836 lines
20 KiB
C
836 lines
20 KiB
C
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//
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/*
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=======================================================================
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FORCE INTERFACE
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=======================================================================
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*/
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// use this to get a demo build without an explicit demo build, i.e. to get the demo ui files to build
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#include "ui_local.h"
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#include "../qcommon/qfiles.h"
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#include "ui_force.h"
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int uiForceSide = FORCE_LIGHTSIDE;
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int uiForceRank = FORCE_MASTERY_JEDI_LORD;
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int uiMaxRank = MAX_FORCE_RANK;
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int uiMaxPoints = 20;
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int uiForceUsed = 0;
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int uiForceAvailable=0;
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qboolean gTouchedForce = qfalse;
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vmCvar_t ui_freeSaber;
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void Menu_ShowItemByName(menuDef_t *menu, const char *p, qboolean bShow);
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int uiForcePowersRank[NUM_FORCE_POWERS] = {
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0,//FP_HEAL = 0,//instant
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1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point)
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0,//FP_SPEED,//duration
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0,//FP_PUSH,//hold/duration
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0,//FP_PULL,//hold/duration
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0,//FP_TELEPATHY,//instant
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0,//FP_GRIP,//hold/duration
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0,//FP_LIGHTNING,//hold/duration
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0,//FP_RAGE,//duration
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0,//FP_PROTECT,
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0,//FP_ABSORB,
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0,//FP_TEAM_HEAL,
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0,//FP_TEAM_FORCE,
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0,//FP_DRAIN,
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0,//FP_SEE,
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0,//FP_SABERATTACK,
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0,//FP_SABERDEFEND,
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0//FP_SABERTHROW,
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};
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int uiForcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral
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{ //nothing should be usable at rank 0..
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FORCE_LIGHTSIDE,//FP_HEAL,//instant
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0,//FP_LEVITATION,//hold/duration
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0,//FP_SPEED,//duration
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0,//FP_PUSH,//hold/duration
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0,//FP_PULL,//hold/duration
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FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant
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FORCE_DARKSIDE,//FP_GRIP,//hold/duration
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FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration
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FORCE_DARKSIDE,//FP_RAGE,//duration
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FORCE_LIGHTSIDE,//FP_PROTECT,//duration
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FORCE_LIGHTSIDE,//FP_ABSORB,//duration
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FORCE_LIGHTSIDE,//FP_TEAM_HEAL,//instant
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FORCE_DARKSIDE,//FP_TEAM_FORCE,//instant
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FORCE_DARKSIDE,//FP_DRAIN,//hold/duration
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0,//FP_SEE,//duration
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0,//FP_SABERATTACK,
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0,//FP_SABERDEFEND,
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0//FP_SABERTHROW,
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//NUM_FORCE_POWERS
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};
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int uiForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS] = //0 == neutral
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{
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{ 0, 2, 3, 4 }, // FP_HEAL
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{ 0, 0, 1, 1 }, //FP_LEVITATION,//hold/duration
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{ 0, 1, 1, 1 }, //FP_SPEED,//duration
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{ 0, 1, 2, 3 }, //FP_PUSH,//hold/duration
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{ 0, 1, 2, 3 }, //FP_PULL,//hold/duration
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{ 0, 2, 3, 4 }, //FP_TELEPATHY,//instant
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{ 0, 1, 2, 3 }, //FP_GRIP,//hold/duration
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{ 0, 2, 3, 4 }, //FP_LIGHTNING,//hold/duration
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{ 0, 2, 3, 4 }, //FP_RAGE,//duration
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{ 0, 1, 2, 3 }, //FP_PROTECT,//duration
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{ 0, 1, 2, 3 }, //FP_ABSORB,//duration
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{ 0, 1, 1, 1 }, //FP_TEAM_HEAL,//instant
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{ 0, 1, 1, 1 }, //FP_TEAM_FORCE,//instant
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{ 0, 1, 2, 3 }, //FP_DRAIN,//hold/duration
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{ 0, 1, 2, 3 }, //FP_SEE,//duration
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{ 0, 1, 2, 4 }, //FP_SABERATTACK,
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{ 0, 1, 2, 4 }, //FP_SABERDEFEND,
