/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. 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 "cg_media.h" #include "FxScheduler.h" #include "../client/vmachine.h" #include "g_local.h" #include "../qcommon/sstring.h" #include "qcommon/ojk_saved_game_helper.h" #include //NOTENOTE: Be sure to change the mirrored code in g_shared.h typedef std::map< sstring_t, unsigned char > namePrecache_m; extern namePrecache_m *as_preCacheMap; extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci ); extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth ); extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0); extern void CG_DrawDataPadInventorySelect( void ); void CG_Init( int serverCommandSequence ); qboolean CG_ConsoleCommand( void ); void CG_Shutdown( void ); int CG_GetCameraPos( vec3_t camerapos ); int CG_GetCameraAng( vec3_t cameraang ); void UseItem(int itemNum); const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight, const char *psText, int iFontHandle, float fScale, const vec4_t v4Color); #define NUM_CHUNKS 6 /* Ghoul2 Insert Start */ void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount); void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount); void CG_ResizeG2Bone(boneInfo_v *bone, int newCount); void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount); void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount); /* Ghoul2 Insert End */ void CG_LoadHudMenu(void); int inv_icons[INV_MAX]; const char *inv_names[] = { "ELECTROBINOCULARS", "BACTA CANISTER", "SEEKER", "LIGHT AMP GOGGLES", "ASSAULT SENTRY", "GOODIE KEY", "GOODIE KEY", "GOODIE KEY", "GOODIE KEY", "GOODIE KEY", "SECURITY KEY", "SECURITY KEY", "SECURITY KEY", "SECURITY KEY", "SECURITY KEY", }; int force_icons[NUM_FORCE_POWERS]; void CG_DrawDataPadHUD( centity_t *cent ); void CG_DrawDataPadObjectives(const centity_t *cent ); void CG_DrawDataPadIconBackground(const int backgroundType); void CG_DrawDataPadWeaponSelect( void ); void CG_DrawDataPadForceSelect( void ); /* ================ vmMain This is the only way control passes into the cgame module. This must be the very first function compiled into the .q3vm file ================ */ extern "C" Q_EXPORT intptr_t QDECL vmMain( intptr_t command, intptr_t arg0, intptr_t arg1, intptr_t arg2, intptr_t arg3, intptr_t arg4, intptr_t arg5, intptr_t arg6, intptr_t arg7 ) { centity_t *cent; switch ( command ) { case CG_INIT: { vr = (vr_client_info_t *) (arg1); CG_Init(arg0); } return 0; case CG_SHUTDOWN: CG_Shutdown(); return 0; case CG_CONSOLE_COMMAND: return CG_ConsoleCommand(); case CG_DRAW_ACTIVE_FRAME: CG_DrawActiveFrame( arg0, (stereoFrame_t) arg1 ); return 0; case CG_CROSSHAIR_PLAYER: return CG_CrosshairPlayer(); case CG_CAMERA_POS: return CG_GetCameraPos( (float*)arg0); case CG_CAMERA_ANG: return CG_GetCameraAng( (float*)arg0); /* Ghoul2 Insert Start */ case CG_RESIZE_G2: CG_ResizeG2((CGhoul2Info_v *)arg0, arg1); return 0; case CG_RESIZE_G2_BOLT: CG_ResizeG2Bolt((boltInfo_v *)arg0, arg1); return 0; case CG_RESIZE_G2_BONE: CG_ResizeG2Bone((boneInfo_v *)arg0, arg1); return 0; case CG_RESIZE_G2_SURFACE: CG_ResizeG2Surface((surfaceInfo_v *)arg0, arg1); return 0; case CG_RESIZE_G2_TEMPBONE: CG_ResizeG2TempBone((mdxaBone_v *)arg0, arg1); return 0; /* Ghoul2 Insert End */ case CG_DRAW_DATAPAD_HUD: if (cg.snap) { cent = &cg_entities[cg.snap->ps.clientNum]; CG_DrawDataPadHUD(cent); } return 0; case CG_DRAW_DATAPAD_OBJECTIVES: if (cg.snap) { cent = &cg_entities[cg.snap->ps.clientNum]; CG_DrawDataPadObjectives(cent); } return 0; case CG_DRAW_DATAPAD_WEAPONS: if (cg.snap) { CG_DrawDataPadIconBackground(ICON_WEAPONS); CG_DrawDataPadWeaponSelect(); } return 0; case CG_DRAW_DATAPAD_INVENTORY: if (cg.snap) { CG_DrawDataPadIconBackground(ICON_INVENTORY); CG_DrawDataPadInventorySelect(); } return 0; case CG_DRAW_DATAPAD_FORCEPOWERS: if (cg.snap) { CG_DrawDataPadIconBackground(ICON_FORCE); CG_DrawDataPadForceSelect(); } return 0; } return -1; } /* Ghoul2 Insert Start */ void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount) { bolt->resize(newCount); } void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount) { surface->resize(newCount); } void CG_ResizeG2Bone(boneInfo_v *bone, int newCount) { bone->resize(newCount); } void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount) { ghoul2->resize(newCount); } void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount) { tempBone->resize(newCount); } /* Ghoul2 Insert End */ cg_t cg; cgs_t cgs; centity_t cg_entities[MAX_GENTITIES]; centity_t *cg_permanents[MAX_GENTITIES]; int cg_numpermanents = 0; weaponInfo_t cg_weapons[MAX_WEAPONS]; itemInfo_t cg_items[MAX_ITEMS]; vr_client_info_t *vr; typedef struct { qboolean registered; // Has the player picked it up qboolean active; // Is it the chosen inventory item int count; // Count of items. char description[128]; } inventoryInfo_t; inventoryInfo_t cg_inventory[INV_MAX]; vmCvar_t cg_runpitch; vmCvar_t cg_runroll; vmCvar_t cg_bobup; vmCvar_t cg_bobpitch; vmCvar_t cg_bobroll; vmCvar_t cg_shadows; vmCvar_t cg_renderToTextureFX; vmCvar_t cg_shadowCullDistance; vmCvar_t cg_footsteps; vmCvar_t cg_saberEntMarks; vmCvar_t cg_paused; vmCvar_t cg_drawTimer; vmCvar_t cg_drawFPS; vmCvar_t cg_drawSnapshot; vmCvar_t cg_drawAmmoWarning; vmCvar_t cg_drawCrosshair; vmCvar_t cg_crosshairIdentifyTarget; vmCvar_t cg_dynamicCrosshair; vmCvar_t cg_crosshairForceHint; vmCvar_t cg_crosshairX; vmCvar_t cg_crosshairY; vmCvar_t cg_crosshairSize; vmCvar_t cg_draw2D; vmCvar_t cg_drawStatus; vmCvar_t cg_drawHUD; vmCvar_t cg_debugAnim; #ifndef FINAL_BUILD vmCvar_t cg_debugAnimTarget; vmCvar_t cg_gun_frame; #endif vmCvar_t cg_gun_x; vmCvar_t cg_gun_y; vmCvar_t cg_gun_z; vmCvar_t cg_debugSaber; vmCvar_t cg_debugEvents; vmCvar_t cg_errorDecay; vmCvar_t cg_addMarks; vmCvar_t cg_drawGun; vmCvar_t cg_autoswitch; vmCvar_t cg_simpleItems; vmCvar_t cg_fov; vmCvar_t cg_fovAspectAdjust; vmCvar_t cg_endcredits; vmCvar_t cg_updatedDataPadForcePower1; vmCvar_t cg_updatedDataPadForcePower2; vmCvar_t cg_updatedDataPadForcePower3; vmCvar_t cg_updatedDataPadObjective; vmCvar_t cg_drawBreath; vmCvar_t cg_roffdebug; #ifndef FINAL_BUILD vmCvar_t cg_roffval1; vmCvar_t cg_roffval2; vmCvar_t cg_roffval3; vmCvar_t cg_roffval4; #endif vmCvar_t cg_thirdPerson; vmCvar_t cg_thirdPersonRange; vmCvar_t cg_thirdPersonMaxRange; vmCvar_t cg_thirdPersonAngle; vmCvar_t cg_thirdPersonPitchOffset; vmCvar_t cg_thirdPersonVertOffset; vmCvar_t cg_thirdPersonCameraDamp; vmCvar_t cg_thirdPersonTargetDamp; vmCvar_t cg_gunAutoFirst; vmCvar_t cg_thirdPersonAlpha; vmCvar_t cg_thirdPersonAutoAlpha; vmCvar_t cg_thirdPersonHorzOffset; vmCvar_t cg_stereoSeparation; vmCvar_t cg_worldScale; vmCvar_t cg_heightAdjust; vmCvar_t cg_developer; vmCvar_t cg_timescale; vmCvar_t cg_skippingcin; vmCvar_t cg_pano; vmCvar_t cg_panoNumShots; vmCvar_t fx_freeze; vmCvar_t fx_debug; vmCvar_t cg_missionInfoFlashTime; vmCvar_t cg_hudFiles; vmCvar_t cg_neverHearThatDumbBeepingSoundAgain; vmCvar_t vr_weapon_adjustment_1; vmCvar_t vr_weapon_adjustment_2; vmCvar_t vr_weapon_adjustment_3; vmCvar_t vr_weapon_adjustment_4; vmCvar_t vr_weapon_adjustment_5; vmCvar_t vr_weapon_adjustment_6; vmCvar_t vr_weapon_adjustment_7; vmCvar_t vr_weapon_adjustment_8; vmCvar_t vr_weapon_adjustment_9; vmCvar_t vr_weapon_adjustment_10; vmCvar_t vr_weapon_adjustment_11; vmCvar_t vr_weapon_adjustment_12; vmCvar_t vr_weapon_adjustment_13; vmCvar_t vr_weapon_adjustment_14; vmCvar_t vr_weapon_adjustment_18; vmCvar_t vr_weapon_adjustment_19; vmCvar_t vr_weapon_adjustment_20; vmCvar_t vr_weapon_adjustment_22; vmCvar_t cg_VariantSoundCap; // 0 = no capping, else cap to (n) max (typically just 1, but allows more) vmCvar_t cg_turnAnims; vmCvar_t cg_motionBoneComp; vmCvar_t cg_distributeMBCorrection; vmCvar_t cg_reliableAnimEvents; vmCvar_t cg_smoothPlayerPos; vmCvar_t cg_smoothPlayerPlat; vmCvar_t cg_smoothPlayerPlatAccel; vmCvar_t cg_g2Marks; vmCvar_t fx_expensivePhysics; vmCvar_t cg_debugHealthBars; vmCvar_t cg_smoothCamera; vmCvar_t cg_speedTrail; vmCvar_t cg_fovViewmodel; vmCvar_t cg_fovViewmodelAdjust; vmCvar_t cg_scaleVehicleSensitivity; typedef struct { vmCvar_t *vmCvar; const char *cvarName; const char *defaultString; int cvarFlags; } cvarTable_t; static cvarTable_t cvarTable[] = { { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, { &cg_fov, "cg_fov", "80", CVAR_ARCHIVE }, { &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE }, { &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE }, { &cg_worldScale, "cg_worldScale", "37.5", CVAR_ARCHIVE }, { &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE }, { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, { &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE }, { &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE }, { &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always { &cg_saberEntMarks, "cg_saberEntMarks", "1", CVAR_ARCHIVE }, { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, { &cg_drawHUD, "cg_drawHUD", "1", 0 }, { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE }, { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE }, { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "0", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, // NOTE : I also create this in UI_Init() { &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE }, { &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART }, { &cg_endcredits, "cg_endcredits", "0", 0}, { &cg_updatedDataPadForcePower1, "cg_updatedDataPadForcePower1", "0", 0}, { &cg_updatedDataPadForcePower2, "cg_updatedDataPadForcePower2", "0", 0}, { &cg_updatedDataPadForcePower3, "cg_updatedDataPadForcePower3", "0", 0}, { &cg_updatedDataPadObjective, "cg_updatedDataPadObjective", "0", 0}, { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, // NOTE : I also create this in UI_Init() { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, // NOTE : I also create these weapon sway cvars in UI_Init() { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE }, { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, #ifndef FINAL_BUILD { &cg_gun_frame, "gun_frame", "0", CVAR_CHEAT }, { &cg_debugAnimTarget, "cg_debugAnimTarget", "0", CVAR_CHEAT }, #endif { &cg_gun_x, "cg_gunX", "0", CVAR_ARCHIVE }, { &cg_gun_y, "cg_gunY", "0", CVAR_ARCHIVE }, { &cg_gun_z, "cg_gunZ", "0", CVAR_ARCHIVE }, { &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT }, { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, { &cg_errorDecay, "cg_errordecay", "100", 0 }, { &cg_drawBreath, "cg_drawBreath", "0", CVAR_ARCHIVE }, // Added 11/07/02 { &cg_roffdebug, "cg_roffdebug", "0" }, #ifndef FINAL_BUILD { &cg_roffval1, "cg_roffval1", "0" }, { &cg_roffval2, "cg_roffval2", "0" }, { &cg_roffval3, "cg_roffval3", "0" }, { &cg_roffval4, "cg_roffval4", "0" }, #endif { &cg_thirdPerson, "cg_thirdPerson", "1", CVAR_SAVEGAME }, { &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_ARCHIVE }, { &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 }, { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", 0 }, { &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", 0 }, { &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", 0}, { &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0}, { &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", 0}, { &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", 0}, { &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_ARCHIVE }, { &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 }, // NOTE: also declare this in UI_Init { &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE }, { &cg_pano, "pano", "0", 0 }, { &cg_panoNumShots, "panoNumShots", "10", 0 }, { &fx_freeze, "fx_freeze", "0", 0 }, { &fx_debug, "fx_debug", "0", 0 }, // the following variables are created in other parts of the system, // but we also reference them here { &cg_paused, "cl_paused", "0", CVAR_ROM }, { &cg_developer, "developer", "", 0 }, { &cg_timescale, "timescale", "1", 0 }, { &cg_skippingcin, "skippingCinematic", "0", CVAR_ROM}, { &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 }, { &cg_hudFiles, "cg_hudFiles", "ui/jahud.txt", CVAR_ARCHIVE}, //Default Weapon adjustments - these WILL be overridden // scale,right,up,forward,pitch,yaw,roll { &vr_weapon_adjustment_1, "vr_weapon_adjustment_1", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_2, "vr_weapon_adjustment_2", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_3, "vr_weapon_adjustment_3", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_4, "vr_weapon_adjustment_4", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_5, "vr_weapon_adjustment_5", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_6, "vr_weapon_adjustment_6", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_7, "vr_weapon_adjustment_7", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_8, "vr_weapon_adjustment_8", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_9, "vr_weapon_adjustment_9", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_10, "vr_weapon_adjustment_10", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_11, "vr_weapon_adjustment_11", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_12, "vr_weapon_adjustment_12", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_13, "vr_weapon_adjustment_13", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_14, "vr_weapon_adjustment_14", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_18, "vr_weapon_adjustment_18", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_19, "vr_weapon_adjustment_19", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_20, "vr_weapon_adjustment_20", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &vr_weapon_adjustment_22, "vr_weapon_adjustment_22", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE}, { &cg_VariantSoundCap, "cg_VariantSoundCap", "0", 0 }, { &cg_turnAnims, "cg_turnAnims", "0", 0 }, { &cg_motionBoneComp, "cg_motionBoneComp", "2", 0 }, { &cg_distributeMBCorrection, "cg_distributeMBCorrection", "1", 0 }, { &cg_reliableAnimEvents, "cg_reliableAnimEvents", "1", CVAR_ARCHIVE }, { &cg_smoothPlayerPos, "cg_smoothPlayerPos", "0.5", 0}, { &cg_smoothPlayerPlat, "cg_smoothPlayerPlat", "0.75", 0}, { &cg_smoothPlayerPlatAccel, "cg_smoothPlayerPlatAccel", "3.25", 0}, { &cg_g2Marks, "cg_g2Marks", "1", CVAR_ARCHIVE }, { &fx_expensivePhysics, "fx_expensivePhysics", "1", CVAR_ARCHIVE }, { &cg_debugHealthBars, "cg_debugHealthBars", "0", CVAR_CHEAT }, { &cg_smoothCamera, "cg_smoothCamera", "1", CVAR_ARCHIVE }, { &cg_speedTrail, "cg_speedTrail", "1", CVAR_ARCHIVE }, { &cg_fovViewmodel, "cg_fovViewmodel", "0", CVAR_ARCHIVE }, { &cg_fovViewmodelAdjust, "cg_fovViewmodelAdjust", "1", CVAR_ARCHIVE }, { &cg_scaleVehicleSensitivity, "cg_scaleVehicleSensitivity", "1", CVAR_ARCHIVE }, }; static const size_t cvarTableSize = ARRAY_LEN( cvarTable ); /* ================= CG_RegisterCvars ================= */ void CG_RegisterCvars( void ) { size_t i; cvarTable_t *cv; for ( i=0, cv=cvarTable; ivmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); } } /* ================= CG_UpdateCvars ================= */ void CG_UpdateCvars( void ) { size_t i; cvarTable_t *cv; for ( i=0, cv=cvarTable; ivmCvar ) { cgi_Cvar_Update( cv->vmCvar ); } } } int CG_CrosshairPlayer( void ) { if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { return -1; } return cg.crosshairClientNum; } int CG_GetCameraPos( vec3_t camerapos ) { if ( in_camera) { VectorCopy(client_camera.origin, camerapos); return 1; } else if ( cg_entities[0].gent && cg_entities[0].gent->client && cg_entities[0].gent->client->ps.viewEntity > 0 && cg_entities[0].gent->client->ps.viewEntity < ENTITYNUM_WORLD ) //else if ( cg.snap && cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ) {//in an entity camera view if ( g_entities[cg_entities[0].gent->client->ps.viewEntity].client && cg.renderingThirdPerson ) { VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].client->renderInfo.eyePoint, camerapos ); } else { VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].currentOrigin, camerapos ); } //VectorCopy( cg_entities[cg_entities[0].gent->client->ps.viewEntity].lerpOrigin, camerapos ); /* if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson ) { VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, camerapos ); } else {//use the g_ent because it may not have gotten over to the client yet... VectorCopy( g_entities[cg.snap->ps.viewEntity].currentOrigin, camerapos ); } */ return 1; } else if ( cg.renderingThirdPerson ) {//in third person //FIXME: what about hacks that render in third person regardless of this value? VectorCopy( cg.refdef.vieworg, camerapos ); return 1; } else if (cg.snap && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//implied: !cg.renderingThirdPerson {//first person saber hack VectorCopy( cg.refdef.vieworg, camerapos ); return 1; } return 0; } int CG_GetCameraAng( vec3_t cameraang ) { if ( in_camera) { VectorCopy(client_camera.angles, cameraang); return 1; } else { VectorCopy( cg.refdefViewAngles, cameraang ); return 1; } } void CG_Printf( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); Q_vsnprintf (text, sizeof(text), msg, argptr); va_end (argptr); cgi_Printf( text ); } NORETURN void CG_Error( const char *msg, ... ) { va_list argptr; char text[1024]; va_start (argptr, msg); Q_vsnprintf (text, sizeof(text), msg, argptr); va_end (argptr); cgi_Error( text ); } /* ================ CG_Argv ================ */ const char *CG_Argv( int arg ) { static char buffer[MAX_STRING_CHARS]; cgi_Argv( arg, buffer, sizeof( buffer ) ); return buffer; } //======================================================================== /* ================= CG_RegisterItemSounds The server says this item is used on this level ================= */ void CG_RegisterItemSounds( int itemNum ) { gitem_t *item; char data[MAX_QPATH]; const char *s, *start; int len; item = &bg_itemlist[ itemNum ]; if (item->pickup_sound) { cgi_S_RegisterSound( item->pickup_sound ); } // parse the space seperated precache string for other media s = item->sounds; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') { s++; } len = s-start; if (len >= MAX_QPATH || len < 5) { CG_Error( "PrecacheItem: %s has bad precache string", item->classname); return; } memcpy (data, start, len); data[len] = 0; if ( *s ) { s++; } if ( !strcmp(data+len-3, "wav" )) { cgi_S_RegisterSound( data ); } } } /* ====================== CG_LoadingString ====================== */ void CG_LoadingString( const char *s ) { Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) ); cgi_UpdateScreen(); } static inline void CG_AS_Register(void) { CG_LoadingString( "ambient sound sets" ); assert(as_preCacheMap); //Load the ambient sets cgi_AS_AddPrecacheEntry( "#clear" ); // ;-) //FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this... namePrecache_m::iterator pi; STL_ITERATE( pi, (*as_preCacheMap) ) { cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() ); } cgi_AS_ParseSets(); } /* ================= CG_RegisterSounds called during a precache command ================= */ static void CG_RegisterSounds( void ) { int i; char name[MAX_QPATH]; const char *soundName; CG_AS_Register(); CG_LoadingString( "general sounds" ); //FIXME: add to cg.media? cgi_S_RegisterSound( "sound/player/fallsplat.wav" ); cgs.media.selectSound = cgi_S_RegisterSound( "sound/weapons/change.wav" ); cgs.media.selectSound2 = cgi_S_RegisterSound( "sound/interface/sub_select.wav" ); // cgs.media.useNothingSound = cgi_S_RegisterSound( "sound/items/use_nothing.wav" ); cgs.media.noAmmoSound = cgi_S_RegisterSound( "sound/weapons/noammo.wav" ); // cgs.media.talkSound = cgi_S_RegisterSound( "sound/interface/communicator.wav" ); cgs.media.landSound = cgi_S_RegisterSound( "sound/player/land1.wav"); cgs.media.rollSound = cgi_S_RegisterSound( "sound/player/roll1.wav"); theFxScheduler.RegisterEffect( "env/slide_dust" ); cgs.media.overchargeFastSound = cgi_S_RegisterSound("sound/weapons/overchargeFast.wav" ); cgs.media.overchargeSlowSound = cgi_S_RegisterSound("sound/weapons/overchargeSlow.wav" ); cgs.media.overchargeLoopSound = cgi_S_RegisterSound("sound/weapons/overchargeLoop.wav"); cgs.media.overchargeEndSound = cgi_S_RegisterSound("sound/weapons/overchargeEnd.wav"); cgs.media.batteryChargeSound = cgi_S_RegisterSound( "sound/interface/pickup_battery.wav" ); // cgs.media.tedTextSound = cgi_S_RegisterSound( "sound/interface/tedtext.wav" ); cgs.media.messageLitSound = cgi_S_RegisterSound( "sound/interface/update" ); cgs.media.noforceSound = cgi_S_RegisterSound( "sound/weapons/force/noforce" ); cgs.media.watrInSound = cgi_S_RegisterSound ("sound/player/watr_in.wav"); cgs.media.watrOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav"); cgs.media.watrUnSound = cgi_S_RegisterSound ("sound/player/watr_un.wav"); if ( (gi.totalMapContents()&CONTENTS_LAVA) ) { cgs.media.lavaInSound = cgi_S_RegisterSound ("sound/player/inlava.wav"); cgs.media.lavaOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav"); cgs.media.lavaUnSound = cgi_S_RegisterSound ("sound/player/muckexit.wav"); } // Zoom cgs.media.zoomStart = cgi_S_RegisterSound( "sound/interface/zoomstart.wav" ); cgs.media.zoomLoop = cgi_S_RegisterSound( "sound/interface/zoomloop.wav" ); cgs.media.zoomEnd = cgi_S_RegisterSound( "sound/interface/zoomend.wav" ); cgi_S_RegisterSound( "sound/chars/turret/startup.wav" ); cgi_S_RegisterSound( "sound/chars/turret/shutdown.wav" ); cgi_S_RegisterSound( "sound/chars/turret/ping.wav" ); cgi_S_RegisterSound( "sound/chars/turret/move.wav" ); cgi_S_RegisterSound( "sound/player/use_sentry" ); cgi_R_RegisterModel( "models/items/psgun.glm" ); theFxScheduler.RegisterEffect( "turret/explode" ); theFxScheduler.RegisterEffect( "sparks/spark_exp_nosnd" ); for (i=0 ; i<4 ; i++) { Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONEWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONERUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SPLASH][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WADE][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SWIM][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = cgi_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = cgi_S_RegisterSound (name); } cg.loadLCARSStage = 1; CG_LoadingString( "item sounds" ); // only register the items that the server says we need char items[MAX_ITEMS+1]; //Raz: Fixed buffer overflow Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items)); for ( i = 1 ; i < bg_numItems ; i++ ) { if ( items[ i ] == '1' ) //even with sound pooling, don't clutter it for low end machines { CG_RegisterItemSounds( i ); } } cg.loadLCARSStage = 2; CG_LoadingString( "preregistered sounds" ); for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { soundName = CG_ConfigString( CS_SOUNDS+i ); if ( !soundName[0] ) { break; } if ( soundName[0] == '*' ) { continue; // custom sound } if (!