sof2-sdk/code/ui/ui_players.c

1005 lines
23 KiB
C

// Copyright (C) 2001-2002 Raven Software
//
// ui_players.c
#include "ui_local.h"
#include "..\ghoul2\g2.h"
#define UI_TIMER_GESTURE 2300
#define UI_TIMER_JUMP 1000
#define UI_TIMER_LAND 130
#define UI_TIMER_WEAPON_SWITCH 300
#define UI_TIMER_ATTACK 500
#define UI_TIMER_MUZZLE_FLASH 20
#define UI_TIMER_WEAPON_DELAY 250
#define JUMP_HEIGHT 56
#define SWINGSPEED 0.3f
#define SPIN_SPEED 0.9f
#define COAST_TIME 1000
static int dp_realtime;
static float jumpHeight;
/*
===============
UI_ForceLegsAnim
===============
*/
static void UI_ForceLegsAnim( playerInfo_t *pi, int anim )
{
pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
if ( anim == LEGS_JUMP )
{
pi->legsAnimationTimer = UI_TIMER_JUMP;
}
}
/*
===============
UI_SetLegsAnim
===============
*/
static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
if ( pi->pendingLegsAnim ) {
anim = pi->pendingLegsAnim;
pi->pendingLegsAnim = 0;
}
UI_ForceLegsAnim( pi, anim );
}
/*
===============
UI_ForceTorsoAnim
===============
*/
static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim )
{
pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
}
/*
===============
UI_SetTorsoAnim
===============
*/
static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
if ( pi->pendingTorsoAnim ) {
anim = pi->pendingTorsoAnim;
pi->pendingTorsoAnim = 0;
}
UI_ForceTorsoAnim( pi, anim );
}
/*
===============
UI_TorsoSequencing
===============
*/
static void UI_TorsoSequencing( playerInfo_t *pi )
{
int currentAnim;
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
if ( pi->torsoAnimationTimer > 0 )
{
return;
}
}
/*
===============
UI_LegsSequencing
===============
*/
static void UI_LegsSequencing( playerInfo_t *pi )
{
int currentAnim;
currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
if ( pi->legsAnimationTimer > 0 )
{
if ( currentAnim == LEGS_JUMP )
{
jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
}
return;
}
}
/*
===============
UI_SetLerpFrameAnimation
===============
*/
static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
animation_t *anim;
lf->animationNumber = newAnimation;
newAnimation &= ~ANIM_TOGGLEBIT;
if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
trap_Error( va("Bad animation number: %i", newAnimation) );
}
anim = &ci->animations[ newAnimation ];
lf->animation = anim;
lf->animationTime = lf->frameTime + anim->initialLerp;
}
/*
===============
UI_RunLerpFrame
===============
*/
static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
int f;
animation_t *anim;
// see if the animation sequence is switching
if ( newAnimation != lf->animationNumber || !lf->animation ) {
UI_SetLerpFrameAnimation( ci, lf, newAnimation );
}
f = 0;
// if we have passed the current frame, move it to
// oldFrame and calculate a new frame
if ( dp_realtime >= lf->frameTime ) {
lf->oldFrame = lf->frame;
lf->oldFrameTime = lf->frameTime;
// get the next frame based on the animation
anim = lf->animation;
if (lf->animation->numFrames)
{
if ( dp_realtime < lf->animationTime ) {
lf->frameTime = lf->animationTime; // initial lerp
} else {
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
}
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
if ( f >= anim->numFrames ) {
f -= anim->numFrames;
if ( anim->loopFrames != -1 ) //Before 0 meant no loop
{
if(anim->numFrames - anim->loopFrames == 0)
{
f %= anim->numFrames;
}
else
{
f %= (anim->numFrames - anim->loopFrames);
}
f += anim->loopFrames;
}
else
{
f = anim->numFrames - 1;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf->frameTime = dp_realtime;
}
}
}
lf->frame = anim->firstFrame + f;
if ( dp_realtime > lf->frameTime ) {
lf->frameTime = dp_realtime;
}
}
if ( lf->frameTime > dp_realtime + 200 ) {
