jkxr/Projects/Android/jni/OpenJK/code/ui/ui_saber.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
/*
=======================================================================
USER INTERFACE SABER LOADING & DISPLAY CODE
=======================================================================
*/
// leave this at the top of all UI_xxxx files for PCH reasons...
//
#include "../server/exe_headers.h"
#include "ui_local.h"
#include "ui_shared.h"
#include "../ghoul2/G2.h"
#define MAX_SABER_DATA_SIZE 0x80000
char SaberParms[MAX_SABER_DATA_SIZE];
qboolean ui_saber_parms_parsed = qfalse;
static qhandle_t redSaberGlowShader;
static qhandle_t redSaberCoreShader;
static qhandle_t orangeSaberGlowShader;
static qhandle_t orangeSaberCoreShader;
static qhandle_t yellowSaberGlowShader;
static qhandle_t yellowSaberCoreShader;
static qhandle_t greenSaberGlowShader;
static qhandle_t greenSaberCoreShader;
static qhandle_t blueSaberGlowShader;
static qhandle_t blueSaberCoreShader;
static qhandle_t purpleSaberGlowShader;
static qhandle_t purpleSaberCoreShader;
void UI_CacheSaberGlowGraphics( void )
{//FIXME: these get fucked by vid_restarts
redSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/red_glow" );
redSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/red_line" );
orangeSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/orange_glow" );
orangeSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/orange_line" );
yellowSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/yellow_glow" );
yellowSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/yellow_line" );
greenSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/green_glow" );
greenSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/green_line" );
blueSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/blue_glow" );
blueSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/blue_line" );
purpleSaberGlowShader = re.RegisterShader( "gfx/effects/sabers/purple_glow" );
purpleSaberCoreShader = re.RegisterShader( "gfx/effects/sabers/purple_line" );
}
qboolean UI_ParseLiteral( const char **data, const char *string )
{
const char *token;
token = COM_ParseExt( data, qtrue );
if ( token[0] == 0 )
{
ui.Printf( "unexpected EOF\n" );
return qtrue;
}
if ( Q_stricmp( token, string ) )
{
ui.Printf( "required string '%s' missing\n", string );
return qtrue;
}
return qfalse;
}
qboolean UI_SaberParseParm( const char *saberName, const char *parmname, char *saberData )
{
const char *token;
const char *value;
const char *p;
if ( !saberName || !saberName[0] )
{
return qfalse;
}
//try to parse it out
p = SaberParms;
COM_BeginParseSession();
// look for the right saber
while ( p )
{
token = COM_ParseExt( &p, qtrue );
if ( token[0] == 0 )
{
COM_EndParseSession( );
return qfalse;
}
if ( !Q_stricmp( token, saberName ) )
{
break;
}
SkipBracedSection( &p );
}
if ( !p )
{
COM_EndParseSession( );
return qfalse;
}
if ( UI_ParseLiteral( &p, "{" ) )
{
COM_EndParseSession( );
return qfalse;
}
// parse the saber info block
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if ( !token[0] )
{
ui.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", saberName );
COM_EndParseSession( );
return qfalse;
}
if ( !Q_stricmp( token, "}" ) )
{
break;
}
if ( !Q_stricmp( token, parmname ) )
{
if ( COM_ParseString( &p, &value ) )
{
continue;
}
strcpy( saberData, value );
COM_EndParseSession( );
return qtrue;
}
SkipRestOfLine( &p );
continue;
}
COM_EndParseSession( );
return qfalse;
}
qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName )
{
return UI_SaberParseParm( saberName, "name", saberProperName );
}
qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel )
{
return UI_SaberParseParm( saberName, "saberModel", saberModel );
}
qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin )
{
return UI_SaberParseParm( saberName, "customSkin", saberSkin );
}
qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType )
{
return UI_SaberParseParm( saberName, "saberType", saberType );
}
int UI_SaberNumBladesForSaber( const char *saberName )
{
char numBladesString[8]={0};
UI_SaberParseParm( saberName, "numBlades", numBladesString );
int numBlades = atoi( numBladesString );
if ( numBlades < 1 )
{
numBlades = 1;
}