(i&7)) { CG_LoadingString( soundName ); } cgs.sound_precache[i] = cgi_S_RegisterSound( soundName ); } } /* ============================================================================= CLIENT INFO ============================================================================= */ /* ========================== CG_RegisterClientSkin ========================== */ qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName) { char hfilename[MAX_QPATH]; char tfilename[MAX_QPATH]; char lfilename[MAX_QPATH]; Com_sprintf( lfilename, sizeof( lfilename ), "models/players/%s/lower_%s.skin", legsModelName, legsSkinName ); ci->legsSkin = cgi_R_RegisterSkin( lfilename ); if ( !ci->legsSkin ) { // Com_Printf( "Failed to load skin file: %s : %s\n", legsModelName, legsSkinName ); //return qfalse; } if(torsoModelName && torsoSkinName && torsoModelName[0] && torsoSkinName[0]) { Com_sprintf( tfilename, sizeof( tfilename ), "models/players/%s/upper_%s.skin", torsoModelName, torsoSkinName ); ci->torsoSkin = cgi_R_RegisterSkin( tfilename ); if ( !ci->torsoSkin ) { Com_Printf( "Failed to load skin file: %s : %s\n", torsoModelName, torsoSkinName ); return qfalse; } } if(headModelName && headSkinName && headModelName[0] && headSkinName[0]) { Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName ); ci->headSkin = cgi_R_RegisterSkin( hfilename ); if ( !ci->headSkin ) { Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName ); return qfalse; } } return qtrue; } /* ========================== CG_RegisterClientModelname ========================== */ qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName, const char *torsoModelName, const char *torsoSkinName, const char *legsModelName, const char *legsSkinName ) { /* Ghoul2 Insert Start */ #if 1 char filename[MAX_QPATH]; if ( !legsModelName || !legsModelName[0] ) { return qtrue; } Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.mdr", legsModelName ); ci->legsModel = cgi_R_RegisterModel( filename ); if ( !ci->legsModel ) {//he's not skeletal, try the old way Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", legsModelName ); ci->legsModel = cgi_R_RegisterModel( filename ); if ( !ci->legsModel ) { Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename ); return qfalse; } } if(torsoModelName && torsoModelName[0]) {//You are trying to set one Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.mdr", torsoModelName ); ci->torsoModel = cgi_R_RegisterModel( filename ); if ( !ci->torsoModel ) {//he's not skeletal, try the old way Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", torsoModelName ); ci->torsoModel = cgi_R_RegisterModel( filename ); if ( !ci->torsoModel ) { Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename ); return qfalse; } } } else { ci->torsoModel = 0; } if(headModelName && headModelName[0]) {//You are trying to set one Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName ); ci->headModel = cgi_R_RegisterModel( filename ); if ( !ci->headModel ) { Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename ); return qfalse; } } else { ci->headModel = 0; } // if any skins failed to load, return failure if ( !CG_RegisterClientSkin( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ) ) { //Com_Printf( "Failed to load skin file: %s : %s/%s : %s/%s : %s\n", headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ); return qfalse; } //FIXME: for now, uses the legs model dir for anim cfg, but should we set this in some sort of NPCs.cfg? // load the animation file set ci->animFileIndex = G_ParseAnimFileSet(legsModelName); if (ci->animFileIndex<0) { Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s\n", legsModelName ); return qfalse; } #endif /* Ghoul2 Insert End */ return qtrue; } void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri) { char *slash; char headModelName[MAX_QPATH]; char torsoModelName[MAX_QPATH]; char legsModelName[MAX_QPATH]; char headSkinName[MAX_QPATH]; char torsoSkinName[MAX_QPATH]; char legsSkinName[MAX_QPATH]; if(!ri->legsModelName[0]) {//Must have at LEAST a legs model return; } Q_strncpyz( legsModelName, ri->legsModelName, sizeof( legsModelName ) ); //Legs skin slash = strchr( legsModelName, '/' ); if ( !slash ) { // modelName didn not include a skin name Q_strncpyz( legsSkinName, "default", sizeof( legsSkinName ) ); } else { Q_strncpyz( legsSkinName, slash + 1, sizeof( legsSkinName ) ); // truncate modelName *slash = 0; } if(ri->torsoModelName[0]) { Q_strncpyz( torsoModelName, ri->torsoModelName, sizeof( torsoModelName ) ); //Torso skin slash = strchr( torsoModelName, '/' ); if ( !slash ) { // modelName didn't include a skin name Q_strncpyz( torsoSkinName, "default", sizeof( torsoSkinName ) ); } else { Q_strncpyz( torsoSkinName, slash + 1, sizeof( torsoSkinName ) ); // truncate modelName *slash = 0; } } else { torsoModelName[0] = 0; } //Head if(ri->headModelName[0]) { Q_strncpyz( headModelName, ri->headModelName, sizeof( headModelName ) ); //Head skin slash = strchr( headModelName, '/' ); if ( !slash ) { // modelName didn not include a skin name Q_strncpyz( headSkinName, "default", sizeof( headSkinName ) ); } else { Q_strncpyz( headSkinName, slash + 1, sizeof( headSkinName ) ); // truncate modelName *slash = 0; } } else { headModelName[0] = 0; } if ( !CG_RegisterClientModelname( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName) ) { if ( !CG_RegisterClientModelname( ci, DEFAULT_HEADMODEL, "default", DEFAULT_TORSOMODEL, "default", DEFAULT_LEGSMODEL, "default" ) ) { CG_Error( "DEFAULT_MODELS failed to register"); } } } //------------------------------------- // CG_RegisterEffects // // Handles precaching all effect files // and any shader, model, or sound // files an effect may use. //------------------------------------- extern void CG_InitGlass( void ); extern void cgi_R_WorldEffectCommand( const char *command ); extern cvar_t *g_delayedShutdown; static void CG_RegisterEffects( void ) { char *effectName; int i, numFailed=0; // Register external effects for ( i = 1 ; i < MAX_FX ; i++ ) { effectName = ( char *)CG_ConfigString( CS_EFFECTS + i ); if ( !effectName[0] ) { break; } if (!theFxScheduler.RegisterEffect( (const char*)effectName )) { //assert(0); numFailed++; } } if (numFailed && g_delayedShutdown->integer) { //assert(0); //CG_Error( "CG_RegisterEffects: %i Effects failed to load. Please fix, or ask Aurelio.", numFailed ); } // Start world effects for ( i = 1 ; i < MAX_WORLD_FX ; i++ ) { effectName = ( char *)CG_ConfigString( CS_WORLD_FX + i ); if ( !effectName[0] ) { break; } cgi_R_WorldEffectCommand( effectName ); } // Set up the glass effects mini-system. CG_InitGlass(); //footstep effects cgs.effects.footstepMud = theFxScheduler.RegisterEffect( "materials/mud" ); cgs.effects.footstepSand = theFxScheduler.RegisterEffect( "materials/sand" ); cgs.effects.footstepSnow = theFxScheduler.RegisterEffect( "materials/snow" ); cgs.effects.footstepGravel = theFxScheduler.RegisterEffect( "materials/gravel" ); //landing effects cgs.effects.landingMud = theFxScheduler.RegisterEffect( "materials/mud_large" ); cgs.effects.landingSand = theFxScheduler.RegisterEffect( "materials/sand_large" ); cgs.effects.landingDirt = theFxScheduler.RegisterEffect( "materials/dirt_large" ); cgs.effects.landingSnow = theFxScheduler.RegisterEffect( "materials/snow_large" ); cgs.effects.landingGravel = theFxScheduler.RegisterEffect( "materials/gravel_large" ); //splashes if ( (gi.totalMapContents()&CONTENTS_WATER) ) { theFxScheduler.RegisterEffect( "env/water_impact" ); theFxScheduler.RegisterEffect( "misc/waterbreath" ); } if ( (gi.totalMapContents()&CONTENTS_LAVA) ) { theFxScheduler.RegisterEffect( "env/lava_splash" ); } if ( (gi.totalMapContents()&CONTENTS_SLIME) ) { theFxScheduler.RegisterEffect( "env/acid_splash" ); } theFxScheduler.RegisterEffect( "misc/breath" ); } /* void CG_RegisterClientModels (int entityNum) Only call if clientInfo->infoValid is not true For players and NPCs to register their models */ void CG_RegisterClientModels (int entityNum) { gentity_t *ent; if(entityNum < 0 || entityNum > ENTITYNUM_WORLD) { return; } ent = &g_entities[entityNum]; if(!ent->client) { return; } ent->client->clientInfo.infoValid = qtrue; if ( ent->playerModel != -1 && ent->ghoul2.size() ) { return; } CG_RegisterClientRenderInfo(&ent->client->clientInfo, &ent->client->renderInfo); if(entityNum < MAX_CLIENTS) { memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t)); } } //=================================================================================== HUDMenuItem_t forceTics[] = { { "rightHUD", "force_tic1", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "force_tic2", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "force_tic3", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "force_tic4", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top }; HUDMenuItem_t ammoTics[] = { { "rightHUD", "ammo_tic1", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "ammo_tic2", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "ammo_tic3", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "rightHUD", "ammo_tic4", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top }; HUDMenuItem_t armorTics[] = { { "leftHUD", "armor_tic1", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "leftHUD", "armor_tic2", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, { "leftHUD", "armor_tic3", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, { "leftHUD", "armor_tic4", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, }; HUDMenuItem_t