lf->frameTime = dp_realtime;
}
if ( lf->oldFrameTime > dp_realtime ) {
lf->oldFrameTime = dp_realtime;
}
// calculate current lerp value
if ( lf->frameTime == lf->oldFrameTime ) {
lf->backlerp = 0;
} else {
lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
}
}
/*
===============
UI_PlayerAnimation
===============
*/
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
int *torsoOld, int *torso, float *torsoBackLerp )
{
// legs animation
pi->legsAnimationTimer -= uiInfo.uiDC.frameTime;
if ( pi->legsAnimationTimer < 0 ) {
pi->legsAnimationTimer = 0;
}
UI_LegsSequencing( pi );
if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == TORSO_IDLE_PISTOL ) {
UI_RunLerpFrame( pi, &pi->legs, TORSO_IDLE_PISTOL );
} else {
UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
}
*legsOld = pi->legs.oldFrame;
*legs = pi->legs.frame;
*legsBackLerp = pi->legs.backlerp;
// torso animation
pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime;
if ( pi->torsoAnimationTimer < 0 ) {
pi->torsoAnimationTimer = 0;
}
UI_TorsoSequencing( pi );
UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
*torsoOld = pi->torso.oldFrame;
*torso = pi->torso.frame;
*torsoBackLerp = pi->torso.backlerp;
}
/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = uiInfo.uiDC.frameTime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = uiInfo.uiDC.frameTime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
======================
UI_MovedirAdjustment
======================
*/
static float UI_MovedirAdjustment( playerInfo_t *pi ) {
vec3_t relativeAngles;
vec3_t moveVector;
VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
AngleVectors( relativeAngles, moveVector, NULL, NULL );
if ( Q_fabs( moveVector[0] ) < 0.01 ) {
moveVector[0] = 0.0;
}
if ( Q_fabs( moveVector[1] ) < 0.01 ) {
moveVector[1] = 0.0;
}
if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
return 0;
}
if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
return 22;
}
if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
return 45;
}
if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
return -22;
}
if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
return 0;
}
if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
return 22;
}
if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
return -45;
}
return -22;
}
/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
vec3_t legsAngles, torsoAngles, headAngles;
float dest;
float adjust;
VectorCopy( pi->viewAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_WALK )
{
// if not standing still, always point all in the same direction
pi->torso.yawing = qtrue; // always center
pi->torso.pitching = qtrue; // always center
pi->legs.yawing = qtrue; // always center
}
// adjust legs for movement dir
adjust = UI_MovedirAdjustment( pi );
legsAngles[YAW] = headAngles[YAW] + adjust;
torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
// torso
UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
torsoAngles[YAW] = pi->torso.yawAngle;
legsAngles[YAW] = pi->legs.yawAngle;
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75;
} else {
dest = headAngles[PITCH] * 0.75;
}
UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
torsoAngles[PITCH] = pi->torso.pitchAngle;
// pull the angles back out of the hierarchial chain
AnglesSubtract( headAngles, torsoAngles, headAngles );
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
AnglesToAxis( legsAngles, legs );
AnglesToAxis( torsoAngles, torso );
AnglesToAxis( headAngles, head );
}
/*
===============
UI_PlayerFloatSprite
===============
*/
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
refEntity_t ent;
memset( &ent, 0, sizeof( ent ) );
VectorCopy( origin, ent.origin );
ent.origin[2] += 48;
