jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp
Simon b1e6677fc0 Hints to force direction
also rotated saber back so the glitch is not so visible
Added controls for force direction hint and Speed FOV adjust to the menu
2022-10-15 14:53:53 +01:00

3911 lines
95 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/>.
===========================================================================
*/
#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "../../code/client/vmachine.h"
#include "../../code/qcommon/sstring.h"
#include "../code/qcommon/ojk_saved_game_helper.h"
#include <JKVR/VrClientInfo.h>
//NOTENOTE: Be sure to change the mirrored code in g_shared.h
typedef std::map< sstring_t, unsigned char, std::less<sstring_t> > namePrecache_m;
extern namePrecache_m *as_preCacheMap;
extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci );
extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth );
extern void CG_RegisterNPCEffects( team_t team );
extern qboolean G_ParseAnimFileSet( const char *filename, const char *animCFG, int *animFileIndex );
extern void CG_DrawDataPadInventorySelect( void );
void CG_Init( int serverCommandSequence );
qboolean CG_ConsoleCommand( void );
void CG_Shutdown( void );
int CG_GetCameraPos( vec3_t camerapos );
void UseItem(int itemNum);
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
#define NUM_CHUNKS 6
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount);
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount);
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount);
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount);
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount);
/*
Ghoul2 Insert End
*/
void CG_LoadHudMenu(void);
int inv_icons[INV_MAX];
const char *inv_names[] =
{
"ELECTROBINOCULARS",
"BACTA CANISTER",
"SEEKER",
"LIGHT AMP GOGGLES",
"ASSAULT SENTRY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
};
int force_icons[NUM_FORCE_POWERS];
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
void CG_DrawDataPadHUD( centity_t *cent );
void MissionInformation_Draw( centity_t *cent );
void CG_DrawIconBackground(void);
void CG_DrawDataPadIconBackground(int backgroundType);
void CG_DrawDataPadWeaponSelect( void );
void CG_DrawDataPadForceSelect( void );
/*
================
vmMain
This is the only way control passes into the cgame module.
This must be the very first function compiled into the .q3vm file
================
*/
extern "C" Q_EXPORT intptr_t vmMain( intptr_t command, intptr_t arg0, intptr_t arg1, intptr_t arg2, intptr_t arg3, intptr_t arg4, intptr_t arg5, intptr_t arg6, intptr_t arg7 ) {
centity_t *cent;
switch ( command ) {
case CG_INIT: {
vr = (vr_client_info_t *) (arg1);
CG_Init(arg0);
}
return 0;
case CG_SHUTDOWN:
CG_Shutdown();
return 0;
case CG_CONSOLE_COMMAND:
return CG_ConsoleCommand();
case CG_DRAW_ACTIVE_FRAME:
CG_DrawActiveFrame( arg0, (stereoFrame_t) arg1 );
return 0;
case CG_CROSSHAIR_PLAYER:
return CG_CrosshairPlayer();
case CG_CAMERA_POS:
return CG_GetCameraPos( (float*)arg0);
/*
Ghoul2 Insert Start
*/
case CG_RESIZE_G2:
CG_ResizeG2((CGhoul2Info_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BOLT:
CG_ResizeG2Bolt((boltInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BONE:
CG_ResizeG2Bone((boneInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_SURFACE:
CG_ResizeG2Surface((surfaceInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_TEMPBONE:
CG_ResizeG2TempBone((mdxaBone_v *)arg0, arg1);
return 0;
/*
Ghoul2 Insert End
*/
case CG_DRAW_DATAPAD_HUD:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadHUD(cent);
}
return 0;
case CG_DRAW_DATAPAD_OBJECTIVES:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
MissionInformation_Draw(cent);
}
return 0;
case CG_DRAW_DATAPAD_WEAPONS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_WEAPONS);
CG_DrawDataPadWeaponSelect();
}
return 0;
case CG_DRAW_DATAPAD_INVENTORY:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_INVENTORY);
CG_DrawDataPadInventorySelect();
}
return 0;
case CG_DRAW_DATAPAD_FORCEPOWERS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_FORCE);
CG_DrawDataPadForceSelect();
}
return 0;
}
return -1;
}
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount)
{
bolt->resize(newCount);
}
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount)
{
surface->resize(newCount);
}
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount)
{
bone->resize(newCount);
}
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount)
{
ghoul2->resize(newCount);
}
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount)
{
tempBone->resize(newCount);
}
/*
Ghoul2 Insert End
*/
cg_t cg;
cgs_t cgs;
centity_t cg_entities[MAX_GENTITIES];
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
vr_client_info_t *vr;
typedef struct {
qboolean registered; // Has the player picked it up
qboolean active; // Is it the chosen inventory item
int count; // Count of items.