healthTics[] = { { "leftHUD", "health_tic1", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Top { "leftHUD", "health_tic2", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // { "leftHUD", "health_tic3", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // { "leftHUD", "health_tic4", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // Bottom }; HUDMenuItem_t otherHUDBits[] = { { "lefthud", "healthamount", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_HEALTHAMOUNT { "lefthud", "armoramount", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_ARMORAMOUNT { "righthud", "forceamount", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_FORCEAMOUNT { "righthud", "ammoamount", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_AMMOAMOUNT { "righthud", "saberstyle_strong", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_SABERSTYLE_STRONG { "righthud", "saberstyle_medium", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_SABERSTYLE_MEDIUM { "righthud", "saberstyle_fast", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_SABERSTYLE_FAST { "lefthud", "scanline", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_SCANLINE_LEFT { "righthud", "scanline", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_SCANLINE_RIGHT { "lefthud", "frame", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_FRAME_LEFT { "righthud", "frame", 0, 0, 0, 0, { 0.0f, 0.0f, 0.0f, 0.0f }, NULL_HANDLE }, // OHB_FRAME_RIGHT }; /*const char *HolocronIcons[] = { "gfx/mp/f_icon_lt_heal", //FP_HEAL, "gfx/mp/f_icon_levitation", //FP_LEVITATION, "gfx/mp/f_icon_speed", //FP_SPEED, "gfx/mp/f_icon_push", //FP_PUSH, "gfx/mp/f_icon_pull", //FP_PULL, "gfx/mp/f_icon_lt_telepathy", //FP_TELEPATHY, "gfx/mp/f_icon_dk_grip", //FP_GRIP, "gfx/mp/f_icon_dk_l1", //FP_LIGHTNING, "gfx/mp/f_icon_dk_rage", //FP_RAGE, "gfx/mp/f_icon_lt_protect", //FP_PROTECT, "gfx/mp/f_icon_lt_absorb", //FP_ABSORB, "gfx/mp/f_icon_lt_healother", //FP_TEAM_HEAL, "gfx/mp/f_icon_dk_forceother", //FP_TEAM_FORCE, "gfx/mp/f_icon_dk_drain", //FP_DRAIN, "gfx/mp/f_icon_sight", //FP_SEE, "gfx/mp/f_icon_saber_attack", //FP_SABERATTACK, "gfx/mp/f_icon_saber_defend", //FP_SABERDEFEND, "gfx/mp/f_icon_saber_throw" //FP_SABERTHROW }; */ extern void CG_NPC_Precache ( gentity_t *spawner ); qboolean NPCsPrecached = qfalse; /* ================= CG_PrepRefresh Call before entering a new level, or after changing renderers This function may execute for a couple of minutes with a slow disk. ================= */ void CG_CreateMiscEnts(void); static void CG_RegisterGraphics( void ) { int i; char items[MAX_ITEMS+1]; int breakPoint = 0; const char *sb_nums[11] = { "gfx/2d/numbers/zero", "gfx/2d/numbers/one", "gfx/2d/numbers/two", "gfx/2d/numbers/three", "gfx/2d/numbers/four", "gfx/2d/numbers/five", "gfx/2d/numbers/six", "gfx/2d/numbers/seven", "gfx/2d/numbers/eight", "gfx/2d/numbers/nine", "gfx/2d/numbers/minus", }; const char *sb_t_nums[11] = { "gfx/2d/numbers/t_zero", "gfx/2d/numbers/t_one", "gfx/2d/numbers/t_two", "gfx/2d/numbers/t_three", "gfx/2d/numbers/t_four", "gfx/2d/numbers/t_five", "gfx/2d/numbers/t_six", "gfx/2d/numbers/t_seven", "gfx/2d/numbers/t_eight", "gfx/2d/numbers/t_nine", "gfx/2d/numbers/t_minus", }; const char *sb_c_nums[11] = { "gfx/2d/numbers/c_zero", "gfx/2d/numbers/c_one", "gfx/2d/numbers/c_two", "gfx/2d/numbers/c_three", "gfx/2d/numbers/c_four", "gfx/2d/numbers/c_five", "gfx/2d/numbers/c_six", "gfx/2d/numbers/c_seven", "gfx/2d/numbers/c_eight", "gfx/2d/numbers/c_nine", "gfx/2d/numbers/t_minus", //????? }; // Clean, then register...rinse...repeat... CG_LoadingString( "effects" ); FX_Init(); CG_RegisterEffects(); // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); cgi_R_ClearScene(); cg.loadLCARSStage = 3; CG_LoadingString( cgs.mapname ); cgi_R_LoadWorldMap( cgs.mapname ); cg.loadLCARSStage = 4; CG_LoadingString( "game media shaders" ); for ( i=0; i < 11; i++ ) { cgs.media.numberShaders[i] = cgi_R_RegisterShaderNoMip( sb_nums[i] ); cgs.media.smallnumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_t_nums[i] ); cgs.media.chunkyNumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_c_nums[i] ); } // FIXME: conditionally do this?? Something must be wrong with inventory item caching..? cgi_R_RegisterModel( "models/items/remote.md3" ); cgs.media.explosionModel = cgi_R_RegisterModel ( "models/weaphits/explosion.md3" ); cgs.media.surfaceExplosionShader = cgi_R_RegisterShader( "surfaceExplosion" ); cgs.media.halfShieldModel = cgi_R_RegisterModel( "models/weaphits/testboom.md3" ); cgs.media.solidWhiteShader = cgi_R_RegisterShader( "gfx/effects/solidWhite" ); cgs.media.refractShader = cgi_R_RegisterShader( "effects/refraction" ); //on players cgs.media.personalShieldShader = cgi_R_RegisterShader( "gfx/misc/personalshield" ); cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" ); cgi_R_RegisterShader( "gfx/misc/ion_shield" ); cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" ); // FIXME: do these conditionally cgi_R_RegisterShader( "gfx/2d/workingCamera" ); cgi_R_RegisterShader( "gfx/2d/brokenCamera" ); //cgi_R_RegisterShader( "gfx/effects/irid_shield" ); // for galak, but he doesn't have his own weapon so I can't register the shader there. //interface for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = cgi_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) ); } cgs.media.backTileShader = cgi_R_RegisterShader( "gfx/2d/backtile" ); // cgs.media.noammoShader = cgi_R_RegisterShaderNoMip( "gfx/hud/noammo"); cgs.media.weaponIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background"); cgs.media.forceIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background_f"); cgs.media.inventoryIconBackground= cgi_R_RegisterShaderNoMip( "gfx/hud/background_i"); cgs.media.dataPadFrame = cgi_R_RegisterShaderNoMip( "gfx/menus/datapad"); //gore decal shaders -rww cgs.media.bdecal_burnmark1 = cgi_R_RegisterShader( "gfx/damage/burnmark1" ); cgs.media.bdecal_saberglowmark = cgi_R_RegisterShader( "gfx/damage/saberglowmark" ); cg.loadLCARSStage = 5; CG_LoadingString( "game media models" ); // Chunk models //FIXME: jfm:? bother to conditionally load these if an ent has this material type? for ( i = 0; i < NUM_CHUNK_MODELS; i++ ) { cgs.media.chunkModels[CHUNK_METAL2][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _ cgs.media.chunkModels[CHUNK_METAL1][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/ cgs.media.chunkModels[CHUNK_ROCK1][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK2][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK3][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE1][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE2][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = cgi_R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) ); } cgs.media.chunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glasslcar"); cgs.media.grateSound = cgi_S_RegisterSound( "sound/effects/grate_destroy" ); cgs.media.rockBreakSound = cgi_S_RegisterSound("sound/effects/wall_smash"); cgs.media.rockBounceSound[0] = cgi_S_RegisterSound("sound/effects/stone_bounce"); cgs.media.rockBounceSound[1] = cgi_S_RegisterSound("sound/effects/stone_bounce2"); cgs.media.metalBounceSound[0] = cgi_S_RegisterSound("sound/effects/metal_bounce"); cgs.media.metalBounceSound[1] = cgi_S_RegisterSound("sound/effects/metal_bounce2"); cgs.media.glassChunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glassbreak1"); cgs.media.crateBreakSound[0] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust1" ); cgs.media.crateBreakSound[1] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust2" ); cgs.media.weaponbox = cgi_R_RegisterShaderNoMip( "gfx/interface/weapon_box"); //Models & Shaders cgs.media.damageBlendBlobShader = cgi_R_RegisterShader( "gfx/misc/borgeyeflare" ); cg.loadLCARSStage = 6; cgs.media.messageLitOn = cgi_R_RegisterShaderNoMip( "gfx/hud/message_on" ); cgs.media.messageLitOff = cgi_R_RegisterShaderNoMip( "gfx/hud/message_off" ); cgs.media.messageObjCircle = cgi_R_RegisterShaderNoMip( "gfx/hud/objective_circle" ); cgs.media.DPForcePowerOverlay = cgi_R_RegisterShader( "gfx/hud/force_swirl" ); //NOTE: we should only cache this if there is a vehicle or emplaced gun somewhere on the map cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/health_frame" ); // battery charge shader when using a gonk cgs.media.batteryChargeShader = cgi_R_RegisterShader( "gfx/2d/battery" ); cgi_R_RegisterShader( "gfx/2d/droid_view" ); cgs.media.useableHint = cgi_R_RegisterShader("gfx/hud/useableHint"); // Load up other HUD bits for (i=0;iclientInfo.infoValid) //We presume this { CG_LoadingString( va("client %s", g_entities[i].client->clientInfo.name ) ); CG_RegisterClientModels(i); if ( i != 0 ) {//Client weapons already precached CG_RegisterWeapon( g_entities[i].client->ps.weapon ); if ( g_entities[i].client->ps.saber[0].g2MarksShader[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2MarksShader ); } if ( g_entities[i].client->ps.saber[0].g2MarksShader2[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2MarksShader2 ); } if ( g_entities[i].client->ps.saber[0].g2WeaponMarkShader[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2WeaponMarkShader ); } if ( g_entities[i].client->ps.saber[0].g2WeaponMarkShader2[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[0].g2WeaponMarkShader2 ); } if ( g_entities[i].client->ps.saber[1].g2MarksShader[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2MarksShader ); } if ( g_entities[i].client->ps.saber[1].g2MarksShader2[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2MarksShader2 ); } if ( g_entities[i].client->ps.saber[1].g2WeaponMarkShader[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2WeaponMarkShader ); } if ( g_entities[i].client->ps.saber[1].g2WeaponMarkShader2[0] ) { cgi_R_RegisterShader( g_entities[i].client->ps.saber[1].g2WeaponMarkShader2 ); } CG_RegisterNPCCustomSounds( &g_entities[i].client->clientInfo ); //CG_RegisterNPCEffects( g_entities[i].client->playerTeam ); } } } else if ( g_entities[i].svFlags & SVF_NPC_PRECACHE && g_entities[i].NPC_type && g_entities[i].NPC_type[0] ) {//Precache the NPC_type //FIXME: make sure we didn't precache this NPC_type already CG_LoadingString( va("NPC %s", g_entities[i].NPC_type ) ); /* if (g_entities[i].classname && g_entities[i].classname[0] && Q_stricmp( g_entities[i].classname, "NPC_Vehicle" ) == 0) { // Get The Index, And Make Sure To Register All The Skins int iVehIndex = BG_VehicleGetIndex( g_entities[i].NPC_type ); } else */ { CG_NPC_Precache( &g_entities[i] ); } } } } CG_LoadingString( "static models" ); CG_CreateMiscEnts(); cg.loadLCARSStage = 9; NPCsPrecached = qtrue; extern cvar_t *com_buildScript; if (com_buildScript->integer) { cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ); cgi_R_RegisterShader( "gfx/misc/nav_line" ); cgi_R_RegisterShader( "gfx/misc/nav_arrow" ); cgi_R_RegisterShader( "gfx/misc/nav_node" ); } for(i = 1; i < MAX_SUB_BSP; i++) { const char *bspName = 0; vec3_t mins, maxs; int j = 0; int sub = 0; char temp[MAX_QPATH]; bspName = CG_ConfigString( CS_BSP_MODELS+i ); if ( !bspName[0] ) { break; } CG_LoadingString( "BSP instances" ); cgi_CM_LoadMap( bspName, qtrue ); cgs.inlineDrawModel[breakPoint] = cgi_R_RegisterModel( bspName ); cgi_R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } breakPoint++; for(sub=1;sub= MAX_CONFIGSTRINGS ) { CG_Error( "CG_ConfigString: bad index: %i", index ); } return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; } //================================================================== void CG_LinkCentsToGents(void) { int i; for(i = 0; i < MAX_GENTITIES; i++) { cg_entities[i].gent = &g_entities[i]; } } /* ====================== CG_StartMusic ====================== */ void CG_StartMusic( qboolean bForceStart ) { const char *s; char parm1[MAX_QPATH], parm2[MAX_QPATH]; // start the background music s = (char *)CG_ConfigString( CS_MUSIC ); COM_BeginParseSession(); Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); COM_EndParseSession(); cgi_S_StartBackgroundTrack( parm1, parm2, (qboolean)!bForceStart ); } /* ====================== CG_GameStateReceived Displays the info screen while loading media ====================== */ int iCGResetCount=0; qboolean qbVidRestartOccured = qfalse; //=================== qboolean gbUseTheseValuesFromLoadSave = qfalse; // MUST default to this int gi_cg_forcepowerSelect; int gi_cg_inventorySelect; //=================== static void CG_GameStateReceived( void ) { // clear everything extern void CG_ClearAnimEvtCache( void ); CG_ClearAnimEvtCache(); // else sound handles wrong after vid_restart qbVidRestartOccured = qtrue; iCGResetCount++; if (iCGResetCount == 1) // this will only equal 1 first time, after each vid_restart it just gets higher. { // This non-clear is so the user can vid_restart during scrolling text without losing it. qbVidRestartOccured = qfalse; } if (!qbVidRestartOccured) { CG_Init_CG(); cg.weaponSelect = WP_NONE; cg.forcepowerSelect = FP_HEAL; } memset( cg_weapons, 0, sizeof(cg_weapons) ); memset( cg_items, 0, sizeof(cg_items) ); CG_LinkCentsToGents(); if (gbUseTheseValuesFromLoadSave) { gbUseTheseValuesFromLoadSave = qfalse; // ack cg.forcepowerSelect = gi_cg_forcepowerSelect; cg.inventorySelect = gi_cg_inventorySelect; } // get the rendering configuration from the client system cgi_GetGlconfig( &cgs.glconfig ); /* cgs.charScale = cgs.glconfig.vidHeight * (1.0/480.0); if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { // wide screen cgs.bias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) ); } else { // no wide screen cgs.bias = 0; } */ // get the gamestate from the client system cgi_GetGameState( &cgs.gameState ); CG_ParseServerinfo(); // load the new map cgs.media.levelLoad = cgi_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" ); CG_LoadingString( "collision map" ); cgi_CM_LoadMap( cgs.mapname, qfalse ); CG_RegisterSounds(); CG_RegisterGraphics(); //jfm: moved down to preinit // CG_InitLocalEntities(); // CG_InitMarkPolys(); CG_LoadingString( "music" ); CG_StartMusic( qfalse ); // remove the last loading update cg.infoScreenText[0] = 0; CGCam_Init(); CG_ClearLightStyles(); // Okay so this doesn't exactly belong here cg.messageLitActive = qfalse; cg.forceHUDActive = qtrue; cg.forceHUDTotalFlashTime = 0; cg.forceHUDNextFlashTime = 0; } void CG_WriteTheEvilCGHackStuff() { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.write_chunk( INT_ID('F', 'P', 'S', 'L'), ::cg.forcepowerSelect); saved_game.write_chunk( INT_ID('I', 'V', 'S', 'L'), ::cg.inventorySelect); } void CG_ReadTheEvilCGHackStuff() { ojk::SavedGameHelper saved_game( ::gi.saved_game); saved_game.read_chunk( INT_ID('F', 'P', 'S', 'L'), ::gi_cg_forcepowerSelect); saved_game.read_chunk( INT_ID('I', 'V', 'S', 'L'), ::gi_cg_inventorySelect); gbUseTheseValuesFromLoadSave = qtrue; } /* Ghoul2 Insert Start */ // initialise the cg_entities structure void CG_Init_CG(void) { memset( &cg, 0, sizeof(cg)); } #define MAX_MISC_ENTS 2000 typedef struct cgMiscEntData_s { char model[MAX_QPATH]; qhandle_t hModel; vec3_t origin; vec3_t angles; vec3_t scale; float radius; float zOffset; //some models need a z offset for culling, because of stupid wrong model origins } cgMiscEntData_t; static cgMiscEntData_t MiscEnts[MAX_MISC_ENTS]; //statically allocated for now. static int NumMiscEnts=0; void CG_CreateMiscEntFromGent(gentity_t *ent, const vec3_t scale, float zOff) { //store the model data if (NumMiscEnts == MAX_MISC_ENTS) { Com_Error(ERR_DROP,"Maximum misc_model_static reached (%d)\n",MAX_MISC_ENTS); return; } if (!ent || !ent->model || !ent->model[0]) { Com_Error(ERR_DROP, "misc_model_static with no model."); return; } const size_t len = strlen(ent->model); if (len < 4 || Q_stricmp(&ent->model[len-4],".md3")!=0) { Com_Error(ERR_DROP, "misc_model_static model(%s) is not an md3.",ent->model); return; } cgMiscEntData_t *MiscEnt = &MiscEnts[NumMiscEnts++]; memset(MiscEnt, 0, sizeof(*MiscEnt)); strcpy(MiscEnt->model, ent->model); VectorCopy(ent->s.angles, MiscEnt->angles); VectorCopy(scale, MiscEnt->scale); VectorCopy(ent->s.origin, MiscEnt->origin); MiscEnt->zOffset = zOff; } #define VectorScaleVector(a,b,c) (((c)[0]=(a)[0]*(b)[0]),((c)[1]=(a)[1]*(b)[1]),((c)[2]=(a)[2]*(b)[2])) //call on standard model load to spawn the queued stuff void CG_CreateMiscEnts(void) { vec3_t mins, maxs; int i; for (i=0; i < NumMiscEnts; i++) { cgMiscEntData_t *MiscEnt = &MiscEnts[i]; MiscEnt->hModel = cgi_R_RegisterModel(MiscEnt->model); if (MiscEnt->hModel == 0) { Com_Error(ERR_DROP, "misc_model_static failed to load model '%s'",MiscEnt->model); continue; } cgi_R_ModelBounds(MiscEnt->hModel, mins, maxs); VectorScaleVector(mins, MiscEnt->scale, mins); VectorScaleVector(maxs, MiscEnt->scale, maxs); MiscEnt->radius = DistanceSquared(mins, maxs); } } void CG_DrawMiscEnts(void) { int i; cgMiscEntData_t *MiscEnt = MiscEnts; refEntity_t refEnt; vec3_t difference; vec3_t cullOrigin; memset (&refEnt, 0, sizeof(refEnt)); refEnt.reType = RT_MODEL; refEnt.frame = 0; refEnt.renderfx = RF_LIGHTING_ORIGIN; for(i=0;iorigin, cullOrigin); cullOrigin[2] += MiscEnt->zOffset+1.0f; if (gi.inPVS(cg.refdef.vieworg, cullOrigin)) { VectorSubtract(MiscEnt->origin, cg.refdef.vieworg, difference); if (VectorLengthSquared(difference)-(MiscEnt->radius) <= 8192*8192/*RMG_distancecull.value*/) { //fixme: need access to the real cull dist here refEnt.hModel = MiscEnt->hModel; AnglesToAxis( MiscEnt->angles, refEnt.axis ); VectorCopy(MiscEnt->scale, refEnt.modelScale); VectorCopy(MiscEnt->origin, refEnt.origin); VectorCopy(cullOrigin, refEnt.lightingOrigin); ScaleModelAxis(&refEnt); cgi_R_AddRefEntityToScene(&refEnt); } } MiscEnt++; } } void CG_TransitionPermanent(void) { centity_t *cent = cg_entities; int i; cg_numpermanents = 0; for(i=0;icurrentState)) { cent->nextState = ¢->currentState; VectorCopy (cent->currentState.origin, cent->lerpOrigin); VectorCopy (cent->currentState.angles, cent->lerpAngles); cent->currentValid = qtrue; cg_permanents[cg_numpermanents++] = cent; } } } /* Ghoul2 Insert End */ /* ================= CG_PreInit Called when DLL loads (after subsystem restart, but before gamestate is received) ================= */ void CG_PreInit() { CG_Init_CG(); memset( &cgs, 0, sizeof( cgs ) ); iCGResetCount = 0; CG_RegisterCvars(); //moved from CG_GameStateReceived because it's loaded sooner now CG_InitLocalEntities(); CG_InitMarkPolys(); } /* ================= CG_Init Called after every level change or subsystem restart ================= */ void CG_Init( int serverCommandSequence ) { cgs.serverCommandSequence = serverCommandSequence; cgi_Cvar_Set( "cg_drawHUD", "1" ); // fonts... // cgs.media.charsetShader = cgi_R_RegisterShaderNoMip("gfx/2d/charsgrid_med"); cgs.media.qhFontSmall = cgi_R_RegisterFont("ocr_a"); cgs.media.qhFontMedium= cgi_R_RegisterFont("ergoec"); cgs.media.whiteShader = cgi_R_RegisterShader( "white" ); cgs.media.loadTick = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick" ); cgs.media.loadTickCap = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" ); const char *force_icon_files[NUM_FORCE_POWERS] = {//icons matching enums forcePowers_t "gfx/mp/f_icon_lt_heal", //FP_HEAL, "gfx/mp/f_icon_levitation", //FP_LEVITATION, "gfx/mp/f_icon_speed", //FP_SPEED, "gfx/mp/f_icon_push", //FP_PUSH, "gfx/mp/f_icon_pull", //FP_PULL, "gfx/mp/f_icon_lt_telepathy", //FP_TELEPATHY, "gfx/mp/f_icon_dk_grip", //FP_GRIP, "gfx/mp/f_icon_dk_l1", //FP_LIGHTNING, "gfx/mp/f_icon_saber_throw", //FP_SABERTHROW "gfx/mp/f_icon_saber_defend", //FP_SABERDEFEND, "gfx/mp/f_icon_saber_attack", //FP_SABERATTACK, "gfx/mp/f_icon_dk_rage", //FP_RAGE, "gfx/mp/f_icon_lt_protect", //FP_PROTECT, "gfx/mp/f_icon_lt_absorb", //FP_ABSORB, "gfx/mp/f_icon_dk_drain", //FP_DRAIN, "gfx/mp/f_icon_sight", //FP_SEE, }; // Precache inventory icons for ( int i=0;ileType = LE_SPRITE; ex->startTime = cg.time; ex->endTime = ex->startTime + 51; VectorCopy( origin, ex->refEntity.origin ); ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_node" ); float scale = 16.0f; switch ( type ) { case NODE_NORMAL: ex->color[0] = 255; ex->color[1] = 255; ex->color[2] = 0; break; case NODE_FLOATING: ex->color[0] = 0; ex->color[1] = 255; ex->color[2] = 255; scale += 16.0f; break; case NODE_GOAL: ex->color[0] = 255; ex->color[1] = 0; ex->color[2] = 0; scale += 16.0f; break; case NODE_NAVGOAL: ex->color[0] = 0; ex->color[1] = 255; ex->color[2] = 0; break; } ex->radius = scale; } /* ------------------------- CG_DrawRadius ------------------------- */ void CG_DrawRadius( vec3_t origin, unsigned int radius, int type ) { localEntity_t *ex; ex = CG_AllocLocalEntity(); ex->leType = LE_QUAD; ex->radius = radius; ex->startTime = cg.time; ex->endTime = ex->startTime + 51; VectorCopy( origin, ex->refEntity.origin ); ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_radius" ); switch ( type ) { case NODE_NORMAL: ex->color[0] = 255; ex->color[1] = 255; ex->color[2] = 0; break; case NODE_FLOATING: ex->color[0] = 0; ex->color[1] = 255; ex->color[2] = 255; break; case NODE_GOAL: ex->color[0] = 255; ex->color[1] = 0; ex->color[2] = 0; break; case NODE_NAVGOAL: ex->color[0] = 0; ex->color[1] = 255; ex->color[2] = 0; break; } } /* ------------------------- CG_DrawEdge ------------------------- */ void CG_DrawEdge( vec3_t start, vec3_t end, int type ) { switch ( type ) { // NAVIGATION EDGES BETWEEN POINTS //===================================== case EDGE_NORMAL: { FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 ); } break; case EDGE_LARGE: { FX_AddLine( start, end, 8.0f, 15.