ent.reType = RT_SPRITE;
ent.customShader = shader;
ent.radius = 10;
ent.renderfx = 0;
trap_R_AddRefEntityToScene( &ent );
}
/*
======================
UI_MachinegunSpinAngle
======================
*/
float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
int delta;
float angle;
float speed;
int torsoAnim;
delta = dp_realtime - pi->barrelTime;
if ( pi->barrelSpinning ) {
angle = pi->barrelAngle + delta * SPIN_SPEED;
} else {
if ( delta > COAST_TIME ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = pi->barrelAngle + delta * speed;
}
torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
return angle;
}
/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time )
{
refdef_t refdef;
refEntity_t legs;
refEntity_t torso;
refEntity_t head;
refEntity_t gun;
vec3_t origin;
int renderfx;
vec3_t mins = {-16, -16, -24};
vec3_t maxs = {16, 16, 32};
float len;
float xx;
animation_t *anim;
float animSpeed;
int flags=BONE_ANIM_OVERRIDE_FREEZE;
if ( !pi->playerG2Model ) // || !pi->animations[0].numFrames )
{
return;
}
// this allows the ui to cache the player model on the main menu
if (w == 0 || h == 0) {
return;
}
dp_realtime = time;
if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
pi->weapon = pi->pendingWeapon;
pi->lastWeapon = pi->pendingWeapon;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
}
UI_AdjustFrom640( &x, &y, &w, &h );
y -= jumpHeight;
memset( &refdef, 0, sizeof( refdef ) );
memset( &legs, 0, sizeof(legs) );
memset( &torso, 0, sizeof(torso) );
memset( &head, 0, sizeof(head) );
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
refdef.fov_y = atan2( refdef.height, xx );
refdef.fov_y *= ( 360 / (float)M_PI );
// calculate distance so the player nearly fills the box
len = 0.8f * ( maxs[2] - mins[2] );
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
origin[2] = -0.5 * ( mins[2] + maxs[2] );
refdef.time = dp_realtime;
trap_R_ClearScene();
// get the rotation information
UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
// get the animation state (after rotation, to allow feet shuffle)
UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
&torso.oldframe, &torso.frame, &torso.backlerp );
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW | RF_MINLIGHT;
//
// add the legs
//
// legs.hModel = pi->playerModel;
// legs.customSkin = pi->legsSkin;
legs.ghoul2 = pi->playerG2Model;
// lf->animation = anim;
// lf->animationTime = lf->frameTime + anim->initialLerp;
anim = pi->legs.animation;
animSpeed = 50.0f / anim->frameLerp;
if (anim->loopFrames != -1)
{
flags = BONE_ANIM_OVERRIDE_LOOP;
}
// Temp
// flags |= BONE_ANIM_BLEND;
/* if (torsoOnly)
{
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", anim->firstFrame, anim->firstFrame + anim->numFrames, flags, animSpeed, lf->frameTime, -1, 150);
}*/
// else
if ( pi->legsOldAnim != pi->legs.animationNumber )
{
trap_G2API_SetBoneAnim( legs.ghoul2, 0, "model_root",
anim->firstFrame,
anim->firstFrame + anim->numFrames,
flags, animSpeed, pi->legs.frameTime / 10, -1, 150);
pi->legsOldAnim = pi->legs.animationNumber;
}
VectorCopy( origin, legs.origin );
VectorCopy( origin, legs.lightingOrigin );
legs.renderfx = renderfx;
VectorCopy (legs.origin, legs.oldorigin);
trap_R_AddRefEntityToScene( &legs );
// if (!legs.hModel) {
// return;
// }
//
// add the gun
//
if ( pi->currentWeapon != WP_NONE ) {
memset( &gun, 0, sizeof(gun) );
// gun.hModel = pi->weaponModel;
// VectorCopy( origin, gun.lightingOrigin );
gun.ghoul2 = pi->weaponG2Model;
// NOTENOTE Need to change this to a bolt position on player model
//rjr UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
gun.renderfx = renderfx;
trap_R_AddRefEntityToScene( &gun );
}
//
// add the chat icon
//
if ( pi->chat ) {