char description[128];
} inventoryInfo_t;
inventoryInfo_t cg_inventory[INV_MAX];
vmCvar_t cg_centertime;
vmCvar_t cg_runpitch;
vmCvar_t cg_runroll;
vmCvar_t cg_bobup;
vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_swingSpeed;
vmCvar_t cg_shadows;
vmCvar_t cg_paused;
vmCvar_t cg_drawTimer;
vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
vmCvar_t cg_crosshairIdentifyTarget;
vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_crosshairSize;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_drawHUD;
vmCvar_t cg_animSpeed;
vmCvar_t cg_debugAnim;
vmCvar_t cg_debugSaber;
vmCvar_t cg_debugPosition;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_noPlayerAnims;
vmCvar_t cg_footsteps;
vmCvar_t cg_addMarks;
vmCvar_t cg_drawGun;
vmCvar_t cg_gun_frame;
vmCvar_t cg_gun_x;
vmCvar_t cg_gun_y;
vmCvar_t cg_gun_z;
vmCvar_t cg_fovViewmodel;
vmCvar_t cg_fovViewmodelAdjust;
vmCvar_t cg_autoswitch;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_fovAspectAdjust;
vmCvar_t cg_missionstatusscreen;
vmCvar_t cg_endcredits;
vmCvar_t cg_updatedDataPadForcePower1;
vmCvar_t cg_updatedDataPadForcePower2;
vmCvar_t cg_updatedDataPadForcePower3;
vmCvar_t cg_updatedDataPadObjective;
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonMaxRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_thirdPersonPitchOffset;
vmCvar_t cg_thirdPersonVertOffset;
vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_saberAutoThird;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
vmCvar_t cg_thirdPersonHorzOffset;
vmCvar_t cg_zProj;
vmCvar_t cg_stereoSeparation;
vmCvar_t cg_worldScale;
vmCvar_t cg_heightAdjust;
vmCvar_t cg_developer;
vmCvar_t cg_timescale;
vmCvar_t cg_skippingcin;
vmCvar_t cg_pano;
vmCvar_t cg_panoNumShots;
vmCvar_t fx_freeze;
vmCvar_t fx_debug;
vmCvar_t cg_missionInfoCentered;
vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles;
vmCvar_t cg_showForcePowerDirection;
vmCvar_t cg_forceSpeedFOVAdjust;
vmCvar_t vr_weapon_adjustment_1;
vmCvar_t vr_weapon_adjustment_2;
vmCvar_t vr_weapon_adjustment_3;
vmCvar_t vr_weapon_adjustment_4;
vmCvar_t vr_weapon_adjustment_5;
vmCvar_t vr_weapon_adjustment_6;
vmCvar_t vr_weapon_adjustment_7;
vmCvar_t vr_weapon_adjustment_8;
vmCvar_t vr_weapon_adjustment_9;
vmCvar_t vr_weapon_adjustment_10;
vmCvar_t vr_weapon_adjustment_11;
vmCvar_t vr_weapon_adjustment_12;
vmCvar_t vr_weapon_adjustment_13;
vmCvar_t vr_weapon_adjustment_14;
vmCvar_t vr_weapon_adjustment_18;
vmCvar_t vr_weapon_adjustment_19;
vmCvar_t vr_weapon_adjustment_20;
vmCvar_t vr_weapon_adjustment_22;
/*
Ghoul2 Insert Start
*/
vmCvar_t cg_debugBB;
/*
Ghoul2 Insert End
*/
vmCvar_t cg_VariantSoundCap; // 0 = no capping, else cap to (n) max (typically just 1, but allows more)
vmCvar_t cg_turnAnims;
vmCvar_t cg_motionBoneComp;
vmCvar_t cg_reliableAnimSounds;
vmCvar_t cg_smoothPlayerPos;
vmCvar_t cg_smoothPlayerPlat;
vmCvar_t cg_smoothPlayerPlatAccel;
typedef struct {
vmCvar_t *vmCvar;
const char *cvarName;
const char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
{ &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE },
{ &cg_zProj, "cg_zProj", "64", CVAR_ARCHIVE },
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
{ &cg_drawHUD, "cg_drawHUD", "1", 0 },
{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
{ &cg_missionstatusscreen, "cg_missionstatusscreen", "0", CVAR_ROM},
{ &cg_endcredits, "cg_endcredits", "0", 0},
{ &cg_updatedDataPadForcePower1, "cg_updatedDataPadForcePower1", "0", 0},
{ &cg_updatedDataPadForcePower2, "cg_updatedDataPadForcePower2", "0", 0},
{ &cg_updatedDataPadForcePower3, "cg_updatedDataPadForcePower3", "0", 0},
{ &cg_updatedDataPadObjective, "cg_updatedDataPadObjective", "0", 0},