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 ); } break; case EDGE_BLOCKED: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 ); } break; case EDGE_FLY: { vec3_t color = { 0, 255, 255 };// GREEN FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 ); } break; case EDGE_JUMP: { vec3_t color = { 0, 0, 255 }; // BLUE FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 ); } break; // EDGE NODES //===================================== case EDGE_NODE_NORMAL: { vec3_t color = { 155, 155, 155 }; FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_NODE_FLOATING: { vec3_t color = { 155, 155, 0 }; FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_NODE_GOAL: { vec3_t color = { 0, 0, 155 }; FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_NODE_COMBAT: { vec3_t color = { 155, 0, 0 }; FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; // NEAREST NAV //===================================== case EDGE_NEARESTVALID: { vec3_t color = { 155, 155, 155 }; // WHITE FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 ); } break; case EDGE_NEARESTINVALID: { vec3_t color = { 155, 0, 0 }; // WHITE FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 ); } break; // NEAREST NAV CELLS //===================================== case EDGE_CELL: { vec3_t color = { 155, 155, 155 }; // WHITE FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 ); } break; case EDGE_CELL_EMPTY: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( -1, start, end, 1.0f, 1.0f, 0, 1.0f, 1.0f, FX_ALPHA_LINEAR, color, color, 0, 51, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0, 0 ); } break; // ACTOR PATHS //============= case EDGE_PATH: { vec3_t color = { 0, 0, 155 }; // WHITE FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 ); } break; case EDGE_PATHBLOCKED: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 ); break; } case EDGE_FOLLOWPOS: { vec3_t color = { 0, 255, 0 }; // GREEN FX_AddLine( start, end, 5.0f, 5.0f, 0.0f, 0.5f, 0.5f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/nav_arrow_new" ), 0 ); break; } // STEERING //===================================== case EDGE_IMPACT_SAFE: { vec3_t color = { 155, 155, 155 }; // WHITE FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_IMPACT_POSSIBLE: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( start, end, 2.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_VELOCITY: { vec3_t color = { 0, 255, 0 }; // GREEN FX_AddLine( start, end, 4.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_THRUST: { vec3_t color = { 0, 0, 255 }; // BLUE FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 151, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; // MISC Colored Lines //===================================== case EDGE_WHITE_ONESECOND: { vec3_t color = { 155, 155, 155 }; // WHITE FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 1051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_WHITE_TWOSECOND: { vec3_t color = { 155, 155, 155 }; // WHITE FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 1051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_RED_ONESECOND: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 2051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; case EDGE_RED_TWOSECOND: { vec3_t color = { 255, 0, 0 }; // RED FX_AddLine( start, end, 3.0f, 1.0f, 0.0f, 1.0f, 1.0f, color, color, 2051, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), 0 ); } break; default: break; } } /* ------------------------- CG_DrawCombatPoint ------------------------- */ void CG_DrawCombatPoint( vec3_t origin, int type ) { localEntity_t *ex; ex = CG_AllocLocalEntity(); ex->leType = LE_SPRITE; ex->startTime = cg.time; ex->radius = 8; ex->endTime = ex->startTime + 51; VectorCopy( origin, ex->refEntity.origin ); ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ); ex->color[0] = 255; ex->color[1] = 0; ex->color[2] = 255; /* switch( type ) { case 0: //FIXME: To shut up the compiler warning (more will be added here later of course) default: FX_AddSprite( origin, NULL, NULL, 8.0f, 0.0f, 1.0f, 1.0f, color, color, 0.0f, 0.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ) ); break; } */ } /* ------------------------- CG_DrawAlert ------------------------- */ void CG_DrawAlert( vec3_t origin, float rating ) { vec3_t drawPos; VectorCopy( origin, drawPos ); drawPos[2] += 48; vec3_t startRGB; //Fades from green at 0, to red at 1 startRGB[0] = rating; startRGB[1] = 1 - rating; startRGB[2] = 0; FX_AddSprite( drawPos, NULL, NULL, 16, 0.0f, 1.0f, 1.0f, startRGB, startRGB, 0, 0, 50, cgs.media.whiteShader ); } #define MAX_MENUDEFFILE 4096 // // ============================== // new hud stuff ( mission pack ) // ============================== // qboolean CG_Asset_Parse(const char **p) { const char *token; const char *tempStr; int pointSize; token = COM_ParseExt(p, qtrue); if (!token) { return qfalse; } if (Q_stricmp(token, "{") != 0) { return qfalse; } while ( 1 ) { token = COM_ParseExt(p, qtrue); if (!token) { return qfalse; } if (Q_stricmp(token, "}") == 0) { return qtrue; } // font if (Q_stricmp(token, "font") == 0) { /* int pointSize; cgi_UI_Parse_String(tempStr); cgi_UI_Parse_Int(&pointSize); if (!tempStr || !pointSize) { return qfalse; } */ // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont); continue; } // smallFont if (Q_stricmp(token, "smallFont") == 0) { if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont); continue; } // smallFont - because the HUD file needs it for MP. if (Q_stricmp(token, "small2Font") == 0) { if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont); continue; } // font if (Q_stricmp(token, "bigfont") == 0) { int pointSize; if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize)) { return qfalse; } // cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont); continue; } // gradientbar if (Q_stricmp(token, "gradientbar") == 0) { if (!COM_ParseString(p, &tempStr)) { return qfalse; } // cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr); continue; } // enterMenuSound if (Q_stricmp(token, "menuEnterSound") == 0) { if (!COM_ParseString(p, &tempStr)) { return qfalse; } // cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr ); continue; } // exitMenuSound if (Q_stricmp(token, "menuExitSound") == 0) { if (!COM_ParseString(p, &tempStr)) { return qfalse; } // cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr ); continue; } // itemFocusSound if (Q_stricmp(token, "itemFocusSound") == 0) { if (!COM_ParseString(p, &tempStr)) { return qfalse; } // cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr ); continue; } // menuBuzzSound if (Q_stricmp(token, "menuBuzzSound") == 0) { if (!COM_ParseString(p, &tempStr)) { return qfalse; } // cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr ); continue; } if (Q_stricmp(token, "cursor") == 0) { // if (!COM_ParseString(p, &cgDC.Assets.cursorStr)) // { // return qfalse; // } // cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr); continue; } if (Q_stricmp(token, "fadeClamp") == 0) { // if (!COM_ParseFloat(p, &cgDC.Assets.fadeClamp)) // { // return qfalse; // } continue; } if (Q_stricmp(token, "fadeCycle") == 0) { // if (!COM_ParseInt(p, &cgDC.Assets.fadeCycle)) // { // return qfalse; // } continue; } if (Q_stricmp(token, "fadeAmount") == 0) { // if (!COM_ParseFloat(p, &cgDC.Assets.fadeAmount)) // { // return qfalse; // } continue; } if (Q_stricmp(token, "shadowX") == 0) { // if (!COM_ParseFloat(p, &cgDC.Assets.shadowX)) // { // return qfalse; // } continue; } if (Q_stricmp(token, "shadowY") == 0) { // if (!COM_ParseFloat(p, &cgDC.Assets.shadowY)) // { // return qfalse; // } continue; } if (Q_stricmp(token, "shadowColor") == 0) { /* if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) { return qfalse; } cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3]; */ continue; } } return qfalse; // bk001204 - why not? } void cgi_UI_EndParseSession(char *buf); /* ================= CG_ParseMenu(); ================= */ void CG_ParseMenu(const char *menuFile) { char *token; int result; char *buf,*p; //Com_Printf("Parsing menu file:%s\n", menuFile); result = cgi_UI_StartParseSession((char *) menuFile,&buf); if (!result) { Com_Printf("Unable to load hud menu file:%s. Using default ui/testhud.menu.\n", menuFile); result = cgi_UI_StartParseSession("ui/testhud.menu",&buf); if (!result) { Com_Printf("Unable to load default ui/testhud.menu.\n"); cgi_UI_EndParseSession (buf); return; } } p = buf; while ( 1 ) { cgi_UI_ParseExt(&token); if (!*token) // All done? { break; } //if ( Q_stricmp( token, "{" ) ) { // Com_Printf( "Missing { in menu file\n" ); // break; //} //if ( menuCount == MAX_MENUS ) { // Com_Printf( "Too many menus!\n" ); // break; //} // if ( *token == '}' ) // { // break; // } if (Q_stricmp(token, "assetGlobalDef") == 0) { /* if (CG_Asset_Parse(handle)) { continue; } else { break; } */ } if (Q_stricmp(token, "menudef") == 0) { // start a new menu cgi_UI_Menu_New(p); } } cgi_UI_EndParseSession(buf); } /* ================= CG_Load_Menu(); ================= */ qboolean CG_Load_Menu( const char **p) { const char *token; token = COM_ParseExt(p, qtrue); if (token[0] != '{') { return qfalse; } while ( 1 ) { token = COM_ParseExt(p, qtrue); if (Q_stricmp(token, "}") == 0) { return qtrue; } if ( !token || token[0] == 0 ) { return qfalse; } CG_ParseMenu(token); } return qfalse; } /* ================= CG_LoadMenus(); ================= */ void CG_LoadMenus(const char *menuFile) { const char *token; const char *p; int len/*, start*/; fileHandle_t f; char buf[MAX_MENUDEFFILE]; //start = cgi_Milliseconds(); len = cgi_FS_FOpenFile( menuFile, &f, FS_READ ); if ( !f ) { if ( Q_isanumber( menuFile ) ) // cg_hudFiles 1 CG_Printf( S_COLOR_GREEN "hud menu file skipped, using default\n" ); else CG_Printf( S_COLOR_YELLOW "hud menu file not found: %s, using default\n", menuFile ); len = cgi_FS_FOpenFile( "ui/jahud.txt", &f, FS_READ ); if (!f) { cgi_Error( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n" ); } } if ( len >= MAX_MENUDEFFILE ) { cgi_FS_FCloseFile( f ); cgi_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) ); return; } cgi_FS_Read( buf, len, f ); buf[len] = 0; cgi_FS_FCloseFile( f ); // COM_Compress(buf); // cgi_UI_Menu_Reset(); p = buf; COM_BeginParseSession(); while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if( !token || token[0] == 0 || token[0] == '}') { break; } if ( Q_stricmp( token, "}" ) == 0 ) { break; } if (Q_stricmp(token, "loadmenu") == 0) { if (CG_Load_Menu(&p)) { continue; } else { break; } } } COM_EndParseSession(); //Com_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start); } /* ================= CG_LoadHudMenu(); ================= */ void CG_LoadHudMenu(void) { const char *hudSet; /* cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; cgDC.setColor = &trap_R_SetColor; cgDC.drawHandlePic = &CG_DrawPic; cgDC.drawStretchPic = &trap_R_DrawStretchPic; cgDC.drawText = &CG_Text_Paint; cgDC.textWidth = &CG_Text_Width; cgDC.textHeight = &CG_Text_Height; cgDC.registerModel = &trap_R_RegisterModel; cgDC.modelBounds = &trap_R_ModelBounds; cgDC.fillRect = &CG_FillRect; cgDC.drawRect = &CG_DrawRect; cgDC.drawSides = &CG_DrawSides; cgDC.drawTopBottom = &CG_DrawTopBottom; cgDC.clearScene = &trap_R_ClearScene; cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; cgDC.renderScene = &trap_R_RenderScene; cgDC.registerFont = &trap_R_RegisterFont; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.getTeamColor = &CG_GetTeamColor; cgDC.setCVar = trap_Cvar_Set; cgDC.getCVarString = trap_Cvar_VariableStringBuffer; cgDC.getCVarValue = CG_Cvar_Get; cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; cgDC.startLocalSound = &trap_S_StartLocalSound; cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; cgDC.feederCount = &CG_FeederCount; cgDC.feederItemImage = &CG_FeederItemImage; cgDC.feederItemText = &CG_FeederItemText; cgDC.feederSelection = &CG_FeederSelection; cgDC.Error = &Com_Error; cgDC.Print = &Com_Printf; cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; cgDC.registerSound = &trap_S_RegisterSound; cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; cgDC.playCinematic = &CG_PlayCinematic; cgDC.stopCinematic = &CG_StopCinematic; cgDC.drawCinematic = &CG_DrawCinematic; cgDC.runCinematicFrame = &CG_RunCinematicFrame; */ // Init_Display(&cgDC); // cgi_UI_String_Init(); // cgi_UI_Menu_Reset(); hudSet = cg_hudFiles.string; if (hudSet[0] == '\0') { hudSet = "ui/jahud.txt"; } CG_LoadMenus(hudSet); } /* ============================================================================== INVENTORY SELECTION ============================================================================== */ /* =============== CG_InventorySelectable =============== */ static inline qboolean CG_InventorySelectable( int index) { if (cg.snap->ps.inventory[index]) // Is there any in the inventory? { return qtrue; } return qfalse; } /* =============== SetInventoryTime =============== */ static inline void SetInventoryTime(void) { if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD { cg.weaponSelectTime = 0; cg.forcepowerSelectTime = 0; cg.inventorySelectTime = cg.time + 130.0f; } else { cg.inventorySelectTime = cg.time; } } /* =============== CG_DPPrevInventory_f =============== */ void CG_DPPrevInventory_f( void ) { int i; if ( !cg.snap ) { return; } const int original = cg.DataPadInventorySelect; for ( i = 0 ; i < INV_MAX ; i++ ) { cg.DataPadInventorySelect--; if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX)) { cg.DataPadInventorySelect = (INV_MAX - 1); } if ( CG_InventorySelectable( cg.DataPadInventorySelect ) ) { return; } } cg.DataPadInventorySelect = original; } /* =============== CG_DPNextInventory_f =============== */ void CG_DPNextInventory_f( void ) { int i; if ( !cg.snap ) { return; } const int original = cg.DataPadInventorySelect; for ( i = 0 ; i < INV_MAX ; i++ ) { cg.DataPadInventorySelect++; if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX)) { cg.DataPadInventorySelect = INV_ELECTROBINOCULARS; } if ( CG_InventorySelectable( cg.DataPadInventorySelect ) && (inv_icons[cg.DataPadInventorySelect])) { return; } } cg.DataPadInventorySelect = original; } /* =============== CG_NextInventory_f =============== */ void CG_NextInventory_f( void ) { int i; float *color; if ( !cg.snap ) { return; } // The first time it's been hit so just show inventory but don't advance in inventory. color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME ); if ( !color ) { SetInventoryTime(); return; } const int original = cg.inventorySelect; for ( i = 0 ; i < INV_MAX ; i++ ) { cg.inventorySelect++; if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX)) { cg.inventorySelect = INV_ELECTROBINOCULARS; } if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect])) { cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 ); SetInventoryTime(); return; } } cg.inventorySelect = original; } /* =============== CG_UseInventory_f =============== */ /* this func was moved to Cmd_UseInventory_f in g_cmds.cpp */ /* =============== CG_PrevInventory_f =============== */ void CG_PrevInventory_f( void ) { int i; float *color; if ( !cg.snap ) { return; } // The first time it's been hit so just show inventory but don't advance in inventory. color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME ); if ( !color ) { SetInventoryTime(); return; } const int original = cg.inventorySelect; for ( i = 0 ; i < INV_MAX ; i++ ) { cg.inventorySelect--; if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX)) { cg.inventorySelect = (INV_MAX - 1); } if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect])) { cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 ); SetInventoryTime(); return; } } cg.inventorySelect = original; } /* =================== FindInventoryItemTag =================== */ gitem_t *FindInventoryItemTag(int tag) { int i; for ( i = 1 ; i < bg_numItems ; i++ ) { if ( bg_itemlist[i].giTag == tag && bg_itemlist[i].giType == IT_HOLDABLE ) // I guess giTag's aren't unique amongst items..must also make sure it's a holdable { return &bg_itemlist[i]; } } return (0); } /* =================== CG_DrawInventorySelect =================== */ void CG_DrawInventorySelect( void ) { int i; int holdCount,iconCnt; int sideLeftIconCnt,sideRightIconCnt; int count; int holdX; //int height; // int tag; float addX; vec4_t textColor = { .312f, .75f, .621f, 1.0f }; char text[1024]={0}; // don't display if dead if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )) { return; } if ((cg.inventorySelectTime+WEAPON_SELECT_TIME) (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } i = cg.inventorySelect - 1; if (i<0) { i = INV_MAX-1; } const int smallIconSize = 40; const int bigIconSize = 80; const int pad = 16; const int x = 320; const int y = 410; // Left side ICONS // Work backwards from current icon holdX = x - ((bigIconSize/2) + pad + smallIconSize); //height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCntps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse); holdX -= (smallIconSize+pad); } } // Current Center Icon //height = bigIconSize * cg.iconHUDPercent; if (inv_icons[cg.inventorySelect]) { cgi_R_SetColor(NULL); CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.inventorySelect] ); addX = (float) bigIconSize * .75; cgi_R_SetColor(colorTable[CT_ICON_BLUE]); CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12, NUM_FONT_SMALL,qfalse); if (inv_names[cg.inventorySelect]) { // FIXME: This is ONLY a temp solution, the icon stuff, etc, should all just use items.dat for everything gitem_t *item = FindInventoryItemTag( cg.inventorySelect ); if ( item && item->classname && item->classname[0] ) { char itemName[256], data[1024]; // FIXME: do these really need to be this large?? does it matter? Com_sprintf( itemName, sizeof(itemName), "SP_INGAME_%s", item->classname ); if ( cgi_SP_GetStringTextString( itemName, data, sizeof( data ))) { int w = cgi_R_Font_StrLenPixels( data, cgs.media.qhFontSmall, 1.0f ); int x = ( SCREEN_WIDTH - w ) / 2; cgi_R_Font_DrawString( x, (SCREEN_HEIGHT - 24), data, textColor, cgs.media.qhFontSmall, -1, 1.0f); } } } } i = cg.inventorySelect + 1; if (i> INV_MAX-1) { i = 0; } // Right side ICONS // Work forwards from current icon holdX = x + (bigIconSize/2) + pad; //height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCnt INV_MAX-1) { i = 0; } if ((!CG_InventorySelectable(i)) || (!inv_icons[i])) { continue; } ++iconCnt; // Good icon if (inv_icons[i]) { cgi_R_SetColor(NULL); CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] ); cgi_R_SetColor(colorTable[CT_ICON_BLUE]); CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse); holdX += (smallIconSize+pad); } } } int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text); const char *inventoryDesc[15] = { "NEURO_SAAV_DESC", "BACTA_DESC", "INQUISITOR_DESC", "LA_GOGGLES_DESC", "PORTABLE_SENTRY_DESC", "GOODIE_KEY_DESC", "SECURITY_KEY_DP_DESC", }; /* =================== CG_DrawDataPadInventorySelect =================== */ void CG_DrawDataPadInventorySelect( void ) { int i; int holdCount,iconCnt; int sideLeftIconCnt,sideRightIconCnt; int count; int holdX; //int height; float addX; char text[1024]={0}; vec4_t textColor = { .312f, .75f, .621f, 1.0f }; // count the number of items owned count = 0; for ( i = 0 ; i < INV_MAX ; i++ ) { if (CG_InventorySelectable(i) && inv_icons[i]) { count++; } } if (!count) { cgi_SP_GetStringTextString("SP_INGAME_EMPTY_INV",text, sizeof(text) ); int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f ); int x = ( SCREEN_WIDTH - w ) / 2; CG_DrawProportionalString(x, 300 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]); return; } const int sideMax = 3; // Max number of icons on the side // Calculate how many icons will appear to either side of the center one holdCount = count - 1; // -1 for the center icon if (holdCount == 0) // No icons to either side { sideLeftIconCnt = 0; sideRightIconCnt = 0; } else if (count > (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } i = cg.DataPadInventorySelect - 1; if (i<0) { i = INV_MAX-1; } const int smallIconSize = 40; const int bigIconSize = 80; const int bigPad = 64; const int pad = 32; const int centerXPos = 320; const int graphicYPos = 340; // Left side ICONS // Work backwards from current icon holdX = centerXPos - ((bigIconSize/2) + bigPad + smallIconSize); //height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCntps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse); holdX -= (smallIconSize+pad); } } // Current Center Icon //height = bigIconSize * cg.iconHUDPercent; if (inv_icons[cg.DataPadInventorySelect]) { cgi_R_SetColor(colorTable[CT_WHITE]); CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.DataPadInventorySelect] ); addX = (float) bigIconSize * .75; cgi_R_SetColor(colorTable[CT_ICON_BLUE]); CG_DrawNumField ((centerXPos-(bigIconSize/2)) + addX, graphicYPos, 2, cg.snap->ps.inventory[cg.DataPadInventorySelect], 6, 12, NUM_FONT_SMALL,qfalse); } i = cg.DataPadInventorySelect + 1; if (i> INV_MAX-1) { i = 0; } // Right side ICONS // Work forwards from current icon holdX = centerXPos + (bigIconSize/2) + bigPad; //height = smallIconSize * cg.iconHUDPercent; addX = (float) smallIconSize * .75; for (iconCnt=0;iconCnt INV_MAX-1) { i = 0; } if ((!CG_InventorySelectable(i)) || (!inv_icons[i])) { continue; } ++iconCnt; // Good icon if (inv_icons[i]) { cgi_R_SetColor(colorTable[CT_WHITE]); CG_DrawPic( holdX, graphicYPos+10, smallIconSize, smallIconSize, inv_icons[i] ); cgi_R_SetColor(colorTable[CT_ICON_BLUE]); CG_DrawNumField (holdX + addX, graphicYPos + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12, NUM_FONT_SMALL,qfalse); holdX += (smallIconSize+pad); } } // draw the weapon description if ((cg.DataPadInventorySelect>=0) && (cg.DataPadInventorySelect<13)) { cgi_SP_GetStringTextString( va("SP_INGAME_%s",inventoryDesc[cg.DataPadInventorySelect]), text, sizeof(text) ); if (text[0]) { CG_DisplayBoxedText(70,50,500,300,text, cgs.media.qhFontSmall, 0.7f, textColor ); } } } /* =============== SetForcePowerTime =============== */ void SetForcePowerTime(void) { if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD ((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Inventory HUD was currently active to just swap it out with Force HUD { cg.weaponSelectTime = 0; cg.inventorySelectTime = 0; cg.forcepowerSelectTime = cg.time + 130.0f; } else { cg.forcepowerSelectTime = cg.time; } } int showPowers[MAX_SHOWPOWERS] = { FP_ABSORB, FP_HEAL, FP_PROTECT, FP_TELEPATHY, FP_SPEED, FP_PUSH, FP_PULL, FP_SEE, FP_DRAIN, FP_LIGHTNING, FP_RAGE, FP_GRIP, }; const char *showPowersName[MAX_SHOWPOWERS] = { "SP_INGAME_ABSORB2", "SP_INGAME_HEAL2", "SP_INGAME_PROTECT2", "SP_INGAME_MINDTRICK2", "SP_INGAME_SPEED2", "SP_INGAME_PUSH2", "SP_INGAME_PULL2", "SP_INGAME_SEEING2", "SP_INGAME_DRAIN2", "SP_INGAME_LIGHTNING2", "SP_INGAME_DARK_RAGE2", "SP_INGAME_GRIP2", }; // Keep these with groups light side, core, and dark side int showDataPadPowers[MAX_DPSHOWPOWERS] = { // Light side FP_ABSORB, FP_HEAL, FP_PROTECT, FP_TELEPATHY, // Core Powers FP_LEVITATION, FP_SPEED, FP_PUSH, FP_PULL, FP_SABERTHROW, FP_SABER_DEFENSE, FP_SABER_OFFENSE, FP_SEE, //Dark Side FP_DRAIN, FP_LIGHTNING, FP_RAGE, FP_GRIP, }; /* =============== ForcePower_Valid =============== */ qboolean ForcePower_Valid(int index) { gentity_t *player = &g_entities[0]; assert (MAX_SHOWPOWERS == ( sizeof(showPowers)/sizeof(showPowers[0]) )); assert (index < MAX_SHOWPOWERS ); //is this a valid index? if (player->client->ps.forcePowersKnown & (1 << showPowers[index]) && player->client->ps.forcePowerLevel[showPowers[index]]) // Does he have the force power? { return qtrue; } return qfalse; } /* =============== CG_NextForcePower_f =============== */ void CG_NextForcePower_f( void ) { int i; if ( !cg.snap || in_camera ) { return; } SetForcePowerTime(); if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time) { return; } const int original = cg.forcepowerSelect; for ( i = 0; i < MAX_SHOWPOWERS; i++ ) { cg.forcepowerSelect++; if (cg.forcepowerSelect >= MAX_SHOWPOWERS) { cg.forcepowerSelect = 0; } if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power? { cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 ); return; } } cg.forcepowerSelect = original; } /* =============== CG_PrevForcePower_f =============== */ void CG_PrevForcePower_f( void ) { int i; if ( !cg.snap || in_camera ) { return; } SetForcePowerTime(); if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time) { return; } const int original = cg.forcepowerSelect; for ( i = 0; i < MAX_SHOWPOWERS; i++ ) { cg.forcepowerSelect--; if (cg.forcepowerSelect < 0) { cg.forcepowerSelect = MAX_SHOWPOWERS - 1; } if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power? { cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 ); return; } } cg.forcepowerSelect = original; } /* =================== CG_DrawForceSelect =================== */ void CG_DrawForceSelect( void ) { int i; int count; int holdX; int sideLeftIconCnt,sideRightIconCnt; int holdCount,iconCnt; char text[1024]={0}; int yOffset = 0; // don't display if dead if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )) { return; } if ((cg.forcepowerSelectTime+WEAPON_SELECT_TIME) (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } const int smallIconSize = 30; const int bigIconSize = 60; const int pad = 12; const int x = 320; const int y = 425; i = cg.forcepowerSelect - 1; if (i < 0) { i = MAX_SHOWPOWERS-1; } cgi_R_SetColor(NULL); // Work backwards from current icon holdX = x - ((bigIconSize/2) + pad + smallIconSize); for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--) { if (i < 0) { i = MAX_SHOWPOWERS-1; } if (!ForcePower_Valid(i)) // Does he have this power? { continue; } ++iconCnt; // Good icon if (force_icons[showPowers[i]]) { CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, force_icons[showPowers[i]] ); holdX -= (smallIconSize+pad); } } // Current Center Icon if (force_icons[showPowers[cg.forcepowerSelect]]) { CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)) + yOffset, bigIconSize, bigIconSize, force_icons[showPowers[cg.forcepowerSelect]] ); } i = cg.forcepowerSelect + 1; if (i>=MAX_SHOWPOWERS) { i = 0; } // Work forwards from current icon holdX = x + (bigIconSize/2) + pad; for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++) { if (i>=MAX_SHOWPOWERS) { i = 0; } if (!ForcePower_Valid(i)) // Does he have this power? { continue; } ++iconCnt; // Good icon if (force_icons[showPowers[i]]) { CG_DrawPic( holdX, y + yOffset, smallIconSize, smallIconSize, force_icons[showPowers[i]] ); holdX += (smallIconSize+pad); } } // This only a temp solution. if (cgi_SP_GetStringTextString( showPowersName[cg.forcepowerSelect], text, sizeof(text) )) { int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f); int x = ( SCREEN_WIDTH - w ) / 2; cgi_R_Font_DrawString(x, (SCREEN_HEIGHT - 24) + yOffset, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f); } } /* =============== ForcePowerDataPad_Valid =============== */ qboolean ForcePowerDataPad_Valid(int index) { gentity_t *player = &g_entities[0]; assert (index < MAX_DPSHOWPOWERS); if (player->client->ps.forcePowersKnown & (1 << showDataPadPowers[index]) && player->client->ps.forcePowerLevel[showDataPadPowers[index]]) // Does he have the force power? { return qtrue; } return qfalse; } /* =============== CG_DPNextForcePower_f =============== */ void CG_DPNextForcePower_f( void ) { int i; int original; if ( !cg.snap ) { return; } original = cg.DataPadforcepowerSelect; for ( i = 0; i= MAX_DPSHOWPOWERS) { cg.DataPadforcepowerSelect = 0; } if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power? { return; } } cg.DataPadforcepowerSelect = original; } /* =============== CG_DPPrevForcePower_f =============== */ void CG_DPPrevForcePower_f( void ) { int i; int original; if ( !cg.snap ) { return; } original = cg.DataPadforcepowerSelect; for ( i = 0; i (2*sideMax)) // Go to the max on each side { sideLeftIconCnt = sideMax; sideRightIconCnt = sideMax; } else // Less than max, so do the calc { sideLeftIconCnt = holdCount/2; sideRightIconCnt = holdCount - sideLeftIconCnt; } const int smallIconSize = 40; const int bigIconSize = 70; const int bigPad = 64; const int pad = 32; const int centerXPos = 320; const int graphicYPos = 340; i = cg.DataPadforcepowerSelect - 1; if (i < 0) { i = MAX_DPSHOWPOWERS-1; } // Print icons to the left of the center cgi_R_SetColor(colorTable[CT_WHITE]); // Work backwards from current icon holdX = centerXPos - ((bigIconSize/2) + bigPad + smallIconSize); for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--) { if (i < 0) { i = MAX_DPSHOWPOWERS-1; } if (!ForcePowerDataPad_Valid(i)) // Does he have this power? { continue; } ++iconCnt; // Good icon if (force_icons[showDataPadPowers[i]]) { CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] ); } // A new force power if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) || ((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) || ((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i])) { CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay ); } if (force_icons[showDataPadPowers[i]]) { holdX -= (smallIconSize+pad); } } // Current Center Icon if (force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]]) { cgi_R_SetColor(colorTable[CT_WHITE]); CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]] ); // New force power if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) || ((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) || ((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect])) { CG_DrawPic( centerXPos-(bigIconSize/2), (graphicYPos-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, cgs.media.DPForcePowerOverlay ); } } i = cg.DataPadforcepowerSelect + 1; if (i>=MAX_DPSHOWPOWERS) { i = 0; } cgi_R_SetColor(colorTable[CT_WHITE]); // Work forwards from current icon holdX = centerXPos + (bigIconSize/2) + bigPad; for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++) { if (i>=MAX_DPSHOWPOWERS) { i = 0; } if (!ForcePowerDataPad_Valid(i)) // Does he have this power? { continue; } ++iconCnt; // Good icon if (force_icons[showDataPadPowers[i]]) { CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] ); } // A new force power if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) || ((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) || ((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i])) { CG_DrawPic( holdX, graphicYPos, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay ); } if (force_icons[showDataPadPowers[i]]) { holdX += (smallIconSize+pad); } } cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerDesc[cg.DataPadforcepowerSelect]), text, sizeof(text) ); if (player->client->ps.forcePowerLevel[showDataPadPowers[cg.DataPadforcepowerSelect]]==1) { cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl1Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) ); } else if (player->client->ps.forcePowerLevel[showDataPadPowers[cg.DataPadforcepowerSelect]]==2) { cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl2Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) ); } else { cgi_SP_GetStringTextString( va("SP_INGAME_%s",forcepowerLvl3Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) ); } if (text[0]) { const short textboxXPos = 40; const short textboxYPos = 60; const int textboxWidth = 560; const int textboxHeight = 300; const float textScale = 1.0f; CG_DisplayBoxedText(textboxXPos,textboxYPos,textboxWidth,textboxHeight,va("%s%s",text,text2), 4, textScale, colorTable[CT_WHITE] ); } } // actually, these are pretty pointless so far in CHC, since in TA codebase they were used only so init some HUD // function ptrs to allow cinematics in onscreen displays. So far, we don't use those, but here they are anyway... // /* These stupid pragmas don't work, they still give the warning. Forget it, REM the lot. #pragma warning ( disable : 4505) // unreferenced local function has been removed static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) { return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop); } static void CG_StopCinematic(int handle) { trap_CIN_StopCinematic(handle); } static void CG_DrawCinematic(int handle, float x, float y, float w, float h) { trap_CIN_SetExtents(handle, x, y, w, h); trap_CIN_DrawCinematic(handle); } static void CG_RunCinematicFrame(int handle) { trap_CIN_RunCinematic(handle); } #pragma warning ( default : 4505) */