jedi-academy/code/ui/ui_main.cpp
2013-04-24 01:24:17 +10:00

6537 lines
164 KiB
C++

// Copyright (C) 1999-2000 Id Software, Inc.
//
/*
=======================================================================
USER INTERFACE MAIN
=======================================================================
*/
// leave this at the top of all UI_xxxx files for PCH reasons...
//
#include "../server/exe_headers.h"
#include "ui_local.h"
#include "menudef.h"
#include "ui_shared.h"
#include "../ghoul2/G2.h"
#include "../game/bg_public.h"
#include "../game/anims.h"
extern stringID_table_t animTable [MAX_ANIMATIONS+1];
#include "../qcommon/stv_version.h"
#ifdef _XBOX
#include <xtl.h>
#define filepathlength 120
#endif
extern qboolean ItemParse_model_g2anim_go( itemDef_t *item, const char *animName );
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
extern qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel );
extern qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin );
extern void UI_SaberAttachToChar( itemDef_t *item );
extern qboolean PC_Script_Parse(const char **out);
#define LISTBUFSIZE 10240
static struct
{
char listBuf[LISTBUFSIZE]; // The list of file names read in
// For scrolling through file names
int currentLine; // Index to currentSaveFileComments[] currently highlighted
int saveFileCnt; // Number of save files read in
int awaitingSave; // Flag to see if user wants to overwrite a game.
char *savegameMap;
int savegameFromFlag;
} s_savegame;
#ifdef _XBOX
#define MAX_SAVELOADFILES 8
#else
#define MAX_SAVELOADFILES 100
#endif
#define MAX_SAVELOADNAME 32
//byte screenShotBuf[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4];
typedef struct
{
char *currentSaveFileName; // file name of savegame
char currentSaveFileComments[iSG_COMMENT_SIZE]; // file comment
char currentSaveFileDateTimeString[iSG_COMMENT_SIZE]; // file time and date
time_t currentSaveFileDateTime;
char currentSaveFileMap[MAX_TOKEN_CHARS]; // map save game is from
} savedata_t;
static savedata_t s_savedata[MAX_SAVELOADFILES];
void UI_SetActiveMenu( const char* menuname,const char *menuID );
void ReadSaveDirectory (void);
void Item_RunScript(itemDef_t *item, const char *s);
qboolean Item_SetFocus(itemDef_t *item, float x, float y);
qboolean Asset_Parse(char **buffer);
menuDef_t *Menus_FindByName(const char *p);
void Menus_HideItems(const char *menuName);
int Text_Height(const char *text, float scale, int iFontIndex );
int Text_Width(const char *text, float scale, int iFontIndex );
void _UI_DrawTopBottom(float x, float y, float w, float h, float size);
void _UI_DrawSides(float x, float y, float w, float h, float size);
void UI_CheckVid1Data(const char *menuTo,const char *warningMenuName);
void UI_GetVideoSetup ( void );
void UI_UpdateVideoSetup ( void );
static void UI_UpdateCharacterCvars ( void );
static void UI_GetCharacterCvars ( void );
static void UI_UpdateSaberCvars ( void );
static void UI_GetSaberCvars ( void );
static void UI_ResetSaberCvars ( void );