{ &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
{ &cg_gun_frame, "gun_frame", "0", CVAR_CHEAT },
{ &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
{ &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
{ &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
{ &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
{ &cg_fovViewmodel, "cg_fovViewModel", "0", CVAR_ARCHIVE },
{ &cg_fovViewmodelAdjust, "cg_fovViewmodelAdjust", "1", CVAR_ARCHIVE },
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.0", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
{ &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
{ &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
{ &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT },
{ &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
{ &cg_errorDecay, "cg_errordecay", "100", 0 },
{ &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
{ &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
{ &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_SAVEGAME },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_ARCHIVE },
{ &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", 0 },
{ &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", 0 },
{ &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", 0},
{ &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0},
{ &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", 0},
{ &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", 0},
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT },
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },
{ &cg_panoNumShots, "panoNumShots", "10", 0 },
{ &fx_freeze, "fx_freeze", "0", 0 },
{ &fx_debug, "fx_debug", "0", 0 },
// the following variables are created in other parts of the system,
// but we also reference them here
{ &cg_paused, "cl_paused", "0", CVAR_ROM },
{ &cg_developer, "developer", "", 0 },
{ &cg_timescale, "timescale", "1", 0 },
{ &cg_skippingcin, "skippingCinematic", "0", CVAR_ROM},
{ &cg_missionInfoCentered, "cg_missionInfoCentered", "1", CVAR_ARCHIVE },
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE},
{ &cg_showForcePowerDirection, "cg_showForcePowerDirection", "1", CVAR_ARCHIVE},
{ &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE},
//Default Weapon adjustments - these WILL be overridden
// scale,right,up,forward,pitch,yaw,roll
{ &vr_weapon_adjustment_1, "vr_weapon_adjustment_1", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_2, "vr_weapon_adjustment_2", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_3, "vr_weapon_adjustment_3", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_4, "vr_weapon_adjustment_4", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_5, "vr_weapon_adjustment_5", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_6, "vr_weapon_adjustment_6", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_7, "vr_weapon_adjustment_7", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_8, "vr_weapon_adjustment_8", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_9, "vr_weapon_adjustment_9", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_10, "vr_weapon_adjustment_10", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_11, "vr_weapon_adjustment_11", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_12, "vr_weapon_adjustment_12", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_13, "vr_weapon_adjustment_13", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_14, "vr_weapon_adjustment_14", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_18, "vr_weapon_adjustment_18", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_19, "vr_weapon_adjustment_19", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_20, "vr_weapon_adjustment_20", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
