jkxr/Projects/Android/jni/OpenJK/code/ui/ui_main.cpp
Simon 0f7803e934 Squashed commit of the following:
commit 0c85ac4704
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 18:47:10 2023 +0200

    Menu updates

commit 35b89acc87
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 15 12:32:35 2023 +0100

    Support for changeable fresh rate

commit 539bfa8956
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 00:02:59 2023 +0200

    Ensure proper menu defaults on the very first start

commit 216a225aa6
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:41:24 2023 +0200

    Fix storing of force crosshair option

commit 48c2486aad
Merge: a72ca45 fcb9169
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:23:24 2023 +0200

    Merge remote-tracking branch 'origin/main' into contributions

commit a72ca459c5
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:19:47 2023 +0200

    Intern all default values; Remove no longer needed configuration files

commit 32c4e6eac1
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 20:59:41 2023 +0200

    Ensure weapon adjustment is applied when resetting to defaults

commit fcb9169955
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:58:32 2023 +0200

    Increased default force motion trigger

commit 2433ae4110
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:55:56 2023 +0200

    Change Force Crosshair

commit 4ab6a6024a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:16 2023 +0200

    Fixed player knockback.... hopefully

commit 7deeee7a6f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:00 2023 +0200

    Increased Force Power Visibility

commit 1fdcb7c48f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 15:16:34 2023 +0200

    Changed Brightness Range and Default

commit fada09a0bb
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 20:38:13 2023 +0200

    Fix remote turret on-screen help

commit 82af313786
Merge: 7680cb1 d13176c
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 18:59:46 2023 +0200

    Merge branch 'main' into contributions

commit d13176c9ba
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 13 13:29:49 2023 +0200

    New Quick Save / Load Video

commit 7680cb1288
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Apr 12 22:26:44 2023 +0200

    Fix use action when controlling droid; fix droid view help

commit 4d90595139
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:21:10 2023 +0200

    Fencing Speed on Pico default

commit 37d5ac4184
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:12:07 2023 +0200

    Changes to TBDC

    Different menu text + added vanilla mode

commit d6e40ead64
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 17:44:29 2023 +0200

    Set Fencing Speed back to Default (by Default)

commit 3f7d116e25
Merge: 7424628 c7c66e4
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:26 2023 +0200

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit 7424628a5d
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:23 2023 +0200

    Updated Weapons

    + Shader fix for FX mod

commit c7c66e46a7
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Apr 12 08:37:36 2023 +0100

    Revert "Arrange quick save icons horizontally"

    This reverts commit 20f8fff3fe.

    Also make the icons white

commit fa54045159
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:02:29 2023 +0100

    Update .gitignore

commit 20f8fff3fe
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:00:09 2023 +0100

    Arrange quick save icons horizontally

commit d3dcac8f9d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 20:58:56 2023 +0100

    Save game crash fix in JKO

commit 6314561b52
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:49:42 2023 +0100

    Switch selector on offhand using offhand thumbstick

commit 3b2ffd7289
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:39:32 2023 +0100

    Attempted fix for save game crash

    - Not really a proper fix, but might at least workaround it

commit c135eefa05
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:38:54 2023 +0100

    Fixed save/load icon image size

commit f51270a294
Merge: a2ff16b e243d0b
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:11 2023 +0100

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit a2ff16b576
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:06 2023 +0100

    Quick Save/Load in Selector

    Haven't been able to test yet!

commit e243d0bdfa
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 10 18:29:18 2023 +0200

    Update README.md

commit b9d0314a6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 9 19:38:32 2023 +0200

    Make getting into AT-ST easier

commit d121206f83
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:49:28 2023 +0200

    Tune touch gesture distance; Improve use interaction in 3rd person.

commit 260d501776
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:34:59 2023 +0200

    Fix and improve weapon adjustment helper axes

commit a6318867bb
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 20:35:02 2023 +0200

    Update README.md

commit 4a1d90e729
Merge: 425db0f 821a56d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 6 19:12:07 2023 +0200

    Merge branch 'main' into contributions

commit 821a56d4b9
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 17:24:20 2023 +0100

    Update README.md

commit 67b7d26de8
Merge: b407932 ccd63d4
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 16:54:01 2023 +0100

    Merge pull request #4 from DrBeef/TBDC

    TBDC Scales in Code

commit b407932bb2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:43:26 2023 +0200

    Update README.md

commit 174c3ce96c
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:33:33 2023 +0200

    Update README.md

commit e9af8e87c2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:23:36 2023 +0200

    Update README.md

commit ccd63d4eec
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:57:36 2023 +0200

    Forced for Extended Menu

commit d6b3e8eb65
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:55:02 2023 +0200

    TBDC Scales in Code

commit a5f3adf725
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 15:04:07 2023 +0100

    Update README.md

commit 316c2a2904
Merge: 387c34b 90b694f
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 10:02:01 2023 +0100

    Merge pull request #2 from DrBeef/TBDC

    Team Beef Directors Cut

commit 387c34b53e
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:59:18 2023 +0100

    Update Beef Crawl

commit a271b61ac7
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:58:18 2023 +0100

    Switch to use Bummser's NPC file if TBDC is disabled

commit a2f1644d72
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:39:02 2023 +0100

    Update version to 1.0.0 for release

commit f785fdc393
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:00:11 2023 +0100

    update github banner

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Added Team Beef Patreon banner

commit 90b694ff60
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:21:41 2023 +0200

    Last Cleanup

commit 70468332d6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:19:45 2023 +0200

    TBDC Cleanup

commit 6660e8c984
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:58:00 2023 +0200

    Credits / NPC Scale

commit e1b03fdcc6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:57:07 2023 +0200

    Fixing Quick Save

commit 95950f2390
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 20:08:10 2023 +0200

    Updated ratios per difficulty

commit d6235ef199
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 00:30:35 2023 +0200

    Darkened Menu GFX

commit a3fdb460c4
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 4 23:03:31 2023 +0100

    Prevent crash when throwing Saber

    seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing.

commit 4c751fcb59
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:59:12 2023 +0200

    Y Close Datapad

commit a1216665c8
Merge: 1939a26 d841464
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:48:20 2023 +0200

    Merge pull request #1 from DrBeef/main

    Main -> TDBC

commit 1939a26542
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:37:41 2023 +0200

    TBDC

    Laser Saber deflections
    Guns balancing.

commit d841464924
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 425db0f108
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 3c895d27de
Merge: fe9e12a c3819fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:05:48 2023 +0200

    Merge branch 'main' into contributions

commit c3819fa407
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit fe9e12a3f9
Merge: d79f57b 2b255ac
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Mon Apr 3 22:55:29 2023 +0200

    Merge branch 'main' into contributions

commit 2b255ac3ea
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:39 2023 +0100

    Improved version string

commit 62284414d0
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:20 2023 +0100

    Ensure intro vid can be skipped without having to press trigger first

commit 65674abe2a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 21:36:35 2023 +0200

    Fix Controller Location Buzz for Quick Save / Load

commit ba2e726a79
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit 7175c872a9
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:46 2023 +0200

    Knockback settings TBDC

commit cc7e73d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:59:47 2023 +0100

    Update beef_crawl.tga

commit dd71a05e36
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:51:49 2023 +0100

    Put version at the bottom of the main menu

commit cb52d310c1
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Sun Apr 2 23:18:28 2023 +0200

    TBDC Weapons

commit ac71f24e78
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit 3f5c767e8d
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:42 2023 +0100

    Update AndroidManifest.xml

commit 64ab392fc5
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:39 2023 +0100

    JKA: Some CVAR change to increase performance

commit d43de53e8a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:50 2023 +0100

    Added missed saber blocking check

    might explain why some people find JKA a bit easy if it is auto-blocking in 1st person

commit 8b23e255d8
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:16 2023 +0100

    Update open xr headers

commit d79f57ba2d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit e3524e8e48
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit 05fc4d5ab4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit eec46c183d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit fe9891f8db
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit 21483d0d5a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:25:11 2023 +0200

    Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments

commit baec8832ab
Merge: 82706df 52fcc8a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:15:25 2023 +0200

    Merge branch 'main' into contributions

commit 52fcc8a49e
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 1 09:47:48 2023 +0100

    Revert "Removed the no-backface-culling for weapons as it is no longer needed"

    This reverts commit b899b99178.

commit 5e66ebf6fc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 587277fa7f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 82706df34f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 1111766032
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 822d1ddbba
Merge: a1a7d54 5f56cf4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 08:43:50 2023 +0200

    Merge branch 'main' into contributions

commit 5f56cf48fc
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:16:37 2023 +0100

    Camera shake fix part 2

commit 3dd7833cd0
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:06:18 2023 +0100

    Disable camera shake when charging a weapon's alt fire

commit 6202017b6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 6d49f87150
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 926c64c691
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 78f7d9bcfc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 4219f996e9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit b899b99178
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:45:10 2023 +0100

    Removed the no-backface-culling for weapons as it is no longer needed

    used only for hand models now

commit 9877859676
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:44:36 2023 +0100

    Update to the VC+Elin weapons pack

    includes a sweet new saber hilt

commit a1a7d541fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 15d932c75f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 402277e717
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 9b22378c88
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:52:26 2023 +0200

    Add special delay for re-triggering security cameras

commit c4cc218f8b
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Mar 29 22:44:50 2023 +0100

    Turn the stun baton into an "always active" weapon

    movement still triggers the sound, but it will always shock an enemy when it makes contact

commit a4e99c20f9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 442a1fc8e2
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit 02261c57f0
Merge: 3c64fa7 51c703a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 20:51:42 2023 +0200

    Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions

commit 3c64fa7e3e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:19:29 2023 +0100

    Lowered Stun Baton trigger velocity

commit 43192a355d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:03:17 2023 +0100

    Move beef_crawl back into the game specific assets

    as we will be fixing the JKO one on release, but updating JKA

commit 94e82c2da3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 40128567be
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit 4f1b6b5f07
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 51c703a481
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 04a539f890
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit d9126738d3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 62b9a0bfab
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:45 2023 +0100

    Hide force power aura when item selector is shown

commit 0a9206642e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:23 2023 +0100

    Slight adjustment to muzzle position based on whether scoped/two-handed

commit f452b9cf06
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:51:49 2023 +0100

    Slight tweak to NPC Combat

commit 20de6ec478
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:50:54 2023 +0100

    Added simple readme and license

commit 77672f612b
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:22 2023 +0100

    Updated website link to be the patreon

commit 2a1cd0e6e7
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:10 2023 +0100

    Don't send roll to the server, this might be causing gradual roll drift

commit 1b22652e5c
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:46 2023 +0100

    Fixed aiming of bowcaster and demp alt fire

commit 895b09041f
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:25 2023 +0100

    JKA - Ensure UseVR Position is only true when in first person

commit 3897531544
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:17 2023 +0100

    JKO - Ensure UseVR Position is only true when in first person

commit 3b5121e349
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:37:49 2023 +0100

    Render Special Effects on hand/weapon when force power is activated for protection etc

commit 50db9039df
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:52 2023 +0100

    Separate no copy file flag for JK3

commit 1968a7d8ba
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:22 2023 +0100

    Always use right hand as saber home

commit 74dcd955d2
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:49 2023 +0100

    Fix crash in JKA

commit 1e4692d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:16 2023 +0100

    Update z_Crusty_and_Elin_vr_weapons.pk3

commit 134dec8264
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:31:53 2023 +0100

    Fix possible crash on JK2

commit f6dc432f6a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Mar 25 15:36:01 2023 +0000

    Copy mods to jk2demo if it exists

    to resolve the issue with mods not being picked up from the base folder
2023-04-16 09:38:26 +01:00