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
}
//
// add an accent light
//
origin[0] -= 100; // + = behind, - = in front
origin[1] += 100; // + = left, - = right
origin[2] += 100; // + = above, - = below
trap_R_AddLightToScene( origin, 500, 0.5, 0.5, 0.5 );
origin[0] -= 100;
origin[1] -= 100;
origin[2] -= 100;
trap_R_AddLightToScene( origin, 500, 0.5, 0.5, 0.5 );
trap_R_RenderScene( &refdef );
}
/*
==========================
UI_FileExists
==========================
*/
static qboolean UI_FileExists(const char *filename) {
int len;
fileHandle_t f;
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if (len>0) {
trap_FS_FCloseFile(f);
return qtrue;
}
return qfalse;
}
/*
==========================
UI_RegisterClientIdentity
==========================
*/
qboolean UI_RegisterClientIdentity ( playerInfo_t *pi, const char* identityName )
{
char filename[MAX_QPATH];
if (pi->playerG2Model)
{
trap_G2API_CleanGhoul2Models(&pi->playerG2Model);
pi->playerG2Model = NULL;
}
pi->playerG2Model = UI_RegisterIdentity ( identityName, filename );
if ( !pi->playerG2Model )
{
Com_Printf( "Failed to read Ghoul2 Skin%s\n", filename );
return qfalse;
}
// load the animations
if ( !BG_ParseAnimationFile( filename, pi->animations ) )
{
Com_Printf( "Failed to load animation file %s\n", filename );
return qfalse;
}
pi->legsOldAnim = 0;
return qtrue;
}
/*
===============
UI_PlayerInfo_SetIdentity
===============
*/
void UI_PlayerInfo_SetIdentity ( playerInfo_t *pi, const char *identity )
{
memset( pi, 0, sizeof(*pi) );
UI_RegisterClientIdentity ( pi, identity );
pi->weapon = WP_FIRST_RANGED_WEAPON;
pi->currentWeapon = pi->weapon;
pi->lastWeapon = pi->weapon;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
pi->chat = qfalse;
pi->newModel = qtrue;
}
/*
===============
UI_PlayerInfo_SetInfo
===============
*/
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
int currentAnim;
weapon_t weaponNum;
pi->chat = chat;
// view angles
VectorCopy( viewAngles, pi->viewAngles );
// move angles
VectorCopy( moveAngles, pi->moveAngles );
if ( pi->newModel ) {
pi->newModel = qfalse;
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
pi->legs.yawAngle = viewAngles[YAW];
pi->legs.yawing = qfalse;
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
pi->torso.yawAngle = viewAngles[YAW];
pi->torso.yawing = qfalse;
if ( weaponNumber != -1 ) {
pi->weapon = weaponNumber;
pi->currentWeapon = weaponNumber;
pi->lastWeapon = weaponNumber;
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
}
return;
}
// weapon
if ( weaponNumber == -1 ) {
pi->pendingWeapon = -1;
pi->weaponTimer = 0;
}
else if ( weaponNumber != WP_NONE ) {
pi->pendingWeapon = weaponNumber;
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
}
weaponNum = pi->lastWeapon;
pi->weapon = weaponNum;
if ( torsoAnim == BOTH_DEATH_CHEST_1 || legsAnim == BOTH_DEATH_CHEST_1 )
{
torsoAnim = legsAnim = BOTH_DEATH_CHEST_1;
pi->weapon = pi->currentWeapon = WP_NONE;
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
return;
}
// leg animation
currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP ) )
{
pi->pendingLegsAnim = legsAnim;
}
else if ( legsAnim != currentAnim ) {
jumpHeight = 0;
pi->pendingLegsAnim = 0;
UI_ForceLegsAnim( pi, legsAnim );
}
// torso animation
if ( torsoAnim == TORSO_IDLE_PISTOL )
{
if ( weaponNum == WP_NONE || weaponNum == WP_KNIFE )
{
torsoAnim = TORSO_IDLE_PISTOL;
}
else
{
torsoAnim = TORSO_IDLE_PISTOL;
}
}
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
if ( torsoAnim != currentAnim )
{
pi->pendingTorsoAnim = 0;
UI_ForceTorsoAnim( pi, torsoAnim );
}
}
/*
===============
UI_LoadIdentityIcons
===============
*/
void UI_LoadIdentityIcons ( void )
{
int i;
char fileName[MAX_OSPATH];
#ifdef SPECIAL_PRE_CACHE
return;