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{ 0, 1, 2, 4 } //FP_SABERTHROW,
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//NUM_FORCE_POWERS
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};
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int UI_ForceStarShaders[NUM_FORCE_STAR_IMAGES][2];
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void UI_InitForceStarShaders(void)
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{
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UI_ForceStarShaders[0][0] = trap_R_RegisterShaderNoMip("forcestar0");
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UI_ForceStarShaders[0][1] = trap_R_RegisterShaderNoMip("forcestar0");
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UI_ForceStarShaders[1][0] = trap_R_RegisterShaderNoMip("forcecircle1");
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UI_ForceStarShaders[1][1] = trap_R_RegisterShaderNoMip("forcestar1");
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UI_ForceStarShaders[2][0] = trap_R_RegisterShaderNoMip("forcecircle2");
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UI_ForceStarShaders[2][1] = trap_R_RegisterShaderNoMip("forcestar2");
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UI_ForceStarShaders[3][0] = trap_R_RegisterShaderNoMip("forcecircle3");
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UI_ForceStarShaders[3][1] = trap_R_RegisterShaderNoMip("forcestar3");
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UI_ForceStarShaders[4][0] = trap_R_RegisterShaderNoMip("forcecircle4");
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UI_ForceStarShaders[4][1] = trap_R_RegisterShaderNoMip("forcestar4");
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UI_ForceStarShaders[5][0] = trap_R_RegisterShaderNoMip("forcecircle5");
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UI_ForceStarShaders[5][1] = trap_R_RegisterShaderNoMip("forcestar5");
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UI_ForceStarShaders[6][0] = trap_R_RegisterShaderNoMip("forcecircle6");
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UI_ForceStarShaders[6][1] = trap_R_RegisterShaderNoMip("forcestar6");
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UI_ForceStarShaders[7][0] = trap_R_RegisterShaderNoMip("forcecircle7");
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UI_ForceStarShaders[7][1] = trap_R_RegisterShaderNoMip("forcestar7");
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UI_ForceStarShaders[8][0] = trap_R_RegisterShaderNoMip("forcecircle8");
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UI_ForceStarShaders[8][1] = trap_R_RegisterShaderNoMip("forcestar8");
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}
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// Draw the stars spent on the current force power
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void UI_DrawForceStars(rectDef_t *rect, float scale, vec4_t color, int textStyle, int forceindex, int val, int min, int max)
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{
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int i,pad = 4;
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int xPos,width = 16;
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int starcolor;
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if (val < min || val > max)
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{
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val = min;
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}
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if (1) // if (val)
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{
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xPos = rect->x;
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for (i=FORCE_LEVEL_1;i<=max;i++)
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{
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starcolor = uiForcePowerCost[forceindex][i];
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if (val >= i)
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{ // Draw a star.
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UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][1] );
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}
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else
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{ // Draw a circle.
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UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][0] );
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}
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xPos += width + pad;
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}
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}
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}
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// Set the client's force power layout.
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void UI_UpdateClientForcePowers()
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{
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trap_Cvar_Set( "forcepowers", va("%i-%i-%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i",
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uiForceRank, uiForceSide, uiForcePowersRank[0], uiForcePowersRank[1],
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uiForcePowersRank[2], uiForcePowersRank[3], uiForcePowersRank[4],
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uiForcePowersRank[5], uiForcePowersRank[6], uiForcePowersRank[7],
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uiForcePowersRank[8], uiForcePowersRank[9], uiForcePowersRank[10],
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uiForcePowersRank[11], uiForcePowersRank[12], uiForcePowersRank[13],
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uiForcePowersRank[14], uiForcePowersRank[15], uiForcePowersRank[16],
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uiForcePowersRank[17]) );
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if (gTouchedForce)
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{
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trap_Cmd_ExecuteText( EXEC_APPEND, "forcechanged\n" );
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}
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gTouchedForce = qfalse;
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}
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//
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void UpdateForceUsed()
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{
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int curpower, currank;
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menuDef_t *menu;
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// Currently we don't make a distinction between those that wish to play Jedi of lower than maximum skill.