6654 lines
167 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
/*
=======================================================================
USER INTERFACE MAIN
=======================================================================
*/
#include <algorithm>
#include <vector>
#include "../server/exe_headers.h"
#include "ui_local.h"
#include "menudef.h"
#include "ui_shared.h"
#include "../ghoul2/G2.h"
#include "../game/bg_public.h"
#include "../game/anims.h"
extern stringID_table_t animTable [MAX_ANIMATIONS+1];
#include "../qcommon/stringed_ingame.h"
#include "../qcommon/stv_version.h"
#include "../qcommon/q_shared.h"
extern qboolean ItemParse_model_g2anim_go( itemDef_t *item, const char *animName );
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
extern qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel );
extern qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin );
extern void UI_SaberAttachToChar( itemDef_t *item );
extern qboolean PC_Script_Parse(const char **out);
#define LISTBUFSIZE 10240
static struct
{
char listBuf[LISTBUFSIZE]; // The list of file names read in
// For scrolling through file names
int currentLine; // Index to currentSaveFileComments[] currently highlighted
int saveFileCnt; // Number of save files read in
int awaitingSave; // Flag to see if user wants to overwrite a game.
char *savegameMap;
int savegameFromFlag;
} s_savegame;
#define MAX_SAVELOADFILES 1000
#define MAX_SAVELOADNAME 32
#ifdef JK2_MODE
byte screenShotBuf[SG_SCR_WIDTH * SG_SCR_HEIGHT * 4];
#endif
typedef struct
{
char *currentSaveFileName; // file name of savegame
char currentSaveFileComments[iSG_COMMENT_SIZE]; // file comment
char currentSaveFileDateTimeString[iSG_COMMENT_SIZE]; // file time and date
time_t currentSaveFileDateTime;
char currentSaveFileMap[MAX_TOKEN_CHARS]; // map save game is from
} savedata_t;
static savedata_t s_savedata[MAX_SAVELOADFILES];
void UI_SetActiveMenu( const char* menuname,const char *menuID );
void ReadSaveDirectory (void);
void Item_RunScript(itemDef_t *item, const char *s);
qboolean Item_SetFocus(itemDef_t *item, float x, float y);
qboolean Asset_Parse(char **buffer);
menuDef_t *Menus_FindByName(const char *p);
void Menus_HideItems(const char *menuName);
int Text_Height(const char *text, float scale, int iFontIndex );
int Text_Width(const char *text, float scale, int iFontIndex );
void _UI_DrawTopBottom(float x, float y, float w, float h, float size);
void _UI_DrawSides(float x, float y, float w, float h, float size);
void UI_CheckVid1Data(const char *menuTo,const char *warningMenuName);
void UI_GetVideoSetup ( void );
void UI_UpdateVideoSetup ( void );
static void UI_UpdateCharacterCvars ( void );
static void UI_GetCharacterCvars ( void );
static void UI_UpdateSaberCvars ( void );
static void UI_GetSaberCvars ( void );
static void UI_ResetSaberCvars ( void );
static void UI_InitAllocForcePowers ( const char *forceName );
static void UI_AffectForcePowerLevel ( const char *forceName );
static void UI_ShowForceLevelDesc ( const char *forceName );
static void UI_ResetForceLevels ( void );
static void UI_ClearWeapons ( void );
static void UI_GiveWeapon ( const int weaponIndex );
static void UI_EquipWeapon ( const int weaponIndex );
static void UI_LoadMissionSelectMenu( const char *cvarName );
static void UI_AddWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile );
static void UI_AddThrowWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile );
static void UI_RemoveWeaponSelection ( const int weaponIndex );
static void UI_RemoveThrowWeaponSelection ( void );
static void UI_HighLightWeaponSelection ( const int selectionslot );
static void UI_NormalWeaponSelection ( const int selectionslot );
static void UI_NormalThrowSelection ( void );
static void UI_HighLightThrowSelection( void );
static void UI_ClearInventory ( void );
static void UI_GiveInventory ( const int itemIndex, const int amount );
static void UI_ForcePowerWeaponsButton(qboolean activeFlag);
static void UI_UpdateCharacterSkin( void );
static void UI_UpdateCharacter( qboolean changedModel );
static void UI_UpdateSaberType( void );
static void UI_UpdateSaberHilt( qboolean secondSaber );
//static void UI_UpdateSaberColor( qboolean secondSaber );
static void UI_InitWeaponSelect( void );
static void UI_WeaponHelpActive( void );
#ifndef JK2_MODE
static void UI_UpdateFightingStyle ( void );
static void UI_UpdateFightingStyleChoices ( void );
static void UI_CalcForceStatus(void);
#endif // !JK2_MODE
static void UI_DecrementForcePowerLevel( void );
static void UI_DecrementCurrentForcePower ( void );
static void UI_ShutdownForceHelp( void );
static void UI_ForceHelpActive( void );
#ifndef JK2_MODE
static void UI_DemoSetForceLevels( void );
#endif // !JK2_MODE
static void UI_RecordForceLevels( void );
static void UI_RecordWeapons( void );
static void UI_ResetCharacterListBoxes( void );
void UI_LoadMenus(const char *menuFile, qboolean reset);
static void UI_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle, int iFontIndex);
static qboolean UI_OwnerDrawVisible(int flags);
int UI_OwnerDrawWidth(int ownerDraw, float scale);
static void UI_Update(const char *name);
void UI_UpdateCvars( void );
void UI_ResetDefaults( void );
void UI_AdjustSaveGameListBox( int currentLine );
void Menus_CloseByName(const char *p);
// Movedata Sounds
enum
{
MDS_NONE = 0,
MDS_FORCE_JUMP,
MDS_ROLL,
MDS_SABER,
MDS_MOVE_SOUNDS_MAX
};
enum
{
MD_ACROBATICS = 0,
MD_SINGLE_FAST,
MD_SINGLE_MEDIUM,
MD_SINGLE_STRONG,
MD_DUAL_SABERS,
MD_SABER_STAFF,
MD_MOVE_TITLE_MAX
};
// Some hard coded badness
// At some point maybe this should be externalized to a .dat file
const char *datapadMoveTitleData[MD_MOVE_TITLE_MAX] =
{
"@MENUS_ACROBATICS",
"@MENUS_SINGLE_FAST",
"@MENUS_SINGLE_MEDIUM",
"@MENUS_SINGLE_STRONG",
"@MENUS_DUAL_SABERS",
"@MENUS_SABER_STAFF",
};
const char *datapadMoveTitleBaseAnims[MD_MOVE_TITLE_MAX] =
{
"BOTH_RUN1",
"BOTH_SABERFAST_STANCE",
"BOTH_STAND2",
"BOTH_SABERSLOW_STANCE",
"BOTH_SABERDUAL_STANCE",
"BOTH_SABERSTAFF_STANCE",
};
#define MAX_MOVES 16
typedef struct
{
const char *title;
const char *desc;
const char *anim;
short sound;
} datpadmovedata_t;
static datpadmovedata_t datapadMoveData[MD_MOVE_TITLE_MAX][MAX_MOVES] =
{
{
// Acrobatics
{ "@MENUS_FORCE_JUMP1", "@MENUS_FORCE_JUMP1_DESC", "BOTH_FORCEJUMP1", MDS_FORCE_JUMP },
{ "@MENUS_FORCE_FLIP", "@MENUS_FORCE_FLIP_DESC", "BOTH_FLIP_F", MDS_FORCE_JUMP },
{ "@MENUS_ROLL", "@MENUS_ROLL_DESC", "BOTH_ROLL_F", MDS_ROLL },
{ "@MENUS_BACKFLIP_OFF_WALL", "@MENUS_BACKFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_BACK1", MDS_FORCE_JUMP },
{ "@MENUS_SIDEFLIP_OFF_WALL", "@MENUS_SIDEFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_WALL_RUN", "@MENUS_WALL_RUN_DESC", "BOTH_WALL_RUN_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_LONG_JUMP", "@MENUS_LONG_JUMP_DESC", "BOTH_FORCELONGLEAP_START", MDS_FORCE_JUMP },
{ "@MENUS_WALL_GRAB_JUMP", "@MENUS_WALL_GRAB_JUMP_DESC", "BOTH_FORCEWALLREBOUND_FORWARD",MDS_FORCE_JUMP },
{ "@MENUS_RUN_UP_WALL_BACKFLIP", "@MENUS_RUN_UP_WALL_BACKFLIP_DESC", "BOTH_FORCEWALLRUNFLIP_START", MDS_FORCE_JUMP },
{ "@MENUS_JUMPUP_FROM_KNOCKDOWN", "@MENUS_JUMPUP_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN3", MDS_NONE },
{ "@MENUS_JUMPKICK_FROM_KNOCKDOWN", "@MENUS_JUMPKICK_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN2", MDS_NONE },
{ "@MENUS_ROLL_FROM_KNOCKDOWN", "@MENUS_ROLL_FROM_KNOCKDOWN_DESC", "BOTH_KNOCKDOWN1", MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
},
{
//Single Saber, Fast Style
{ "@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER },
{ "@MENUS_LUNGE_ATTACK", "@MENUS_LUNGE_ATTACK_DESC", "BOTH_LUNGE2_B__T_", MDS_SABER },
{ "@MENUS_FORCE_PULL_IMPALE", "@MENUS_FORCE_PULL_IMPALE_DESC", "BOTH_PULL_IMPALE_STAB", MDS_SABER },
{ "@MENUS_FAST_ATTACK_KATA", "@MENUS_FAST_ATTACK_KATA_DESC", "BOTH_A1_SPECIAL", MDS_SABER },
{ "@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP },
{ "@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
},
{
//Single Saber, Medium Style
{ "@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER },
{ "@MENUS_FLIP_ATTACK", "@MENUS_FLIP_ATTACK_DESC", "BOTH_JUMPFLIPSLASHDOWN1", MDS_FORCE_JUMP },
{ "@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER },
{ "@MENUS_MEDIUM_ATTACK_KATA", "@MENUS_MEDIUM_ATTACK_KATA_DESC", "BOTH_A2_SPECIAL", MDS_SABER },
{ "@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP },
{ "@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
},
{
//Single Saber, Strong Style
{ "@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER },
{ "@MENUS_JUMP_ATTACK", "@MENUS_JUMP_ATTACK_DESC", "BOTH_FORCELEAP2_T__B_", MDS_FORCE_JUMP },
{ "@MENUS_FORCE_PULL_SLASH", "@MENUS_FORCE_PULL_SLASH_DESC", "BOTH_PULL_IMPALE_SWING", MDS_SABER },
{ "@MENUS_STRONG_ATTACK_KATA", "@MENUS_STRONG_ATTACK_KATA_DESC", "BOTH_A3_SPECIAL", MDS_SABER },
{ "@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP },
{ "@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
},
{
//Dual Sabers
{ "@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER },
{ "@MENUS_FLIP_FORWARD_ATTACK", "@MENUS_FLIP_FORWARD_ATTACK_DESC", "BOTH_JUMPATTACK6", MDS_FORCE_JUMP },
{ "@MENUS_DUAL_SABERS_TWIRL", "@MENUS_DUAL_SABERS_TWIRL_DESC", "BOTH_SPINATTACK6", MDS_SABER },
{ "@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_DUAL", MDS_FORCE_JUMP },
{ "@MENUS_DUAL_SABER_BARRIER", "@MENUS_DUAL_SABER_BARRIER_DESC", "BOTH_A6_SABERPROTECT", MDS_SABER },
{ "@MENUS_DUAL_STAB_FRONT_BACK", "@MENUS_DUAL_STAB_FRONT_BACK_DESC", "BOTH_A6_FB", MDS_SABER },
{ "@MENUS_DUAL_STAB_LEFT_RIGHT", "@MENUS_DUAL_STAB_LEFT_RIGHT_DESC", "BOTH_A6_LR", MDS_SABER },
{ "@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP },
{ "@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB_DESC", "BOTH_ROLL_STAB", MDS_SABER },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
},
{
// Saber Staff
{ "@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER },
{ "@MENUS_BACK_FLIP_ATTACK", "@MENUS_BACK_FLIP_ATTACK_DESC", "BOTH_JUMPATTACK7", MDS_FORCE_JUMP },
{ "@MENUS_SABER_STAFF_TWIRL", "@MENUS_SABER_STAFF_TWIRL_DESC", "BOTH_SPINATTACK7", MDS_SABER },
{ "@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_STAFF", MDS_FORCE_JUMP },
{ "@MENUS_SPINNING_KATA", "@MENUS_SPINNING_KATA_DESC", "BOTH_A7_SOULCAL", MDS_SABER },
{ "@MENUS_KICK1", "@MENUS_KICK1_DESC", "BOTH_A7_KICK_F", MDS_FORCE_JUMP },
{ "@MENUS_JUMP_KICK", "@MENUS_JUMP_KICK_DESC", "BOTH_A7_KICK_F_AIR", MDS_FORCE_JUMP },
{ "@MENUS_SPLIT_KICK", "@MENUS_SPLIT_KICK_DESC", "BOTH_A7_KICK_RL", MDS_FORCE_JUMP },
{ "@MENUS_SPIN_KICK", "@MENUS_SPIN_KICK_DESC", "BOTH_A7_KICK_S", MDS_FORCE_JUMP },
{ "@MENUS_FLIP_KICK", "@MENUS_FLIP_KICK_DESC", "BOTH_A7_KICK_BF", MDS_FORCE_JUMP },
{ "@MENUS_BUTTERFLY_ATTACK", "@MENUS_BUTTERFLY_ATTACK_DESC", "BOTH_BUTTERFLY_FR1", MDS_SABER },
{ "@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
{ NULL, NULL, 0, MDS_NONE },
}
};
static int gamecodetoui[] = {4,2,3,0,5,1,6};
uiInfo_t uiInfo;
static void UI_RegisterCvars( void );
void UI_Load(void);
static int UI_GetScreenshotFormatForString( const char *str ) {
if ( !Q_stricmp(str, "jpg") || !Q_stricmp(str, "jpeg") )
return SSF_JPEG;
else if ( !Q_stricmp(str, "tga") )
return SSF_TGA;
else if ( !Q_stricmp(str, "png") )
return SSF_PNG;
else
return -1;
}
static const char *UI_GetScreenshotFormatString( int format )
{
switch ( format )
{
default:
case SSF_JPEG:
return "jpg";
case SSF_TGA:
return "tga";
case SSF_PNG:
return "png";
}
}
typedef struct cvarTable_s {
vmCvar_t *vmCvar;
const char *cvarName;
const char *defaultString;
void (*update)( void );
uint32_t cvarFlags;
} cvarTable_t;
vmCvar_t ui_menuFiles;
vmCvar_t ui_hudFiles;
vmCvar_t ui_char_anim;
vmCvar_t ui_char_model;
vmCvar_t ui_char_skin_head;
vmCvar_t ui_char_skin_torso;
vmCvar_t ui_char_skin_legs;
vmCvar_t ui_saber_type;
vmCvar_t ui_saber;
vmCvar_t ui_saber2;
vmCvar_t ui_saber_color;
vmCvar_t ui_saber2_color;
vmCvar_t ui_char_color_red;
vmCvar_t ui_char_color_green;
vmCvar_t ui_char_color_blue;
vmCvar_t ui_PrecacheModels;
vmCvar_t ui_screenshotType;
static void UI_UpdateScreenshot( void )
{
qboolean changed = qfalse;
// check some things
if ( ui_screenshotType.string[0] && isalpha( ui_screenshotType.string[0] ) )
{
int ssf = UI_GetScreenshotFormatForString( ui_screenshotType.string );
if ( ssf == -1 )
{
ui.Printf( "UI Screenshot Format Type '%s' unrecognised, defaulting to JPEG\n", ui_screenshotType.string );
uiInfo.uiDC.screenshotFormat = SSF_JPEG;
changed = qtrue;
}
else
uiInfo.uiDC.screenshotFormat = ssf;
}
else if ( ui_screenshotType.integer < SSF_JPEG || ui_screenshotType.integer > SSF_PNG )
{
ui.Printf( "ui_screenshotType %i is out of range, defaulting to 0 (JPEG)\n", ui_screenshotType.integer );
uiInfo.uiDC.screenshotFormat = SSF_JPEG;
changed = qtrue;
}
else {
uiInfo.uiDC.screenshotFormat = atoi( ui_screenshotType.string );
changed = qtrue;
}
if ( changed ) {
Cvar_Set( "ui_screenshotType", UI_GetScreenshotFormatString( uiInfo.uiDC.screenshotFormat ) );
Cvar_Update( &ui_screenshotType );
}
}
static cvarTable_t cvarTable[] =
{
{ &ui_menuFiles, "ui_menuFiles", "ui/menus.txt", NULL, CVAR_ARCHIVE },
#ifdef JK2_MODE
{ &ui_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", NULL, CVAR_ARCHIVE},
#else
{ &ui_hudFiles, "cg_hudFiles", "ui/jahud.txt", NULL, CVAR_ARCHIVE},
#endif
{ &ui_char_anim, "ui_char_anim", "BOTH_WALK1", NULL, 0},
{ &ui_char_model, "ui_char_model", "", NULL, 0}, //these are filled in by the "g_*" versions on load
{ &ui_char_skin_head, "ui_char_skin_head", "", NULL, 0}, //the "g_*" versions are initialized in UI_Init, ui_atoms.cpp
{ &ui_char_skin_torso, "ui_char_skin_torso", "", NULL, 0},
{ &ui_char_skin_legs, "ui_char_skin_legs", "", NULL, 0},
{ &ui_saber_type, "ui_saber_type", "", NULL, 0},
{ &ui_saber, "ui_saber", "", NULL, 0},
{ &ui_saber2, "ui_saber2", "", NULL, 0},
{ &ui_saber_color, "ui_saber_color", "", NULL, 0},
{ &ui_saber2_color, "ui_saber2_color", "", NULL, 0},
{ &ui_char_color_red, "ui_char_color_red", "", NULL, 0},
{ &ui_char_color_green, "ui_char_color_green", "", NULL, 0},
{ &ui_char_color_blue, "ui_char_color_blue", "", NULL, 0},
{ &ui_PrecacheModels, "ui_PrecacheModels", "1", NULL, CVAR_ARCHIVE},
{ &ui_screenshotType, "ui_screenshotType", "jpg", UI_UpdateScreenshot, CVAR_ARCHIVE }
};
#define FP_UPDATED_NONE -1
#define NOWEAPON -1
static const size_t cvarTableSize = ARRAY_LEN( cvarTable );
void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex);
int Key_GetCatcher( void );
#define UI_FPS_FRAMES 4
void _UI_Refresh( int realtime )
{
static int index;
static int previousTimes[UI_FPS_FRAMES];
if ( !( Key_GetCatcher() & KEYCATCH_UI ) )
{
return;
}
extern void SE_CheckForLanguageUpdates(void);
SE_CheckForLanguageUpdates();
if ( Menus_AnyFullScreenVisible() )
{//if not in full screen, don't mess with ghoul2
//rww - ghoul2 needs to know what time it is even if the client/server are not running
//FIXME: this screws up the game when you go back to the game...
re.G2API_SetTime(realtime, 0);
re.G2API_SetTime(realtime, 1);
}
uiInfo.uiDC.frameTime = realtime - uiInfo.uiDC.realTime;
uiInfo.uiDC.realTime = realtime;
previousTimes[index % UI_FPS_FRAMES] = uiInfo.uiDC.frameTime;
index++;
if ( index > UI_FPS_FRAMES )
{
int i, total;
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < UI_FPS_FRAMES ; i++ )
{
total += previousTimes[i];
}
if ( !total )
{
total = 1;
}
uiInfo.uiDC.FPS = 1000 * UI_FPS_FRAMES / total;
}
UI_UpdateCvars();
if (Menu_Count() > 0)
{
// paint all the menus
Menu_PaintAll();
// refresh server browser list
// UI_DoServerRefresh();
// refresh server status
// UI_BuildServerStatus(qfalse);
// refresh find player list
// UI_BuildFindPlayerList(qfalse);
}
// draw cursor
UI_SetColor( NULL );
if (Menu_Count() > 0)
{
if (uiInfo.uiDC.cursorShow == qtrue)
{
UI_DrawHandlePic( uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory, 48, 48, uiInfo.uiDC.Assets.cursor);
}
}
}
#define MODSBUFSIZE (MAX_MODS * MAX_QPATH)
/*
===============
UI_LoadMods
===============
*/
static void UI_LoadMods() {
int numdirs;
char dirlist[MODSBUFSIZE];
char *dirptr;
char *descptr;
int i;
int dirlen;
uiInfo.modCount = 0;
numdirs = FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) );
dirptr = dirlist;
for( i = 0; i < numdirs; i++ ) {
dirlen = strlen( dirptr ) + 1;
descptr = dirptr + dirlen;
uiInfo.modList[uiInfo.modCount].modName = String_Alloc(dirptr);
uiInfo.modList[uiInfo.modCount].modDescr = String_Alloc(descptr);
dirptr += dirlen + strlen(descptr) + 1;
uiInfo.modCount++;
if (uiInfo.modCount >= MAX_MODS) {
break;
}
}
}
/*
================
vmMain
This is the only way control passes into the module.
This must be the very first function compiled into the .qvm file
================
*/
extern "C" Q_EXPORT intptr_t QDECL vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 )
{
return 0;
}
/*
================
Text_PaintChar
================
*/
/*
static void Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader)
{
float w, h;
w = width * scale;
h = height * scale;
ui.R_DrawStretchPic((int)x, (int)y, w, h, s, t, s2, t2, hShader ); //make the coords (int) or else the chars bleed
}
*/
/*
================
Text_Paint
================
*/
// iMaxPixelWidth is 0 here for no limit (but gets converted to -1), else max printable pixel width relative to start pos
//
void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, int iMaxPixelWidth, int style, int iFontIndex)
{
if (iFontIndex == 0)
{
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
}
// kludge.. convert JK2 menu styles to SOF2 printstring ctrl codes...
//
int iStyleOR = 0;
switch (style)
{
// case ITEM_TEXTSTYLE_NORMAL: iStyleOR = 0;break; // JK2 normal text
// case ITEM_TEXTSTYLE_BLINK: iStyleOR = STYLE_BLINK;break; // JK2 fast blinking
case ITEM_TEXTSTYLE_PULSE: iStyleOR = STYLE_BLINK;break; // JK2 slow pulsing
case ITEM_TEXTSTYLE_SHADOWED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_OUTLINED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_OUTLINESHADOWED: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
case ITEM_TEXTSTYLE_SHADOWEDMORE: iStyleOR = STYLE_DROPSHADOW;break; // JK2 drop shadow ( need a color for this )
}
ui.R_Font_DrawString( x, // int ox
y, // int oy
text, // const char *text
color, // paletteRGBA_c c
iStyleOR | iFontIndex, // const int iFontHandle
!iMaxPixelWidth?-1:iMaxPixelWidth, // iMaxPixelWidth (-1 = none)
scale // const float scale = 1.0f
);
}
/*
================
Text_PaintWithCursor
================
*/
// iMaxPixelWidth is 0 here for no-limit
void Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int iMaxPixelWidth, int style, int iFontIndex)
{
Text_Paint(x, y, scale, color, text, iMaxPixelWidth, style, iFontIndex);
// now print the cursor as well...
//
char sTemp[1024];
int iCopyCount = iMaxPixelWidth > 0 ? Q_min( (int)strlen( text ), iMaxPixelWidth ) : (int)strlen( text );
iCopyCount = Q_min(iCopyCount, cursorPos);
iCopyCount = Q_min(iCopyCount,(int)sizeof(sTemp));
// copy text into temp buffer for pixel measure...
//
strncpy(sTemp,text,iCopyCount);
sTemp[iCopyCount] = '\0';
int iNextXpos = ui.R_Font_StrLenPixels(sTemp, iFontIndex, scale );
Text_Paint(x+iNextXpos, y, scale, color, va("%c",cursor), iMaxPixelWidth, style|ITEM_TEXTSTYLE_BLINK, iFontIndex);
}
const char *UI_FeederItemText(float feederID, int index, int column, qhandle_t *handle)
{
*handle = -1;
if (feederID == FEEDER_SAVEGAMES)
{
if (column==0)
{
return s_savedata[index].currentSaveFileComments;
}
else
{
return s_savedata[index].currentSaveFileDateTimeString;
}
}
else if (feederID == FEEDER_MOVES)
{
return datapadMoveData[uiInfo.movesTitleIndex][index].title;
}
else if (feederID == FEEDER_MOVES_TITLES)
{
return datapadMoveTitleData[index];
}
else if (feederID == FEEDER_PLAYER_SPECIES)
{
if (index >= 0 && index < uiInfo.playerSpeciesCount)
{
return uiInfo.playerSpecies[index].Name;
}
}
else if (feederID == FEEDER_LANGUAGES)
{
#ifdef JK2_MODE
// FIXME
return NULL;
#else
return SE_GetLanguageName( index );
#endif
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHead[index].name));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHead[index].name;
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorso[index].name));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorso[index].name;
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
*handle = ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLeg[index].name));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLeg[index].name;
}
}
else if (feederID == FEEDER_COLORCHOICES)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
*handle = ui.R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Color[index].shader);
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Color[index].shader;
}
}
else if (feederID == FEEDER_MODS)
{
if (index >= 0 && index < uiInfo.modCount)
{
if (uiInfo.modList[index].modDescr && *uiInfo.modList[index].modDescr)
{
return uiInfo.modList[index].modDescr;
}
else
{
return uiInfo.modList[index].modName;
}
}
}
return "";
}
qhandle_t UI_FeederItemImage(float feederID, int index)
{
if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadIcons[index];