{ &vr_weapon_adjustment_22, "vr_weapon_adjustment_22", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
/*
Ghoul2 Insert Start
*/
{ &cg_debugBB, "debugBB", "0", 0},
/*
Ghoul2 Insert End
*/
{ &cg_VariantSoundCap, "cg_VariantSoundCap", "0", 0 },
{ &cg_turnAnims, "cg_turnAnims", "0", 0 },
{ &cg_motionBoneComp, "cg_motionBoneComp", "2", 0 },
{ &cg_reliableAnimSounds, "cg_reliableAnimSounds", "1", CVAR_ARCHIVE },
{ &cg_smoothPlayerPos, "cg_smoothPlayerPos", "0.5", 0},
{ &cg_smoothPlayerPlat, "cg_smoothPlayerPlat", "0.75", 0},
{ &cg_smoothPlayerPlatAccel, "cg_smoothPlayerPlatAccel", "3.25", 0},
};
static const size_t cvarTableSize = ARRAY_LEN( cvarTable );
/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
cgi_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags );
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
if ( cv->vmCvar ) {
cgi_Cvar_Update( cv->vmCvar );
}
}
}
int CG_CrosshairPlayer( void )
{
if ( cg.time > ( cg.crosshairClientTime + 1000 ) )
{
return -1;
}
return cg.crosshairClientNum;
}
int CG_GetCameraPos( vec3_t camerapos ) {
if ( in_camera) {
VectorCopy(client_camera.origin, camerapos);
return 1;
}
else if ( cg_entities[0].gent && cg_entities[0].gent->client && cg_entities[0].gent->client->ps.viewEntity > 0 && cg_entities[0].gent->client->ps.viewEntity < ENTITYNUM_WORLD )
//else if ( cg.snap && cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in an entity camera view
if ( g_entities[cg_entities[0].gent->client->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].currentOrigin, camerapos );
}
//VectorCopy( cg_entities[cg_entities[0].gent->client->ps.viewEntity].lerpOrigin, camerapos );
/*
if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{//use the g_ent because it may not have gotten over to the client yet...
VectorCopy( g_entities[cg.snap->ps.viewEntity].currentOrigin, camerapos );
}
*/
return 1;
}
else if ( cg.renderingThirdPerson )
{//in third person
//FIXME: what about hacks that render in third person regardless of this value?
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
else if (cg.snap && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//implied: !cg.renderingThirdPerson
{//first person saber hack
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
return 0;
}
void CG_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Printf( text );
}
NORETURN void CG_Error( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Error( text );
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
cgi_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
CG_RegisterItemSounds
The server says this item is used on this level
=================
*/
void CG_RegisterItemSounds( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if (item->pickup_sound)
{
cgi_S_RegisterSound( item->pickup_sound );
}
// parse the space seperated precache string for other media
s = item->sounds;
if (!s || !s[0])
return;
while (*s) {
start = s;
while (*s && *s != ' ') {
s++;
}
len = s-start;
if (len >= MAX_QPATH || len < 5) {
CG_Error( "PrecacheItem: %s has bad precache string",
item->classname);
return;
}
memcpy (data, start, len);
data[len] = 0;
if ( *s ) {
s++;
}
if ( !strcmp(data+len-3, "wav" )) {
cgi_S_RegisterSound( data );
}
}
}
/*
======================
CG_LoadingString
======================
*/
void CG_LoadingString( const char *s ) {
Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );
cgi_UpdateScreen();
}
static void CG_AS_Register(void)
{
CG_LoadingString( "ambient sound sets" );
//Load the ambient sets
cgi_AS_AddPrecacheEntry( "#clear" ); // ;-)
//FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this...