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uiForceRank = uiMaxRank;
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uiForceUsed = 0;
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uiForceAvailable = forceMasteryPoints[uiForceRank];
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// Make sure that we have one freebie in jump.
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if (uiForcePowersRank[FP_LEVITATION]<1)
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{
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uiForcePowersRank[FP_LEVITATION]=1;
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}
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menu = Menus_FindByName("ingame_player");
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// Set the cost of the saberattack according to whether its free.
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if (ui_freeSaber.integer)
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{ // Make saber free
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uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 0;
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// Make sure that we have one freebie in saber if applicable.
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if (uiForcePowersRank[FP_SABERATTACK]<1)
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{
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uiForcePowersRank[FP_SABERATTACK]=1;
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}
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if (menu)
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{
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Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue);
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Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue);
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Menu_ShowItemByName(menu, "effectentry", qtrue);
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Menu_ShowItemByName(menu, "effectfield", qtrue);
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Menu_ShowItemByName(menu, "nosaber", qfalse);
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}
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}
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else
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{ // Make saber normal cost
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uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 1;
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// Also, check if there is no saberattack. If there isn't, there had better not be any defense or throw!
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if (uiForcePowersRank[FP_SABERATTACK]<1)
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{
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uiForcePowersRank[FP_SABERDEFEND]=0;
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uiForcePowersRank[FP_SABERTHROW]=0;
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if (menu)
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{
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Menu_ShowItemByName(menu, "setfp_saberdefend", qfalse);
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Menu_ShowItemByName(menu, "setfp_saberthrow", qfalse);
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Menu_ShowItemByName(menu, "effectentry", qfalse);
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Menu_ShowItemByName(menu, "effectfield", qfalse);
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Menu_ShowItemByName(menu, "nosaber", qtrue);
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}
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}
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else
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{
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if (menu)
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{
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Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue);
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Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue);
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Menu_ShowItemByName(menu, "effectentry", qtrue);
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Menu_ShowItemByName(menu, "effectfield", qtrue);
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Menu_ShowItemByName(menu, "nosaber", qfalse);
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}
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}
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}
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// Make sure that we're still legal.
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for (curpower=0;curpower<NUM_FORCE_POWERS;curpower++)
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{ // Make sure that our ranks are within legal limits.
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if (uiForcePowersRank[curpower]<0)
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uiForcePowersRank[curpower]=0;
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else if (uiForcePowersRank[curpower]>=NUM_FORCE_POWER_LEVELS)
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uiForcePowersRank[curpower]=(NUM_FORCE_POWER_LEVELS-1);
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for (currank=FORCE_LEVEL_1;currank<=uiForcePowersRank[curpower];currank++)
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{ // Check on this force power
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if (uiForcePowersRank[curpower]>0)
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{ // Do not charge the player for the one freebie in jump, or if there is one in saber.
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if ( (curpower == FP_LEVITATION && currank == FORCE_LEVEL_1) ||
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(curpower == FP_SABERATTACK && currank == FORCE_LEVEL_1 && ui_freeSaber.integer))
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{
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// Do nothing (written this way for clarity)
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}
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else
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{ // Check if we can accrue the cost of this power.
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if (uiForcePowerCost[curpower][currank] > uiForceAvailable)
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{ // We can't afford this power. Break to the next one.
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// Remove this power from the player's roster.
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uiForcePowersRank[curpower] = currank-1;
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break;
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}
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else
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{ // Sure we can afford it.
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uiForceUsed += uiForcePowerCost[curpower][currank];
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uiForceAvailable -= uiForcePowerCost[curpower][currank];
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}
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}
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}
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}
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}
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if (menu)
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{
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char info[MAX_INFO_STRING];
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trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
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// Set or reset buttons based on choices
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if (atoi(Info_ValueForKey(info, "g_gametype")) >= GT_TEAM)
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{ // This is a team-based game.
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Menu_ShowItemByName(menu, "playerforcejoin", qtrue);
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Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
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if (atoi(Info_ValueForKey(info, "g_forceBasedTeams")))
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{ // Show red or blue based on what side is chosen.