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHead[index].name));
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoIcons[index];
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorso[index].name));
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegIcons[index];
return ui.R_RegisterShaderNoMip(va("models/players/%s/icon_%s.jpg", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLeg[index].name));
}
}
else if (feederID == FEEDER_COLORCHOICES)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
return ui.R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Color[index].shader);
}
}
/* else if (feederID == FEEDER_ALLMAPS || feederID == FEEDER_MAPS)
{
int actual;
UI_SelectedMap(index, &actual);
index = actual;
if (index >= 0 && index < uiInfo.mapCount)
{
if (uiInfo.mapList[index].levelShot == -1)
{
uiInfo.mapList[index].levelShot = trap_R_RegisterShaderNoMip(uiInfo.mapList[index].imageName);
}
return uiInfo.mapList[index].levelShot;
}
}
*/
return 0;
}
/*
=================
CreateNextSaveName
=================
*/
static int CreateNextSaveName(char *fileName)
{
int i;
// Loop through all the save games and look for the first open name
for (i=0;i<MAX_SAVELOADFILES;i++)
{
#ifdef JK2_MODE
Com_sprintf( fileName, MAX_SAVELOADNAME, "jkii%03d", i );
#else
Com_sprintf( fileName, MAX_SAVELOADNAME, "jedi_%03d", i );
#endif
if (!ui.SG_GetSaveGameComment(fileName, NULL, NULL))
{
return qtrue;
}
}
return qfalse;
}
/*
===============
UI_DeferMenuScript
Return true if the menu script should be deferred for later
===============
*/
static qboolean UI_DeferMenuScript ( const char **args )
{
const char* name;
// Whats the reason for being deferred?
if (!String_Parse(args, &name))
{
return qfalse;
}
// Handle the custom cases
if ( !Q_stricmp ( name, "VideoSetup" ) )
{
const char* warningMenuName;
qboolean deferred;
// No warning menu specified
if ( !String_Parse(args, &warningMenuName) )
{
return qfalse;
}
// Defer if the video options were modified
deferred = Cvar_VariableIntegerValue( "ui_r_modified" ) ? qtrue : qfalse;
if ( deferred )
{
// Open the warning menu
Menus_OpenByName(warningMenuName);
}
return deferred;
}
return qfalse;
}
/*
===============
UI_RunMenuScript
===============
*/
bool showCredits = true;
static qboolean UI_RunMenuScript ( const char **args )
{
const char *name, *name2,*mapName,*menuName,*warningMenuName;
if (String_Parse(args, &name))
{
if (Q_stricmp(name, "resetdefaults") == 0)
{
UI_ResetDefaults();
}
else if (Q_stricmp(name, "saveControls") == 0)
{
Controls_SetConfig();
}
else if (Q_stricmp(name, "loadControls") == 0)
{
Controls_GetConfig();
}
else if (Q_stricmp(name, "clearError") == 0)
{
Cvar_Set("com_errorMessage", "");
}
else if (Q_stricmp(name, "ReadSaveDirectory") == 0)
{
s_savegame.saveFileCnt = -1; //force a refresh at drawtime
// ReadSaveDirectory();
}
else if (Q_stricmp(name, "loadAuto") == 0)
{
Menus_CloseAll();
ui.Cmd_ExecuteText( EXEC_APPEND, "load auto\n"); //load game menu
}
else if (Q_stricmp(name, "loadgame") == 0)
{
if (s_savedata[s_savegame.currentLine].currentSaveFileName)// && (*s_file_desc_field.field.buffer))
{
Menus_CloseAll();
ui.Cmd_ExecuteText( EXEC_APPEND, va("load %s\n", s_savedata[s_savegame.currentLine].currentSaveFileName));
}
// after loading a game, the list box (and it's highlight) get's reset back to 0, but currentLine sticks around, so set it to 0 here
s_savegame.currentLine = 0;
}
else if (Q_stricmp(name, "deletegame") == 0)
{
if (s_savedata[s_savegame.currentLine].currentSaveFileName) // A line was chosen
{
#ifndef FINAL_BUILD
ui.Printf( va("%s\n","Attempting to delete game"));
#endif
ui.Cmd_ExecuteText( EXEC_NOW, va("wipe %s\n", s_savedata[s_savegame.currentLine].currentSaveFileName));
if( (s_savegame.currentLine>0) && ((s_savegame.currentLine+1) == s_savegame.saveFileCnt) )
{
s_savegame.currentLine--;
// yeah this is a pretty bad hack
// adjust cursor position of listbox so correct item is highlighted
UI_AdjustSaveGameListBox( s_savegame.currentLine );
}
// ReadSaveDirectory(); //refresh
s_savegame.saveFileCnt = -1; //force a refresh at drawtime
}
}
else if (Q_stricmp(name, "savegame") == 0)
{
// Create a new save game
char fileName[MAX_SAVELOADNAME];
CreateNextSaveName(fileName);
// Save description line
const char *serverInfo = sv.configstrings[CS_SERVERINFO];
const char *mapName = Info_ValueForKey( serverInfo, "mapname" );
ui.SG_StoreSaveGameComment(mapName);
ui.Cmd_ExecuteText( EXEC_APPEND, va("save %s\n", fileName));
s_savegame.saveFileCnt = -1; //force a refresh the next time around
}
else if (Q_stricmp(name, "LoadMods") == 0)
{
UI_LoadMods();
}
else if (Q_stricmp(name, "RunMod") == 0)
{
if (uiInfo.modList[uiInfo.modIndex].modName)
{
Cvar_Set( "fs_game", uiInfo.modList[uiInfo.modIndex].modName);
extern void FS_Restart( void );
FS_Restart();
Cbuf_ExecuteText( EXEC_APPEND, "vid_restart;" );
}
}
else if (Q_stricmp(name, "Quit") == 0)
{
if (showCredits) {
showCredits = false;
Menus_CloseAll();
Menus_OpenByName( "credits" );
} else {
Cbuf_ExecuteText( EXEC_NOW, "quit");
}
}
else if (Q_stricmp(name, "Controls") == 0)
{
Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("setup_menu2");
}
else if (Q_stricmp(name, "Leave") == 0)
{
Cbuf_ExecuteText( EXEC_APPEND, "disconnect\n" );
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
//Menus_ActivateByName("mainMenu");
}
else if (Q_stricmp(name, "getvideosetup") == 0)
{
UI_GetVideoSetup ( );
}
else if (Q_stricmp(name, "updatevideosetup") == 0)
{
UI_UpdateVideoSetup ( );
}
else if (Q_stricmp(name, "nextDataPadForcePower") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpforcenext\n");
}
else if (Q_stricmp(name, "prevDataPadForcePower") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpforceprev\n");
}
else if (Q_stricmp(name, "nextDataPadWeapon") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpweapnext\n");
}
else if (Q_stricmp(name, "prevDataPadWeapon") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpweapprev\n");
}
else if (Q_stricmp(name, "nextDataPadInventory") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpinvnext\n");
}
else if (Q_stricmp(name, "prevDataPadInventory") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "dpinvprev\n");
}
else if (Q_stricmp(name, "checkvid1data") == 0) // Warn user data has changed before leaving screen?
{
String_Parse(args, &menuName);
String_Parse(args, &warningMenuName);
UI_CheckVid1Data(menuName,warningMenuName);
}
else if (Q_stricmp(name, "startgame") == 0)
{
Menus_CloseAll();
#ifdef JK2_MODE
ui.Cmd_ExecuteText( EXEC_APPEND, "map kejim_post\n" );
#else
ui.Cmd_ExecuteText( EXEC_APPEND, "map yavin1\n");
#endif
}
else if (Q_stricmp(name, "startmap") == 0)
{
Menus_CloseAll();
String_Parse(args, &mapName);
ui.Cmd_ExecuteText( EXEC_APPEND, va("maptransition %s\n",mapName));
}
else if (Q_stricmp(name, "closeingame") == 0)
{
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
trap_Key_ClearStates();
Cvar_Set( "cl_paused", "0" );
Menus_CloseAll();
if (1 == Cvar_VariableIntegerValue("ui_missionfailed"))
{
Menus_ActivateByName("missionfailed_menu");
ui.Key_SetCatcher( KEYCATCH_UI );
}
else
{
Menus_ActivateByName("mainhud");
}
}
else if (Q_stricmp(name, "closedatapad") == 0)
{
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
trap_Key_ClearStates();
Cvar_Set( "cl_paused", "0" );
Menus_CloseAll();
Menus_ActivateByName("mainhud");
Cvar_Set( "cg_updatedDataPadForcePower1", "0" );
Cvar_Set( "cg_updatedDataPadForcePower2", "0" );
Cvar_Set( "cg_updatedDataPadForcePower3", "0" );
Cvar_Set( "cg_updatedDataPadObjective", "0" );
}
else if (Q_stricmp(name, "closesabermenu") == 0)
{
// if we're in the saber menu when creating a character, close this down
if( !Cvar_VariableIntegerValue( "saber_menu" ) )
{
Menus_CloseByName( "saberMenu" );
Menus_OpenByName( "characterMenu" );
}
}
else if (Q_stricmp(name, "clearmouseover") == 0)
{
itemDef_t *item;
menuDef_t *menu = Menu_GetFocused();
if (menu)
{
const char *itemName;
String_Parse(args, &itemName);
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, itemName);
if (item)
{
item->window.flags &= ~WINDOW_MOUSEOVER;
}
}
}
else if (Q_stricmp(name, "setMovesListDefault") == 0)
{
uiInfo.movesTitleIndex = 2;
}
else if (Q_stricmp(name, "resetMovesDesc") == 0)
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item;
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName(menu, "item_desc");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
listPtr->startPos = 0;
}
item->cursorPos = 0;
}
}
}
else if (Q_stricmp(name, "resetMovesList") == 0)
{
menuDef_t *menu;
menu = Menus_FindByName("datapadMovesMenu");
//update saber models
if (menu)
{
itemDef_t *item;
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
UI_SaberAttachToChar( item );
}
}
Cvar_Set( "ui_move_desc", " " );
}
// else if (Q_stricmp(name, "setanisotropicmax") == 0)
// {
// r_ext_texture_filter_anisotropic->value;
// }
else if (Q_stricmp(name, "setMoveCharacter") == 0)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
char skin[MAX_QPATH];
UI_GetCharacterCvars();
UI_GetSaberCvars();
uiInfo.movesTitleIndex = 0;
menu = Menus_FindByName("datapadMovesMenu");
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
uiInfo.moveAnimTime = 0 ;
DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
Cvar_VariableString ( "g_char_model"),
Cvar_VariableString ( "g_char_skin_head"),
Cvar_VariableString ( "g_char_skin_torso"),
Cvar_VariableString ( "g_char_skin_legs")
);
ItemParse_model_g2skin_go( item, skin );
UI_SaberAttachToChar( item );
}
}
}
}
else if (Q_stricmp(name, "glCustom") == 0)
{
Cvar_Set("ui_r_glCustom", "4");
}
else if (Q_stricmp(name, "character") == 0)
{
UI_UpdateCharacter( qfalse );
}
else if (Q_stricmp(name, "characterchanged") == 0)
{
UI_UpdateCharacter( qtrue );
}
else if (Q_stricmp(name, "char_skin") == 0)
{
UI_UpdateCharacterSkin();
}
else if (Q_stricmp(name, "saber_type") == 0)
{
UI_UpdateSaberType();
}
else if (Q_stricmp(name, "saber_hilt") == 0)
{
UI_UpdateSaberHilt( qfalse );
}
else if (Q_stricmp(name, "saber_color") == 0)
{
// UI_UpdateSaberColor( qfalse );
}
else if (Q_stricmp(name, "saber2_hilt") == 0)
{
UI_UpdateSaberHilt( qtrue );
}
else if (Q_stricmp(name, "saber2_color") == 0)
{
// UI_UpdateSaberColor( qtrue );
}
else if (Q_stricmp(name, "updatecharcvars") == 0)
{
UI_UpdateCharacterCvars();
}
else if (Q_stricmp(name, "getcharcvars") == 0)
{
UI_GetCharacterCvars();
}
else if (Q_stricmp(name, "updatesabercvars") == 0)
{
UI_UpdateSaberCvars();
}
else if (Q_stricmp(name, "getsabercvars") == 0)
{
UI_GetSaberCvars();
}
else if (Q_stricmp(name, "resetsabercvardefaults") == 0)
{
// NOTE : ONLY do this if saber menu is set properly (ie. first time we enter this menu)
if( !Cvar_VariableIntegerValue( "saber_menu" ) )
{
UI_ResetSaberCvars();
}
}
#ifndef JK2_MODE
else if (Q_stricmp(name, "updatefightingstylechoices") == 0)
{
UI_UpdateFightingStyleChoices();
}
#endif // !JK2_MODE
else if (Q_stricmp(name, "initallocforcepower") == 0)
{
const char *forceName;
String_Parse(args, &forceName);
UI_InitAllocForcePowers(forceName);
}
else if (Q_stricmp(name, "affectforcepowerlevel") == 0)
{
const char *forceName;
String_Parse(args, &forceName);
UI_AffectForcePowerLevel(forceName);
}
else if (Q_stricmp(name, "decrementcurrentforcepower") == 0)
{
UI_DecrementCurrentForcePower();
}
else if (Q_stricmp(name, "shutdownforcehelp") == 0)
{
UI_ShutdownForceHelp();
}
else if (Q_stricmp(name, "forcehelpactive") == 0)
{
UI_ForceHelpActive();
}
#ifndef JK2_MODE
else if (Q_stricmp(name, "demosetforcelevels") == 0)
{
UI_DemoSetForceLevels();
}
#endif // !JK2_MODE
else if (Q_stricmp(name, "recordforcelevels") == 0)
{
UI_RecordForceLevels();
}
else if (Q_stricmp(name, "recordweapons") == 0)
{
UI_RecordWeapons();
}
else if (Q_stricmp(name, "showforceleveldesc") == 0)
{
const char *forceName;
String_Parse(args, &forceName);
UI_ShowForceLevelDesc(forceName);
}
else if (Q_stricmp(name, "resetforcelevels") == 0)
{
UI_ResetForceLevels();
}
else if (Q_stricmp(name, "weaponhelpactive") == 0)
{
UI_WeaponHelpActive();
}
// initialize weapon selection screen
else if (Q_stricmp(name, "initweaponselect") == 0)
{
UI_InitWeaponSelect();
}
else if (Q_stricmp(name, "clearweapons") == 0)
{
UI_ClearWeapons();
}
else if (Q_stricmp(name, "stopgamesounds") == 0)
{
trap_S_StopSounds();
}
else if (Q_stricmp(name, "loadmissionselectmenu") == 0)
{
const char *cvarName;
String_Parse(args, &cvarName);
if (cvarName)
{
UI_LoadMissionSelectMenu(cvarName);
}
}
#ifndef JK2_MODE
else if (Q_stricmp(name, "calcforcestatus") == 0)
{
UI_CalcForceStatus();
}
#endif // !JK2_MODE
else if (Q_stricmp(name, "giveweapon") == 0)
{
const char *weaponIndex;
String_Parse(args, &weaponIndex);
UI_GiveWeapon(atoi(weaponIndex));
}
else if (Q_stricmp(name, "equipweapon") == 0)
{
const char *weaponIndex;
String_Parse(args, &weaponIndex);
UI_EquipWeapon(atoi(weaponIndex));
}
else if (Q_stricmp(name, "addweaponselection") == 0)
{
const char *weaponIndex;
String_Parse(args, &weaponIndex);
if (!weaponIndex)
{
return qfalse;
}
const char *ammoIndex;
String_Parse(args, &ammoIndex);
if (!ammoIndex)
{
return qfalse;
}
const char *ammoAmount;
String_Parse(args, &ammoAmount);
if (!ammoAmount)
{
return qfalse;
}
const char *itemName;
String_Parse(args, &itemName);
if (!itemName)
{
return qfalse;
}
const char *litItemName;
String_Parse(args, &litItemName);
if (!litItemName)
{
return qfalse;
}
const char *backgroundName;
String_Parse(args, &backgroundName);
if (!backgroundName)
{
return qfalse;
}
const char *soundfile = NULL;
String_Parse(args, &soundfile);
UI_AddWeaponSelection(atoi(weaponIndex),atoi(ammoIndex),atoi(ammoAmount),itemName,litItemName, backgroundName, soundfile);
}
else if (Q_stricmp(name, "addthrowweaponselection") == 0)
{
const char *weaponIndex;
String_Parse(args, &weaponIndex);
if (!weaponIndex)
{
return qfalse;
}
const char *ammoIndex;
String_Parse(args, &ammoIndex);
if (!ammoIndex)
{
return qfalse;
}
const char *ammoAmount;
String_Parse(args, &ammoAmount);
if (!ammoAmount)
{
return qfalse;
}
const char *itemName;
String_Parse(args, &itemName);
if (!itemName)
{
return qfalse;
}
const char *litItemName;
String_Parse(args, &litItemName);
if (!litItemName)
{
return qfalse;
}
const char *backgroundName;
String_Parse(args, &backgroundName);
if (!backgroundName)
{
return qfalse;
}
const char *soundfile;
String_Parse(args, &soundfile);
UI_AddThrowWeaponSelection(atoi(weaponIndex),atoi(ammoIndex),atoi(ammoAmount),itemName,litItemName,backgroundName, soundfile);
}
else if (Q_stricmp(name, "removeweaponselection") == 0)
{
const char *weaponIndex;
String_Parse(args, &weaponIndex);
if (weaponIndex)
{
UI_RemoveWeaponSelection(atoi(weaponIndex));
}
}
else if (Q_stricmp(name, "removethrowweaponselection") == 0)
{
UI_RemoveThrowWeaponSelection();
}
else if (Q_stricmp(name, "normalthrowselection") == 0)
{
UI_NormalThrowSelection();
}
else if (Q_stricmp(name, "highlightthrowselection") == 0)
{
UI_HighLightThrowSelection();
}
else if (Q_stricmp(name, "normalweaponselection") == 0)
{
const char *slotIndex;
String_Parse(args, &slotIndex);
if (!slotIndex)
{
return qfalse;
}
UI_NormalWeaponSelection(atoi(slotIndex));
}
else if (Q_stricmp(name, "highlightweaponselection") == 0)
{
const char *slotIndex;
String_Parse(args, &slotIndex);
if (!slotIndex)
{
return qfalse;
}
UI_HighLightWeaponSelection(atoi(slotIndex));
}
else if (Q_stricmp(name, "clearinventory") == 0)
{
UI_ClearInventory();
}
else if (Q_stricmp(name, "giveinventory") == 0)
{
const char *inventoryIndex,*amount;
String_Parse(args, &inventoryIndex);
String_Parse(args, &amount);
UI_GiveInventory(atoi(inventoryIndex),atoi(amount));
}
#ifndef JK2_MODE
else if (Q_stricmp(name, "updatefightingstyle") == 0)
{
UI_UpdateFightingStyle();
}
#endif // !JK2_MODE
else if (Q_stricmp(name, "update") == 0)
{
if (String_Parse(args, &name2))
{
UI_Update(name2);
}
else
{
Com_Printf("update missing cmd\n");
}
}
else if (Q_stricmp(name, "load_quick") == 0)
{
#ifdef JK2_MODE
ui.Cmd_ExecuteText(EXEC_APPEND,"load quik\n");
#else
ui.Cmd_ExecuteText(EXEC_APPEND,"load quick\n");
#endif
}
else if (Q_stricmp(name, "load_auto") == 0)
{
ui.Cmd_ExecuteText(EXEC_APPEND,"load *respawn\n"); //death menu, might load a saved game instead if they just loaded on this map
}
else if (Q_stricmp(name, "decrementforcepowerlevel") == 0)
{
UI_DecrementForcePowerLevel();
}
else if (Q_stricmp(name, "getmousepitch") == 0)
{
Cvar_Set("ui_mousePitch", (trap_Cvar_VariableValue("m_pitch") >= 0) ? "0" : "1");
}
else if (Q_stricmp(name, "resetcharacterlistboxes") == 0)
{
UI_ResetCharacterListBoxes();
}
else if ( Q_stricmp( name, "LaunchMP" ) == 0 )
{
// TODO for MAC_PORT, will only be valid for non-JK2 mode
}
else
{
Com_Printf("unknown UI script %s\n", name);
}
}
return qtrue;
}
/*
=================
UI_GetValue
=================
*/
static float UI_GetValue(int ownerDraw)
{
return 0;
}
//Force Warnings
enum
{
FW_VERY_LIGHT = 0,
FW_SEMI_LIGHT,
FW_NEUTRAL,
FW_SEMI_DARK,
FW_VERY_DARK
};
const char *lukeForceStatusSounds[] =
{
"sound/chars/luke/misc/MLUK_03.mp3", // Very Light
"sound/chars/luke/misc/MLUK_04.mp3", // Semi Light
"sound/chars/luke/misc/MLUK_05.mp3", // Neutral
"sound/chars/luke/misc/MLUK_01.mp3", // Semi dark
"sound/chars/luke/misc/MLUK_02.mp3", // Very dark
};
const char *kyleForceStatusSounds[] =
{
"sound/chars/kyle/misc/MKYK_05.mp3", // Very Light
"sound/chars/kyle/misc/MKYK_04.mp3", // Semi Light
"sound/chars/kyle/misc/MKYK_03.mp3", // Neutral
"sound/chars/kyle/misc/MKYK_01.mp3", // Semi dark
"sound/chars/kyle/misc/MKYK_02.mp3", // Very dark
};
#ifndef JK2_MODE
static void UI_CalcForceStatus(void)
{
float lightSide,darkSide,total;
short who, index=FW_VERY_LIGHT;
qboolean lukeFlag=qtrue;
float percent;
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
char value[256];
if (!cl)
{
return;
}
playerState_t* pState = cl->gentity->client;
if (!cl->gentity || !cl->gentity->client)
{
return;
}
memset(value, 0, sizeof(value));
lightSide = pState->forcePowerLevel[FP_HEAL] +
pState->forcePowerLevel[FP_TELEPATHY] +
pState->forcePowerLevel[FP_PROTECT] +
pState->forcePowerLevel[FP_ABSORB];
darkSide = pState->forcePowerLevel[FP_GRIP] +
pState->forcePowerLevel[FP_LIGHTNING] +
pState->forcePowerLevel[FP_RAGE] +
pState->forcePowerLevel[FP_DRAIN];
total = lightSide + darkSide;
percent = lightSide / total;
who = Q_irand( 0, 100 );
if (percent >= 0.90f) // 90 - 100%
{
index = FW_VERY_LIGHT;
if (who <50)
{
strcpy(value,"vlk"); // Very light Kyle
lukeFlag = qfalse;
}
else
{
strcpy(value,"vll"); // Very light Luke
}
}
else if (percent > 0.60f )
{
index = FW_SEMI_LIGHT;
if ( who<50 )
{
strcpy(value,"slk"); // Semi-light Kyle
lukeFlag = qfalse;
}
else
{
strcpy(value,"sll"); // Semi-light light Luke
}
}
else if (percent > 0.40f )
{
index = FW_NEUTRAL;
if ( who<50 )
{
strcpy(value,"ntk"); // Neutral Kyle
lukeFlag = qfalse;
}
else
{
strcpy(value,"ntl"); // Netural Luke
}
}
else if (percent > 0.10f )
{
index = FW_SEMI_DARK;
if ( who<50 )
{
strcpy(value,"sdk"); // Semi-dark Kyle
lukeFlag = qfalse;
}
else
{
strcpy(value,"sdl"); // Semi-Dark Luke
}
}
else
{
index = FW_VERY_DARK;
if ( who<50 )
{
strcpy(value,"vdk"); // Very dark Kyle
lukeFlag = qfalse;
}
else
{
strcpy(value,"vdl"); // Very Dark Luke
}
}
Cvar_Set("ui_forcestatus", value );
if (lukeFlag)
{
DC->startLocalSound(DC->registerSound(lukeForceStatusSounds[index], qfalse), CHAN_VOICE );
}
else
{
DC->startLocalSound(DC->registerSound(kyleForceStatusSounds[index], qfalse), CHAN_VOICE );
}
}
#endif // !JK2_MODE
/*
=================
UI_StopCinematic
=================
*/
static void UI_StopCinematic(int handle)
{
if (handle >= 0)
{
trap_CIN_StopCinematic(handle);
}
else
{
handle = abs(handle);
if (handle == UI_MAPCINEMATIC)
{
// FIXME - BOB do we need this?
// if (uiInfo.mapList[ui_currentMap.integer].cinematic >= 0)
// {
// trap_CIN_StopCinematic(uiInfo.mapList[ui_currentMap.integer].cinematic);
// uiInfo.mapList[ui_currentMap.integer].cinematic = -1;
// }
}
else if (handle == UI_NETMAPCINEMATIC)
{
// FIXME - BOB do we need this?
// if (uiInfo.serverStatus.currentServerCinematic >= 0)
// {
// trap_CIN_StopCinematic(uiInfo.serverStatus.currentServerCinematic);
// uiInfo.serverStatus.currentServerCinematic = -1;
// }
}
else if (handle == UI_CLANCINEMATIC)
{
// FIXME - BOB do we need this?
// int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName"));
// if (i >= 0 && i < uiInfo.teamCount)
// {
// if (uiInfo.teamList[i].cinematic >= 0)
// {
// trap_CIN_StopCinematic(uiInfo.teamList[i].cinematic);
// uiInfo.teamList[i].cinematic = -1;
// }
// }
}
}
}
static void UI_HandleLoadSelection()
{
Cvar_Set("ui_SelectionOK", va("%d",(s_savegame.currentLine < s_savegame.saveFileCnt)) );
if (s_savegame.currentLine >= s_savegame.saveFileCnt)
return;
#ifdef JK2_MODE
Cvar_Set("ui_gameDesc", s_savedata[s_savegame.currentLine].currentSaveFileComments ); // set comment
if (!ui.SG_GetSaveImage(s_savedata[s_savegame.currentLine].currentSaveFileName, &screenShotBuf))
{
memset( screenShotBuf,0,(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4));
}
#endif
}
/*
=================
UI_FeederCount
=================
*/
static int UI_FeederCount(float feederID)
{