else if ( numBlades > 8 )
{
numBlades = 8;
}
return numBlades;
}
qboolean UI_SaberShouldDrawBlade( const char *saberName, int bladeNum )
{
int bladeStyle2Start = 0, noBlade = 0;
char bladeStyle2StartString[8]={0};
char noBladeString[8]={0};
UI_SaberParseParm( saberName, "bladeStyle2Start", bladeStyle2StartString );
if ( bladeStyle2StartString[0] )
{
bladeStyle2Start = atoi( bladeStyle2StartString );
}
if ( bladeStyle2Start
&& bladeNum >= bladeStyle2Start )
{//use second blade style
UI_SaberParseParm( saberName, "noBlade2", noBladeString );
if ( noBladeString[0] )
{
noBlade = atoi( noBladeString );
}
}
else
{//use first blade style
UI_SaberParseParm( saberName, "noBlade", noBladeString );
if ( noBladeString[0] )
{
noBlade = atoi( noBladeString );
}
}
return ((qboolean)(noBlade==0));
}
float UI_SaberBladeLengthForSaber( const char *saberName, int bladeNum )
{
char lengthString[8]={0};
float length = 40.0f;
UI_SaberParseParm( saberName, "saberLength", lengthString );
if ( lengthString[0] )
{
length = atof( lengthString );
if ( length < 0.0f )
{
length = 0.0f;
}
}
UI_SaberParseParm( saberName, va("saberLength%d", bladeNum+1), lengthString );
if ( lengthString[0] )
{
length = atof( lengthString );
if ( length < 0.0f )
{
length = 0.0f;
}
}
return length;
}
float UI_SaberBladeRadiusForSaber( const char *saberName, int bladeNum )
{
char radiusString[8]={0};
float radius = 3.0f;
UI_SaberParseParm( saberName, "saberRadius", radiusString );
if ( radiusString[0] )
{
radius = atof( radiusString );
if ( radius < 0.0f )
{
radius = 0.0f;
}
}
UI_SaberParseParm( saberName, va("saberRadius%d", bladeNum+1), radiusString );
if ( radiusString[0] )
{
radius = atof( radiusString );
if ( radius < 0.0f )
{
radius = 0.0f;
}
}
return radius;
}
void UI_SaberLoadParms( void )
{
int len, totallen, saberExtFNLen, fileCnt, i;
char *buffer, *holdChar, *marker;
char saberExtensionListBuf[2048]; // The list of file names read in
//ui.Printf( "UI Parsing *.sab saber definitions\n" );
ui_saber_parms_parsed = qtrue;
UI_CacheSaberGlowGraphics();
//set where to store the first one
totallen = 0;
marker = SaberParms;
marker[0] = '\0';
//now load in the sabers
fileCnt = ui.FS_GetFileList("ext_data/sabers", ".sab", saberExtensionListBuf, sizeof(saberExtensionListBuf) );
holdChar = saberExtensionListBuf;
for ( i = 0; i < fileCnt; i++, holdChar += saberExtFNLen + 1 )
{
saberExtFNLen = strlen( holdChar );
len = ui.FS_ReadFile( va( "ext_data/sabers/%s", holdChar), (void **) &buffer );
if ( len == -1 )
{
ui.Printf( "UI_SaberLoadParms: error reading %s\n", holdChar );
}
else
{
if ( totallen && *(marker-1) == '}' )
{//don't let it end on a } because that should be a stand-alone token
strcat( marker, " " );
totallen++;
marker++;
}
len = COM_Compress( buffer );
if ( totallen + len >= MAX_SABER_DATA_SIZE ) {
Com_Error( ERR_FATAL, "UI_SaberLoadParms: ran out of space before reading %s\n(you must make the .npc files smaller)", holdChar );
}
strcat( marker, buffer );
ui.FS_FreeFile( buffer );
totallen += len;
marker += len;
}
}
}
void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color )
{
vec3_t mid, rgb={1,1,1};
qhandle_t blade = 0, glow = 0;
refEntity_t saber;
float radiusmult;
if ( length < 0.5f )
{
// if the thing is so short, just forget even adding me.
return;
}
// Find the midpoint of the saber for lighting purposes
VectorMA( origin, length * 0.5f, dir, mid );
switch( color )
{
case SABER_RED:
glow = redSaberGlowShader;
blade = redSaberCoreShader;
VectorSet( rgb, 1.0f, 0.2f, 0.2f );
break;
case SABER_ORANGE:
glow = orangeSaberGlowShader;
blade = orangeSaberCoreShader;
VectorSet( rgb, 1.0f, 0.5f, 0.1f );
break;
case SABER_YELLOW:
glow = yellowSaberGlowShader;
blade = yellowSaberCoreShader;
VectorSet( rgb, 1.0f, 1.0f, 0.2f );
break;
case SABER_GREEN:
glow = greenSaberGlowShader;
blade = greenSaberCoreShader;
VectorSet( rgb, 0.2f, 1.0f, 0.2f );
break;
case SABER_BLUE:
glow = blueSaberGlowShader;
blade = blueSaberCoreShader;
VectorSet( rgb, 0.2f, 0.4f, 1.0f );
break;
case SABER_PURPLE:
glow = purpleSaberGlowShader;
blade = purpleSaberCoreShader;
VectorSet( rgb, 0.9f, 0.2f, 1.0f );
break;
}
// always add a light because sabers cast a nice glow before they slice you in half!! or something...