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if (uiForceSide==FORCE_LIGHTSIDE)
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{
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Menu_ShowItemByName(menu, "playerforcered", qfalse);
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Menu_ShowItemByName(menu, "playerforceblue", qtrue);
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}
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else if (uiForceSide==FORCE_DARKSIDE)
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{
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Menu_ShowItemByName(menu, "playerforcered", qtrue);
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Menu_ShowItemByName(menu, "playerforceblue", qfalse);
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}
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else
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{
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Menu_ShowItemByName(menu, "playerforcered", qtrue);
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Menu_ShowItemByName(menu, "playerforceblue", qtrue);
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}
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}
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else
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{
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Menu_ShowItemByName(menu, "playerforcered", qtrue);
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Menu_ShowItemByName(menu, "playerforceblue", qtrue);
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}
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}
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else
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{
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Menu_ShowItemByName(menu, "playerforcejoin", qtrue);
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Menu_ShowItemByName(menu, "playerforcered", qfalse);
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Menu_ShowItemByName(menu, "playerforceblue", qfalse);
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Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
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}
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}
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}
|
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void UI_UpdateForcePowers()
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{
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char *forcePowers = UI_Cvar_VariableString("forcepowers");
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char readBuf[256];
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int i = 0, i_f = 0, i_r = 0;
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uiForceSide = 0;
|
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if (forcePowers && forcePowers[0])
|
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{
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while (forcePowers[i])
|
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{
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i_r = 0;
|
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|
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while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255)
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{
|
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readBuf[i_r] = forcePowers[i];
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i_r++;
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i++;
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}
|
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readBuf[i_r] = '\0';
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if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-')
|
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{
|
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uiForceSide = 0;
|
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goto validitycheck;
|
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}
|
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uiForceRank = atoi(readBuf);
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i_r = 0;
|
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|
|
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if (uiForceRank > uiMaxRank)
|
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{
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uiForceRank = uiMaxRank;
|
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|
}
|
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|
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i++;
|
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|
|
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while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255)
|
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{
|
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readBuf[i_r] = forcePowers[i];
|
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i_r++;
|
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i++;
|
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}
|
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readBuf[i_r] = '\0';
|
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if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-')
|
||
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{
|
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uiForceSide = 0;
|
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|
goto validitycheck;
|
||
|
}
|
||
|
uiForceSide = atoi(readBuf);
|
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|
i_r = 0;
|
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|
|
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i++;
|
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|
|
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i_f = FP_HEAL;
|
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|
|
||
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while (forcePowers[i] && i_f < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
readBuf[0] = forcePowers[i];
|
||
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readBuf[1] = '\0';
|
||
|
uiForcePowersRank[i_f] = atoi(readBuf);
|
||
|
|
||
|
if (i_f == FP_LEVITATION &&
|
||
|
uiForcePowersRank[i_f] < 1)
|
||
|
{
|
||
|
uiForcePowersRank[i_f] = 1;
|
||
|
}
|
||
|
|
||
|
if (i_f == FP_SABERATTACK &&
|
||
|
uiForcePowersRank[i_f] < 1 &&
|
||
|
ui_freeSaber.integer)
|
||
|
{
|
||
|
uiForcePowersRank[i_f] = 1;
|
||
|
}
|
||
|
|
||
|
i_f++;
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
if (i_f < NUM_FORCE_POWERS)
|
||
|
{ //info for all the powers wasn't there..
