cursorPos = 0;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox");
|
|
if (item)
|
|
{
|
|
listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = 0;
|
|
}
|
|
item->cursorPos = 0;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "lowerlistbox");
|
|
if (item)
|
|
{
|
|
listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = 0;
|
|
}
|
|
item->cursorPos = 0;
|
|
}
|
|
|
|
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "colorbox");
|
|
if (item)
|
|
{
|
|
listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = 0;
|
|
}
|
|
item->cursorPos = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_ClearInventory ( void )
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
// Clear out inventory for the player
|
|
int i;
|
|
for (i=0;i<MAX_INVENTORY;i++)
|
|
{
|
|
pState->inventory[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_GiveInventory ( const int itemIndex, const int amount )
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if (itemIndex < MAX_INVENTORY)
|
|
{
|
|
pState->inventory[itemIndex]=amount;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//. Find weapons allocation screen BEGIN button and make active/inactive
|
|
static void UI_WeaponAllocBeginButton(qboolean activeFlag)
|
|
{
|
|
menuDef_t *menu;
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int weap = Cvar_VariableIntegerValue( "weapon_menu" );
|
|
|
|
// Find begin button
|
|
itemDef_t *item;
|
|
item = Menu_GetMatchingItemByNumber(menu, weap, "beginmission");
|
|
|
|
if (item)
|
|
{
|
|
// Make it active
|
|
if (activeFlag)
|
|
{
|
|
item->window.flags &= ~WINDOW_INACTIVE;
|
|
}
|
|
else
|
|
{
|
|
item->window.flags |= WINDOW_INACTIVE;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we have both weapons and the throwable weapon, turn on the begin mission button,
|
|
// otherwise, turn it off
|
|
static void UI_WeaponsSelectionsComplete( void )
|
|
{
|
|
// We need two weapons and one throwable
|
|
if (( uiInfo.selectedWeapon1 != NOWEAPON ) &&
|
|
( uiInfo.selectedWeapon2 != NOWEAPON ) &&
|
|
( uiInfo.selectedThrowWeapon != NOWEAPON ))
|
|
{
|
|
UI_WeaponAllocBeginButton(qtrue); // Turn it on
|
|
}
|
|
else
|
|
{
|
|
UI_WeaponAllocBeginButton(qfalse); // Turn it off
|
|
}
|
|
}
|
|
|
|
// if this is the first time into the weapon allocation screen, show the INSTRUCTION screen
|
|
static void UI_WeaponHelpActive( void )
|
|
{
|
|
int tier_storyinfo = Cvar_VariableIntegerValue( "tier_storyinfo" );
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// First time, show instructions
|
|
if (tier_storyinfo==1)
|
|
{
|
|
UI_SetItemVisible(menu,"weapon_button",qfalse);
|
|
|
|
UI_SetItemVisible(menu,"inst_stuff",qtrue);
|
|
|
|
}
|
|
// just act like normal
|
|
else
|
|
{
|
|
UI_SetItemVisible(menu,"weapon_button",qtrue);
|
|
|
|
UI_SetItemVisible(menu,"inst_stuff",qfalse);
|
|
}
|
|
}
|
|
|
|
static void UI_InitWeaponSelect( void )
|
|
{
|
|
UI_WeaponAllocBeginButton(qfalse);
|
|
uiInfo.selectedWeapon1 = NOWEAPON;
|
|
uiInfo.selectedWeapon2 = NOWEAPON;
|
|
uiInfo.selectedThrowWeapon = NOWEAPON;
|
|
}
|
|
|
|
static void UI_ClearWeapons ( void )
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
// Clear out any weapons for the player
|
|
pState->stats[ STAT_WEAPONS ] = 0;
|
|
|
|
pState->weapon = WP_NONE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
static void UI_GiveWeapon ( const int weaponIndex )
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if (weaponIndex<WP_NUM_WEAPONS)
|
|
{
|
|
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_EquipWeapon ( const int weaponIndex )
|
|
{
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
if (!cl) // No client, get out
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if (weaponIndex<WP_NUM_WEAPONS)
|
|
{
|
|
pState->weapon = weaponIndex;
|
|
//force it to change
|
|
//CG_ChangeWeapon( wp );
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_LoadMissionSelectMenu( const char *cvarName )
|
|
{
|
|
int holdLevel = (int)trap_Cvar_VariableValue(cvarName);
|
|
|
|
// Figure out which tier menu to load
|
|
if ((holdLevel > 0) && (holdLevel < 5))
|
|
{
|
|
UI_LoadMenus("ui/tier1.txt",qfalse);
|
|
|
|
Menus_CloseByName("ingameMissionSelect1");
|
|
}
|
|
else if ((holdLevel > 6) && (holdLevel < 10))
|
|
{
|
|
UI_LoadMenus("ui/tier2.txt",qfalse);
|
|
|
|
Menus_CloseByName("ingameMissionSelect2");
|
|
}
|
|
else if ((holdLevel > 11) && (holdLevel < 15))
|
|
{
|
|
UI_LoadMenus("ui/tier3.txt",qfalse);
|
|
|
|
Menus_CloseByName("ingameMissionSelect3");
|
|
}
|
|
|
|
}
|
|
|
|
// Update the player weapons with the chosen weapon
|
|
static void UI_AddWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile )
|
|
{
|
|
itemDef_s *item, *iconItem,*litIconItem;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
iconItem = (itemDef_s *) Menu_FindItemByName(menu, iconItemName );
|
|
litIconItem = (itemDef_s *) Menu_FindItemByName(menu, litIconItemName );
|
|
|
|
char *chosenItemName, *chosenButtonName;
|
|
|
|
// has this weapon already been chosen?