/*
if ( doLight )
{//FIXME: RGB combine all the colors of the sabers you're using into one averaged color!
cgi_R_AddLightToScene( mid, (length*2.0f) + (Q_flrand(0.0f, 1.0f)*8.0f), rgb[0], rgb[1], rgb[2] );
}
*/
memset( &saber, 0, sizeof( refEntity_t ));
// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
// refEnts to do each glow blob individually
saber.saberLength = length;
// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
if (length < lengthMax )
{
radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5.
}
else
{
radiusmult = 1.0;
}
float radiusRange = radius * 0.075f;
float radiusStart = radius-radiusRange;
saber.radius = (radiusStart + Q_flrand(-1.0f, 1.0f) * radiusRange)*radiusmult;
//saber.radius = (2.8f + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
VectorCopy( origin, saber.origin );
VectorCopy( dir, saber.axis[0] );
saber.reType = RT_SABER_GLOW;
saber.customShader = glow;
saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff;
//saber.renderfx = rfx;
DC->addRefEntityToScene( &saber );
// Do the hot core
VectorMA( origin, length, dir, saber.origin );
VectorMA( origin, -1, dir, saber.oldorigin );
saber.customShader = blade;
saber.reType = RT_LINE;
radiusStart = radius/3.0f;
saber.radius = (radiusStart + Q_flrand(-1.0f, 1.0f) * radiusRange)*radiusmult;
// saber.radius = (1.0 + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
DC->addRefEntityToScene( &saber );
}
saber_colors_t TranslateSaberColor( const char *name )
{
if ( !Q_stricmp( name, "red" ) )
{
return SABER_RED;
}
if ( !Q_stricmp( name, "orange" ) )
{
return SABER_ORANGE;
}
if ( !Q_stricmp( name, "yellow" ) )
{
return SABER_YELLOW;
}
if ( !Q_stricmp( name, "green" ) )
{
return SABER_GREEN;
}
if ( !Q_stricmp( name, "blue" ) )
{
return SABER_BLUE;
}
if ( !Q_stricmp( name, "purple" ) )
{
return SABER_PURPLE;
}
if ( !Q_stricmp( name, "random" ) )
{
return ((saber_colors_t)(Q_irand( SABER_ORANGE, SABER_PURPLE )));
}
return SABER_BLUE;
}
saberType_t TranslateSaberType( const char *name )
{
if ( !Q_stricmp( name, "SABER_SINGLE" ) )
{
return SABER_SINGLE;
}
if ( !Q_stricmp( name, "SABER_STAFF" ) )
{
return SABER_STAFF;
}
if ( !Q_stricmp( name, "SABER_BROAD" ) )
{
return SABER_BROAD;
}
if ( !Q_stricmp( name, "SABER_PRONG" ) )
{
return SABER_PRONG;
}
if ( !Q_stricmp( name, "SABER_DAGGER" ) )
{
return SABER_DAGGER;
}
if ( !Q_stricmp( name, "SABER_ARC" ) )
{
return SABER_ARC;
}
if ( !Q_stricmp( name, "SABER_SAI" ) )
{
return SABER_SAI;
}
if ( !Q_stricmp( name, "SABER_CLAW" ) )
{
return SABER_CLAW;
}
if ( !Q_stricmp( name, "SABER_LANCE" ) )
{
return SABER_LANCE;
}
if ( !Q_stricmp( name, "SABER_STAR" ) )
{
return SABER_STAR;
}
if ( !Q_stricmp( name, "SABER_TRIDENT" ) )
{
return SABER_TRIDENT;
}
if ( !Q_stricmp( name, "SABER_SITH_SWORD" ) )
{
return SABER_SITH_SWORD;
}
return SABER_SINGLE;
}
void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, float curYaw, int bladeNum )
{
char bladeColorString[MAX_QPATH];
vec3_t angles={0};
if ( item->flags&(ITF_ISANYSABER) && item->flags&(ITF_ISCHARACTER) )
{ //it's bolted to a dude!
angles[YAW] = curYaw;
}
else
{
angles[PITCH] = curYaw;
angles[ROLL] = 90;
}
if ( saberModel >= item->ghoul2.size() )
{//uhh... invalid index!