if (feederID == FEEDER_SAVEGAMES )
{
if (s_savegame.saveFileCnt == -1)
{
ReadSaveDirectory(); //refresh
UI_HandleLoadSelection();
#ifndef JK2_MODE
UI_AdjustSaveGameListBox(s_savegame.currentLine);
#endif
}
return s_savegame.saveFileCnt;
}
// count number of moves for the current title
else if (feederID == FEEDER_MOVES)
{
int count=0,i;
for (i=0;i<MAX_MOVES;i++)
{
if (datapadMoveData[uiInfo.movesTitleIndex][i].title)
{
count++;
}
}
return count;
}
else if (feederID == FEEDER_MOVES_TITLES)
{
return (MD_MOVE_TITLE_MAX);
}
else if (feederID == FEEDER_MODS)
{
return uiInfo.modCount;
}
else if (feederID == FEEDER_LANGUAGES)
{
return uiInfo.languageCount;
}
else if (feederID == FEEDER_PLAYER_SPECIES)
{
return uiInfo.playerSpeciesCount;
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount;
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount;
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount;
}
else if (feederID == FEEDER_COLORCHOICES)
{
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount;
}
return 0;
}
/*
=================
UI_FeederSelection
=================
*/
static void UI_FeederSelection(float feederID, int index, itemDef_t *item)
{
if (feederID == FEEDER_SAVEGAMES)
{
s_savegame.currentLine = index;
UI_HandleLoadSelection();
}
else if (feederID == FEEDER_MOVES)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
char skin[MAX_QPATH];
menu = Menus_FindByName("datapadMovesMenu");
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
if (datapadMoveData[uiInfo.movesTitleIndex][index].anim)
{
ItemParse_model_g2anim_go( item, datapadMoveData[uiInfo.movesTitleIndex][index].anim );
uiInfo.moveAnimTime = DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
uiInfo.moveAnimTime += uiInfo.uiDC.realTime;
// Play sound for anim
if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_FORCE_JUMP)
{
DC->startLocalSound(uiInfo.uiDC.Assets.datapadmoveJumpSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_ROLL)
{
DC->startLocalSound(uiInfo.uiDC.Assets.datapadmoveRollSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_SABER)
{
// Randomly choose one sound
int soundI = Q_irand( 1, 6 );
sfxHandle_t *soundPtr;
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound1;
if (soundI == 2)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound2;
}
else if (soundI == 3)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound3;
}
else if (soundI == 4)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound4;
}
else if (soundI == 5)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound5;
}
else if (soundI == 6)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound6;
}
DC->startLocalSound(*soundPtr, CHAN_LOCAL );
}
if (datapadMoveData[uiInfo.movesTitleIndex][index].desc)
{
Cvar_Set( "ui_move_desc", datapadMoveData[uiInfo.movesTitleIndex][index].desc);
}
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
Cvar_VariableString ( "g_char_model"),
Cvar_VariableString ( "g_char_skin_head"),
Cvar_VariableString ( "g_char_skin_torso"),
Cvar_VariableString ( "g_char_skin_legs")
);
ItemParse_model_g2skin_go( item, skin );
}
}
}
}
}
else if (feederID == FEEDER_MOVES_TITLES)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
uiInfo.movesTitleIndex = index;
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
menu = Menus_FindByName("datapadMovesMenu");
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
uiInfo.moveAnimTime = DC->g2hilev_SetAnim(&item->ghoul2[0], "model_root", modelPtr->g2anim, qtrue);
}
}
}
}
else if (feederID == FEEDER_MODS)
{
uiInfo.modIndex = index;
}
else if (feederID == FEEDER_PLAYER_SPECIES)
{
if (index >= 0 && index < uiInfo.playerSpeciesCount)
{
uiInfo.playerSpeciesIndex = index;
}
}
else if (feederID == FEEDER_LANGUAGES)
{
uiInfo.languageCountIndex = index;
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
Cvar_Set("ui_char_skin_head", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHead[index].name);
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
Cvar_Set("ui_char_skin_torso", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorso[index].name);
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
Cvar_Set("ui_char_skin_legs", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLeg[index].name);
}
}
else if (feederID == FEEDER_COLORCHOICES)
{
extern void Item_RunScript(itemDef_t *item, const char *s); //from ui_shared;
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
Item_RunScript(item, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Color[index].actionText);
}
}
/* else if (feederID == FEEDER_CINEMATICS)
{
uiInfo.movieIndex = index;
if (uiInfo.previewMovie >= 0)
{
trap_CIN_StopCinematic(uiInfo.previewMovie);
}
uiInfo.previewMovie = -1;
}
else if (feederID == FEEDER_DEMOS)
{
uiInfo.demoIndex = index;
}
*/
}
void Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
void Key_GetBindingBuf( int keynum, char *buf, int buflen );
static qboolean UI_Crosshair_HandleKey(int flags, float *special, int key)
{
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER)
{
if (key == A_MOUSE2)
{
uiInfo.currentCrosshair--;
} else {
uiInfo.currentCrosshair++;
}
if (uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
uiInfo.currentCrosshair = 0;
} else if (uiInfo.currentCrosshair < 0) {
uiInfo.currentCrosshair = NUM_CROSSHAIRS - 1;
}
Cvar_Set("cg_drawCrosshair", va("%d", uiInfo.currentCrosshair));
return qtrue;
}
return qfalse;
}
static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key)
{
switch (ownerDraw)
{
case UI_CROSSHAIR:
UI_Crosshair_HandleKey(flags, special, key);
break;
default:
break;
}
return qfalse;
}
//unfortunately we cannot rely on any game/cgame module code to do our animation stuff,
//because the ui can be loaded while the game/cgame are not loaded. So we're going to recreate what we need here.
#undef MAX_ANIM_FILES
#define MAX_ANIM_FILES 4
class ui_animFileSet_t
{
public:
char filename[MAX_QPATH];
animation_t animations[MAX_ANIMATIONS];
}; // ui_animFileSet_t
static ui_animFileSet_t ui_knownAnimFileSets[MAX_ANIM_FILES];
int ui_numKnownAnimFileSets;
qboolean UI_ParseAnimationFile( const char *af_filename )
{
const char *text_p;
int len;
int i;
const char *token;
float fps;
char text[80000];
int animNum;
animation_t *animations = ui_knownAnimFileSets[ui_numKnownAnimFileSets].animations;
len = re.GetAnimationCFG(af_filename, text, sizeof(text));
if ( len <= 0 )
{
return qfalse;
}
if ( len >= (int)(sizeof( text ) - 1) )
{
Com_Error( ERR_FATAL, "UI_ParseAnimationFile: File %s too long\n (%d > %d)", af_filename, len, sizeof( text ) - 1);
return qfalse;
}
// parse the text
text_p = text;
//FIXME: have some way of playing anims backwards... negative numFrames?
//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
for(i = 0; i < MAX_ANIMATIONS; i++)
{
animations[i].firstFrame = 0;
animations[i].numFrames = 0;
animations[i].loopFrames = -1;
animations[i].frameLerp = 100;
// animations[i].initialLerp = 100;
}
// read information for each frame
COM_BeginParseSession();
while(1)
{
token = COM_Parse( &text_p );
if ( !token || !token[0])
{
break;
}
animNum = GetIDForString(animTable, token);
if(animNum == -1)
{
//#ifndef FINAL_BUILD
#ifdef _DEBUG
if (strcmp(token,"ROOT"))
{
Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, af_filename);
}
#endif
while (token[0])
{
token = COM_ParseExt( &text_p, qfalse ); //returns empty string when next token is EOL
}
continue;
}
token = COM_Parse( &text_p );
if ( !token )
{
break;
}
animations[animNum].firstFrame = atoi( token );
token = COM_Parse( &text_p );
if ( !token )
{
break;
}
animations[animNum].numFrames = atoi( token );
token = COM_Parse( &text_p );
if ( !token )
{
break;
}
animations[animNum].loopFrames = atoi( token );
token = COM_Parse( &text_p );
if ( !token )
{
break;
}
fps = atof( token );
if ( fps == 0 )
{
fps = 1;//Don't allow divide by zero error
}
if ( fps < 0 )
{//backwards
animations[animNum].frameLerp = floor(1000.0f / fps);
}
else
{
animations[animNum].frameLerp = ceil(1000.0f / fps);
}
// animations[animNum].initialLerp = ceil(1000.0f / fabs(fps));
}
COM_EndParseSession();
return qtrue;
}
qboolean UI_ParseAnimFileSet( const char *animCFG, int *animFileIndex )
{ //Not going to bother parsing the sound config here.
char afilename[MAX_QPATH];
char strippedName[MAX_QPATH];
int i;
char *slash;
Q_strncpyz( strippedName, animCFG, sizeof(strippedName));
slash = strrchr( strippedName, '/' );
if ( slash )
{
// truncate modelName to find just the dir not the extension
*slash = 0;
}
//if this anims file was loaded before, don't parse it again, just point to the correct table of info
for ( i = 0; i < ui_numKnownAnimFileSets; i++ )
{
if ( Q_stricmp(ui_knownAnimFileSets[i].filename, strippedName ) == 0 )
{
*animFileIndex = i;
return qtrue;
}
}
if ( ui_numKnownAnimFileSets == MAX_ANIM_FILES )
{//TOO MANY!
for (i = 0; i < MAX_ANIM_FILES; i++)
{
Com_Printf("animfile[%d]: %s\n", i, ui_knownAnimFileSets[i].filename);
}
Com_Error( ERR_FATAL, "UI_ParseAnimFileSet: %d == MAX_ANIM_FILES == %d", ui_numKnownAnimFileSets, MAX_ANIM_FILES);
}
//Okay, time to parse in a new one
Q_strncpyz( ui_knownAnimFileSets[ui_numKnownAnimFileSets].filename, strippedName, sizeof( ui_knownAnimFileSets[ui_numKnownAnimFileSets].filename ) );
// Load and parse animations.cfg file
Com_sprintf( afilename, sizeof( afilename ), "%s/animation.cfg", strippedName );
if ( !UI_ParseAnimationFile( afilename ) )
{
*animFileIndex = -1;
return qfalse;
}
//set index and increment
*animFileIndex = ui_numKnownAnimFileSets++;
return qtrue;
}
int UI_G2SetAnim(CGhoul2Info *ghlInfo, const char *boneName, int animNum, const qboolean freeze)
{
int animIndex,blendTime;
char *GLAName;
GLAName = re.G2API_GetGLAName(ghlInfo);
if (!GLAName || !GLAName[0])
{
return 0;
}
UI_ParseAnimFileSet(GLAName, &animIndex);
if (animIndex != -1)
{
animation_t *anim = &ui_knownAnimFileSets[animIndex].animations[animNum];
if (anim->numFrames <= 0)
{
return 0;
}
int sFrame = anim->firstFrame;
int eFrame = anim->firstFrame + anim->numFrames;
int flags = BONE_ANIM_OVERRIDE;
int time = uiInfo.uiDC.realTime;
float animSpeed = (50.0f / anim->frameLerp);
blendTime = 150;
// Freeze anim if it's not looping, special hack for datapad moves menu
if (freeze)
{
if (anim->loopFrames == -1)
{
flags = BONE_ANIM_OVERRIDE_FREEZE;
}
else
{
flags = BONE_ANIM_OVERRIDE_LOOP;
}
}
else if (anim->loopFrames != -1)
{
flags = BONE_ANIM_OVERRIDE_LOOP;
}
flags |= BONE_ANIM_BLEND;
blendTime = 150;
re.G2API_SetBoneAnim(ghlInfo, boneName, sFrame, eFrame, flags, animSpeed, time, -1, blendTime);
return ((anim->frameLerp * (anim->numFrames-2)));
}
return 0;
}
static qboolean UI_ParseColorData(char* buf, playerSpeciesInfo_t &species)
{
const char *token;
const char *p;
p = buf;
COM_BeginParseSession();
species.ColorCount = 0;
species.ColorMax = 16;
species.Color = (playerColor_t *)malloc(species.ColorMax * sizeof(playerColor_t));
while ( p )
{
token = COM_ParseExt( &p, qtrue ); //looking for the shader
if ( token[0] == 0 )
{
COM_EndParseSession( );
return (qboolean)(species.ColorCount != 0);
}
if (species.ColorCount >= species.ColorMax)
{
species.ColorMax *= 2;
species.Color = (playerColor_t *)realloc(species.Color, species.ColorMax * sizeof(playerColor_t));
}
memset(&species.Color[species.ColorCount], 0, sizeof(playerColor_t));
Q_strncpyz( species.Color[species.ColorCount].shader, token, MAX_QPATH );
token = COM_ParseExt( &p, qtrue ); //looking for action block {
if ( token[0] != '{' )
{
COM_EndParseSession( );
return qfalse;
}
token = COM_ParseExt( &p, qtrue ); //looking for action commands
while (token[0] != '}')
{
if ( token[0] == 0)
{ //EOF
COM_EndParseSession( );
return qfalse;
}
Q_strcat(species.Color[species.ColorCount].actionText, ACTION_BUFFER_SIZE, token);
Q_strcat(species.Color[species.ColorCount].actionText, ACTION_BUFFER_SIZE, " ");
token = COM_ParseExt( &p, qtrue ); //looking for action commands or final }
}
species.ColorCount++; //next color please
}
COM_EndParseSession( );
return qtrue;//never get here
}
/*
=================
bIsImageFile
builds path and scans for valid image extentions
=================
*/
static qboolean IsImageFile(const char* dirptr, const char* skinname, qboolean building)
{
char fpath[MAX_QPATH];
int f;
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.jpg", dirptr, skinname);
ui.FS_FOpenFile(fpath, &f, FS_READ);
if (!f)
{ //not there, try png
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.png", dirptr, skinname);
ui.FS_FOpenFile(fpath, &f, FS_READ);
}
if (!f)
{ //not there, try tga
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.tga", dirptr, skinname);
ui.FS_FOpenFile(fpath, &f, FS_READ);
}
if (f)
{
ui.FS_FCloseFile(f);
if ( building ) ui.R_RegisterShaderNoMip(fpath);
return qtrue;
}
return qfalse;
}
static void UI_FreeSpecies( playerSpeciesInfo_t *species )
{
free(species->SkinHead);
free(species->SkinTorso);
free(species->SkinLeg);
free(species->Color);
memset(species, 0, sizeof(playerSpeciesInfo_t));
}
void UI_FreeAllSpecies( void )
{
int i;
for (i = 0; i < uiInfo.playerSpeciesCount; i++)
{
UI_FreeSpecies(&uiInfo.playerSpecies[i]);
}
free(uiInfo.playerSpecies);
uiInfo.playerSpeciesCount = 0;
uiInfo.playerSpecies = NULL;
}
/*
=================
PlayerModel_BuildList
=================
*/
static void UI_BuildPlayerModel_List( qboolean inGameLoad )
{
static const size_t DIR_LIST_SIZE = 16384;
int numdirs;
size_t dirListSize = DIR_LIST_SIZE;
char stackDirList[8192];
char *dirlist;
char* dirptr;
int dirlen;
int i;
const int building = Cvar_VariableIntegerValue("com_buildscript");
dirlist = (char *)malloc(DIR_LIST_SIZE);
if ( !dirlist )
{
Com_Printf(S_COLOR_YELLOW "WARNING: Failed to allocate %u bytes of memory for player model "
"directory list. Using stack allocated buffer of %u bytes instead.",
DIR_LIST_SIZE, sizeof(stackDirList));
dirlist = stackDirList;
dirListSize = sizeof(stackDirList);
}
uiInfo.playerSpeciesCount = 0;
uiInfo.playerSpeciesIndex = 0;
uiInfo.playerSpeciesMax = 8;
uiInfo.playerSpecies = (playerSpeciesInfo_t *)malloc(uiInfo.playerSpeciesMax * sizeof(playerSpeciesInfo_t));
// iterate directory of all player models
numdirs = ui.FS_GetFileList("models/players", "/", dirlist, dirListSize );
dirptr = dirlist;
for (i=0; i<numdirs; i++,dirptr+=dirlen+1)
{
char* fileptr;
int filelen;
int f = 0;
char fpath[MAX_QPATH];
dirlen = strlen(dirptr);
if (dirlen)
{
if (dirptr[dirlen-1]=='/')
dirptr[dirlen-1]='\0';
}
else
{
continue;
}
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
continue;
Com_sprintf(fpath, sizeof(fpath), "models/players/%s/PlayerChoice.txt", dirptr);
filelen = ui.FS_FOpenFile(fpath, &f, FS_READ);
if (f)
{
char filelist[2048];
playerSpeciesInfo_t *species = NULL;
std::vector<char> buffer(filelen + 1);
ui.FS_Read(&buffer[0], filelen, f);
ui.FS_FCloseFile(f);
buffer[filelen] = 0;
//record this species
if (uiInfo.playerSpeciesCount >= uiInfo.playerSpeciesMax)
{
uiInfo.playerSpeciesMax *= 2;
uiInfo.playerSpecies = (playerSpeciesInfo_t *)realloc(uiInfo.playerSpecies, uiInfo.playerSpeciesMax*sizeof(playerSpeciesInfo_t));
}
species = &uiInfo.playerSpecies[uiInfo.playerSpeciesCount];
memset(species, 0, sizeof(playerSpeciesInfo_t));
Q_strncpyz( species->Name, dirptr, MAX_QPATH );
if (!UI_ParseColorData(buffer.data(),*species))
{
ui.Printf( "UI_BuildPlayerModel_List: Errors parsing '%s'\n", fpath );
}
species->SkinHeadMax = 8;
species->SkinTorsoMax = 8;
species->SkinLegMax = 8;
species->SkinHead = (skinName_t *)malloc(species->SkinHeadMax * sizeof(skinName_t));
species->SkinTorso = (skinName_t *)malloc(species->SkinTorsoMax * sizeof(skinName_t));
species->SkinLeg = (skinName_t *)malloc(species->SkinLegMax * sizeof(skinName_t));
int j;
char skinname[64];
int numfiles;
int iSkinParts=0;
numfiles = ui.FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, sizeof(filelist) );
fileptr = filelist;
for (j=0; j<numfiles; j++,fileptr+=filelen+1)
{
if ( building )
{
ui.FS_FOpenFile(va("models/players/%s/%s",dirptr,fileptr), &f, FS_READ);
if (f) ui.FS_FCloseFile(f);
ui.FS_FOpenFile(va("models/players/%s/sounds.cfg", dirptr), &f, FS_READ);
if (f) ui.FS_FCloseFile(f);
ui.FS_FOpenFile(va("models/players/%s/animevents.cfg", dirptr), &f, FS_READ);
if (f) ui.FS_FCloseFile(f);
}
filelen = strlen(fileptr);
COM_StripExtension(fileptr,skinname, sizeof(skinname));
if (IsImageFile(dirptr, skinname, (qboolean)(building != 0)))
{ //if it exists
if (Q_stricmpn(skinname,"head_",5) == 0)
{
if (species->SkinHeadCount >= species->SkinHeadMax)
{
species->SkinHeadMax *= 2;
species->SkinHead = (skinName_t *)realloc(species->SkinHead, species->SkinHeadMax*sizeof(skinName_t));
}
Q_strncpyz(species->SkinHead[species->SkinHeadCount++].name, skinname, SKIN_LENGTH);
iSkinParts |= 1<<0;
} else
if (Q_stricmpn(skinname,"torso_",6) == 0)
{
if (species->SkinTorsoCount >= species->SkinTorsoMax)
{
species->SkinTorsoMax *= 2;
species->SkinTorso = (skinName_t *)realloc(species->SkinTorso, species->SkinTorsoMax*sizeof(skinName_t));
}
Q_strncpyz(species->SkinTorso[species->SkinTorsoCount++].name, skinname, SKIN_LENGTH);
iSkinParts |= 1<<1;
} else
if (Q_stricmpn(skinname,"lower_",6) == 0)
{
if (species->SkinLegCount >= species->SkinLegMax)
{
species->SkinLegMax *= 2;
species->SkinLeg = (skinName_t *)realloc(species->SkinLeg, species->SkinLegMax*sizeof(skinName_t));
}
Q_strncpyz(species->SkinLeg[species->SkinLegCount++].name, skinname, SKIN_LENGTH);
iSkinParts |= 1<<2;
}
}
}
if (iSkinParts != 7)
{ //didn't get a skin for each, then skip this model.
UI_FreeSpecies(species);
continue;
}
uiInfo.playerSpeciesCount++;
if (!inGameLoad && ui_PrecacheModels.integer)
{
CGhoul2Info_v ghoul2;
Com_sprintf( fpath, sizeof( fpath ), "models/players/%s/model.glm", dirptr );
int g2Model = DC->g2_InitGhoul2Model(ghoul2, fpath, 0, 0, 0, 0, 0);
if (g2Model >= 0)
{
DC->g2_RemoveGhoul2Model( ghoul2, 0 );
}
}
}
}
if ( dirlist != stackDirList )
{
free(dirlist);
}
}
/*
================
UI_Shutdown
=================
*/
void UI_Shutdown( void )
{
UI_FreeAllSpecies();
}
/*
=================
UI_Init
=================
*/
void _UI_Init( qboolean inGameLoad )
{
// Get the list of possible languages
#ifndef JK2_MODE
uiInfo.languageCount = SE_GetNumLanguages(); // this does a dir scan, so use carefully
#else
// sod it, parse every menu strip file until we find a gap in the sequence...
//
for (int i=0; i<10; i++)
{
if (!ui.SP_Register(va("menus%d",i), /*SP_REGISTER_REQUIRED|*/SP_REGISTER_MENU))
break;
}
//Our special VR locale file - tanks to @MuadDib!
ui.SP_Register("menus_vr", /*SP_REGISTER_REQUIRED|*/SP_REGISTER_MENU);
#endif
uiInfo.inGameLoad = inGameLoad;
UI_RegisterCvars();
UI_InitMemory();
// cache redundant calulations
trap_GetGlconfig( &uiInfo.uiDC.glconfig );
// for 640x480 virtualized screen
uiInfo.uiDC.yscale = uiInfo.uiDC.glconfig.vidHeight * (1.0/480.0);
uiInfo.uiDC.xscale = uiInfo.uiDC.glconfig.vidWidth * (1.0/640.0);
if ( uiInfo.uiDC.glconfig.vidWidth * 480 > uiInfo.uiDC.glconfig.vidHeight * 640 )
{
// wide screen
uiInfo.uiDC.bias = 0.5 * ( uiInfo.uiDC.glconfig.vidWidth - ( uiInfo.uiDC.glconfig.vidHeight * (640.0/480.0) ) );
}
else
{
// no wide screen
uiInfo.uiDC.bias = 0;
}
Init_Display(&uiInfo.uiDC);
uiInfo.uiDC.drawText = &Text_Paint;
uiInfo.uiDC.drawHandlePic = &UI_DrawHandlePic;
uiInfo.uiDC.drawRect = &_UI_DrawRect;
uiInfo.uiDC.drawSides = &_UI_DrawSides;
uiInfo.uiDC.drawTextWithCursor = &Text_PaintWithCursor;
uiInfo.uiDC.executeText = &Cbuf_ExecuteText;
uiInfo.uiDC.drawTopBottom = &_UI_DrawTopBottom;
uiInfo.uiDC.feederCount = &UI_FeederCount;
uiInfo.uiDC.feederSelection = &UI_FeederSelection;
uiInfo.uiDC.fillRect = &UI_FillRect;
uiInfo.uiDC.getBindingBuf = &Key_GetBindingBuf;
uiInfo.uiDC.getCVarString = Cvar_VariableStringBuffer;
uiInfo.uiDC.getCVarValue = trap_Cvar_VariableValue;
uiInfo.uiDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode;
uiInfo.uiDC.getValue = &UI_GetValue;
uiInfo.uiDC.keynumToStringBuf = &Key_KeynumToStringBuf;
uiInfo.uiDC.modelBounds = &trap_R_ModelBounds;
uiInfo.uiDC.ownerDrawVisible = &UI_OwnerDrawVisible;
uiInfo.uiDC.ownerDrawWidth = &UI_OwnerDrawWidth;
uiInfo.uiDC.ownerDrawItem = &UI_OwnerDraw;
uiInfo.uiDC.Print = &Com_Printf;
uiInfo.uiDC.registerSound = &trap_S_RegisterSound;
uiInfo.uiDC.registerModel = ui.R_RegisterModel;
uiInfo.uiDC.clearScene = &trap_R_ClearScene;
uiInfo.uiDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
uiInfo.uiDC.renderScene = &trap_R_RenderScene;
uiInfo.uiDC.runScript = &UI_RunMenuScript;
uiInfo.uiDC.deferScript = &UI_DeferMenuScript;
uiInfo.uiDC.setBinding = &trap_Key_SetBinding;
uiInfo.uiDC.setColor = &UI_SetColor;
uiInfo.uiDC.setCVar = Cvar_Set;
uiInfo.uiDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode;
uiInfo.uiDC.startLocalSound = &trap_S_StartLocalSound;
uiInfo.uiDC.stopCinematic = &UI_StopCinematic;
uiInfo.uiDC.textHeight = &Text_Height;
uiInfo.uiDC.textWidth = &Text_Width;
uiInfo.uiDC.feederItemImage = &UI_FeederItemImage;
uiInfo.uiDC.feederItemText = &UI_FeederItemText;
uiInfo.uiDC.ownerDrawHandleKey = &UI_OwnerDrawHandleKey;
uiInfo.uiDC.registerSkin = re.RegisterSkin;
uiInfo.uiDC.g2_SetSkin = re.G2API_SetSkin;
uiInfo.uiDC.g2_SetBoneAnim = re.G2API_SetBoneAnim;