#endif
for ( i = 0; i < bg_identityCount; i ++ )
{
Com_sprintf(fileName, sizeof(fileName), "gfx/playericons/%s ( %s ).JPG", bg_identities[i].mCharacter->mName, bg_identities[i].mSkin->mSkin);
bg_identities[i].mIcon = trap_R_RegisterShaderNoMip(fileName);
}
}
/*
=================
UI_ProcessIdentityItems
Attaches all the items for a character skin
=================
*/
static void UI_ProcessIdentityItems ( TGhoul2 ghoul2, TInventoryTemplate *items )
{
int modelIndex;
int boltIndex;
TSurfaceList *surf;
while ( items )
{
if ( items->mItem )
{
if ( items->mItem->mModel && items->mBolt )
{
modelIndex = trap_G2API_InitGhoul2Model(&ghoul2, items->mItem->mModel, 0, 0, 0, 0, 0);
if (modelIndex != -1)
{
boltIndex = trap_G2API_AddBolt ( ghoul2, 0, items->mBolt);
if (boltIndex != -1)
{
trap_G2API_AttachG2Model( ghoul2, modelIndex, ghoul2, boltIndex, 0);
}
}
}
surf = items->mItem->mOffList;
while(surf)
{
trap_G2API_SetSurfaceOnOff( ghoul2, 0, surf->mName, G2SURFACEFLAG_OFF);
surf = surf->mNext;
}
surf = items->mItem->mOnList;
while(surf)
{
trap_G2API_SetSurfaceOnOff( ghoul2, 0, surf->mName, 0);
surf = surf->mNext;
}
}
items = items->mNext;
}
}
/*
=================
UI_RegisterIdentity
Registers an identity
=================
*/
TGhoul2 UI_RegisterIdentity ( const char *identityName, char *animationFile )
{
char name[MAX_QPATH];
TGenericParser2 skinFile;
TGPGroup *basegroup, *group, *sub;
char temp[20480], *end;
int numPairs;
TIdentity *identity;
TGhoul2 ghoul2Ptr;
numPairs = 0;
end = temp;
*end = 0;
ghoul2Ptr = NULL;
*animationFile = 0;
// Find the identity in question
identity = BG_FindIdentity( identityName );
if (!identity )
{
return NULL;
}
if (trap_G2API_InitGhoul2Model( &ghoul2Ptr, identity->mCharacter->mModel, 0, 0, 0, (1<<4), 0) == -1)
{
return NULL;
}
#ifdef SPECIAL_PRE_CACHE
Com_sprintf(temp, sizeof(temp), "gfx/playericons/%s ( %s ).JPG", identity->mCharacter->mName, identity->mSkin->mSkin);
identity->mIcon = trap_R_RegisterShaderNoMip(temp);
#endif
trap_G2API_GetAnimFileNameIndex( ghoul2Ptr, 0, name );
Com_sprintf(animationFile, MAX_QPATH, "%s_mp.cfg", name );
if ( identity->mCharacter->mParent)
{
UI_ProcessIdentityItems( ghoul2Ptr, identity->mCharacter->mParent->mInventory );
}
UI_ProcessIdentityItems( ghoul2Ptr, identity->mCharacter->mInventory);
UI_ProcessIdentityItems( ghoul2Ptr, identity->mSkin->mInventory);
// don't need the mouth
trap_G2API_SetSurfaceOnOff( ghoul2Ptr, 0, "mouth_r", G2SURFACEFLAG_OFF|G2SURFACEFLAG_NODESCENDANTS);
trap_G2API_SetSurfaceOnOff( ghoul2Ptr, 0, "mouth_l", G2SURFACEFLAG_OFF|G2SURFACEFLAG_NODESCENDANTS);
// Parse the g2skin file
Com_sprintf( name, sizeof(name), "models/characters/skins/%s.g2skin", identity->mSkin->mSkin );
skinFile = trap_GP_ParseFile( name, qtrue, qfalse );
if ( !skinFile )
{
trap_G2API_CleanGhoul2Models( &ghoul2Ptr);
return NULL;
}
basegroup = trap_GP_GetBaseParseGroup ( skinFile );
group = trap_GPG_GetSubGroups ( basegroup );
while(group)
{
trap_GPG_GetName ( group, name );
// Parse the material
if ( Q_stricmp ( name, "material") == 0)
{
char matName[MAX_QPATH];
char shaderName[MAX_QPATH];
trap_GPG_FindPairValue ( group, "name", "", matName );
sub = trap_GPG_FindSubGroup ( group, "group");
if (sub)
{
trap_GPG_FindPairValue ( sub, "shader1", "", shaderName );
if (!shaderName[0])
{
trap_GPG_FindPairValue ( sub, "texture1", "", shaderName );
}
}
if (matName[0] && shaderName[0])
{
end += Com_sprintf(end, sizeof(temp) - (end-temp+1), "%s %s ", matName, shaderName);
numPairs++;
}
}
group = trap_GPG_GetNext ( group );
}
trap_GP_Delete(&skinFile);
if (numPairs)
{
qhandle_t handle;
handle = trap_G2API_RegisterSkin( identity->mName, numPairs, temp);
trap_G2API_SetSkin( ghoul2Ptr, 0, handle);
}
return ghoul2Ptr;
}