|
|
if (weaponIndex == uiInfo.selectedWeapon1)
|
|
{
|
|
UI_RemoveWeaponSelection ( 1 );
|
|
return;
|
|
}
|
|
else if (weaponIndex == uiInfo.selectedWeapon2)
|
|
{
|
|
UI_RemoveWeaponSelection ( 2 );
|
|
return;
|
|
}
|
|
|
|
// See if either slot is empty
|
|
if ( uiInfo.selectedWeapon1 == NOWEAPON )
|
|
{
|
|
chosenItemName = "chosenweapon1_icon";
|
|
chosenButtonName = "chosenweapon1_button";
|
|
uiInfo.selectedWeapon1 = weaponIndex;
|
|
uiInfo.selectedWeapon1AmmoIndex = ammoIndex;
|
|
|
|
memcpy( uiInfo.selectedWeapon1ItemName,hexBackground,sizeof(uiInfo.selectedWeapon1ItemName));
|
|
|
|
//Save the lit and unlit icons for the selected weapon slot
|
|
uiInfo.litWeapon1Icon = litIconItem->window.background;
|
|
uiInfo.unlitWeapon1Icon = iconItem->window.background;
|
|
|
|
uiInfo.weapon1ItemButton = uiInfo.runScriptItem;
|
|
uiInfo.weapon1ItemButton->descText = "@MENUS_CLICKREMOVE";
|
|
}
|
|
else if ( uiInfo.selectedWeapon2 == NOWEAPON )
|
|
{
|
|
chosenItemName = "chosenweapon2_icon";
|
|
chosenButtonName = "chosenweapon2_button";
|
|
uiInfo.selectedWeapon2 = weaponIndex;
|
|
uiInfo.selectedWeapon2AmmoIndex = ammoIndex;
|
|
|
|
memcpy( uiInfo.selectedWeapon2ItemName,hexBackground,sizeof(uiInfo.selectedWeapon2ItemName));
|
|
|
|
//Save the lit and unlit icons for the selected weapon slot
|
|
uiInfo.litWeapon2Icon = litIconItem->window.background;
|
|
uiInfo.unlitWeapon2Icon = iconItem->window.background;
|
|
|
|
uiInfo.weapon2ItemButton = uiInfo.runScriptItem;
|
|
uiInfo.weapon2ItemButton->descText = "@MENUS_CLICKREMOVE";
|
|
}
|
|
else // Both slots are used, can't add it.
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, chosenItemName );
|
|
if ((item) && (iconItem))
|
|
{
|
|
item->window.background = iconItem->window.background;
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Turn on chosenweapon button so player can unchoose the weapon
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, chosenButtonName );
|
|
if (item)
|
|
{
|
|
item->window.background = iconItem->window.background;
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Switch hex background to be 'on'
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, hexBackground );
|
|
if (item)
|
|
{
|
|
item->window.foreColor[0] = 0;
|
|
item->window.foreColor[1] = 1;
|
|
item->window.foreColor[2] = 0;
|
|
item->window.foreColor[3] = 1;
|
|
|
|
}
|
|
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// NOTE : this UIScript can now be run from outside the game, so don't
|
|
// return out here, just skip this part
|
|
if (cl)
|
|
{
|
|
// Add weapon
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
|
|
{
|
|
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
|
|
}
|
|
|
|
// Give them ammo too
|
|
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
|
|
{
|
|
pState->ammo[ ammoIndex ] = ammoAmount;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( soundfile )
|
|
{
|
|
DC->startLocalSound(DC->registerSound(soundfile, qfalse), CHAN_LOCAL );
|
|
}
|
|
|
|
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
|
|
|
|
|
|
}
|
|
|
|
|
|
// Update the player weapons with the chosen weapon
|
|
static void UI_RemoveWeaponSelection ( const int weaponSelectionIndex )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
char *chosenItemName, *chosenButtonName,*background;
|
|
int ammoIndex,weaponIndex;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
// Which item has it?