|
||
|
uiForceSide = 0;
|
||
|
goto validitycheck;
|
||
|
}
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
validitycheck:
|
||
|
|
||
|
if (!uiForceSide)
|
||
|
{
|
||
|
uiForceSide = 1;
|
||
|
uiForceRank = 1;
|
||
|
i = 0;
|
||
|
while (i < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
if (i == FP_LEVITATION)
|
||
|
{
|
||
|
uiForcePowersRank[i] = 1;
|
||
|
}
|
||
|
else if (i == FP_SABERATTACK && ui_freeSaber.integer)
|
||
|
{
|
||
|
uiForcePowersRank[i] = 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
uiForcePowersRank[i] = 0;
|
||
|
}
|
||
|
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
UI_UpdateClientForcePowers();
|
||
|
}
|
||
|
|
||
|
UpdateForceUsed();
|
||
|
}
|
||
|
extern int uiSkinColor;
|
||
|
|
||
|
qboolean UI_SkinColor_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
|
||
|
{
|
||
|
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
|
||
|
{
|
||
|
int i = num;
|
||
|
|
||
|
if (key == K_MOUSE2)
|
||
|
{
|
||
|
i--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
if (i < min)
|
||
|
{
|
||
|
i = max;
|
||
|
}
|
||
|
else if (i > max)
|
||
|
{
|
||
|
i = min;
|
||
|
}
|
||
|
|
||
|
num = i;
|
||
|
|
||
|
uiSkinColor = num;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
qboolean UI_ForceSide_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
|
||
|
{
|
||
|
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
|
||
|
{
|
||
|
int i = num;
|
||
|
int x = 0;
|
||
|
|
||
|
if (key == K_MOUSE2)
|
||
|
{
|
||
|
i--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
if (i < min)
|
||
|
{
|
||
|
i = max;
|
||
|
}
|
||
|
else if (i > max)
|
||
|
{
|
||
|
i = min;
|
||
|
}
|
||
|
|
||
|
num = i;
|
||
|
|
||
|
uiForceSide = num;
|
||
|
|
||
|
// Resetting power ranks based on if light or dark side is chosen
|
||
|
while (x < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
if (uiForcePowerDarkLight[x] && uiForceSide != uiForcePowerDarkLight[x])
|
||
|
{
|
||
|
uiForcePowersRank[x] = 0;
|
||
|
}
|
||
|
x++;
|
||
|
}
|
||
|
|
||
|
UpdateForceUsed();
|
||
|
|
||
|
gTouchedForce = qtrue;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
|
||
|
qboolean UI_ForceMaxRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
|
||
|
{
|
||
|
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
|
||
|
{
|
||
|
int i = num;
|
||
|
|
||
|
if (key == K_MOUSE2)
|
||
|
{
|
||
|
i--;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
if (i < min)
|
||
|
{
|
||
|
i = max;
|
||
|
}
|
||
|
else if (i > max)
|
||
|
{
|
||
|
i = min;
|
||
|
}
|
||
|
|
||
|
num = i;
|
||
|
|
||
|
uiMaxRank = num;
|
||
|
|
||
|
// The update force used will remove overallocated powers automatically.
|
||
|
UpdateForceUsed();
|
||
|
|
||
|
gTouchedForce = qtrue;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
|
||
|
// This function will either raise or lower a power by one rank.
|
||
|
qboolean UI_ForcePowerRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type)
|
||
|
{
|
||
|
qboolean raising;
|
||
|
|
||
|
if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER)
|
||
|
{
|
||
|
int forcepower, rank;
|
||
|
|
||
|
//this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index
|
||
|
forcepower = (type-UI_FORCE_RANK)-1;
|
||
|
|
||
|
// If we are not on the same side as a power, or if we are not of any rank at all.
|
||
|
if (uiForcePowerDarkLight[forcepower] && uiForceSide != uiForcePowerDarkLight[forcepower])
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
else if (forcepower == FP_SABERDEFEND || forcepower == FP_SABERTHROW)
|
||
|
{ // Saberdefend and saberthrow can't be bought if there is no saberattack
|
||
|
if (uiForcePowersRank[FP_SABERATTACK] < 1)
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (type == UI_FORCE_RANK_LEVITATION)
|
||
|
{
|
||
|
min += 1;
|
||
|
}
|
||
|
if (type == UI_FORCE_RANK_SABERATTACK && ui_freeSaber.integer)
|
||
|
{
|
||
|
min += 1;
|
||
|
}
|
||
|
|
||
|
if (key == K_MOUSE2)
|
||
|
{ // Lower a point.
|
||
|
if (uiForcePowersRank[forcepower]<=min)
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
raising = qfalse;
|
||
|
}
|
||
|
else
|
||
|
{ // Raise a point.
|
||
|
if (uiForcePowersRank[forcepower]>=max)
|
||
|
{
|
||
|
return qtrue;
|
||
|
}
|
||
|
raising = qtrue;
|
||
|
}
|
||
|
|
||
|
if (raising)
|
||
|
{ // Check if we can accrue the cost of this power.