uiInfo.uiDC.g2_RemoveGhoul2Model = re.G2API_RemoveGhoul2Model;
uiInfo.uiDC.g2_InitGhoul2Model = re.G2API_InitGhoul2Model;
uiInfo.uiDC.g2_CleanGhoul2Models = re.G2API_CleanGhoul2Models;
uiInfo.uiDC.g2_AddBolt = re.G2API_AddBolt;
uiInfo.uiDC.g2_GetBoltMatrix = re.G2API_GetBoltMatrix;
uiInfo.uiDC.g2_GiveMeVectorFromMatrix = re.G2API_GiveMeVectorFromMatrix;
uiInfo.uiDC.g2hilev_SetAnim = UI_G2SetAnim;
UI_BuildPlayerModel_List(inGameLoad);
String_Init();
const char *menuSet = UI_Cvar_VariableString("ui_menuFiles");
if (menuSet == NULL || menuSet[0] == '\0')
{
menuSet = "ui/menus.txt";
}
#ifndef JK2_MODE
if (inGameLoad)
{
UI_LoadMenus("ui/ingame.txt", qtrue);
}
else
#endif
{
UI_LoadMenus(menuSet, qtrue);
}
Menus_CloseAll();
uiInfo.uiDC.whiteShader = ui.R_RegisterShaderNoMip( "white" );
AssetCache();
uis.debugMode = qfalse;
// sets defaults for ui temp cvars
uiInfo.effectsColor = (int)trap_Cvar_VariableValue("color")-1;
if (uiInfo.effectsColor < 0)
{
uiInfo.effectsColor = 0;
}
uiInfo.effectsColor = gamecodetoui[uiInfo.effectsColor];
uiInfo.currentCrosshair = (int)trap_Cvar_VariableValue("cg_drawCrosshair");
Cvar_Set("ui_mousePitch", (trap_Cvar_VariableValue("m_pitch") >= 0) ? "0" : "1");
Cvar_Set("cg_endcredits", "0"); // Reset value
Cvar_Set("ui_missionfailed","0"); // reset
uiInfo.forcePowerUpdated = FP_UPDATED_NONE;
uiInfo.selectedWeapon1 = NOWEAPON;
uiInfo.selectedWeapon2 = NOWEAPON;
uiInfo.selectedThrowWeapon = NOWEAPON;
uiInfo.uiDC.Assets.nullSound = trap_S_RegisterSound("sound/null", qfalse);
#ifndef JK2_MODE
//FIXME hack to prevent error in jk2 by disabling
trap_S_RegisterSound("sound/interface/weapon_deselect", qfalse);
#endif
}
/*
=================
UI_RegisterCvars
=================
*/
static void UI_RegisterCvars( void )
{
size_t i = 0;
const cvarTable_t *cv = NULL;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags );
if ( cv->update )
cv->update();
}
}
/*
=================
UI_ParseMenu
=================
*/
void UI_ParseMenu(const char *menuFile)
{
char *buffer,*holdBuffer,*token2;
int len;
// pc_token_t token;
//Com_DPrintf("Parsing menu file: %s\n", menuFile);
len = PC_StartParseSession(menuFile,&buffer);
holdBuffer = buffer;
if (len<=0)
{
Com_Printf("UI_ParseMenu: Unable to load menu %s\n", menuFile);
return;
}
while ( 1 )
{
token2 = PC_ParseExt();
if (!*token2)
{
break;
}
/*
if ( menuCount == MAX_MENUS )
{
PC_ParseWarning("Too many menus!");
break;
}
*/
if ( *token2 == '{')
{
continue;
}
else if ( *token2 == '}' )
{
break;
}
else if (Q_stricmp(token2, "assetGlobalDef") == 0)
{
if (Asset_Parse(&holdBuffer))
{
continue;
}
else
{
break;
}
}
else if (Q_stricmp(token2, "menudef") == 0)
{
// start a new menu
Menu_New(holdBuffer);
continue;
}
PC_ParseWarning(va("Invalid keyword '%s'",token2));
}
PC_EndParseSession(buffer);
}
/*
=================
Load_Menu
Load current menu file
=================
*/
qboolean Load_Menu(const char **holdBuffer)
{
const char *token2;
token2 = COM_ParseExt( holdBuffer, qtrue );
if (!token2[0])
{
return qfalse;
}
if (*token2 != '{')
{
return qfalse;
}
while ( 1 )
{
token2 = COM_ParseExt( holdBuffer, qtrue );
if ((!token2) || (token2 == 0))
{
return qfalse;
}
if ( *token2 == '}' )
{
return qtrue;
}
//#ifdef _DEBUG
// extern void UI_Debug_AddMenuFilePath(const char *);
// UI_Debug_AddMenuFilePath(token2);
//#endif
UI_ParseMenu(token2);
}
return qfalse;
}
/*
=================
UI_LoadMenus
Load all menus based on the files listed in the data file in menuFile (default "ui/menus.txt")
=================
*/
void UI_LoadMenus(const char *menuFile, qboolean reset)
{
// pc_token_t token;
// int handle;
int start;
char *buffer;
const char *holdBuffer;
int len;
start = Sys_Milliseconds();
len = ui.FS_ReadFile(menuFile,(void **) &buffer);
if (len<1)
{
Com_Printf( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) );
len = ui.FS_ReadFile("ui/menus.txt",(void **) &buffer);
if (len<1)
{
Com_Error( ERR_FATAL, "%s", va("default menu file not found: ui/menus.txt, unable to continue!\n", menuFile ));
return;
}
}
if (reset)
{
Menu_Reset();
}
const char *token2;
holdBuffer = buffer;
COM_BeginParseSession();
while ( 1 )
{
token2 = COM_ParseExt( &holdBuffer, qtrue );
if (!*token2)
{
break;
}
if( *token2 == 0 || *token2 == '}') // End of the menus file
{
break;
}
if (*token2 == '{')
{
continue;
}
else if (Q_stricmp(token2, "loadmenu") == 0)
{
if (Load_Menu(&holdBuffer))
{
continue;
}
else
{
break;
}
}
else
{
Com_Printf("Unknown keyword '%s' in menus file %s\n", token2, menuFile);
}
}
COM_EndParseSession();
Com_Printf("UI menu load time = %d milli seconds\n", Sys_Milliseconds() - start);
ui.FS_FreeFile( buffer ); //let go of the buffer
}
/*
=================
UI_Load
=================
*/
void UI_Load(void)
{
const char *menuSet;
char lastName[1024];
menuDef_t *menu = Menu_GetFocused();
if (menu && menu->window.name)
{
strcpy(lastName, menu->window.name);
}
else
{
lastName[0] = 0;
}
#ifndef JK2_MODE
if (uiInfo.inGameLoad)
{
menuSet= "ui/ingame.txt";
}
else
#endif
{
menuSet= UI_Cvar_VariableString("ui_menuFiles");
}
if (menuSet == NULL || menuSet[0] == '\0')
{
menuSet = "ui/menus.txt";
}
String_Init();
UI_LoadMenus(menuSet, qtrue);
Menus_CloseAll();
Menus_ActivateByName(lastName);
}
/*
=================
Asset_Parse
=================
*/
qboolean Asset_Parse(char **buffer)
{
char *token;
const char *tempStr;
int pointSize;
token = PC_ParseExt();
if (!token)
{
return qfalse;
}
if (*token != '{')
{
return qfalse;
}
while ( 1 )
{
token = PC_ParseExt();
if (!token)
{
return qfalse;
}
if (*token == '}')
{
return qtrue;
}
// fonts
if (Q_stricmp(token, "smallFont") == 0) //legacy, really it only matters which order they are registered
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'smallFont'");
return qfalse;
}
UI_RegisterFont(tempStr);
//not used anymore
if (PC_ParseInt(&pointSize))
{
// PC_ParseWarning("Bad 2nd parameter for keyword 'smallFont'");
}
continue;
}
if (Q_stricmp(token, "mediumFont") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'font'");
return qfalse;
}
uiInfo.uiDC.Assets.qhMediumFont = UI_RegisterFont(tempStr);
uiInfo.uiDC.Assets.fontRegistered = qtrue;
//not used
if (PC_ParseInt(&pointSize))
{
// PC_ParseWarning("Bad 2nd parameter for keyword 'font'");
}
continue;
}
if (Q_stricmp(token, "bigFont") == 0) //legacy
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'bigFont'");
return qfalse;
}
UI_RegisterFont(tempStr);
if (PC_ParseInt(&pointSize))
{
// PC_ParseWarning("Bad 2nd parameter for keyword 'bigFont'");
}
continue;
}
#ifdef JK2_MODE
if (Q_stricmp(token, "stripedFile") == 0)
{
if (!PC_ParseStringMem((const char **) &tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'stripedFile'");
return qfalse;
}
char sTemp[1024];
Q_strncpyz( sTemp, tempStr, sizeof(sTemp) );
if (!ui.SP_Register(sTemp, /*SP_REGISTER_REQUIRED|*/SP_REGISTER_MENU))
{
PC_ParseWarning(va("(.SP file \"%s\" not found)",sTemp));
//return qfalse; // hmmm... dunno about this, don't want to break scripts for just missing subtitles
}
else
{
// extern void AddMenuPackageRetryKey(const char *);
// AddMenuPackageRetryKey(sTemp);
}
continue;
}
#endif
// gradientbar
if (Q_stricmp(token, "gradientbar") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'gradientbar'");
return qfalse;
}
uiInfo.uiDC.Assets.gradientBar = ui.R_RegisterShaderNoMip(tempStr);
continue;
}
// enterMenuSound
if (Q_stricmp(token, "menuEnterSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'menuEnterSound'");
return qfalse;
}
uiInfo.uiDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// exitMenuSound
if (Q_stricmp(token, "menuExitSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'menuExitSound'");
return qfalse;
}
uiInfo.uiDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// itemFocusSound
if (Q_stricmp(token, "itemFocusSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'itemFocusSound'");
return qfalse;
}
uiInfo.uiDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// menuBuzzSound
if (Q_stricmp(token, "menuBuzzSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'menuBuzzSound'");
return qfalse;
}
uiInfo.uiDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// Chose a force power from the ingame force allocation screen (the one where you get to allocate a force power point)
if (Q_stricmp(token, "forceChosenSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'forceChosenSound'");
return qfalse;
}
uiInfo.uiDC.Assets.forceChosenSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// Unchose a force power from the ingame force allocation screen (the one where you get to allocate a force power point)
if (Q_stricmp(token, "forceUnchosenSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'forceUnchosenSound'");
return qfalse;
}
uiInfo.uiDC.Assets.forceUnchosenSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveRollSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveRollSound'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveRollSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveJumpSound") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveRoll'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveJumpSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound1") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound1'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound1 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound2") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound2'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound2 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound3") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound3'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound3 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound4") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound4'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound4 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound5") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound5'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound5 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "datapadmoveSaberSound6") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'datapadmoveSaberSound6'");
return qfalse;
}
uiInfo.uiDC.Assets.datapadmoveSaberSound6 = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
if (Q_stricmp(token, "cursor") == 0)
{
if (PC_ParseString(&tempStr))
{
PC_ParseWarning("Bad 1st parameter for keyword 'cursor'");
return qfalse;
}
uiInfo.uiDC.Assets.cursor = ui.R_RegisterShaderNoMip( tempStr);
continue;
}
if (Q_stricmp(token, "fadeClamp") == 0)
{
if (PC_ParseFloat(&uiInfo.uiDC.Assets.fadeClamp))
{
PC_ParseWarning("Bad 1st parameter for keyword 'fadeClamp'");
return qfalse;
}
continue;
}
if (Q_stricmp(token, "fadeCycle") == 0)
{
if (PC_ParseInt(&uiInfo.uiDC.Assets.fadeCycle))
{
PC_ParseWarning("Bad 1st parameter for keyword 'fadeCycle'");
return qfalse;
}
continue;
}
if (Q_stricmp(token, "fadeAmount") == 0)
{
if (PC_ParseFloat(&uiInfo.uiDC.Assets.fadeAmount))
{
PC_ParseWarning("Bad 1st parameter for keyword 'fadeAmount'");
return qfalse;
}
continue;
}
if (Q_stricmp(token, "shadowX") == 0)
{
if (PC_ParseFloat(&uiInfo.uiDC.Assets.shadowX))
{
PC_ParseWarning("Bad 1st parameter for keyword 'shadowX'");
return qfalse;
}
continue;
}
if (Q_stricmp(token, "shadowY") == 0)
{
if (PC_ParseFloat(&uiInfo.uiDC.Assets.shadowY))
{
PC_ParseWarning("Bad 1st parameter for keyword 'shadowY'");
return qfalse;
}
continue;
}
if (Q_stricmp(token, "shadowColor") == 0)
{
if (PC_ParseColor(&uiInfo.uiDC.Assets.shadowColor))
{
PC_ParseWarning("Bad 1st parameter for keyword 'shadowColor'");
return qfalse;
}
uiInfo.uiDC.Assets.shadowFadeClamp = uiInfo.uiDC.Assets.shadowColor[3];
continue;
}
// precaching various sound files used in the menus
if (Q_stricmp(token, "precacheSound") == 0)
{
if (PC_Script_Parse(&tempStr))
{
char *soundFile;
do
{
soundFile = COM_ParseExt(&tempStr, qfalse);
if (soundFile[0] != 0 && soundFile[0] != ';') {
if (!trap_S_RegisterSound( soundFile, qfalse ))
{
PC_ParseWarning("Can't locate precache sound");
}
}
} while (soundFile[0]);
}
continue;
}
}
PC_ParseWarning(va("Invalid keyword '%s'",token));
return qfalse;
}
/*
=================
UI_Update
=================
*/
static void UI_Update(const char *name)
{
int val = trap_Cvar_VariableValue(name);
if (Q_stricmp(name, "s_khz") == 0)
{
ui.Cmd_ExecuteText( EXEC_APPEND, "snd_restart\n" );
return;
}
if (Q_stricmp(name, "ui_SetName") == 0)
{
Cvar_Set( "name", UI_Cvar_VariableString("ui_Name"));
}
else if (Q_stricmp(name, "ui_GetName") == 0)
{
Cvar_Set( "ui_Name", UI_Cvar_VariableString("name"));
}
else if (Q_stricmp(name, "ui_r_colorbits") == 0)
{
switch (val)
{
case 0:
Cvar_SetValue( "ui_r_depthbits", 0 );
break;
case 16:
Cvar_SetValue( "ui_r_depthbits", 16 );
break;
case 32:
Cvar_SetValue( "ui_r_depthbits", 24 );
break;
}
}
else if (Q_stricmp(name, "ui_r_lodbias") == 0)
{
switch (val)
{
case 0:
Cvar_SetValue( "ui_r_subdivisions", 4 );
break;
case 1:
Cvar_SetValue( "ui_r_subdivisions", 12 );
break;
case 2:
Cvar_SetValue( "ui_r_subdivisions", 20 );
break;
}
}
else if (Q_stricmp(name, "ui_r_glCustom") == 0)
{
switch (val)
{
case 0: // high quality
Cvar_SetValue( "ui_r_fullScreen", 1 );
Cvar_SetValue( "ui_r_subdivisions", 4 );
Cvar_SetValue( "ui_r_lodbias", 0 );
Cvar_SetValue( "ui_r_colorbits", 32 );
Cvar_SetValue( "ui_r_depthbits", 24 );
Cvar_SetValue( "ui_r_picmip", 0 );
Cvar_SetValue( "ui_r_mode", 4 );
Cvar_SetValue( "ui_r_texturebits", 32 );
Cvar_SetValue( "ui_r_fastSky", 0 );
Cvar_SetValue( "ui_r_inGameVideo", 1 );
//Cvar_SetValue( "ui_cg_shadows", 2 );//stencil
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
break;
case 1: // normal
Cvar_SetValue( "ui_r_fullScreen", 1 );
Cvar_SetValue( "ui_r_subdivisions", 4 );
Cvar_SetValue( "ui_r_lodbias", 0 );
Cvar_SetValue( "ui_r_colorbits", 0 );
Cvar_SetValue( "ui_r_depthbits", 24 );
Cvar_SetValue( "ui_r_picmip", 1 );
Cvar_SetValue( "ui_r_mode", 3 );
Cvar_SetValue( "ui_r_texturebits", 0 );
Cvar_SetValue( "ui_r_fastSky", 0 );
Cvar_SetValue( "ui_r_inGameVideo", 1 );
//Cvar_SetValue( "ui_cg_shadows", 2 );
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
break;
case 2: // fast
Cvar_SetValue( "ui_r_fullScreen", 1 );
Cvar_SetValue( "ui_r_subdivisions", 12 );
Cvar_SetValue( "ui_r_lodbias", 1 );
Cvar_SetValue( "ui_r_colorbits", 0 );
Cvar_SetValue( "ui_r_depthbits", 0 );
Cvar_SetValue( "ui_r_picmip", 2 );
Cvar_SetValue( "ui_r_mode", 3 );
Cvar_SetValue( "ui_r_texturebits", 0 );
Cvar_SetValue( "ui_r_fastSky", 1 );
Cvar_SetValue( "ui_r_inGameVideo", 0 );
//Cvar_SetValue( "ui_cg_shadows", 1 );
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
break;
case 3: // fastest
Cvar_SetValue( "ui_r_fullScreen", 1 );
Cvar_SetValue( "ui_r_subdivisions", 20 );
Cvar_SetValue( "ui_r_lodbias", 2 );
Cvar_SetValue( "ui_r_colorbits", 16 );
Cvar_SetValue( "ui_r_depthbits", 16 );
Cvar_SetValue( "ui_r_mode", 3 );
Cvar_SetValue( "ui_r_picmip", 3 );
Cvar_SetValue( "ui_r_texturebits", 16 );
Cvar_SetValue( "ui_r_fastSky", 1 );
Cvar_SetValue( "ui_r_inGameVideo", 0 );
//Cvar_SetValue( "ui_cg_shadows", 0 );
Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
break;
}
}
else if (Q_stricmp(name, "ui_mousePitch") == 0)
{
if (val == 0)
{
Cvar_SetValue( "m_pitch", 0.022f );
}
else
{
Cvar_SetValue( "m_pitch", -0.022f );
}
}
else
{//failure!!
Com_Printf("unknown UI script UPDATE %s\n", name);
}
}
#define ASSET_SCROLLBAR "gfx/menus/scrollbar.tga"
#define ASSET_SCROLLBAR_ARROWDOWN "gfx/menus/scrollbar_arrow_dwn_a.tga"
#define ASSET_SCROLLBAR_ARROWUP "gfx/menus/scrollbar_arrow_up_a.tga"
#define ASSET_SCROLLBAR_ARROWLEFT "gfx/menus/scrollbar_arrow_left.tga"
#define ASSET_SCROLLBAR_ARROWRIGHT "gfx/menus/scrollbar_arrow_right.tga"
#define ASSET_SCROLL_THUMB "gfx/menus/scrollbar_thumb.tga"
/*
=================
AssetCache
=================
*/
void AssetCache(void)
{
// int n;
uiInfo.uiDC.Assets.scrollBar = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR );
uiInfo.uiDC.Assets.scrollBarArrowDown = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
uiInfo.uiDC.Assets.scrollBarArrowUp = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
uiInfo.uiDC.Assets.scrollBarArrowLeft = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT );
uiInfo.uiDC.Assets.scrollBarArrowRight = ui.R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT );
uiInfo.uiDC.Assets.scrollBarThumb = ui.R_RegisterShaderNoMip( ASSET_SCROLL_THUMB );
uiInfo.uiDC.Assets.sliderBar = ui.R_RegisterShaderNoMip( "menu/new/slider" );
uiInfo.uiDC.Assets.sliderThumb = ui.R_RegisterShaderNoMip( "menu/new/sliderthumb");
/*
for( n = 0; n < NUM_CROSSHAIRS; n++ )
{
uiInfo.uiDC.Assets.crosshairShader[n] = ui.R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
}
*/
}
/*
================
_UI_DrawSides
=================
*/
void _UI_DrawSides(float x, float y, float w, float h, float size)
{
size *= uiInfo.uiDC.xscale;
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
}
/*
================
_UI_DrawTopBottom
=================
*/
void _UI_DrawTopBottom(float x, float y, float w, float h, float size)
{
size *= uiInfo.uiDC.yscale;
trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader );
}
/*
================
UI_DrawRect
Coordinates are 640*480 virtual values
=================
*/
void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color )
{
trap_R_SetColor( color );
_UI_DrawTopBottom(x, y, width, height, size);
_UI_DrawSides(x, y, width, height, size);
trap_R_SetColor( NULL );
}
/*
=================
UI_UpdateCvars
=================
*/
void UI_UpdateCvars( void )
{
size_t i = 0;
const cvarTable_t *cv = NULL;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
if ( cv->vmCvar ) {
int modCount = cv->vmCvar->modificationCount;
Cvar_Update( cv->vmCvar );
if ( cv->vmCvar->modificationCount != modCount ) {
if ( cv->update )
cv->update();
}
}
}
}
/*
=================
UI_DrawEffects
=================
*/
static void UI_DrawEffects(rectDef_t *rect, float scale, vec4_t color)
{
UI_DrawHandlePic( rect->x, rect->y - 14, 128, 8, 0/*uiInfo.uiDC.Assets.fxBasePic*/ );
UI_DrawHandlePic( rect->x + uiInfo.effectsColor * 16 + 8, rect->y - 16, 16, 12, 0/*uiInfo.uiDC.Assets.fxPic[uiInfo.effectsColor]*/ );
}
/*
=================
UI_Version
=================
*/
static void UI_Version(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
{
int width;
width = DC->textWidth(Q3_VERSION, scale, 0);
DC->drawText(rect->x - width, rect->y, scale, color, Q3_VERSION, 0, ITEM_TEXTSTYLE_SHADOWED, iFontIndex);
}
/*
=================
UI_DrawKeyBindStatus
=================
*/
static void UI_DrawKeyBindStatus(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iFontIndex)
{
if (Display_KeyBindPending())
{
#ifdef JK2_MODE
Text_Paint(rect->x, rect->y, scale, color, ui.SP_GetStringTextString("MENUS_WAITINGFORKEY"), 0, textStyle, iFontIndex);
#else
Text_Paint(rect->x, rect->y, scale, color, SE_GetString("MENUS_WAITINGFORKEY"), 0, textStyle, iFontIndex);
#endif
}
else
{
// Text_Paint(rect->x, rect->y, scale, color, ui.SP_GetStringTextString("MENUS_ENTERTOCHANGE"), 0, textStyle, iFontIndex);
}
}
/*
=================
UI_DrawKeyBindStatus
=================
*/
static void UI_DrawGLInfo(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iFontIndex)
{
#define MAX_LINES 64
char buff[4096];
char * eptr = buff;
const char *lines[MAX_LINES];
int y, numLines=0, i=0;
y = rect->y;
Text_Paint(rect->x, y, scale, color, va("GL_VENDOR: %s",uiInfo.uiDC.glconfig.vendor_string), rect->w, textStyle, iFontIndex);
y += 15;
Text_Paint(rect->x, y, scale, color, va("GL_VERSION: %s: %s", uiInfo.uiDC.glconfig.version_string,uiInfo.uiDC.glconfig.renderer_string), rect->w, textStyle, iFontIndex);
y += 15;
Text_Paint(rect->x, y, scale, color, "GL_PIXELFORMAT:", rect->w, textStyle, iFontIndex);
y += 15;
Text_Paint(rect->x, y, scale, color, va ("Color(%d-bits) Z(%d-bits) stencil(%d-bits)",uiInfo.uiDC.glconfig.colorBits, uiInfo.uiDC.glconfig.depthBits, uiInfo.uiDC.glconfig.stencilBits), rect->w, textStyle, iFontIndex);
y += 15;
// build null terminated extension strings
Q_strncpyz(buff, uiInfo.uiDC.glconfig.extensions_string, sizeof(buff));
int testy=y-16;
while ( testy <= rect->y + rect->h && *eptr && (numLines < MAX_LINES) )
{
while ( *eptr && *eptr == ' ' )
*eptr++ = '\0';
// track start of valid string
if (*eptr && *eptr != ' ')
{
lines[numLines++] = eptr;
testy+=16;
}
while ( *eptr && *eptr != ' ' )
eptr++;
}
numLines--;
while (i < numLines)
{
Text_Paint(rect->x, y, scale, color, lines[i++], rect->w, textStyle, iFontIndex);
y += 16;
}
}
/*
=================
UI_DataPad_Inventory
=================
*/
/*
static void UI_DataPad_Inventory(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
{
Text_Paint(rect->x, rect->y, scale, color, "INVENTORY", 0, 1, iFontIndex);
}
*/
/*
=================
UI_DataPad_ForcePowers
=================
*/
/*
static void UI_DataPad_ForcePowers(rectDef_t *rect, float scale, vec4_t color, int iFontIndex)
{
Text_Paint(rect->x, rect->y, scale, color, "FORCE POWERS", 0, 1, iFontIndex);
}
*/
static void UI_DrawCrosshair(rectDef_t *rect, float scale, vec4_t color) {
trap_R_SetColor( color );
if (uiInfo.currentCrosshair < 0 || uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