|
|
if ( weaponSelectionIndex == 1 )
|
|
{
|
|
chosenItemName = "chosenweapon1_icon";
|
|
chosenButtonName = "chosenweapon1_button";
|
|
background = uiInfo.selectedWeapon1ItemName;
|
|
ammoIndex = uiInfo.selectedWeapon1AmmoIndex;
|
|
weaponIndex = uiInfo.selectedWeapon1;
|
|
|
|
if (uiInfo.weapon1ItemButton)
|
|
{
|
|
uiInfo.weapon1ItemButton->descText = "@MENUS_CLICKSELECT";
|
|
uiInfo.weapon1ItemButton = NULL;
|
|
}
|
|
}
|
|
else if ( weaponSelectionIndex == 2 )
|
|
{
|
|
chosenItemName = "chosenweapon2_icon";
|
|
chosenButtonName = "chosenweapon2_button";
|
|
background = uiInfo.selectedWeapon2ItemName;
|
|
ammoIndex = uiInfo.selectedWeapon2AmmoIndex;
|
|
weaponIndex = uiInfo.selectedWeapon2;
|
|
|
|
if (uiInfo.weapon2ItemButton)
|
|
{
|
|
uiInfo.weapon2ItemButton->descText = "@MENUS_CLICKSELECT";
|
|
uiInfo.weapon2ItemButton = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Reset background of upper icon
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, background );
|
|
if ( item )
|
|
{
|
|
item->window.foreColor[0] = 0.0f;
|
|
item->window.foreColor[1] = 0.5f;
|
|
item->window.foreColor[2] = 0.0f;
|
|
item->window.foreColor[3] = 1.0f;
|
|
}
|
|
|
|
// Hide it icon
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, chosenItemName );
|
|
if ( item )
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Hide button
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, chosenButtonName );
|
|
if ( item )
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Get player state
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// NOTE : this UIScript can now be run from outside the game, so don't
|
|
// return out here, just skip this part
|
|
if (cl) // No client, get out
|
|
{
|
|
|
|
// Remove weapon
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
|
|
{
|
|
pState->stats[ STAT_WEAPONS ] &= ~( 1 << weaponIndex );
|
|
}
|
|
|
|
// Remove ammo too
|
|
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
|
|
{ // But don't take it away if the other weapon is using that ammo
|
|
if ( uiInfo.selectedWeapon1AmmoIndex != uiInfo.selectedWeapon2AmmoIndex )
|
|
{
|
|
pState->ammo[ ammoIndex ] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Now do a little clean up
|
|
if ( weaponSelectionIndex == 1 )
|
|
{
|
|
uiInfo.selectedWeapon1 = NOWEAPON;
|
|
memset(uiInfo.selectedWeapon1ItemName,0,sizeof(uiInfo.selectedWeapon1ItemName));
|
|
uiInfo.selectedWeapon1AmmoIndex = 0;
|
|
}
|
|
else if ( weaponSelectionIndex == 2 )
|
|
{
|
|
uiInfo.selectedWeapon2 = NOWEAPON;
|
|
memset(uiInfo.selectedWeapon2ItemName,0,sizeof(uiInfo.selectedWeapon2ItemName));
|
|
uiInfo.selectedWeapon2AmmoIndex = 0;
|
|
}
|
|
|
|
DC->startLocalSound(DC->registerSound("sound/interface/weapon_deselect.mp3", qfalse), CHAN_LOCAL );
|
|
|
|
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
|
|
|
|
|
|
}
|
|
|
|
static void UI_NormalWeaponSelection ( const int selectionslot )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (selectionslot == 1)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon1_icon" );
|
|
if (item)
|
|
{
|
|
item->window.background = uiInfo.unlitWeapon1Icon;
|
|
}
|
|
}
|
|
|
|
if (selectionslot == 2)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon2_icon" );
|
|
if (item)
|
|
{
|
|
item->window.background = uiInfo.unlitWeapon2Icon;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void UI_HighLightWeaponSelection ( const int selectionslot )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (selectionslot == 1)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon1_icon" );
|
|
if (item)
|
|
{
|
|
item->window.background = uiInfo.litWeapon1Icon;
|
|
}
|
|
}
|
|
|
|
if (selectionslot == 2)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon2_icon" );
|
|
if (item)
|
|
{
|
|
item->window.background = uiInfo.litWeapon2Icon;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update the player throwable weapons (okay it's a bad description) with the chosen weapon
|
|
static void UI_AddThrowWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile )
|
|
{
|
|
itemDef_s *item, *iconItem,*litIconItem;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
iconItem = (itemDef_s *) Menu_FindItemByName(menu, iconItemName );
|
|
litIconItem = (itemDef_s *) Menu_FindItemByName(menu, litIconItemName );
|
|
|
|
char *chosenItemName, *chosenButtonName;
|
|
|
|
// Has a throw weapon already been chosen?