|
||
|
rank = uiForcePowersRank[forcepower]+1;
|
||
|
if (uiForcePowerCost[forcepower][rank] > uiForceAvailable)
|
||
|
{ // We can't afford this power. Abandon ship.
|
||
|
return qtrue;
|
||
|
}
|
||
|
else
|
||
|
{ // Sure we can afford it.
|
||
|
uiForceUsed += uiForcePowerCost[forcepower][rank];
|
||
|
uiForceAvailable -= uiForcePowerCost[forcepower][rank];
|
||
|
uiForcePowersRank[forcepower]=rank;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{ // Lower the point.
|
||
|
rank = uiForcePowersRank[forcepower];
|
||
|
uiForceUsed -= uiForcePowerCost[forcepower][rank];
|
||
|
uiForceAvailable += uiForcePowerCost[forcepower][rank];
|
||
|
uiForcePowersRank[forcepower]--;
|
||
|
}
|
||
|
|
||
|
UpdateForceUsed();
|
||
|
|
||
|
gTouchedForce = qtrue;
|
||
|
|
||
|
return qtrue;
|
||
|
}
|
||
|
return qfalse;
|
||
|
}
|
||
|
|
||
|
|
||
|
int gCustRank = 0;
|
||
|
int gCustSide = 0;
|
||
|
|
||
|
int gCustPowersRank[NUM_FORCE_POWERS] = {
|
||
|
0,//FP_HEAL = 0,//instant
|
||
|
1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point)
|
||
|
0,//FP_SPEED,//duration
|
||
|
0,//FP_PUSH,//hold/duration
|
||
|
0,//FP_PULL,//hold/duration
|
||
|
0,//FP_TELEPATHY,//instant
|
||
|
0,//FP_GRIP,//hold/duration
|
||
|
0,//FP_LIGHTNING,//hold/duration
|
||
|
0,//FP_RAGE,//duration
|
||
|
0,//FP_PROTECT,
|
||
|
0,//FP_ABSORB,
|
||
|
0,//FP_TEAM_HEAL,
|
||
|
0,//FP_TEAM_FORCE,
|
||
|
0,//FP_DRAIN,
|
||
|
0,//FP_SEE,
|
||
|
0,//FP_SABERATTACK,
|
||
|
0,//FP_SABERDEFEND,
|
||
|
0//FP_SABERTHROW,
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
UI_ForceConfigHandle
|
||
|
=================
|
||
|
*/
|
||
|
void UI_ForceConfigHandle( int oldindex, int newindex )
|
||
|
{
|
||
|
fileHandle_t f;
|
||
|
int len = 0;
|
||
|
int i = 0;
|
||
|
int c = 0;
|
||
|
int iBuf = 0, forcePowerRank, currank;
|
||
|
char fcfBuffer[8192];
|
||
|
char singleBuf[64];
|
||
|
|
||
|
if (oldindex == 0)
|
||
|
{ //switching out from custom config, so first shove the current values into the custom storage
|
||
|
i = 0;
|
||
|
|
||
|
while (i < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
gCustPowersRank[i] = uiForcePowersRank[i];
|
||
|
i++;
|
||
|
}
|
||
|
gCustRank = uiForceRank;
|
||
|
gCustSide = uiForceSide;
|
||
|
}
|
||
|
|
||
|
if (newindex == 0)
|
||
|
{ //switching back to custom, shove the values back in from the custom storage
|
||
|
i = 0;
|
||
|
uiForceUsed = 0;
|
||
|
gTouchedForce = qtrue;
|
||
|
|
||
|
while (i < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
uiForcePowersRank[i] = gCustPowersRank[i];
|
||
|
uiForceUsed += uiForcePowersRank[i];
|
||
|
i++;
|
||
|
}
|
||
|
uiForceRank = gCustRank;
|
||
|
uiForceSide = gCustSide;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//If we made it here, we want to load in a new config
|
||
|
len = trap_FS_FOpenFile(va("forcecfg/%s.fcf", uiInfo.forceConfigNames[newindex]), &f, FS_READ);
|
||
|
|
||
|
if (len <= 0)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (len >= 8192)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