return;
}
if ( (item->flags&ITF_ISSABER) && saberModel < 2 )
{
DC->getCVarString( "ui_saber_color", bladeColorString, sizeof(bladeColorString) );
}
else//if ( item->flags&ITF_ISSABER2 ) - presumed
{
DC->getCVarString( "ui_saber2_color", bladeColorString, sizeof(bladeColorString) );
}
saber_colors_t bladeColor = TranslateSaberColor( bladeColorString );
float bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum );
float bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum );
vec3_t bladeOrigin={0};
vec3_t axis[3]={};
mdxaBone_t boltMatrix;
qboolean tagHack = qfalse;
char *tagName = va( "*blade%d", bladeNum+1 );
int bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], tagName );
if ( bolt == -1 )
{
tagHack = qtrue;
//hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models
bolt = DC->g2_AddBolt( &item->ghoul2[saberModel], "*flash" );
if ( bolt == -1 )
{//no tag_flash either?!!
bolt = 0;
}
}
DC->g2_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw
// work the matrix axis stuff into the original axis and origins used.
DC->g2_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, bladeOrigin);
DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
DC->g2_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, axis[1]);//right
DC->g2_GiveMeVectorFromMatrix(boltMatrix, POSITIVE_Z, axis[2]);//up
float scale = DC->xscale;
if ( tagHack )
{
switch ( saberType )
{
case SABER_SINGLE:
case SABER_DAGGER:
case SABER_LANCE:
break;
case SABER_STAFF:
if ( bladeNum == 1 )
{
VectorScale( axis[0], -1, axis[0] );
VectorMA( bladeOrigin, 16*scale, axis[0], bladeOrigin );
}
break;
case SABER_BROAD:
if ( bladeNum == 0 )
{
VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin );
}
else if ( bladeNum == 1 )
{
VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin );
}
break;
case SABER_PRONG:
if ( bladeNum == 0 )
{
VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
}
else if ( bladeNum == 1 )
{
VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
}
break;
case SABER_ARC:
VectorSubtract( axis[1], axis[2], axis[1] );
VectorNormalize( axis[1] );
switch ( bladeNum )
{
case 0:
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
VectorScale( axis[0], 0.75f, axis[0] );
VectorScale( axis[1], 0.25f, axis[1] );
VectorAdd( axis[0], axis[1], axis[0] );
break;
case 1:
VectorScale( axis[0], 0.25f, axis[0] );
VectorScale( axis[1], 0.75f, axis[1] );
VectorAdd( axis[0], axis[1], axis[0] );
break;
case 2:
VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin );
VectorScale( axis[0], -0.25f, axis[0] );
VectorScale( axis[1], 0.75f, axis[1] );
VectorAdd( axis[0], axis[1], axis[0] );
break;
case 3:
VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin );
VectorScale( axis[0], -0.75f, axis[0] );
VectorScale( axis[1], 0.25f, axis[1] );
VectorAdd( axis[0], axis[1], axis[0] );
break;
}
break;
case SABER_SAI:
if ( bladeNum == 1 )
{
VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
}
else if ( bladeNum == 2 )
{
VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
}
break;
case SABER_CLAW:
switch ( bladeNum )
{
case 0:
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
break;
case 1:
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin );
break;
case 2:
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin );
break;
}
break;
case SABER_STAR:
switch ( bladeNum )
{
case 0:
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
case 1:
VectorScale( axis[0], 0.33f, axis[0] );
VectorScale( axis[2], 0.67f, axis[2] );
VectorAdd( axis[0], axis[2], axis[0] );
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
case 2:
VectorScale( axis[0], -0.33f, axis[0] );
VectorScale( axis[2], 0.67f, axis[2] );
VectorAdd( axis[0], axis[2], axis[0] );
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
case 3:
VectorScale( axis[0], -1, axis[0] );
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
case 4:
VectorScale( axis[0], -0.33f, axis[0] );
VectorScale( axis[2], -0.67f, axis[2] );
VectorAdd( axis[0], axis[2], axis[0] );
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
case 5:
VectorScale( axis[0], 0.33f, axis[0] );
VectorScale( axis[2], -0.67f, axis[2] );
VectorAdd( axis[0], axis[2], axis[0] );
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
break;
}
break;
case SABER_TRIDENT:
switch ( bladeNum )
{
case 0:
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
break;
case 1:
VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin );
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
break;
case 2:
VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin );
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
break;
case 3:
VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin );
VectorScale( axis[0], -1, axis[0] );
break;
}
break;
case SABER_SITH_SWORD:
//no blade
break;
default:
break;
}
}
if ( saberType == SABER_SITH_SWORD )
{//draw no blade
return;
}
UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor );
}
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
void UI_GetSaberForMenu( char *saber, int saberNum )
{
char saberTypeString[MAX_QPATH]={0};
saberType_t saberType = SABER_NONE;
if ( saberNum == 0 )
{
DC->getCVarString( "g_saber", saber, MAX_QPATH );
}
else
{
DC->getCVarString( "g_saber2", saber, MAX_QPATH );
}
//read this from the sabers.cfg
UI_SaberTypeForSaber( saber, saberTypeString );
if ( saberTypeString[0] )
{
saberType = TranslateSaberType( saberTypeString );
}
switch ( uiInfo.movesTitleIndex )
{
case 0://MD_ACROBATICS:
break;
case 1://MD_SINGLE_FAST:
case 2://MD_SINGLE_MEDIUM:
case 3://MD_SINGLE_STRONG:
if ( saberType != SABER_SINGLE )
{
Q_strncpyz(saber,"single_1",MAX_QPATH);
}
break;
case 4://MD_DUAL_SABERS:
if ( saberType != SABER_SINGLE )
{
Q_strncpyz(saber,"single_1",MAX_QPATH);
}
break;
case 5://MD_SABER_STAFF:
if ( saberType == SABER_SINGLE || saberType == SABER_NONE )
{
Q_strncpyz(saber,"dual_1",MAX_QPATH);
}
break;
}
}
void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, float curYaw )
{
//NOTE: only allows one saber type in view at a time
char saber[MAX_QPATH];
int saberNum = 0;
int saberModel = 0;
int numSabers = 1;
if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand
&& uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
{
numSabers = 2;
}
for ( saberNum = 0; saberNum < numSabers; saberNum++ )
{
if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand
{
UI_GetSaberForMenu( saber, saberNum );
saberModel = saberNum + 1;
}
else if ( (item->flags&ITF_ISSABER) )
{
DC->getCVarString( "ui_saber", saber, sizeof(saber) );
saberModel = 0;
}
else if ( (item->flags&ITF_ISSABER2) )
{
DC->getCVarString( "ui_saber2", saber, sizeof(saber) );
saberModel = 0;
}
else
{
return;
}
if ( saber[0] )
{
int numBlades = UI_SaberNumBladesForSaber( saber );
if ( numBlades )
{//okay, here we go, time to draw each blade...
char saberTypeString[MAX_QPATH]={0};
UI_SaberTypeForSaber( saber, saberTypeString );
saberType_t saberType = TranslateSaberType( saberTypeString );
for ( int curBlade = 0; curBlade < numBlades; curBlade++ )
{
if ( UI_SaberShouldDrawBlade( saber, curBlade ) )
{
UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, curYaw, curBlade );
}
}
}
}
}
}
void UI_SaberAttachToChar( itemDef_t *item )
{
int numSabers = 1;
int saberNum = 0;
if ( item->ghoul2.size() > 2 && item->ghoul2[2].mModelindex >=0 )
{//remove any extra models
DC->g2_RemoveGhoul2Model(item->ghoul2, 2);
}
if ( item->ghoul2.size() > 1 && item->ghoul2[1].mModelindex >=0)
{//remove any extra models
DC->g2_RemoveGhoul2Model(item->ghoul2, 1);
}
if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
{
numSabers = 2;
}
for ( saberNum = 0; saberNum < numSabers; saberNum++ )
{
//bolt sabers
char modelPath[MAX_QPATH];
char skinPath[MAX_QPATH];
char saber[MAX_QPATH];
UI_GetSaberForMenu( saber, saberNum );
if ( UI_SaberModelForSaber( saber, modelPath ) )
{//successfully found a model
int g2Saber = DC->g2_InitGhoul2Model(item->ghoul2, modelPath, 0, 0, 0, 0, 0); //add the model
if (g2Saber)
{
//get the customSkin, if any
if ( UI_SaberSkinForSaber( saber, skinPath ) )
{
int g2skin = DC->registerSkin(skinPath);
DC->g2_SetSkin( &item->ghoul2[g2Saber], 0, g2skin );//this is going to set the surfs on/off matching the skin file
}
else
{
DC->g2_SetSkin( &item->ghoul2[g2Saber], -1, 0 );//turn off custom skin
}
int boltNum;
if ( saberNum == 0 )
{
boltNum = DC->g2_AddBolt(&item->ghoul2[0], "*r_hand");
}
else
{
boltNum = DC->g2_AddBolt(&item->ghoul2[0], "*l_hand");
}
re.G2API_AttachG2Model(&item->ghoul2[g2Saber], &item->ghoul2[0], boltNum, 0);
}
}
}
}