|
|
if (uiInfo.selectedThrowWeapon!=NOWEAPON)
|
|
{
|
|
// Clicked on the selected throwable weapon
|
|
if (uiInfo.selectedThrowWeapon==weaponIndex)
|
|
{ // Deselect it
|
|
UI_RemoveThrowWeaponSelection();
|
|
}
|
|
return;
|
|
}
|
|
|
|
chosenItemName = "chosenthrowweapon_icon";
|
|
chosenButtonName = "chosenthrowweapon_button";
|
|
uiInfo.selectedThrowWeapon = weaponIndex;
|
|
uiInfo.selectedThrowWeaponAmmoIndex = ammoIndex;
|
|
uiInfo.weaponThrowButton = uiInfo.runScriptItem;
|
|
|
|
if (uiInfo.weaponThrowButton)
|
|
{
|
|
uiInfo.weaponThrowButton->descText = "@MENUS_CLICKREMOVE";
|
|
}
|
|
|
|
memcpy( uiInfo.selectedThrowWeaponItemName,hexBackground,sizeof(uiInfo.selectedWeapon1ItemName));
|
|
|
|
//Save the lit and unlit icons for the selected weapon slot
|
|
uiInfo.litThrowableIcon = litIconItem->window.background;
|
|
uiInfo.unlitThrowableIcon = iconItem->window.background;
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, chosenItemName );
|
|
if ((item) && (iconItem))
|
|
{
|
|
item->window.background = iconItem->window.background;
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Turn on throwchosenweapon button so player can unchoose the weapon
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, chosenButtonName );
|
|
if (item)
|
|
{
|
|
item->window.background = iconItem->window.background;
|
|
item->window.flags |= WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Switch hex background to be 'on'
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, hexBackground );
|
|
if (item)
|
|
{
|
|
item->window.foreColor[0] = 0.0f;
|
|
item->window.foreColor[1] = 0.0f;
|
|
item->window.foreColor[2] = 1.0f;
|
|
item->window.foreColor[3] = 1.0f;
|
|
|
|
}
|
|
|
|
// Get player state
|
|
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// NOTE : this UIScript can now be run from outside the game, so don't
|
|
// return out here, just skip this part
|
|
if (cl) // No client, get out
|
|
{
|
|
// Add weapon
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
|
|
{
|
|
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
|
|
}
|
|
|
|
// Give them ammo too
|
|
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
|
|
{
|
|
pState->ammo[ ammoIndex ] = ammoAmount;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( soundfile )
|
|
{
|
|
DC->startLocalSound(DC->registerSound(soundfile, qfalse), CHAN_LOCAL );
|
|
}
|
|
|
|
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
|
|
|
|
}
|
|
|
|
|
|
// Update the player weapons with the chosen throw weapon
|
|
static void UI_RemoveThrowWeaponSelection ( void )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
char *chosenItemName, *chosenButtonName,*background;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
// Weapon not chosen
|
|
if ( uiInfo.selectedThrowWeapon == NOWEAPON )
|
|
{
|
|
return;
|
|
}
|
|
|
|
chosenItemName = "chosenthrowweapon_icon";
|
|
chosenButtonName = "chosenthrowweapon_button";
|
|
background = uiInfo.selectedThrowWeaponItemName;
|
|
|
|
// Reset background of upper icon
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, background );
|
|
if ( item )
|
|
{
|
|
item->window.foreColor[0] = 0.0f;
|
|
item->window.foreColor[1] = 0.0f;
|
|
item->window.foreColor[2] = 0.5f;
|
|
item->window.foreColor[3] = 1.0f;
|
|
}
|
|
|
|
// Hide it icon
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, chosenItemName );
|
|
if ( item )
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Hide button
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, chosenButtonName );
|
|
if ( item )
|
|
{
|
|
item->window.flags &= ~WINDOW_VISIBLE;
|
|
}
|
|
|
|
// Get player state
|
|
|
|
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
|
|
|
|
// NOTE : this UIScript can now be run from outside the game, so don't
|
|
// return out here, just skip this part
|
|
if (cl) // No client, get out
|
|
{
|
|
// Remove weapon
|
|
if (cl->gentity && cl->gentity->client)