uiInfo.currentCrosshair = 0;
}
UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.uiDC.Assets.crosshairShader[uiInfo.currentCrosshair]);
trap_R_SetColor( NULL );
}
#define TC_PLANE_WIDTH 250
#define TC_PLANE_NEAR 90
#define TC_PLANE_FAR 715
#define TC_PLANE_TOP 0
#define TC_PLANE_BOTTOM 1100
#define TC_PLANE_NO_BEVEL 150
#define TC_STOPTIME 81000
static void UI_PatreonCredits(float x, float y, float w, float h, bool useBevel) {
static int startTime = cls.realtime;
refdef_t refdef;
polyVert_t verts[4];
// Set up refdef
memset( &refdef, 0, sizeof( refdef ));
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
refdef.override_fov = true;
refdef.fov_x = 150;
refdef.fov_y = 150;
refdef.x = (x / 640) * cls.glconfig.vidWidth;
refdef.y = ((y - 15) / 480) * cls.glconfig.vidHeight;
refdef.width = (w / 640) * cls.glconfig.vidWidth;
refdef.height = (h / 480) * cls.glconfig.vidHeight * 2; // deliberately extend off the bottom of the render area
// use to set shaderTime for scrolling shaders
refdef.time = 0;
// Set up the poly verts
float fadeDown = 1.0;
for ( int i = 0; i < 4; i++ )
{
verts[i].modulate[0] = 255*fadeDown; // gold color?
verts[i].modulate[1] = 235*fadeDown;
verts[i].modulate[2] = 127*fadeDown;
verts[i].modulate[3] = 255*fadeDown;
}
VectorScaleM( verts[2].modulate, 0.1f, verts[2].modulate ); // darken at the top??
VectorScaleM( verts[3].modulate, 0.1f, verts[3].modulate );
float timeoffset = (cls.realtime-startTime)*0.000022f -1;
VectorSet( verts[0].xyz, useBevel ? TC_PLANE_NEAR : TC_PLANE_NO_BEVEL, -TC_PLANE_WIDTH, TC_PLANE_TOP );
verts[0].st[0] = 1;
verts[0].st[1] = 1 +timeoffset;
VectorSet( verts[1].xyz, useBevel ? TC_PLANE_NEAR : TC_PLANE_NO_BEVEL, TC_PLANE_WIDTH, TC_PLANE_TOP );
verts[1].st[0] = 0;
verts[1].st[1] = 1 +timeoffset;
VectorSet( verts[2].xyz, useBevel ? TC_PLANE_FAR : TC_PLANE_NO_BEVEL, TC_PLANE_WIDTH, TC_PLANE_BOTTOM );
verts[2].st[0] = 0;
verts[2].st[1] = 0 +timeoffset;
VectorSet( verts[3].xyz, useBevel ? TC_PLANE_FAR : TC_PLANE_NO_BEVEL, -TC_PLANE_WIDTH, TC_PLANE_BOTTOM );
verts[3].st[0] = 1;
verts[3].st[1] = 0 +timeoffset;
// render it out
re.ClearScene();
re.AddPolyToScene( re.RegisterShaderNoMip( "menu/video/beef_crawl" ), 4, verts );
re.RenderScene( &refdef );
}
/*
=================
UI_OwnerDraw
=================
*/
static void UI_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle, int iFontIndex)
{
rectDef_t rect;
rect.x = x + text_x;
rect.y = y + text_y;
rect.w = w;
rect.h = h;
switch (ownerDraw)
{
case UI_EFFECTS:
UI_DrawEffects(&rect, scale, color);
break;
case UI_VERSION:
UI_Version(&rect, scale, color, iFontIndex);
break;
case UI_DATAPAD_MISSION:
ui.Draw_DataPad(DP_HUD);
ui.Draw_DataPad(DP_OBJECTIVES);
break;
case UI_DATAPAD_WEAPONS:
ui.Draw_DataPad(DP_HUD);
ui.Draw_DataPad(DP_WEAPONS);
break;
case UI_DATAPAD_INVENTORY:
ui.Draw_DataPad(DP_HUD);
ui.Draw_DataPad(DP_INVENTORY);
break;
case UI_DATAPAD_FORCEPOWERS:
ui.Draw_DataPad(DP_HUD);
ui.Draw_DataPad(DP_FORCEPOWERS);
break;
case UI_ALLMAPS_SELECTION://saved game thumbnail
int levelshot;
levelshot = ui.R_RegisterShaderNoMip( va( "levelshots/%s", s_savedata[s_savegame.currentLine].currentSaveFileMap ) );
#ifdef JK2_MODE
if (screenShotBuf[0])
{
ui.DrawStretchRaw( x, y, w, h, SG_SCR_WIDTH, SG_SCR_HEIGHT, screenShotBuf, 0, qtrue );
}
else
#endif
if (levelshot)
{
ui.R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, levelshot );
}
else
{
UI_DrawHandlePic(x, y, w, h, uis.menuBackShader);
}
ui.R_Font_DrawString( x, // int ox
y+h, // int oy
s_savedata[s_savegame.currentLine].currentSaveFileMap, // const char *text
color, // paletteRGBA_c c
iFontIndex, // const int iFontHandle
w,//-1, // iMaxPixelWidth (-1 = none)
scale // const float scale = 1.0f
);
break;
case UI_PREVIEWCINEMATIC:
// FIXME BOB - make this work?
// UI_DrawPreviewCinematic(&rect, scale, color);
break;
case UI_CROSSHAIR:
UI_DrawCrosshair(&rect, scale, color);
break;
case UI_GLINFO:
UI_DrawGLInfo(&rect,scale, color, textStyle, iFontIndex);
break;
case UI_KEYBINDSTATUS:
UI_DrawKeyBindStatus(&rect,scale, color, textStyle, iFontIndex);
break;
case UI_PATREON_CREDITS:
UI_PatreonCredits(x, y, w, h, true);
break;
case UI_PATREON_CREDITS_NO_BEVEL:
UI_PatreonCredits(x, y, w, h, false);
break;
default:
break;
}
}
/*
=================
UI_OwnerDrawVisible
=================
*/
static qboolean UI_OwnerDrawVisible(int flags)
{
qboolean vis = qtrue;
while (flags)
{
/* if (flags & UI_SHOW_DEMOAVAILABLE)
{
if (!uiInfo.demoAvailable)
{
vis = qfalse;
}
flags &= ~UI_SHOW_DEMOAVAILABLE;
}
else
*/ {
flags = 0;
}
}
return vis;
}
/*
=================
Text_Width
=================
*/
int Text_Width(const char *text, float scale, int iFontIndex)
{
// temp code until Bob retro-fits all menus to have font specifiers...
//
if ( iFontIndex == 0 )
{
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
}
return ui.R_Font_StrLenPixels(text, iFontIndex, scale);
}
/*
=================
UI_OwnerDrawWidth
=================
*/
int UI_OwnerDrawWidth(int ownerDraw, float scale)
{
// int i, h, value;
// const char *text;
const char *s = NULL;
switch (ownerDraw)
{
case UI_KEYBINDSTATUS:
if (Display_KeyBindPending())
{
#ifdef JK2_MODE
s = ui.SP_GetStringTextString("MENUS_WAITINGFORKEY");
#else
s = SE_GetString("MENUS_WAITINGFORKEY");
#endif
}
else
{
// s = ui.SP_GetStringTextString("MENUS_ENTERTOCHANGE");
}
break;
// FIXME BOB
// case UI_SERVERREFRESHDATE:
// s = UI_Cvar_VariableString(va("ui_lastServerRefresh_%i", ui_netSource.integer));
// break;
default:
break;
}
if (s)
{
return Text_Width(s, scale, 0);
}
return 0;
}
/*
=================
Text_Height
=================
*/
int Text_Height(const char *text, float scale, int iFontIndex)
{
// temp until Bob retro-fits all menu files with font specifiers...
//
if ( iFontIndex == 0 )
{
iFontIndex = uiInfo.uiDC.Assets.qhMediumFont;
}
return ui.R_Font_HeightPixels(iFontIndex, scale);
}
/*
=================
UI_MouseEvent
=================
*/
//JLFMOUSE CALLED EACH FRAME IN UI
void _UI_MouseEvent( int dx, int dy )
{
// update mouse screen position
uiInfo.uiDC.cursorx += dx;
if (uiInfo.uiDC.cursorx < 0)
{
uiInfo.uiDC.cursorx = 0;
}
else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH)
{
uiInfo.uiDC.cursorx = SCREEN_WIDTH;
}
uiInfo.uiDC.cursory += dy;
if (uiInfo.uiDC.cursory < 0)
{
uiInfo.uiDC.cursory = 0;
}
else if (uiInfo.uiDC.cursory > SCREEN_HEIGHT)
{
uiInfo.uiDC.cursory = SCREEN_HEIGHT;
}
if (Menu_Count() > 0)
{
//menuDef_t *menu = Menu_GetFocused();
//Menu_HandleMouseMove(menu, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
Display_MouseMove(NULL, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
}
}
/*
=================
UI_MouseEventAbs
=================
*/
//JLFMOUSE CALLED EACH FRAME IN UI
const int cursorSize = 48;
void _UI_MouseEventAbs( int x, int y )
{
// update mouse screen position
// allow to hide cursor beyond the screen edges
uiInfo.uiDC.cursorx = x;
if (uiInfo.uiDC.cursorx < -cursorSize)
{
uiInfo.uiDC.cursorx = -cursorSize;
}
else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH + cursorSize)
{
uiInfo.uiDC.cursorx = SCREEN_WIDTH + cursorSize;
}
uiInfo.uiDC.cursory = y;
if (uiInfo.uiDC.cursory < -cursorSize)
{
uiInfo.uiDC.cursory = -cursorSize;
}
else if (uiInfo.uiDC.cursory > SCREEN_HEIGHT + cursorSize)
{
uiInfo.uiDC.cursory = SCREEN_HEIGHT + cursorSize;
}
if (Menu_Count() > 0)
{
//menuDef_t *menu = Menu_GetFocused();
//Menu_HandleMouseMove(menu, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
Display_MouseMove(NULL, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory);
}
}
/*
=================
UI_KeyEvent
=================
*/
void _UI_KeyEvent( int key, qboolean down )
{
/* extern qboolean SwallowBadNumLockedKPKey( int iKey );
if (SwallowBadNumLockedKPKey(key)){
return;
}
*/
if (Menu_Count() > 0)
{
menuDef_t *menu = Menu_GetFocused();
if (menu)
{
//DemoEnd();
if (key == A_ESCAPE && down && !Menus_AnyFullScreenVisible() && !(menu->window.flags & WINDOW_IGNORE_ESCAPE))
{
Menus_CloseAll();
}
else
{
Menu_HandleKey(menu, key, down );
}
}
else
{
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
trap_Key_ClearStates();
Cvar_Set( "cl_paused", "0" );
}
}
}
/*
=================
UI_Report
=================
*/
void UI_Report(void)
{
String_Report();
}
/*
=================
UI_DataPadMenu
=================
*/
void UI_DataPadMenu(void)
{
int newForcePower,newObjective;
Menus_CloseByName("mainhud");
newForcePower = (int)trap_Cvar_VariableValue("cg_updatedDataPadForcePower1");
newObjective = (int)trap_Cvar_VariableValue("cg_updatedDataPadObjective");
if (newForcePower)
{
Menus_ActivateByName("datapadForcePowersMenu");
}
else if (newObjective)
{
Menus_ActivateByName("datapadMissionMenu");
}
else
{
Menus_ActivateByName("datapadMissionMenu");
}
ui.Key_SetCatcher( KEYCATCH_UI );
}
/*
=================
UI_InGameMenu
=================
*/
void UI_InGameMenu(const char*menuID)
{
#ifdef JK2_MODE
ui.PrecacheScreenshot();
#endif
Menus_CloseByName("mainhud");
if (menuID)
{
Menus_ActivateByName(menuID);
}
else
{
Menus_ActivateByName("ingameMainMenu");
}
ui.Key_SetCatcher( KEYCATCH_UI );
}
qboolean _UI_IsFullscreen( void )
{
return Menus_AnyFullScreenVisible();
}
/*
=======================================================================
MAIN MENU
=======================================================================
*/
/*
===============
UI_MainMenu
The main menu only comes up when not in a game,
so make sure that the attract loop server is down
and that local cinematics are killed
===============
*/
void UI_MainMenu(void)
{
char buf[256];
ui.Cvar_Set("sv_killserver", "1"); // let the demo server know it should shut down
ui.Key_SetCatcher( KEYCATCH_UI );
menuDef_t *m = Menus_ActivateByName("mainMenu");
if (!m)
{ //wha? try again
UI_LoadMenus("ui/menus.txt",qfalse);
}
ui.Cvar_VariableStringBuffer("com_errorMessage", buf, sizeof(buf));
if (strlen(buf)) {
Menus_ActivateByName("error_popmenu");
}
}
/*
=================
Menu_Cache
=================
*/
void Menu_Cache( void )
{
uis.cursor = ui.R_RegisterShaderNoMip( "menu/new/crosshairb");
// Common menu graphics
uis.whiteShader = ui.R_RegisterShader( "white" );
uis.menuBackShader = ui.R_RegisterShaderNoMip( "menu/art/unknownmap" );
}
/*
=================
UI_UpdateVideoSetup
Copies the temporary user interface version of the video cvars into
their real counterparts. This is to create a interface which allows
you to discard your changes if you did something you didnt want
=================
*/
void UI_UpdateVideoSetup ( void )
{
Cvar_Set ( "r_mode", Cvar_VariableString ( "ui_r_mode" ) );
Cvar_Set ( "r_fullscreen", Cvar_VariableString ( "ui_r_fullscreen" ) );
Cvar_Set ( "r_colorbits", Cvar_VariableString ( "ui_r_colorbits" ) );
Cvar_Set ( "r_lodbias", Cvar_VariableString ( "ui_r_lodbias" ) );
Cvar_Set ( "r_picmip", Cvar_VariableString ( "ui_r_picmip" ) );
Cvar_Set ( "r_texturebits", Cvar_VariableString ( "ui_r_texturebits" ) );
Cvar_Set ( "r_texturemode", Cvar_VariableString ( "ui_r_texturemode" ) );
Cvar_Set ( "r_detailtextures", Cvar_VariableString ( "ui_r_detailtextures" ) );
Cvar_Set ( "r_ext_compress_textures", Cvar_VariableString ( "ui_r_ext_compress_textures" ) );
Cvar_Set ( "r_depthbits", Cvar_VariableString ( "ui_r_depthbits" ) );
Cvar_Set ( "r_subdivisions", Cvar_VariableString ( "ui_r_subdivisions" ) );
Cvar_Set ( "r_fastSky", Cvar_VariableString ( "ui_r_fastSky" ) );
Cvar_Set ( "r_inGameVideo", Cvar_VariableString ( "ui_r_inGameVideo" ) );
Cvar_Set ( "r_allowExtensions", Cvar_VariableString ( "ui_r_allowExtensions" ) );
// Cvar_Set ( "cg_shadows", Cvar_VariableString ( "ui_cg_shadows" ) );
Cvar_Set ( "ui_r_modified", "0" );
Cbuf_ExecuteText( EXEC_APPEND, "vid_restart;" );
}
/*
=================
UI_GetVideoSetup
Retrieves the current actual video settings into the temporary user
interface versions of the cvars.
=================
*/
void UI_GetVideoSetup ( void )
{
Cvar_Register ( NULL, "ui_r_glCustom", "4", CVAR_ARCHIVE );
// Make sure the cvars are registered as read only.
Cvar_Register ( NULL, "ui_r_mode", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_fullscreen", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_colorbits", "32", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_lodbias", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_picmip", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_texturebits", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_texturemode", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_detailtextures", "1", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_ext_compress_textures", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_depthbits", "24", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_subdivisions", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_fastSky", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_inGameVideo", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_allowExtensions", "0", CVAR_ROM );
// Cvar_Register ( NULL, "ui_cg_shadows", "0", CVAR_ROM );
Cvar_Register ( NULL, "ui_r_modified", "0", CVAR_ROM );
// Copy over the real video cvars into their temporary counterparts
Cvar_Set ( "ui_r_mode", Cvar_VariableString ( "r_mode" ) );
Cvar_Set ( "ui_r_colorbits", Cvar_VariableString ( "r_colorbits" ) );
Cvar_Set ( "ui_r_fullscreen", Cvar_VariableString ( "r_fullscreen" ) );
Cvar_Set ( "ui_r_lodbias", Cvar_VariableString ( "r_lodbias" ) );
Cvar_Set ( "ui_r_picmip", Cvar_VariableString ( "r_picmip" ) );
Cvar_Set ( "ui_r_texturebits", Cvar_VariableString ( "r_texturebits" ) );
Cvar_Set ( "ui_r_texturemode", Cvar_VariableString ( "r_texturemode" ) );
Cvar_Set ( "ui_r_detailtextures", Cvar_VariableString ( "r_detailtextures" ) );
Cvar_Set ( "ui_r_ext_compress_textures", Cvar_VariableString ( "r_ext_compress_textures" ) );
Cvar_Set ( "ui_r_depthbits", Cvar_VariableString ( "r_depthbits" ) );
Cvar_Set ( "ui_r_subdivisions", Cvar_VariableString ( "r_subdivisions" ) );
Cvar_Set ( "ui_r_fastSky", Cvar_VariableString ( "r_fastSky" ) );
Cvar_Set ( "ui_r_inGameVideo", Cvar_VariableString ( "r_inGameVideo" ) );
Cvar_Set ( "ui_r_allowExtensions", Cvar_VariableString ( "r_allowExtensions" ) );
// Cvar_Set ( "ui_cg_shadows", Cvar_VariableString ( "cg_shadows" ) );
Cvar_Set ( "ui_r_modified", "0" );
}
static void UI_SetSexandSoundForModel(const char* char_model)
{
int f,i;
char soundpath[MAX_QPATH];
qboolean isFemale = qfalse;
i = ui.FS_FOpenFile(va("models/players/%s/sounds.cfg", char_model), &f, FS_READ);
if ( !f )
{//no? oh bother.
Cvar_Reset("snd");
Cvar_Reset("sex");
return;
}
soundpath[0] = 0;
ui.FS_Read(&soundpath, i, f);
while (i >= 0 && soundpath[i] != '\n')
{
if (soundpath[i] == 'f')
{
isFemale = qtrue;
soundpath[i] = 0;
}
i--;
}
i = 0;
while (soundpath[i] && soundpath[i] != '\r' && soundpath[i] != '\n')
{
i++;
}
soundpath[i] = 0;
ui.FS_FCloseFile(f);
Cvar_Set ( "snd", soundpath);
if (isFemale)
{
Cvar_Set ( "sex", "f");
}
else
{
Cvar_Set ( "sex", "m");
}
}
static void UI_UpdateCharacterCvars ( void )
{
const char *char_model = Cvar_VariableString ( "ui_char_model" );
UI_SetSexandSoundForModel(char_model);
Cvar_Set ( "g_char_model", char_model );
Cvar_Set ( "g_char_skin_head", Cvar_VariableString ( "ui_char_skin_head" ) );
Cvar_Set ( "g_char_skin_torso", Cvar_VariableString ( "ui_char_skin_torso" ) );
Cvar_Set ( "g_char_skin_legs", Cvar_VariableString ( "ui_char_skin_legs" ) );
Cvar_Set ( "g_char_color_red", Cvar_VariableString ( "ui_char_color_red" ) );
Cvar_Set ( "g_char_color_green", Cvar_VariableString ( "ui_char_color_green" ) );
Cvar_Set ( "g_char_color_blue", Cvar_VariableString ( "ui_char_color_blue" ) );
}
static void UI_GetCharacterCvars ( void )
{
Cvar_Set ( "ui_char_skin_head", Cvar_VariableString ( "g_char_skin_head" ) );
Cvar_Set ( "ui_char_skin_torso", Cvar_VariableString ( "g_char_skin_torso" ) );
Cvar_Set ( "ui_char_skin_legs", Cvar_VariableString ( "g_char_skin_legs" ) );
Cvar_Set ( "ui_char_color_red", Cvar_VariableString ( "g_char_color_red" ) );
Cvar_Set ( "ui_char_color_green", Cvar_VariableString ( "g_char_color_green" ) );
Cvar_Set ( "ui_char_color_blue", Cvar_VariableString ( "g_char_color_blue" ) );
const char* model = Cvar_VariableString ( "g_char_model" );
Cvar_Set ( "ui_char_model", model );
for (int i = 0; i < uiInfo.playerSpeciesCount; i++)
{
if ( !Q_stricmp(model, uiInfo.playerSpecies[i].Name) )
{
uiInfo.playerSpeciesIndex = i;
}
}
}
static void UI_UpdateSaberCvars ( void )
{
Cvar_Set ( "g_saber_type", Cvar_VariableString ( "ui_saber_type" ) );
Cvar_Set ( "g_saber", Cvar_VariableString ( "ui_saber" ) );
Cvar_Set ( "g_saber2", Cvar_VariableString ( "ui_saber2" ) );
Cvar_Set ( "g_saber_color", Cvar_VariableString ( "ui_saber_color" ) );
Cvar_Set ( "g_saber2_color", Cvar_VariableString ( "ui_saber2_color" ) );
}
#ifndef JK2_MODE
static void UI_UpdateFightingStyleChoices ( void )
{
//
if (!Q_stricmp("staff",Cvar_VariableString ( "ui_saber_type" )))
{
Cvar_Set ( "ui_fightingstylesallowed", "0" );
Cvar_Set ( "ui_newfightingstyle", "4" ); // SS_STAFF
}
else if (!Q_stricmp("dual",Cvar_VariableString ( "ui_saber_type" )))
{
Cvar_Set ( "ui_fightingstylesallowed", "0" );
Cvar_Set ( "ui_newfightingstyle", "3" ); // SS_DUAL
}
else
{
// Get player state
client_t *cl = &svs.clients[0]; // 0 because only ever us as a player
playerState_t *pState;
if (cl && cl->gentity && cl->gentity->client)
{
pState = cl->gentity->client;
// Knows Fast style?
if (pState->saberStylesKnown & (1<<SS_FAST))
{
// And Medium?
if (pState->saberStylesKnown & (1<<SS_MEDIUM))
{
Cvar_Set ( "ui_fightingstylesallowed", "6" ); // Has FAST and MEDIUM, so can only choose STRONG
Cvar_Set ( "ui_newfightingstyle", "2" ); // STRONG
}
else
{
Cvar_Set ( "ui_fightingstylesallowed", "1" ); // Has FAST, so can choose from MEDIUM and STRONG
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
}
}
// Knows Medium style?
else if (pState->saberStylesKnown & (1<<SS_MEDIUM))
{
// And Strong?
if (pState->saberStylesKnown & (1<<SS_STRONG))
{
Cvar_Set ( "ui_fightingstylesallowed", "4" ); // Has MEDIUM and STRONG, so can only choose FAST
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST
}
else
{
Cvar_Set ( "ui_fightingstylesallowed", "2" ); // Has MEDIUM, so can choose from FAST and STRONG
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST
}
}
// Knows Strong style?
else if (pState->saberStylesKnown & (1<<SS_STRONG))
{
// And Fast
if (pState->saberStylesKnown & (1<<SS_FAST))
{
Cvar_Set ( "ui_fightingstylesallowed", "5" ); // Has STRONG and FAST, so can only take MEDIUM
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
}
else
{
Cvar_Set ( "ui_fightingstylesallowed", "3" ); // Has STRONG, so can choose from FAST and MEDIUM
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
}
}
else // They have nothing, which should not happen
{
Cvar_Set ( "ui_currentfightingstyle", "1" ); // Default MEDIUM
Cvar_Set ( "ui_newfightingstyle", "0" ); // FAST??
Cvar_Set ( "ui_fightingstylesallowed", "0" ); // Default to no new styles allowed
}
// Determine current style
if (pState->saberAnimLevel == SS_FAST)
{
Cvar_Set ( "ui_currentfightingstyle", "0" ); // FAST
}
else if (pState->saberAnimLevel == SS_STRONG)
{
Cvar_Set ( "ui_currentfightingstyle", "2" ); // STRONG
}
else
{
Cvar_Set ( "ui_currentfightingstyle", "1" ); // default MEDIUM
}
}
else // No client so this must be first time
{
Cvar_Set ( "ui_currentfightingstyle", "1" ); // Default to MEDIUM
Cvar_Set ( "ui_fightingstylesallowed", "0" ); // Default to no new styles allowed
Cvar_Set ( "ui_newfightingstyle", "1" ); // MEDIUM
}
}
}
#endif // !JK2_MODE
#define MAX_POWER_ENUMS 16
typedef struct {
const char *title;
short powerEnum;
} powerEnum_t;
static powerEnum_t powerEnums[MAX_POWER_ENUMS] =
{
#ifndef JK2_MODE
{ "absorb", FP_ABSORB },
#endif // !JK2_MODE
{ "heal", FP_HEAL },
{ "mindtrick", FP_TELEPATHY },
#ifndef JK2_MODE
{ "protect", FP_PROTECT },
#endif // !JK2_MODE
// Core powers
{ "jump", FP_LEVITATION },
{ "pull", FP_PULL },
{ "push", FP_PUSH },
#ifndef JK2_MODE
{ "sense", FP_SEE },
#endif // !JK2_MODE
{ "speed", FP_SPEED },
{ "sabdef", FP_SABER_DEFENSE },
{ "saboff", FP_SABER_OFFENSE },
{ "sabthrow", FP_SABERTHROW },
// Dark powers
#ifndef JK2_MODE
{ "drain", FP_DRAIN },
#endif // !JK2_MODE
{ "grip", FP_GRIP },
{ "lightning", FP_LIGHTNING },
#ifndef JK2_MODE
{ "rage", FP_RAGE },
#endif // !JK2_MODE
};
// Find the index to the Force Power in powerEnum array
static qboolean UI_GetForcePowerIndex ( const char *forceName, short *forcePowerI )
{
int i;
// Find a match for the forceName passed in
for (i=0;i<MAX_POWER_ENUMS;i++)
{
if ( !Q_stricmp(forceName, powerEnums[i].title ) )
{
*forcePowerI = i;
return(qtrue);
}
}
*forcePowerI = FP_UPDATED_NONE; // Didn't find it
return(qfalse);
}
// Set the fields for the allocation of force powers (Used by Force Power Allocation screen)
static void UI_InitAllocForcePowers ( const char *forceName )
{
menuDef_t *menu;
itemDef_t *item;
short forcePowerI=0;
int forcelevel;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
{
return;
}
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
// NOTE: this UIScript can be called outside the running game now, so handle that case