static void UI_InitAllocForcePowers ( const char *forceName );
static void UI_AffectForcePowerLevel ( const char *forceName );
static void UI_ShowForceLevelDesc ( const char *forceName );
static void UI_ResetForceLevels ( void );
static void UI_ClearWeapons ( void );
static void UI_GiveWeapon ( const int weaponIndex );
static void UI_EquipWeapon ( const int weaponIndex );
static void UI_LoadMissionSelectMenu( const char *cvarName );
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 );
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 );
static void UI_RemoveWeaponSelection ( const int weaponIndex );
static void UI_RemoveThrowWeaponSelection ( void );
static void UI_HighLightWeaponSelection ( const int selectionslot );
static void UI_NormalWeaponSelection ( const int selectionslot );
static void UI_NormalThrowSelection ( void );
static void UI_HighLightThrowSelection( void );
static void UI_ClearInventory ( void );
static void UI_GiveInventory ( const int itemIndex, const int amount );
static void UI_ForcePowerWeaponsButton(qboolean activeFlag);
static void UI_UpdateCharacterSkin( void );
static void UI_UpdateCharacter( qboolean changedModel );
static void UI_UpdateSaberType( void );
static void UI_UpdateSaberHilt( qboolean secondSaber );
//static void UI_UpdateSaberColor( qboolean secondSaber );
static void UI_InitWeaponSelect( void );
static void UI_WeaponHelpActive( void );
static void UI_UpdateFightingStyle ( void );
static void UI_UpdateFightingStyleChoices ( void );
static void UI_CalcForceStatus(void);
static void UI_DecrementForcePowerLevel( void );
static void UI_DecrementCurrentForcePower ( void );
static void UI_ShutdownForceHelp( void );
static void UI_ForceHelpActive( void );
static void UI_DemoSetForceLevels( void );
static void UI_RecordForceLevels( void );
static void UI_RecordWeapons( void );
static void UI_ResetCharacterListBoxes( void );
void UI_LoadMenus(const char *menuFile, qboolean reset);
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);
static qboolean UI_OwnerDrawVisible(int flags);
int UI_OwnerDrawWidth(int ownerDraw, float scale);
static void UI_Update(const char *name);
void UI_UpdateCvars( void );
void UI_ResetDefaults( void );
void UI_AdjustSaveGameListBox( int currentLine );
void Menus_CloseByName(const char *p);
// Movedata Sounds
typedef enum
{
MDS_NONE = 0,
MDS_FORCE_JUMP,
MDS_ROLL,
MDS_SABER,
MDS_MOVE_SOUNDS_MAX
};
typedef enum
{
MD_ACROBATICS = 0,
MD_SINGLE_FAST,
MD_SINGLE_MEDIUM,
MD_SINGLE_STRONG,
MD_DUAL_SABERS,
MD_SABER_STAFF,
MD_MOVE_TITLE_MAX
};
// Some hard coded badness
// At some point maybe this should be externalized to a .dat file
char *datapadMoveTitleData[MD_MOVE_TITLE_MAX] =
{
"@MENUS_ACROBATICS",
"@MENUS_SINGLE_FAST",
"@MENUS_SINGLE_MEDIUM",
"@MENUS_SINGLE_STRONG",
"@MENUS_DUAL_SABERS",
"@MENUS_SABER_STAFF",
};
char *datapadMoveTitleBaseAnims[MD_MOVE_TITLE_MAX] =
{
"BOTH_RUN1",
"BOTH_SABERFAST_STANCE",
"BOTH_STAND2",
"BOTH_SABERSLOW_STANCE",
