/*
===========================================================================
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 .
===========================================================================
*/
#include "../server/exe_headers.h"
#ifndef __Q_SHARED_H
#include "../qcommon/q_shared.h"
#endif
#if !defined(TR_LOCAL_H)
#include "tr_local.h"
#endif
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
#define G2_MODEL_OK(g) ((g)&&(g)->mValid&&(g)->aHeader&&(g)->currentModel&&(g)->animModel)
//=====================================================================================================================
// Bolt List handling routines - so entities can attach themselves to any part of the model in question
// Given a bone number, see if that bone is already in our bone list
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
{
// look through entire list
for(size_t i=0; imValid);
boltInfo_t tempBolt;
assert(surfNum>=0&&surfNum<(int)slist.size());
// ensure surface num is valid
if (surfNum >= (int)slist.size())
{
return -1;
}
// look through entire list - see if it's already there first
for(size_t i=0; imValid);
int surfNum = -1;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
boltInfo_t tempBolt;
uint32_t flags;
assert(G2_MODEL_OK(ghlInfo));
// first up, we'll search for that which this bolt names in all the surfaces
surfNum = G2_IsSurfaceLegal(ghlInfo->currentModel, boneName, &flags);
// did we find it as a surface?
if (surfNum != -1)
{
// look through entire list - see if it's already there first
for(size_t i=0; iaHeader + sizeof(mdxaHeader_t));
int x;
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
for (x=0; x< ghlInfo->aHeader->numBones; x++)
{
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[x]);
// if name is the same, we found it
if (!Q_stricmp(skel->name, boneName))
{
break;
}
}
// check to see we did actually make a match with a bone in the model
if (x == ghlInfo->aHeader->numBones)
{
// didn't find it? Error
//assert(0&&x == mod_a->mdxa->numBones);
#if _DEBUG
G2_Bolt_Not_Found(boneName,ghlInfo->mFileName);
#endif
return -1;
}
// look through entire list - see if it's already there first
for(size_t i=0; i=0&&index<(int)bltlist.size());
// did we find it?
if (index != -1)
{
bltlist[index].boltUsed--;
if (!bltlist[index].boltUsed)
{
// set this bone to not used
bltlist[index].boneNumber = -1;
bltlist[index].surfaceNumber = -1;
}
return qtrue;
}
return qfalse;
}
// set the bolt list to all unused so the bone transformation routine ignores it.
void G2_Init_Bolt_List(boltInfo_v &bltlist)
{
bltlist.clear();
}