trap_FS_Read(fcfBuffer, len, f);
|
||
|
fcfBuffer[len] = 0;
|
||
|
trap_FS_FCloseFile(f);
|
||
|
|
||
|
i = 0;
|
||
|
|
||
|
//now that we're done with the handle, it's time to parse our force data out of the string
|
||
|
//we store strings in rank-side-xxxxxxxxx format (where the x's are individual force power levels)
|
||
|
while (fcfBuffer[i] && fcfBuffer[i] != '-')
|
||
|
{
|
||
|
singleBuf[c] = fcfBuffer[i];
|
||
|
c++;
|
||
|
i++;
|
||
|
}
|
||
|
singleBuf[c] = 0;
|
||
|
c = 0;
|
||
|
i++;
|
||
|
|
||
|
iBuf = atoi(singleBuf);
|
||
|
|
||
|
if (iBuf > uiMaxRank || iBuf < 0)
|
||
|
{ //this force config uses a rank level higher than our currently restricted level.. so we can't use it
|
||
|
//FIXME: Print a message indicating this to the user
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
uiForceRank = iBuf;
|
||
|
|
||
|
while (fcfBuffer[i] && fcfBuffer[i] != '-')
|
||
|
{
|
||
|
singleBuf[c] = fcfBuffer[i];
|
||
|
c++;
|
||
|
i++;
|
||
|
}
|
||
|
singleBuf[c] = 0;
|
||
|
c = 0;
|
||
|
i++;
|
||
|
|
||
|
uiForceSide = atoi(singleBuf);
|
||
|
|
||
|
if (uiForceSide != FORCE_LIGHTSIDE &&
|
||
|
uiForceSide != FORCE_DARKSIDE)
|
||
|
{
|
||
|
uiForceSide = FORCE_LIGHTSIDE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//clear out the existing powers
|
||
|
while (c < NUM_FORCE_POWERS)
|
||
|
{
|
||
|
if (c==FP_LEVITATION)
|
||
|
{
|
||
|
uiForcePowersRank[c]=1;
|
||
|
}
|
||
|
else if (c==FP_SABERATTACK && ui_freeSaber.integer)
|
||
|
{
|
||
|
uiForcePowersRank[c]=1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
uiForcePowersRank[c] = 0;
|
||
|
}
|
||
|
c++;
|
||
|
}
|
||
|
uiForceUsed = 0;
|
||
|
uiForceAvailable = forceMasteryPoints[uiForceRank];
|
||
|
gTouchedForce = qtrue;
|
||
|
|
||
|
for (c=0;fcfBuffer[i]&&c<NUM_FORCE_POWERS;c++,i++)
|
||
|
{
|
||
|
singleBuf[0] = fcfBuffer[i];
|
||
|
singleBuf[1] = 0;
|
||
|
iBuf = atoi(singleBuf); // So, that means that Force Power "c" wants to be set to rank "iBuf".
|
||
|
|
||
|
if (iBuf < 0)
|
||
|
{
|
||
|
iBuf = 0;
|
||
|
}
|
||
|
|
||
|
forcePowerRank = iBuf;
|
||
|
|
||
|
if (forcePowerRank > FORCE_LEVEL_3 || forcePowerRank < 0)
|
||
|
{ //err.. not correct
|
||
|
continue; // skip this power
|
||
|
}
|
||
|
|
||
|
if (uiForcePowerDarkLight[c] && uiForcePowerDarkLight[c] != uiForceSide)
|
||
|
{ //Apparently the user has crafted a force config that has powers that don't fit with the config's side.
|
||
|
continue; // skip this power
|
||
|
}
|
||
|
|
||
|
// Accrue cost for each assigned rank for this power.
|
||
|
for (currank=FORCE_LEVEL_1;currank<=forcePowerRank;currank++)
|
||
|
{
|
||
|
if (uiForcePowerCost[c][currank] > uiForceAvailable)
|
||
|
{ // Break out, we can't afford any more power.
|
||
|
break;
|
||
|
}
|
||
|
// Pay for this rank of this power.
|
||
|
uiForceUsed += uiForcePowerCost[c][currank];
|
||
|
uiForceAvailable -= uiForcePowerCost[c][currank];
|
||
|
|
||
|
uiForcePowersRank[c]++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
UpdateForceUsed();
|
||
|
}
|