/* =========================================================================== 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(); }