"BOTH_SABERDUAL_STANCE",
"BOTH_SABERSTAFF_STANCE",
};
#define MAX_MOVES 16
typedef struct
{
char *title;
char *desc;
char *anim;
short sound;
} datpadmovedata_t;
static datpadmovedata_t datapadMoveData[MD_MOVE_TITLE_MAX][MAX_MOVES] =
{
// Acrobatics
"@MENUS_FORCE_JUMP1", "@MENUS_FORCE_JUMP1_DESC", "BOTH_FORCEJUMP1", MDS_FORCE_JUMP,
"@MENUS_FORCE_FLIP", "@MENUS_FORCE_FLIP_DESC", "BOTH_FLIP_F", MDS_FORCE_JUMP,
"@MENUS_ROLL", "@MENUS_ROLL_DESC", "BOTH_ROLL_F", MDS_ROLL,
"@MENUS_BACKFLIP_OFF_WALL", "@MENUS_BACKFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_BACK1", MDS_FORCE_JUMP,
"@MENUS_SIDEFLIP_OFF_WALL", "@MENUS_SIDEFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_RIGHT", MDS_FORCE_JUMP,
"@MENUS_WALL_RUN", "@MENUS_WALL_RUN_DESC", "BOTH_WALL_RUN_RIGHT", MDS_FORCE_JUMP,
"@MENUS_LONG_JUMP", "@MENUS_LONG_JUMP_DESC", "BOTH_FORCELONGLEAP_START", MDS_FORCE_JUMP,
"@MENUS_WALL_GRAB_JUMP", "@MENUS_WALL_GRAB_JUMP_DESC", "BOTH_FORCEWALLREBOUND_FORWARD",MDS_FORCE_JUMP,
"@MENUS_RUN_UP_WALL_BACKFLIP", "@MENUS_RUN_UP_WALL_BACKFLIP_DESC", "BOTH_FORCEWALLRUNFLIP_START", MDS_FORCE_JUMP,
"@MENUS_JUMPUP_FROM_KNOCKDOWN", "@MENUS_JUMPUP_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN3", MDS_NONE,
"@MENUS_JUMPKICK_FROM_KNOCKDOWN", "@MENUS_JUMPKICK_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN2", MDS_NONE,
"@MENUS_ROLL_FROM_KNOCKDOWN", "@MENUS_ROLL_FROM_KNOCKDOWN_DESC", "BOTH_KNOCKDOWN1", MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Fast Style
"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
"@MENUS_LUNGE_ATTACK", "@MENUS_LUNGE_ATTACK_DESC", "BOTH_LUNGE2_B__T_", MDS_SABER,
"@MENUS_FORCE_PULL_IMPALE", "@MENUS_FORCE_PULL_IMPALE_DESC", "BOTH_PULL_IMPALE_STAB", MDS_SABER,
"@MENUS_FAST_ATTACK_KATA", "@MENUS_FAST_ATTACK_KATA_DESC", "BOTH_A1_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Medium Style
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_FLIP_ATTACK", "@MENUS_FLIP_ATTACK_DESC", "BOTH_JUMPFLIPSLASHDOWN1", MDS_FORCE_JUMP,
"@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER,
"@MENUS_MEDIUM_ATTACK_KATA", "@MENUS_MEDIUM_ATTACK_KATA_DESC", "BOTH_A2_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Strong Style
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_JUMP_ATTACK", "@MENUS_JUMP_ATTACK_DESC", "BOTH_FORCELEAP2_T__B_", MDS_FORCE_JUMP,
"@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER,
"@MENUS_STRONG_ATTACK_KATA", "@MENUS_STRONG_ATTACK_KATA_DESC", "BOTH_A3_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Dual Sabers
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_FLIP_FORWARD_ATTACK", "@MENUS_FLIP_FORWARD_ATTACK_DESC", "BOTH_JUMPATTACK6", MDS_FORCE_JUMP,
"@MENUS_DUAL_SABERS_TWIRL", "@MENUS_DUAL_SABERS_TWIRL_DESC", "BOTH_SPINATTACK6", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_DUAL", MDS_FORCE_JUMP,
"@MENUS_DUAL_SABER_BARRIER", "@MENUS_DUAL_SABER_BARRIER_DESC", "BOTH_A6_SABERPROTECT", MDS_SABER,
"@MENUS_DUAL_STAB_FRONT_BACK", "@MENUS_DUAL_STAB_FRONT_BACK_DESC", "BOTH_A6_FB", MDS_SABER,