|
|
{
|
|
playerState_t* pState = cl->gentity->client;
|
|
|
|
if ((uiInfo.selectedThrowWeapon>0) && (uiInfo.selectedThrowWeapon<WP_NUM_WEAPONS))
|
|
{
|
|
pState->stats[ STAT_WEAPONS ] &= ~( 1 << uiInfo.selectedThrowWeapon );
|
|
}
|
|
|
|
// Remove ammo too
|
|
if ((uiInfo.selectedThrowWeaponAmmoIndex>0) && (uiInfo.selectedThrowWeaponAmmoIndex<AMMO_MAX))
|
|
{
|
|
pState->ammo[ uiInfo.selectedThrowWeaponAmmoIndex ] = 0;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// Now do a little clean up
|
|
uiInfo.selectedThrowWeapon = NOWEAPON;
|
|
memset(uiInfo.selectedThrowWeaponItemName,0,sizeof(uiInfo.selectedThrowWeaponItemName));
|
|
uiInfo.selectedThrowWeaponAmmoIndex = 0;
|
|
|
|
if (uiInfo.weaponThrowButton)
|
|
{
|
|
uiInfo.weaponThrowButton->descText = "@MENUS_CLICKSELECT";
|
|
uiInfo.weaponThrowButton = NULL;
|
|
}
|
|
|
|
DC->startLocalSound(DC->registerSound("sound/interface/weapon_deselect.mp3", qfalse), CHAN_LOCAL );
|
|
|
|
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
|
|
|
|
}
|
|
|
|
static void UI_NormalThrowSelection ( void )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenthrowweapon_icon" );
|
|
item->window.background = uiInfo.unlitThrowableIcon;
|
|
}
|
|
|
|
static void UI_HighLightThrowSelection ( void )
|
|
{
|
|
itemDef_s *item;
|
|
menuDef_t *menu;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenthrowweapon_icon" );
|
|
item->window.background = uiInfo.litThrowableIcon;
|
|
}
|
|
|
|
static void UI_GetSaberCvars ( void )
|
|
{
|
|
Cvar_Set ( "ui_saber_type", Cvar_VariableString ( "g_saber_type" ) );
|
|
Cvar_Set ( "ui_saber", Cvar_VariableString ( "g_saber" ) );
|
|
Cvar_Set ( "ui_saber2", Cvar_VariableString ( "g_saber2" ) );
|
|
Cvar_Set ( "ui_saber_color", Cvar_VariableString ( "g_saber_color" ) );
|
|
Cvar_Set ( "ui_saber2_color", Cvar_VariableString ( "g_saber2_color" ) );
|
|
|
|
Cvar_Set ( "ui_newfightingstyle", "0");
|
|
|
|
}
|
|
|
|
static void UI_ResetSaberCvars ( void )
|
|
{
|
|
Cvar_Set ( "g_saber_type", "single" );
|
|
Cvar_Set ( "g_saber", "single_1" );
|
|
Cvar_Set ( "g_saber2", "" );
|
|
|
|
Cvar_Set ( "ui_saber_type", "single" );
|
|
Cvar_Set ( "ui_saber", "single_1" );
|
|
Cvar_Set ( "ui_saber2", "" );
|
|
}
|
|
|
|
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
|
|
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
|
|
static void UI_UpdateCharacterSkin( void )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
char skin[MAX_QPATH];
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "character");
|
|
|
|
if (!item)
|
|
{
|
|
Com_Error( ERR_FATAL, "UI_UpdateCharacterSkin: Could not find item (character) in menu (%s)", menu->window.name);
|
|
}
|
|
|
|
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
|
|
Cvar_VariableString ( "ui_char_model"),
|
|
Cvar_VariableString ( "ui_char_skin_head"),
|
|
Cvar_VariableString ( "ui_char_skin_torso"),
|
|
Cvar_VariableString ( "ui_char_skin_legs")
|
|
);
|
|
|
|
ItemParse_model_g2skin_go( item, skin );
|
|
}
|
|
|
|
static void UI_UpdateCharacter( qboolean changedModel )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
char modelPath[MAX_QPATH];
|
|
|
|
menu = Menu_GetFocused(); // Get current menu
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, "character");
|
|
|
|
if (!item)
|
|
{
|
|
Com_Error( ERR_FATAL, "UI_UpdateCharacter: Could not find item (character) in menu (%s)", menu->window.name);
|
|
}
|
|
|
|
ItemParse_model_g2anim_go( item, ui_char_anim.string );
|
|
|
|
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", Cvar_VariableString ( "ui_char_model" ) );
|
|
ItemParse_asset_model_go( item, modelPath );
|
|
|
|
if ( changedModel )
|
|
{//set all skins to first skin since we don't know you always have all skins
|
|
//FIXME: could try to keep the same spot in each list as you swtich models
|
|
UI_FeederSelection(FEEDER_PLAYER_SKIN_HEAD, 0, item); //fixme, this is not really the right item!!