// by getting info frim UIInfo instead of PlayerState
if( cl )
{
playerState_t* pState = cl->gentity->client;
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
else
{
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
char itemName[128];
Com_sprintf (itemName, sizeof(itemName), "%s_hexpic", powerEnums[forcePowerI].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item)
{
char itemGraphic[128];
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d",forcelevel >= 4 ? 3 : forcelevel);
item->window.background = ui.R_RegisterShaderNoMip(itemGraphic);
// If maxed out on power - don't allow update
if (forcelevel>=3)
{
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[forcePowerI].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item)
{
item->action = 0; //you are bad, no action for you!
item->descText = 0; //no desc either!
}
}
}
// Set weapons button to inactive
UI_ForcePowerWeaponsButton(qfalse);
}
// Flip flop between being able to see the text showing the Force Point has or hasn't been allocated (Used by Force Power Allocation screen)
static void UI_SetPowerTitleText ( qboolean showAllocated )
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (showAllocated)
{
// Show the text saying the force point has been allocated
item = (itemDef_s *) Menu_FindItemByName(menu, "allocated_text");
if (item)
{
item->window.flags |= WINDOW_VISIBLE;
}
// Hide text saying the force point needs to be allocated
item = (itemDef_s *) Menu_FindItemByName(menu, "allocate_text");
if (item)
{
item->window.flags &= ~WINDOW_VISIBLE;
}
}
else
{
// Hide the text saying the force point has been allocated
item = (itemDef_s *) Menu_FindItemByName(menu, "allocated_text");
if (item)
{
item->window.flags &= ~WINDOW_VISIBLE;
}
// Show text saying the force point needs to be allocated
item = (itemDef_s *) Menu_FindItemByName(menu, "allocate_text");
if (item)
{
item->window.flags |= WINDOW_VISIBLE;
}
}
}
//. Find weapons button and make active/inactive (Used by Force Power Allocation screen)
static void UI_ForcePowerWeaponsButton(qboolean activeFlag)
{
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
// Cheats are on so lets always let us pass
if(trap_Cvar_VariableValue("helpUsObi") != 0)
activeFlag = qtrue;
// Find weaponsbutton
itemDef_t *item;
item = (itemDef_s *) Menu_FindItemByName(menu, "weaponbutton");
if (item)
{
// Make it active
if (activeFlag)
{
item->window.flags &= ~WINDOW_INACTIVE;
}
else
{
item->window.flags |= WINDOW_INACTIVE;
}
}
}
void UI_SetItemColor(itemDef_t *item,const char *itemname,const char *name,vec4_t color);
static void UI_SetHexPicLevel( const menuDef_t *menu,const int forcePowerI,const int powerLevel, const qboolean goldFlag )
{
char itemName[128];
itemDef_t *item;
// Find proper hex picture on menu
Com_sprintf (itemName, sizeof(itemName), "%s_hexpic", powerEnums[forcePowerI].title);
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, itemName);
// Now give it the proper hex graphic
if (item)
{
char itemGraphic[128];
if (goldFlag)
{
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d_gold",powerLevel >= 4 ? 3 : powerLevel);
}
else
{
Com_sprintf (itemGraphic, sizeof(itemGraphic), "gfx/menus/hex_pattern_%d",powerLevel >= 4 ? 3 : powerLevel);
}
item->window.background = ui.R_RegisterShaderNoMip(itemGraphic);
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[forcePowerI].title);
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *)menu, itemName);
if (item)
{
if (goldFlag)
{
// Change description text to tell player they can decrement the force point
item->descText = "@MENUS_REMOVEFP";
}
else
{
// Change description text to tell player they can increment the force point
item->descText = "@MENUS_ADDFP";
}
}
}
}
void UI_SetItemVisible(menuDef_t *menu,const char *itemname,qboolean visible);
// if this is the first time into the force power allocation screen, show the INSTRUCTION screen
static void UI_ForceHelpActive( void )
{
int tier_storyinfo = Cvar_VariableIntegerValue( "tier_storyinfo" );
// First time, show instructions
if (tier_storyinfo==1)
{
// Menus_OpenByName("ingameForceHelp");
Menus_ActivateByName("ingameForceHelp");
}
}
#ifndef JK2_MODE
// Set the force levels depending on the level chosen
static void UI_DemoSetForceLevels( void )
{
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
char buffer[MAX_STRING_CHARS];
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
playerState_t* pState = NULL;
if( cl )
{
pState = cl->gentity->client;
}
ui.Cvar_VariableStringBuffer( "ui_demo_level", buffer, sizeof(buffer));
if( Q_stricmp( buffer, "t1_sour")==0 )
{// NOTE : always set the uiInfo powers
// level 1 in all core powers
uiInfo.forcePowerLevel[FP_LEVITATION]=1;
uiInfo.forcePowerLevel[FP_SPEED]=1;
uiInfo.forcePowerLevel[FP_PUSH]=1;
uiInfo.forcePowerLevel[FP_PULL]=1;
uiInfo.forcePowerLevel[FP_SEE]=1;
uiInfo.forcePowerLevel[FP_SABER_OFFENSE]=1;
uiInfo.forcePowerLevel[FP_SABER_DEFENSE]=1;
uiInfo.forcePowerLevel[FP_SABERTHROW]=1;
// plus these extras
uiInfo.forcePowerLevel[FP_HEAL]=1;
uiInfo.forcePowerLevel[FP_TELEPATHY]=1;
uiInfo.forcePowerLevel[FP_GRIP]=1;
// and set the rest to zero
uiInfo.forcePowerLevel[FP_ABSORB]=0;
uiInfo.forcePowerLevel[FP_PROTECT]=0;
uiInfo.forcePowerLevel[FP_DRAIN]=0;
uiInfo.forcePowerLevel[FP_LIGHTNING]=0;
uiInfo.forcePowerLevel[FP_RAGE]=0;
}
else
{
// level 3 in all core powers
uiInfo.forcePowerLevel[FP_LEVITATION]=3;
uiInfo.forcePowerLevel[FP_SPEED]=3;
uiInfo.forcePowerLevel[FP_PUSH]=3;
uiInfo.forcePowerLevel[FP_PULL]=3;
uiInfo.forcePowerLevel[FP_SEE]=3;
uiInfo.forcePowerLevel[FP_SABER_OFFENSE]=3;
uiInfo.forcePowerLevel[FP_SABER_DEFENSE]=3;
uiInfo.forcePowerLevel[FP_SABERTHROW]=3;
// plus these extras
uiInfo.forcePowerLevel[FP_HEAL]=1;
uiInfo.forcePowerLevel[FP_TELEPATHY]=1;
uiInfo.forcePowerLevel[FP_GRIP]=2;
uiInfo.forcePowerLevel[FP_LIGHTNING]=1;
uiInfo.forcePowerLevel[FP_PROTECT]=1;
// and set the rest to zero
uiInfo.forcePowerLevel[FP_ABSORB]=0;
uiInfo.forcePowerLevel[FP_DRAIN]=0;
uiInfo.forcePowerLevel[FP_RAGE]=0;
}
if (pState)
{//i am carrying over from a previous level, so get the increased power! (non-core only)
uiInfo.forcePowerLevel[FP_HEAL] = Q_max(pState->forcePowerLevel[FP_HEAL], uiInfo.forcePowerLevel[FP_HEAL]);
uiInfo.forcePowerLevel[FP_TELEPATHY]=Q_max(pState->forcePowerLevel[FP_TELEPATHY], uiInfo.forcePowerLevel[FP_TELEPATHY]);
uiInfo.forcePowerLevel[FP_GRIP]=Q_max(pState->forcePowerLevel[FP_GRIP], uiInfo.forcePowerLevel[FP_GRIP]);
uiInfo.forcePowerLevel[FP_LIGHTNING]=Q_max(pState->forcePowerLevel[FP_LIGHTNING], uiInfo.forcePowerLevel[FP_LIGHTNING]);
uiInfo.forcePowerLevel[FP_PROTECT]=Q_max(pState->forcePowerLevel[FP_PROTECT], uiInfo.forcePowerLevel[FP_PROTECT]);
uiInfo.forcePowerLevel[FP_ABSORB]=Q_max(pState->forcePowerLevel[FP_ABSORB], uiInfo.forcePowerLevel[FP_ABSORB]);
uiInfo.forcePowerLevel[FP_DRAIN]=Q_max(pState->forcePowerLevel[FP_DRAIN], uiInfo.forcePowerLevel[FP_DRAIN]);
uiInfo.forcePowerLevel[FP_RAGE]=Q_max(pState->forcePowerLevel[FP_RAGE], uiInfo.forcePowerLevel[FP_RAGE]);
}
}
#endif // !JK2_MODE
// record the force levels into a cvar so when restoring player from map transition
// the force levels are set up correctly
static void UI_RecordForceLevels( void )
{
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
const char *s2 = "";
int i;
for (i=0;i< NUM_FORCE_POWERS; i++)
{
s2 = va("%s %i",s2, uiInfo.forcePowerLevel[i]);
}
Cvar_Set( "demo_playerfplvl", s2 );
}
// record the weapons into a cvar so when restoring player from map transition
// the force levels are set up correctly
static void UI_RecordWeapons( void )
{
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
const char *s2 = "";
int wpns = 0;
// always add blaster and saber
wpns |= (1<<WP_SABER);
wpns |= (1<<WP_BLASTER_PISTOL);
wpns |= (1<< uiInfo.selectedWeapon1);
wpns |= (1<< uiInfo.selectedWeapon2);
wpns |= (1<< uiInfo.selectedThrowWeapon);
s2 = va("%i", wpns );
Cvar_Set( "demo_playerwpns", s2 );
}
// Shut down the help screen in the force power allocation screen
static void UI_ShutdownForceHelp( void )
{
int i;
char itemName[128];
menuDef_t *menu;
itemDef_t *item;
vec4_t color = { 0.65f, 0.65f, 0.65f, 1.0f};
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
// Not in upgrade mode so turn on all the force buttons, the big forceicon and description text
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
{
// We just decremented a field so turn all buttons back on
// Make it so all buttons can be clicked
for (i=0;i<MAX_POWER_ENUMS;i++)
{
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
UI_SetItemVisible(menu,itemName,qtrue);
}
UI_SetItemVisible(menu,"force_icon",qtrue);
UI_SetItemVisible(menu,"force_desc",qtrue);
UI_SetItemVisible(menu,"leveltext",qtrue);
// Set focus on the top left button
item = (itemDef_s *) Menu_FindItemByName(menu, "absorb_fbutton");
item->window.flags |= WINDOW_HASFOCUS;
if (item->onFocus)
{
Item_RunScript(item, item->onFocus);
}
}
// In upgrade mode so just turn the deallocate button on
else
{
UI_SetItemVisible(menu,"force_icon",qtrue);
UI_SetItemVisible(menu,"force_desc",qtrue);
UI_SetItemVisible(menu,"deallocate_fbutton",qtrue);
item = (itemDef_s *) Menu_FindItemByName(menu, va("%s_fbutton",powerEnums[uiInfo.forcePowerUpdated].title));
if (item)
{
item->window.flags |= WINDOW_HASFOCUS;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
playerState_t* pState = cl->gentity->client;
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
{
return;
}
// Update level description
Com_sprintf (
itemName,
sizeof(itemName),
"%s_level%ddesc",
powerEnums[uiInfo.forcePowerUpdated].title,
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]
);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item)
{
item->window.flags |= WINDOW_VISIBLE;
}
}
// If one was a chosen force power, high light it again.
if (uiInfo.forcePowerUpdated>FP_UPDATED_NONE)
{
char itemhexName[128];
char itemiconName[128];
vec4_t color2 = { 1.0f, 1.0f, 1.0f, 1.0f};
Com_sprintf (itemhexName, sizeof(itemhexName), "%s_hexpic", powerEnums[uiInfo.forcePowerUpdated].title);
Com_sprintf (itemiconName, sizeof(itemiconName), "%s_iconpic", powerEnums[uiInfo.forcePowerUpdated].title);
UI_SetItemColor(item,itemhexName,"forecolor",color2);
UI_SetItemColor(item,itemiconName,"forecolor",color2);
}
else
{
// Un-grey-out all icons
UI_SetItemColor(item,"hexpic","forecolor",color);
UI_SetItemColor(item,"iconpic","forecolor",color);
}
}
// Decrement force power level (Used by Force Power Allocation screen)
static void UI_DecrementCurrentForcePower ( void )
{
menuDef_t *menu;
itemDef_t *item;
short i;
vec4_t color = { 0.65f, 0.65f, 0.65f, 1.0f};
char itemName[128];
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
playerState_t* pState = NULL;
int forcelevel;
if( cl )
{
pState = cl->gentity->client;
forcelevel = pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
}
else
{
forcelevel = uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
}
if (uiInfo.forcePowerUpdated == FP_UPDATED_NONE)
{
return;
}
DC->startLocalSound(uiInfo.uiDC.Assets.forceUnchosenSound, CHAN_AUTO );
if (forcelevel>0)
{
if( pState )
{
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--; // Decrement it
forcelevel = pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
// Turn off power if level is 0
if (pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]<1)
{
pState->forcePowersKnown &= ~( 1 << powerEnums[uiInfo.forcePowerUpdated].powerEnum );
}
}
else
{
uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--; // Decrement it
forcelevel = uiInfo.forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum];
}
}
UI_SetHexPicLevel( menu,uiInfo.forcePowerUpdated,forcelevel,qfalse );
UI_ShowForceLevelDesc ( powerEnums[uiInfo.forcePowerUpdated].title );
// We just decremented a field so turn all buttons back on
// Make it so all buttons can be clicked
for (i=0;i<MAX_POWER_ENUMS;i++)
{
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item) // This is okay, because core powers don't have a hex button
{
item->window.flags |= WINDOW_VISIBLE;
}
}
// Show point has not been allocated
UI_SetPowerTitleText( qfalse);
// Make weapons button inactive
UI_ForcePowerWeaponsButton(qfalse);
// Hide the deallocate button
item = (itemDef_s *) Menu_FindItemByName(menu, "deallocate_fbutton");
if (item)
{
item->window.flags &= ~WINDOW_VISIBLE; //
// Un-grey-out all icons
UI_SetItemColor(item,"hexpic","forecolor",color);
UI_SetItemColor(item,"iconpic","forecolor",color);
}
item = (itemDef_s *) Menu_FindItemByName(menu, va("%s_fbutton",powerEnums[uiInfo.forcePowerUpdated].title));
if (item)
{
item->window.flags |= WINDOW_HASFOCUS;
}
uiInfo.forcePowerUpdated = FP_UPDATED_NONE; // It's as if nothing happened.
}
void Item_MouseEnter(itemDef_t *item, float x, float y);
// Try to increment force power level (Used by Force Power Allocation screen)
static void UI_AffectForcePowerLevel ( const char *forceName )
{
short forcePowerI=0,i;
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
{
return;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
playerState_t* pState = NULL;
int forcelevel;
if( cl )
{
pState = cl->gentity->client;
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
else
{
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
if (forcelevel>2)
{ // Too big, can't be incremented
return;
}
// Increment power level.
DC->startLocalSound(uiInfo.uiDC.Assets.forceChosenSound, CHAN_AUTO );
uiInfo.forcePowerUpdated = forcePowerI; // Remember which power was updated
if( pState )
{
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]++; // Increment it
pState->forcePowersKnown |= ( 1 << powerEnums[forcePowerI].powerEnum );
forcelevel = pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
else
{
uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum]++; // Increment it
forcelevel = uiInfo.forcePowerLevel[powerEnums[forcePowerI].powerEnum];
}
UI_SetHexPicLevel( menu,uiInfo.forcePowerUpdated,forcelevel,qtrue );
UI_ShowForceLevelDesc ( forceName );
// A field was updated, so make it so others can't be
if (uiInfo.forcePowerUpdated>FP_UPDATED_NONE)
{
vec4_t color = { 0.25f, 0.25f, 0.25f, 1.0f};
char itemName[128];
// Make it so none of the other buttons can be clicked
for (i=0;i<MAX_POWER_ENUMS;i++)
{
if (i==uiInfo.forcePowerUpdated)
{
continue;
}
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item) // This is okay, because core powers don't have a hex button
{
item->window.flags &= ~WINDOW_VISIBLE;
}
}
// Show point has been allocated
UI_SetPowerTitleText ( qtrue );
// Make weapons button active
UI_ForcePowerWeaponsButton(qtrue);
// Make user_info
Cvar_Set ( "ui_forcepower_inc", va("%d",uiInfo.forcePowerUpdated) );
// Just grab an item to hand it to the function.
item = (itemDef_s *) Menu_FindItemByName(menu, "deallocate_fbutton");
if (item)
{
// Show all icons as greyed-out
UI_SetItemColor(item,"hexpic","forecolor",color);
UI_SetItemColor(item,"iconpic","forecolor",color);
item->window.flags |= WINDOW_HASFOCUS;
}
}
}
static void UI_DecrementForcePowerLevel( void )
{
int forcePowerI = Cvar_VariableIntegerValue( "ui_forcepower_inc" );
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
playerState_t* pState = cl->gentity->client;
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]--; // Decrement it
}
// Show force level description that matches current player level (Used by Force Power Allocation screen)
static void UI_ShowForceLevelDesc ( const char *forceName )
{
short forcePowerI=0;
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (!UI_GetForcePowerIndex ( forceName, &forcePowerI ))
{
return;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
playerState_t* pState = cl->gentity->client;
char itemName[128];
// Update level description
Com_sprintf (
itemName,
sizeof(itemName),
"%s_level%ddesc",
powerEnums[forcePowerI].title,
pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum]
);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item)
{
item->window.flags |= WINDOW_VISIBLE;
}
}
// Reset force level powers screen to what it was before player upgraded them (Used by Force Power Allocation screen)
static void UI_ResetForceLevels ( void )
{
// What force ppower had the point added to it?
if (uiInfo.forcePowerUpdated!=FP_UPDATED_NONE)
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
playerState_t* pState = cl->gentity->client;
// Decrement that power
pState->forcePowerLevel[powerEnums[uiInfo.forcePowerUpdated].powerEnum]--;
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
int i;
char itemName[128];
// Make it so all buttons can be clicked
for (i=0;i<MAX_POWER_ENUMS;i++)
{
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[i].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item) // This is okay, because core powers don't have a hex button
{
item->window.flags |= WINDOW_VISIBLE;
}
}
UI_SetPowerTitleText( qfalse );
Com_sprintf (itemName, sizeof(itemName), "%s_fbutton", powerEnums[uiInfo.forcePowerUpdated].title);
item = (itemDef_s *) Menu_FindItemByName(menu, itemName);
if (item)
{
// Change description text to tell player they can increment the force point
item->descText = "@MENUS_ADDFP";
}
uiInfo.forcePowerUpdated = FP_UPDATED_NONE;
}
UI_ForcePowerWeaponsButton(qfalse);
}
#ifndef JK2_MODE
// Set the Players known saber style
static void UI_UpdateFightingStyle ( void )
{
playerState_t *pState;
int fightingStyle,saberStyle;
fightingStyle = Cvar_VariableIntegerValue( "ui_newfightingstyle" );
if (fightingStyle == 1)
{
saberStyle = SS_MEDIUM;
}
else if (fightingStyle == 2)
{
saberStyle = SS_STRONG;
}
else if (fightingStyle == 3)
{
saberStyle = SS_DUAL;
}
else if (fightingStyle == 4)
{
saberStyle = SS_STAFF;
}
else // 0 is Fast
{
saberStyle = SS_FAST;
}
// Get player state
client_t *cl = &svs.clients[0]; // 0 because only ever us as a player
// No client, get out
if (cl && cl->gentity && cl->gentity->client)
{
pState = cl->gentity->client;
pState->saberStylesKnown |= (1<<saberStyle);
}
else // Must be at the beginning of the game so the client hasn't been created, shove data in a cvar
{
Cvar_Set ( "g_fighting_style", va("%d",saberStyle) );
}
}
#endif // !JK2_MODE
static void UI_ResetCharacterListBoxes( void )
{
itemDef_t *item;
menuDef_t *menu;
listBoxDef_t *listPtr;
menu = Menus_FindByName("characterMenu");
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "headlistbox");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "lowerlistbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "colorbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
}
}
static void UI_ClearInventory ( void )
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
// Clear out inventory for the player
int i;
for (i=0;i<MAX_INVENTORY;i++)
{
pState->inventory[i] = 0;
}
}
}
static void UI_GiveInventory ( const int itemIndex, const int amount )
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if (itemIndex < MAX_INVENTORY)
{
pState->inventory[itemIndex]=amount;
}
}
}
//. Find weapons allocation screen BEGIN button and make active/inactive
static void UI_WeaponAllocBeginButton(qboolean activeFlag)
{
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
int weap = Cvar_VariableIntegerValue( "weapon_menu" );
// Find begin button
itemDef_t *item;
item = Menu_GetMatchingItemByNumber(menu, weap, "beginmission");
if (item)
{
// Make it active
if (activeFlag)
{
item->window.flags &= ~WINDOW_INACTIVE;
}
else
{
item->window.flags |= WINDOW_INACTIVE;
}
}
}
// If we have both weapons and the throwable weapon, turn on the begin mission button,
// otherwise, turn it off
static void UI_WeaponsSelectionsComplete( void )
{
// We need two weapons and one throwable
if (( uiInfo.selectedWeapon1 != NOWEAPON ) &&
( uiInfo.selectedWeapon2 != NOWEAPON ) &&
( uiInfo.selectedThrowWeapon != NOWEAPON ))
{
UI_WeaponAllocBeginButton(qtrue); // Turn it on
}
else
{
UI_WeaponAllocBeginButton(qfalse); // Turn it off
}
}
// if this is the first time into the weapon allocation screen, show the INSTRUCTION screen
static void UI_WeaponHelpActive( void )
{
int tier_storyinfo = Cvar_VariableIntegerValue( "tier_storyinfo" );
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
// First time, show instructions
if (tier_storyinfo==1)
{
UI_SetItemVisible(menu,"weapon_button",qfalse);
UI_SetItemVisible(menu,"inst_stuff",qtrue);
}
// just act like normal
else
{
UI_SetItemVisible(menu,"weapon_button",qtrue);
UI_SetItemVisible(menu,"inst_stuff",qfalse);
}
}
static void UI_InitWeaponSelect( void )
{
UI_WeaponAllocBeginButton(qfalse);
uiInfo.selectedWeapon1 = NOWEAPON;
uiInfo.selectedWeapon2 = NOWEAPON;
uiInfo.selectedThrowWeapon = NOWEAPON;
}
static void UI_ClearWeapons ( void )
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
// Clear out any weapons for the player
pState->stats[ STAT_WEAPONS ] = 0;
pState->weapon = WP_NONE;
}
}
static void UI_GiveWeapon ( const int weaponIndex )
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if (weaponIndex<WP_NUM_WEAPONS)
{
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
}
}
}
static void UI_EquipWeapon ( const int weaponIndex )
{
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
if (!cl) // No client, get out
{
return;
}