"@MENUS_DUAL_STAB_LEFT_RIGHT", "@MENUS_DUAL_STAB_LEFT_RIGHT_DESC", "BOTH_A6_LR", MDS_SABER,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
// Saber Staff
"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
"@MENUS_BACK_FLIP_ATTACK", "@MENUS_BACK_FLIP_ATTACK_DESC", "BOTH_JUMPATTACK7", MDS_FORCE_JUMP,
"@MENUS_SABER_STAFF_TWIRL", "@MENUS_SABER_STAFF_TWIRL_DESC", "BOTH_SPINATTACK7", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_STAFF", MDS_FORCE_JUMP,
"@MENUS_SPINNING_KATA", "@MENUS_SPINNING_KATA_DESC", "BOTH_A7_SOULCAL", MDS_SABER,
"@MENUS_KICK1", "@MENUS_KICK1_DESC", "BOTH_A7_KICK_F", MDS_FORCE_JUMP,
"@MENUS_JUMP_KICK", "@MENUS_JUMP_KICK_DESC", "BOTH_A7_KICK_F_AIR", MDS_FORCE_JUMP,
"@MENUS_SPLIT_KICK", "@MENUS_SPLIT_KICK_DESC", "BOTH_A7_KICK_RL", MDS_FORCE_JUMP,
"@MENUS_SPIN_KICK", "@MENUS_SPIN_KICK_DESC", "BOTH_A7_KICK_S", MDS_FORCE_JUMP,
"@MENUS_FLIP_KICK", "@MENUS_FLIP_KICK_DESC", "BOTH_A7_KICK_BF", MDS_FORCE_JUMP,
"@MENUS_BUTTERFLY_ATTACK", "@MENUS_BUTTERFLY_ATTACK_DESC", "BOTH_BUTTERFLY_FR1", MDS_SABER,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
};
static int gamecodetoui[] = {4,2,3,0,5,1,6};
uiInfo_t uiInfo;
static void UI_RegisterCvars( void );
void UI_Load(void);
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
} cvarTable_t;
vmCvar_t ui_menuFiles;
vmCvar_t ui_hudFiles;
vmCvar_t ui_char_anim;
vmCvar_t ui_char_model;
vmCvar_t ui_char_skin_head;
vmCvar_t ui_char_skin_torso;
vmCvar_t ui_char_skin_legs;
vmCvar_t ui_saber_type;
vmCvar_t ui_saber;
vmCvar_t ui_saber2;
vmCvar_t ui_saber_color;
vmCvar_t ui_saber2_color;
vmCvar_t ui_char_color_red;
vmCvar_t ui_char_color_green;
vmCvar_t ui_char_color_blue;
vmCvar_t ui_PrecacheModels;
//JLFCALLOUT MPMOVED
vmCvar_t ui_hideAcallout;
vmCvar_t ui_hideBcallout;
vmCvar_t ui_hideXcallout;
//END JLFCALLOUT
static cvarTable_t cvarTable[] =
{
{ &ui_menuFiles, "ui_menuFiles", "ui/menus.txt", CVAR_ARCHIVE },
{ &ui_hudFiles, "cg_hudFiles", "ui/jahud.txt",CVAR_ARCHIVE},
{ &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
================
*/
intptr_t vmMain( intptr_t command, intptr_t arg0, intptr_t arg1, intptr_t arg2,
intptr_t arg3, intptr_t arg4, intptr_t arg5, intptr_t arg6, intptr_t arg7,
intptr_t arg8, intptr_t arg9, intptr_t arg10, intptr_t 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((int)strlen(text), cursorPos);
iCopyCount = min(iCopyCount,(int)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;
#if defined(_XBOX) || defined(__GNUC__)
uiInfo.uiDC._g2_SetSkin = G2API_SetSkin;
uiInfo.uiDC._g2_SetBoneAnim = G2API_SetBoneAnim;
uiInfo.uiDC._g2_InitGhoul2Model = G2API_InitGhoul2Model;
#else
uiInfo.uiDC.g2_SetSkin = G2API_SetSkin;
uiInfo.uiDC.g2_SetBoneAnim = G2API_SetBoneAnim;
uiInfo.uiDC.g2_InitGhoul2Model = G2API_InitGhoul2Model;
#endif
uiInfo.uiDC.g2_RemoveGhoul2Model = G2API_RemoveGhoul2Model;
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 = gamecodetoui[(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