|
|
UI_FeederSelection(FEEDER_PLAYER_SKIN_TORSO, 0, item);
|
|
UI_FeederSelection(FEEDER_PLAYER_SKIN_LEGS, 0, item);
|
|
UI_FeederSelection(FEEDER_COLORCHOICES, 0, item);
|
|
}
|
|
UI_UpdateCharacterSkin();
|
|
}
|
|
|
|
void UI_UpdateSaberType( void )
|
|
{
|
|
char sType[MAX_QPATH];
|
|
DC->getCVarString( "ui_saber_type", sType, sizeof(sType) );
|
|
if ( Q_stricmp( "single", sType ) == 0 ||
|
|
Q_stricmp( "staff", sType ) == 0 )
|
|
{
|
|
DC->setCVar( "ui_saber2", "" );
|
|
}
|
|
}
|
|
|
|
static void UI_UpdateSaberHilt( qboolean secondSaber )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
char model[MAX_QPATH];
|
|
char modelPath[MAX_QPATH];
|
|
char skinPath[MAX_QPATH];
|
|
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
|
|
|
|
if (!menu)
|
|
{
|
|
return;
|
|
}
|
|
|
|
char *itemName;
|
|
char *saberCvarName;
|
|
if ( secondSaber )
|
|
{
|
|
itemName = "saber2";
|
|
saberCvarName = "ui_saber2";
|
|
}
|
|
else
|
|
{
|
|
itemName = "saber";
|
|
saberCvarName = "ui_saber";
|
|
}
|
|
|
|
item = (itemDef_s *) Menu_FindItemByName(menu, itemName );
|
|
|
|
if(!item)
|
|
{
|
|
Com_Error( ERR_FATAL, "UI_UpdateSaberHilt: Could not find item (%s) in menu (%s)", itemName, menu->window.name);
|
|
}
|
|
DC->getCVarString( saberCvarName, model, sizeof(model) );
|
|
//read this from the sabers.cfg
|
|
if ( UI_SaberModelForSaber( model, modelPath ) )
|
|
{//successfully found a model
|
|
ItemParse_asset_model_go( item, modelPath );//set the model
|
|
//get the customSkin, if any
|
|
//COM_StripExtension( modelPath, skinPath );
|
|
//COM_DefaultExtension( skinPath, sizeof( skinPath ), ".skin" );
|
|
if ( UI_SaberSkinForSaber( model, skinPath ) )
|
|
{
|
|
ItemParse_model_g2skin_go( item, skinPath );//apply the skin
|
|
}
|
|
else
|
|
{
|
|
ItemParse_model_g2skin_go( item, NULL );//apply the skin
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
static void UI_UpdateSaberColor( qboolean secondSaber )
|
|
{
|
|
int sabernumber;
|
|
if (secondSaber)
|
|
sabernumber = 2;
|
|
else
|
|
sabernumber = 1;
|
|
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, va("sabercolor %i %s\n",sabernumber, Cvar_VariableString("g_saber_color")));
|
|
}
|
|
*/
|
|
char GoToMenu[1024];
|
|
|
|
/*
|
|
=================
|
|
Menus_SaveGoToMenu
|
|
=================
|
|
*/
|
|
void Menus_SaveGoToMenu(const char *menuTo)
|
|
{
|
|
memcpy(GoToMenu, menuTo, sizeof(GoToMenu));
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_CheckVid1Data
|
|
=================
|
|
*/
|
|
void UI_CheckVid1Data(const char *menuTo,const char *warningMenuName)
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *applyChanges;
|
|
|
|
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
|
|
|
|
if (!menu)
|
|
{
|
|
Com_Printf(S_COLOR_YELLOW"WARNING: No videoMenu was found. Video data could not be checked\n");
|
|
return;
|
|
}
|
|
|
|
applyChanges = (itemDef_s *) Menu_FindItemByName(menu, "applyChanges");
|
|
|
|
if (!applyChanges)
|
|
{
|
|
// Menus_CloseAll();
|
|
Menus_OpenByName(menuTo);
|
|
return;
|
|
}
|
|
|
|
if ((applyChanges->window.flags & WINDOW_VISIBLE)) // Is the APPLY CHANGES button active?