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if (weaponIndex<WP_NUM_WEAPONS)
{
pState->weapon = weaponIndex;
//force it to change
//CG_ChangeWeapon( wp );
}
}
}
static void UI_LoadMissionSelectMenu( const char *cvarName )
{
int holdLevel = (int)trap_Cvar_VariableValue(cvarName);
// Figure out which tier menu to load
if ((holdLevel > 0) && (holdLevel < 5))
{
UI_LoadMenus("ui/tier1.txt",qfalse);
Menus_CloseByName("ingameMissionSelect1");
}
else if ((holdLevel > 6) && (holdLevel < 10))
{
UI_LoadMenus("ui/tier2.txt",qfalse);
Menus_CloseByName("ingameMissionSelect2");
}
else if ((holdLevel > 11) && (holdLevel < 15))
{
UI_LoadMenus("ui/tier3.txt",qfalse);
Menus_CloseByName("ingameMissionSelect3");
}
}
// Update the player weapons with the chosen weapon
static void UI_AddWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile )
{
itemDef_s *item, *iconItem,*litIconItem;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
iconItem = (itemDef_s *) Menu_FindItemByName(menu, iconItemName );
litIconItem = (itemDef_s *) Menu_FindItemByName(menu, litIconItemName );
const char *chosenItemName, *chosenButtonName;
// has this weapon already been chosen?
if (weaponIndex == uiInfo.selectedWeapon1)
{
UI_RemoveWeaponSelection ( 1 );
return;
}
else if (weaponIndex == uiInfo.selectedWeapon2)
{
UI_RemoveWeaponSelection ( 2 );
return;
}
// See if either slot is empty
if ( uiInfo.selectedWeapon1 == NOWEAPON )
{
chosenItemName = "chosenweapon1_icon";
chosenButtonName = "chosenweapon1_button";
uiInfo.selectedWeapon1 = weaponIndex;
uiInfo.selectedWeapon1AmmoIndex = ammoIndex;
memcpy( uiInfo.selectedWeapon1ItemName,hexBackground,sizeof(uiInfo.selectedWeapon1ItemName));
//Save the lit and unlit icons for the selected weapon slot
uiInfo.litWeapon1Icon = litIconItem->window.background;
uiInfo.unlitWeapon1Icon = iconItem->window.background;
uiInfo.weapon1ItemButton = uiInfo.runScriptItem;
uiInfo.weapon1ItemButton->descText = "@MENUS_CLICKREMOVE";
}
else if ( uiInfo.selectedWeapon2 == NOWEAPON )
{
chosenItemName = "chosenweapon2_icon";
chosenButtonName = "chosenweapon2_button";
uiInfo.selectedWeapon2 = weaponIndex;
uiInfo.selectedWeapon2AmmoIndex = ammoIndex;
memcpy( uiInfo.selectedWeapon2ItemName,hexBackground,sizeof(uiInfo.selectedWeapon2ItemName));
//Save the lit and unlit icons for the selected weapon slot
uiInfo.litWeapon2Icon = litIconItem->window.background;
uiInfo.unlitWeapon2Icon = iconItem->window.background;
uiInfo.weapon2ItemButton = uiInfo.runScriptItem;
uiInfo.weapon2ItemButton->descText = "@MENUS_CLICKREMOVE";
}
else // Both slots are used, can't add it.
{
return;
}
item = (itemDef_s *) Menu_FindItemByName(menu, chosenItemName );
if ((item) && (iconItem))
{
item->window.background = iconItem->window.background;
item->window.flags |= WINDOW_VISIBLE;
}
// Turn on chosenweapon button so player can unchoose the weapon
item = (itemDef_s *) Menu_FindItemByName(menu, chosenButtonName );
if (item)
{
item->window.background = iconItem->window.background;
item->window.flags |= WINDOW_VISIBLE;
}
// Switch hex background to be 'on'
item = (itemDef_s *) Menu_FindItemByName(menu, hexBackground );
if (item)
{
item->window.foreColor[0] = 0;
item->window.foreColor[1] = 1;
item->window.foreColor[2] = 0;
item->window.foreColor[3] = 1;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
// NOTE : this UIScript can now be run from outside the game, so don't
// return out here, just skip this part
if (cl)
{
// Add weapon
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
{
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
}
// Give them ammo too
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
{
pState->ammo[ ammoIndex ] = ammoAmount;
}
}
}
if( soundfile )
{
DC->startLocalSound(DC->registerSound(soundfile, qfalse), CHAN_LOCAL );
}
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
}
// Update the player weapons with the chosen weapon
static void UI_RemoveWeaponSelection ( const int weaponSelectionIndex )
{
itemDef_s *item;
menuDef_t *menu;
const char *chosenItemName, *chosenButtonName,*background;
int ammoIndex,weaponIndex;
menu = Menu_GetFocused(); // Get current menu
// Which item has it?
if ( weaponSelectionIndex == 1 )
{
chosenItemName = "chosenweapon1_icon";
chosenButtonName = "chosenweapon1_button";
background = uiInfo.selectedWeapon1ItemName;
ammoIndex = uiInfo.selectedWeapon1AmmoIndex;
weaponIndex = uiInfo.selectedWeapon1;
if (uiInfo.weapon1ItemButton)
{
uiInfo.weapon1ItemButton->descText = "@MENUS_CLICKSELECT";
uiInfo.weapon1ItemButton = NULL;
}
}
else if ( weaponSelectionIndex == 2 )
{
chosenItemName = "chosenweapon2_icon";
chosenButtonName = "chosenweapon2_button";
background = uiInfo.selectedWeapon2ItemName;
ammoIndex = uiInfo.selectedWeapon2AmmoIndex;
weaponIndex = uiInfo.selectedWeapon2;
if (uiInfo.weapon2ItemButton)
{
uiInfo.weapon2ItemButton->descText = "@MENUS_CLICKSELECT";
uiInfo.weapon2ItemButton = NULL;
}
}
else
{
return;
}
// Reset background of upper icon
item = (itemDef_s *) Menu_FindItemByName( menu, background );
if ( item )
{
item->window.foreColor[0] = 0.0f;
item->window.foreColor[1] = 0.5f;
item->window.foreColor[2] = 0.0f;
item->window.foreColor[3] = 1.0f;
}
// Hide it icon
item = (itemDef_s *) Menu_FindItemByName( menu, chosenItemName );
if ( item )
{
item->window.flags &= ~WINDOW_VISIBLE;
}
// Hide button
item = (itemDef_s *) Menu_FindItemByName( menu, chosenButtonName );
if ( item )
{
item->window.flags &= ~WINDOW_VISIBLE;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
// NOTE : this UIScript can now be run from outside the game, so don't
// return out here, just skip this part
if (cl) // No client, get out
{
// Remove weapon
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
{
pState->stats[ STAT_WEAPONS ] &= ~( 1 << weaponIndex );
}
// Remove ammo too
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
{ // But don't take it away if the other weapon is using that ammo
if ( uiInfo.selectedWeapon1AmmoIndex != uiInfo.selectedWeapon2AmmoIndex )
{
pState->ammo[ ammoIndex ] = 0;
}
}
}
}
// Now do a little clean up
if ( weaponSelectionIndex == 1 )
{
uiInfo.selectedWeapon1 = NOWEAPON;
memset(uiInfo.selectedWeapon1ItemName,0,sizeof(uiInfo.selectedWeapon1ItemName));
uiInfo.selectedWeapon1AmmoIndex = 0;
}
else if ( weaponSelectionIndex == 2 )
{
uiInfo.selectedWeapon2 = NOWEAPON;
memset(uiInfo.selectedWeapon2ItemName,0,sizeof(uiInfo.selectedWeapon2ItemName));
uiInfo.selectedWeapon2AmmoIndex = 0;
}
#ifndef JK2_MODE
//FIXME hack to prevent error in jk2 by disabling
DC->startLocalSound(DC->registerSound("sound/interface/weapon_deselect.mp3", qfalse), CHAN_LOCAL );
#endif
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
}
static void UI_NormalWeaponSelection ( const int selectionslot )
{
itemDef_s *item;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (selectionslot == 1)
{
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon1_icon" );
if (item)
{
item->window.background = uiInfo.unlitWeapon1Icon;
}
}
if (selectionslot == 2)
{
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon2_icon" );
if (item)
{
item->window.background = uiInfo.unlitWeapon2Icon;
}
}
}
static void UI_HighLightWeaponSelection ( const int selectionslot )
{
itemDef_s *item;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (selectionslot == 1)
{
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon1_icon" );
if (item)
{
item->window.background = uiInfo.litWeapon1Icon;
}
}
if (selectionslot == 2)
{
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenweapon2_icon" );
if (item)
{
item->window.background = uiInfo.litWeapon2Icon;
}
}
}
// Update the player throwable weapons (okay it's a bad description) with the chosen weapon
static void UI_AddThrowWeaponSelection ( const int weaponIndex, const int ammoIndex, const int ammoAmount, const char *iconItemName,const char *litIconItemName, const char *hexBackground, const char *soundfile )
{
itemDef_s *item, *iconItem,*litIconItem;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
iconItem = (itemDef_s *) Menu_FindItemByName(menu, iconItemName );
litIconItem = (itemDef_s *) Menu_FindItemByName(menu, litIconItemName );
const char *chosenItemName, *chosenButtonName;
// Has a throw weapon already been chosen?
if (uiInfo.selectedThrowWeapon!=NOWEAPON)
{
// Clicked on the selected throwable weapon
if (uiInfo.selectedThrowWeapon==weaponIndex)
{ // Deselect it
UI_RemoveThrowWeaponSelection();
}
return;
}
chosenItemName = "chosenthrowweapon_icon";
chosenButtonName = "chosenthrowweapon_button";
uiInfo.selectedThrowWeapon = weaponIndex;
uiInfo.selectedThrowWeaponAmmoIndex = ammoIndex;
uiInfo.weaponThrowButton = uiInfo.runScriptItem;
if (uiInfo.weaponThrowButton)
{
uiInfo.weaponThrowButton->descText = "@MENUS_CLICKREMOVE";
}
memcpy( uiInfo.selectedThrowWeaponItemName,hexBackground,sizeof(uiInfo.selectedWeapon1ItemName));
//Save the lit and unlit icons for the selected weapon slot
uiInfo.litThrowableIcon = litIconItem->window.background;
uiInfo.unlitThrowableIcon = iconItem->window.background;
item = (itemDef_s *) Menu_FindItemByName(menu, chosenItemName );
if ((item) && (iconItem))
{
item->window.background = iconItem->window.background;
item->window.flags |= WINDOW_VISIBLE;
}
// Turn on throwchosenweapon button so player can unchoose the weapon
item = (itemDef_s *) Menu_FindItemByName(menu, chosenButtonName );
if (item)
{
item->window.background = iconItem->window.background;
item->window.flags |= WINDOW_VISIBLE;
}
// Switch hex background to be 'on'
item = (itemDef_s *) Menu_FindItemByName(menu, hexBackground );
if (item)
{
item->window.foreColor[0] = 0.0f;
item->window.foreColor[1] = 0.0f;
item->window.foreColor[2] = 1.0f;
item->window.foreColor[3] = 1.0f;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
// NOTE : this UIScript can now be run from outside the game, so don't
// return out here, just skip this part
if (cl) // No client, get out
{
// Add weapon
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if ((weaponIndex>0) && (weaponIndex<WP_NUM_WEAPONS))
{
pState->stats[ STAT_WEAPONS ] |= ( 1 << weaponIndex );
}
// Give them ammo too
if ((ammoIndex>0) && (ammoIndex<AMMO_MAX))
{
pState->ammo[ ammoIndex ] = ammoAmount;
}
}
}
if( soundfile )
{
DC->startLocalSound(DC->registerSound(soundfile, qfalse), CHAN_LOCAL );
}
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
}
// Update the player weapons with the chosen throw weapon
static void UI_RemoveThrowWeaponSelection ( void )
{
itemDef_s *item;
menuDef_t *menu;
const char *chosenItemName, *chosenButtonName,*background;
menu = Menu_GetFocused(); // Get current menu
// Weapon not chosen
if ( uiInfo.selectedThrowWeapon == NOWEAPON )
{
return;
}
chosenItemName = "chosenthrowweapon_icon";
chosenButtonName = "chosenthrowweapon_button";
background = uiInfo.selectedThrowWeaponItemName;
// Reset background of upper icon
item = (itemDef_s *) Menu_FindItemByName( menu, background );
if ( item )
{
item->window.foreColor[0] = 0.0f;
item->window.foreColor[1] = 0.0f;
item->window.foreColor[2] = 0.5f;
item->window.foreColor[3] = 1.0f;
}
// Hide it icon
item = (itemDef_s *) Menu_FindItemByName( menu, chosenItemName );
if ( item )
{
item->window.flags &= ~WINDOW_VISIBLE;
}
// Hide button
item = (itemDef_s *) Menu_FindItemByName( menu, chosenButtonName );
if ( item )
{
item->window.flags &= ~WINDOW_VISIBLE;
}
// Get player state
client_t* cl = &svs.clients[0]; // 0 because only ever us as a player
// NOTE : this UIScript can now be run from outside the game, so don't
// return out here, just skip this part
if (cl) // No client, get out
{
// Remove weapon
if (cl->gentity && cl->gentity->client)
{
playerState_t* pState = cl->gentity->client;
if ((uiInfo.selectedThrowWeapon>0) && (uiInfo.selectedThrowWeapon<WP_NUM_WEAPONS))
{
pState->stats[ STAT_WEAPONS ] &= ~( 1 << uiInfo.selectedThrowWeapon );
}
// Remove ammo too
if ((uiInfo.selectedThrowWeaponAmmoIndex>0) && (uiInfo.selectedThrowWeaponAmmoIndex<AMMO_MAX))
{
pState->ammo[ uiInfo.selectedThrowWeaponAmmoIndex ] = 0;
}
}
}
// Now do a little clean up
uiInfo.selectedThrowWeapon = NOWEAPON;
memset(uiInfo.selectedThrowWeaponItemName,0,sizeof(uiInfo.selectedThrowWeaponItemName));
uiInfo.selectedThrowWeaponAmmoIndex = 0;
if (uiInfo.weaponThrowButton)
{
uiInfo.weaponThrowButton->descText = "@MENUS_CLICKSELECT";
uiInfo.weaponThrowButton = NULL;
}
#ifndef JK2_MODE
//FIXME hack to prevent error in jk2 by disabling
DC->startLocalSound(DC->registerSound("sound/interface/weapon_deselect.mp3", qfalse), CHAN_LOCAL );
#endif
UI_WeaponsSelectionsComplete(); // Test to see if the mission begin button should turn on or off
}
static void UI_NormalThrowSelection ( void )
{
itemDef_s *item;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenthrowweapon_icon" );
item->window.background = uiInfo.unlitThrowableIcon;
}
static void UI_HighLightThrowSelection ( void )
{
itemDef_s *item;
menuDef_t *menu;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_s *) Menu_FindItemByName( menu, "chosenthrowweapon_icon" );
item->window.background = uiInfo.litThrowableIcon;
}
static void UI_GetSaberCvars ( void )
{
Cvar_Set ( "ui_saber_type", Cvar_VariableString ( "g_saber_type" ) );
Cvar_Set ( "ui_saber", Cvar_VariableString ( "g_saber" ) );
Cvar_Set ( "ui_saber2", Cvar_VariableString ( "g_saber2" ) );
Cvar_Set ( "ui_saber_color", Cvar_VariableString ( "g_saber_color" ) );
Cvar_Set ( "ui_saber2_color", Cvar_VariableString ( "g_saber2_color" ) );
Cvar_Set ( "ui_newfightingstyle", "0");
}
static void UI_ResetSaberCvars ( void )
{
Cvar_Set ( "g_saber_type", "single" );
Cvar_Set ( "g_saber", "single_1" );
Cvar_Set ( "g_saber2", "" );
Cvar_Set ( "ui_saber_type", "single" );
Cvar_Set ( "ui_saber", "single_1" );
Cvar_Set ( "ui_saber2", "" );
}
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
static void UI_UpdateCharacterSkin( void )
{
menuDef_t *menu;
itemDef_t *item;
char skin[MAX_QPATH];
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_s *) Menu_FindItemByName(menu, "character");
if (!item)
{
Com_Error( ERR_FATAL, "UI_UpdateCharacterSkin: Could not find item (character) in menu (%s)", menu->window.name);
}
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
Cvar_VariableString ( "ui_char_model"),
Cvar_VariableString ( "ui_char_skin_head"),
Cvar_VariableString ( "ui_char_skin_torso"),
Cvar_VariableString ( "ui_char_skin_legs")
);
ItemParse_model_g2skin_go( item, skin );
}
static void UI_UpdateCharacter( qboolean changedModel )
{
menuDef_t *menu;
itemDef_t *item;
char modelPath[MAX_QPATH];
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_s *) Menu_FindItemByName(menu, "character");
if (!item)
{
Com_Error( ERR_FATAL, "UI_UpdateCharacter: Could not find item (character) in menu (%s)", menu->window.name);
}
ItemParse_model_g2anim_go( item, ui_char_anim.string );
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", Cvar_VariableString ( "ui_char_model" ) );
ItemParse_asset_model_go( item, modelPath );
if ( changedModel )
{//set all skins to first skin since we don't know you always have all skins
//FIXME: could try to keep the same spot in each list as you swtich models
UI_FeederSelection(FEEDER_PLAYER_SKIN_HEAD, 0, item); //fixme, this is not really the right item!!
UI_FeederSelection(FEEDER_PLAYER_SKIN_TORSO, 0, item);
UI_FeederSelection(FEEDER_PLAYER_SKIN_LEGS, 0, item);
UI_FeederSelection(FEEDER_COLORCHOICES, 0, item);
}
UI_UpdateCharacterSkin();
}
void UI_UpdateSaberType( void )
{
char sType[MAX_QPATH];
DC->getCVarString( "ui_saber_type", sType, sizeof(sType) );
if ( Q_stricmp( "single", sType ) == 0 ||
Q_stricmp( "staff", sType ) == 0 )
{
DC->setCVar( "ui_saber2", "" );
}
}
static void UI_UpdateSaberHilt( qboolean secondSaber )
{
menuDef_t *menu;
itemDef_t *item;
char model[MAX_QPATH];
char modelPath[MAX_QPATH];
char skinPath[MAX_QPATH];
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
return;
}
const char *itemName;
const char *saberCvarName;
if ( secondSaber )
{
itemName = "saber2";
saberCvarName = "ui_saber2";
}
else
{
itemName = "saber";
saberCvarName = "ui_saber";
}
item = (itemDef_s *) Menu_FindItemByName(menu, itemName );
if(!item)
{
Com_Error( ERR_FATAL, "UI_UpdateSaberHilt: Could not find item (%s) in menu (%s)", itemName, menu->window.name);
}
DC->getCVarString( saberCvarName, model, sizeof(model) );
//read this from the sabers.cfg
if ( UI_SaberModelForSaber( model, modelPath ) )
{//successfully found a model
ItemParse_asset_model_go( item, modelPath );//set the model
//get the customSkin, if any
//COM_StripExtension( modelPath, skinPath, sizeof(skinPath) );
//COM_DefaultExtension( skinPath, sizeof( skinPath ), ".skin" );
if ( UI_SaberSkinForSaber( model, skinPath ) )
{
ItemParse_model_g2skin_go( item, skinPath );//apply the skin
}
else
{
ItemParse_model_g2skin_go( item, NULL );//apply the skin
}
}
}
/*
static void UI_UpdateSaberColor( qboolean secondSaber )
{
int sabernumber;
if (secondSaber)
sabernumber = 2;
else
sabernumber = 1;
ui.Cmd_ExecuteText( EXEC_APPEND, va("sabercolor %i %s\n",sabernumber, Cvar_VariableString("g_saber_color")));
}
*/
char GoToMenu[1024];
/*
=================
Menus_SaveGoToMenu
=================
*/
void Menus_SaveGoToMenu(const char *menuTo)
{
memcpy(GoToMenu, menuTo, sizeof(GoToMenu));
}
/*
=================
UI_CheckVid1Data
=================
*/
void UI_CheckVid1Data(const char *menuTo,const char *warningMenuName)
{
menuDef_t *menu;
itemDef_t *applyChanges;
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
Com_Printf(S_COLOR_YELLOW"WARNING: No videoMenu was found. Video data could not be checked\n");
return;
}
applyChanges = (itemDef_s *) Menu_FindItemByName(menu, "applyChanges");
if (!applyChanges)
{
// Menus_CloseAll();
Menus_OpenByName(menuTo);
return;
}
if ((applyChanges->window.flags & WINDOW_VISIBLE)) // Is the APPLY CHANGES button active?
{
// Menus_SaveGoToMenu(menuTo); // Save menu you're going to
// Menus_HideItems(menu->window.name); // HIDE videMenu in case you have to come back
Menus_OpenByName(warningMenuName); // Give warning
}
else
{
// Menus_CloseAll();
// Menus_OpenByName(menuTo);
}
}
/*
=================
UI_ResetDefaults
=================
*/
void UI_ResetDefaults( void )
{
ui.Cmd_ExecuteText( EXEC_APPEND, "cvar_restart\n");
Controls_SetDefaults();
ui.Cmd_ExecuteText( EXEC_APPEND, "exec default.cfg\n");
#ifdef JK2_MODE
ui.Cmd_ExecuteText( EXEC_APPEND, "exec weapons_vr_jo.cfg\n");
#else
ui.Cmd_ExecuteText( EXEC_APPEND, "exec weapons_vr_ja.cfg\n");
#endif
ui.Cmd_ExecuteText( EXEC_APPEND, "vid_restart\n" );
}
/*
=======================
UI_SortSaveGames
=======================
*/
static int UI_SortSaveGames( const void *A, const void *B )
{
const int &a = ((savedata_t*)A)->currentSaveFileDateTime;
const int &b = ((savedata_t*)B)->currentSaveFileDateTime;
if (a > b)
{
return -1;
}
else
{
return (a < b);
}
}
/*
=======================
UI_AdjustSaveGameListBox
=======================
*/
// Yeah I could get fired for this... in a world of good and bad, this is bad
// I wish we passed in the menu item to RunScript(), oh well...
void UI_AdjustSaveGameListBox( int currentLine )
{
menuDef_t *menu;
itemDef_t *item;
// could be in either the ingame or shell load menu (I know, I know it's bad)
menu = Menus_FindByName("loadgameMenu");
if( !menu )
{
menu = Menus_FindByName("ingameloadMenu");
}
if (menu)
{
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, "loadgamelist");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = currentLine;
}
item->cursorPos = currentLine;
}
}
}
/*
=================
ReadSaveDirectory
=================
*/
//JLFSAVEGAME MPNOTUSED
void ReadSaveDirectory (void)
{
int i;
char *holdChar;
int len;
int fileCnt;
// Clear out save data
memset(s_savedata,0,sizeof(s_savedata));
s_savegame.saveFileCnt = 0;
Cvar_Set("ui_gameDesc", "" ); // Blank out comment
Cvar_Set("ui_SelectionOK", "0" );
#ifdef JK2_MODE
memset( screenShotBuf,0,(SG_SCR_WIDTH * SG_SCR_HEIGHT * 4)); //blank out sshot
#endif
// Get everything in saves directory
fileCnt = ui.FS_GetFileList("saves", ".sav", s_savegame.listBuf, LISTBUFSIZE );
Cvar_Set("ui_ResumeOK", "0" );
holdChar = s_savegame.listBuf;
for ( i = 0; i < fileCnt; i++ )
{
// strip extension
len = strlen( holdChar );
holdChar[len-4] = '\0';
if ( Q_stricmp("current",holdChar)!=0 )
{
time_t result;
if (Q_stricmp("auto",holdChar)==0)
{
Cvar_Set("ui_ResumeOK", "1" );
}
else
{ // Is this a valid file??? & Get comment of file
result = ui.SG_GetSaveGameComment(holdChar, s_savedata[s_savegame.saveFileCnt].currentSaveFileComments, s_savedata[s_savegame.saveFileCnt].currentSaveFileMap);
if (result != 0) // ignore Bad save game
{
s_savedata[s_savegame.saveFileCnt].currentSaveFileName = holdChar;
s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTime = result;
struct tm *localTime;
localTime = localtime( &result );
char timeStr[20] = {0};
strftime( timeStr, sizeof( timeStr ), "%y/%m/%d %H:%M", localTime );
strcpy(s_savedata[s_savegame.saveFileCnt].currentSaveFileDateTimeString, timeStr );
s_savegame.saveFileCnt++;
if (s_savegame.saveFileCnt == MAX_SAVELOADFILES)
{
break;
}
}
}
}
holdChar += len + 1; //move to next item
}
qsort( s_savedata, s_savegame.saveFileCnt, sizeof(savedata_t), UI_SortSaveGames );
}