|
|
{
|
|
// Menus_SaveGoToMenu(menuTo); // Save menu you're going to
|
|
// Menus_HideItems(menu->window.name); // HIDE videMenu in case you have to come back
|
|
Menus_OpenByName(warningMenuName); // Give warning
|
|
}
|
|
else
|
|
{
|
|
// Menus_CloseAll();
|
|
// Menus_OpenByName(menuTo);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_ResetDefaults
|
|
=================
|
|
*/
|
|
void UI_ResetDefaults( void )
|
|
{
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "cvar_restart\n");
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "exec default.cfg\n");
|
|
ui.Cmd_ExecuteText( EXEC_APPEND, "vid_restart\n" );
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
UI_SortSaveGames
|
|
=======================
|
|
*/
|
|
static int UI_SortSaveGames( const void *A, const void *B )
|
|
{
|
|
|
|
const int &a = ((savedata_t*)A)->currentSaveFileDateTime;
|
|
const int &b = ((savedata_t*)B)->currentSaveFileDateTime;
|
|
|
|
if (a > b)
|
|
{
|
|
return -1;
|
|
}
|
|
else
|
|
{
|
|
return (a < b);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=======================
|
|
UI_AdjustSaveGameListBox
|
|
=======================
|
|
*/
|
|
// Yeah I could get fired for this... in a world of good and bad, this is bad
|
|
// I wish we passed in the menu item to RunScript(), oh well...
|
|
void UI_AdjustSaveGameListBox( int currentLine )
|
|
{
|
|
menuDef_t *menu;
|
|
itemDef_t *item;
|
|
|
|
// could be in either the ingame or shell load menu (I know, I know it's bad)
|
|
menu = Menus_FindByName("loadgameMenu");
|
|
if( !menu )
|
|
{
|
|
menu = Menus_FindByName("ingameloadMenu");
|
|
}
|
|
|
|
if (menu)
|
|
{
|
|
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "loadgamelist");
|
|
if (item)
|
|
{
|
|
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
|
|
if( listPtr )
|
|
{
|
|
listPtr->cursorPos = currentLine;
|
|
}
|
|
|
|
item->cursorPos = currentLine;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
=================
|
|
ReadSaveDirectory
|
|
=================
|
|
*/
|
|
//JLFSAVEGAME MPNOTUSED
|
|
#ifdef _XBOX //xbox version
|
|
//for the xbox reading the save directory will consist of
|
|
//iterating through the save game folders
|
|
|
|
void ReadSaveDirectory (void)
|
|
{
|
|
int i;
|
|
char *holdChar;
|
|
int len;
|
|
int fileCnt;
|
|
|
|
// Clear out save data
|
|
memset(s_savedata,0,sizeof(s_savedata));
|
|
s_savegame.saveFileCnt = 0;
|
|
Cvar_Set("ui_gameDesc", "" ); // Blank out comment
|
|
Cvar_Set("ui_SelectionOK", "0" );
|
|
//memset( screenShotBuf,0,(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4)); //blank out sshot
|
|
|
|
// Get everything in saves directory
|
|
// fileCnt = ui.FS_GetFileList("saves", ".sav", s_savegame.listBuf, LISTBUFSIZE );
|
|
|
|
Cvar_Set("ui_ResumeOK", "0" );
|
|
holdChar = s_savegame.listBuf;
|
|
XGAME_FIND_DATA SaveGameData;
|
|
HANDLE searchhandle;
|
|
BOOL retval;
|
|
|
|
// Any saves?
|
|
searchhandle = XFindFirstSaveGame( "U:\\", &SaveGameData );
|
|
if ( searchhandle != INVALID_HANDLE_VALUE )
|
|
do
|
|
{
|
|
// At least one; count up the rest
|
|
DWORD dwCount = 1;
|
|
//get the name of the file
|
|
char saveGameName[filepathlength];
|
|
|
|
wcstombs(saveGameName, SaveGameData.szSaveGameName, filepathlength);
|
|
strcpy( holdChar, saveGameName);
|
|
|
|
|
|
if ( Q_stricmp("current",saveGameName)!=0 )
|
|
{
|
|
time_t result;
|
|
if (Q_stricmp("auto",saveGameName)==0)
|
|
{
|
|
Cvar_Set("ui_ResumeOK", "1" );
|
|
}
|
|
else
|
|
{ // Is this a valid file??? & Get comment of file
|
|
//create full path name
|
|
|
|
result = ui.SG_GetSaveGameComment(saveGameName, s_savedata[s_savegame.saveFileCnt].currentSaveFileComments, s_savedata[s_savegame.saveFileCnt].currentSaveFileMap);
|
|
if (result != 0) // ignore Bad save game
|
|
{
|
|
strcpy(s_savedata[s_savegame.saveFileCnt].currentSaveFileComments,s_savedata[s_savegame.saveFileCnt].currentSaveFileMap);
|
|
s_savedata[s_savegame.saveFileCnt].currentSaveFileName = holdChar;
|
|
s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTime = result;
|
|
holdChar += strlen(holdChar)+1;
|
|
|
|
struct tm *localTime;
|
|
localTime = localtime( &result );
|
|
strcpy(s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTimeString,asctime( localTime ) );
|
|
s_savegame.saveFileCnt++;
|
|
if (s_savegame.saveFileCnt == MAX_SAVELOADFILES)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
retval =XFindNextSaveGame( searchhandle, &SaveGameData );
|
|
}while(retval);
|
|
|
|
}
|
|
|
|
#else //pc version
|
|
|
|
void ReadSaveDirectory (void)
|
|
{
|
|
int i;
|
|
char *holdChar;
|
|
int len;
|
|
int fileCnt;
|
|
// Clear out save data
|
|
memset(s_savedata,0,sizeof(s_savedata));
|
|
s_savegame.saveFileCnt = 0;
|
|
Cvar_Set("ui_gameDesc", "" ); // Blank out comment
|
|
Cvar_Set("ui_SelectionOK", "0" );
|
|
//memset( screenShotBuf,0,(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4)); //blank out sshot
|
|
|
|
|
|
// Get everything in saves directory
|
|
fileCnt = ui.FS_GetFileList("saves", ".sav", s_savegame.listBuf, LISTBUFSIZE );
|
|
|
|
Cvar_Set("ui_ResumeOK", "0" );
|
|
holdChar = s_savegame.listBuf;
|
|
for ( i = 0; i < fileCnt; i++ )
|
|
{
|
|
// strip extension
|
|
len = strlen( holdChar );
|
|
holdChar[len-4] = '\0';
|
|
|
|
if ( Q_stricmp("current",holdChar)!=0 )
|
|
{
|
|
time_t result;
|
|
if (Q_stricmp("auto",holdChar)==0)
|
|
{
|
|
Cvar_Set("ui_ResumeOK", "1" );
|
|
}
|
|
else
|
|
{ // Is this a valid file??? & Get comment of file
|
|
result = ui.SG_GetSaveGameComment(holdChar, s_savedata[s_savegame.saveFileCnt].currentSaveFileComments, s_savedata[s_savegame.saveFileCnt].currentSaveFileMap);
|
|
if (result != 0) // ignore Bad save game
|
|
{
|
|
s_savedata[s_savegame.saveFileCnt].currentSaveFileName = holdChar;
|
|
s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTime = result;
|
|
|
|
struct tm *localTime;
|
|
localTime = localtime( &result );
|
|
strcpy(s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTimeString,asctime( localTime ) );
|
|
s_savegame.saveFileCnt++;
|
|
if (s_savegame.saveFileCnt == MAX_SAVELOADFILES)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
holdChar += len + 1; //move to next item
|
|
}
|
|
|
|
qsort( s_savedata, s_savegame.saveFileCnt, sizeof(savedata_t), UI_SortSaveGames );
|
|
|
|
}
|
|
|
|
#endif
|