namePrecache_m::iterator pi;
STL_ITERATE( pi, (*as_preCacheMap) )
{
cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() );
}
cgi_AS_ParseSets();
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
int i;
char name[MAX_QPATH];
const char *soundName;
CG_AS_Register();
CG_LoadingString( "general sounds" );
//FIXME: add to cg.media?
cgi_S_RegisterSound( "sound/player/fallsplat.wav" );
cgs.media.selectSound = cgi_S_RegisterSound( "sound/weapons/change.wav" );
cgs.media.selectSound2 = cgi_S_RegisterSound( "sound/interface/button1.wav" );
// cgs.media.useNothingSound = cgi_S_RegisterSound( "sound/items/use_nothing.wav" );
cgs.media.noAmmoSound = cgi_S_RegisterSound( "sound/weapons/noammo.wav" );
// cgs.media.talkSound = cgi_S_RegisterSound( "sound/interface/communicator.wav" );
cgs.media.landSound = cgi_S_RegisterSound( "sound/player/land1.wav");
cgs.media.rollSound = cgi_S_RegisterSound( "sound/player/roll1.wav");
cgs.media.overchargeFastSound = cgi_S_RegisterSound("sound/weapons/overchargeFast.wav" );
cgs.media.overchargeSlowSound = cgi_S_RegisterSound("sound/weapons/overchargeSlow.wav" );
cgs.media.overchargeLoopSound = cgi_S_RegisterSound("sound/weapons/overchargeLoop.wav");
cgs.media.overchargeEndSound = cgi_S_RegisterSound("sound/weapons/overchargeEnd.wav");
cgs.media.batteryChargeSound = cgi_S_RegisterSound( "sound/interface/pickup_battery.wav" );
// cgs.media.tedTextSound = cgi_S_RegisterSound( "sound/interface/tedtext.wav" );
cgs.media.messageLitSound = cgi_S_RegisterSound( "sound/interface/update" );
cg.messageLitActive = qfalse;
// cgs.media.interfaceSnd1 = cgi_S_RegisterSound( "sound/interface/button4.wav" );
// cgs.media.interfaceSnd2 = cgi_S_RegisterSound( "sound/interface/button2.wav" );
// cgs.media.interfaceSnd3 = cgi_S_RegisterSound( "sound/interface/button1.wav" );
cgs.media.watrInSound = cgi_S_RegisterSound ("sound/player/watr_in.wav");
cgs.media.watrOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.watrUnSound = cgi_S_RegisterSound ("sound/player/watr_un.wav");
// Zoom
cgs.media.zoomStart = cgi_S_RegisterSound( "sound/interface/zoomstart.wav" );
cgs.media.zoomLoop = cgi_S_RegisterSound( "sound/interface/zoomloop.wav" );
cgs.media.zoomEnd = cgi_S_RegisterSound( "sound/interface/zoomend.wav" );
cgi_S_RegisterSound( "sound/chars/turret/startup.wav" );
cgi_S_RegisterSound( "sound/chars/turret/shutdown.wav" );
cgi_S_RegisterSound( "sound/chars/turret/ping.wav" );
cgi_S_RegisterSound( "sound/chars/turret/move.wav" );
cgi_S_RegisterSound( "sound/player/use_sentry" );
cgi_R_RegisterModel( "models/items/psgun.glm" );
theFxScheduler.RegisterEffect( "turret/explode" );
theFxScheduler.RegisterEffect( "spark_exp_nosnd" );
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_NORMAL][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METAL][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WADE][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SWIM][i] = cgi_S_RegisterSound (name);
// should these always be registered??
Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
cgi_S_RegisterSound (name);
}
theFxScheduler.RegisterEffect( "water_impact" );
cg.loadLCARSStage = 1;
CG_LoadingString( "item sounds" );
// only register the items that the server says we need
char items[MAX_ITEMS+1];
//Raz: Fixed buffer overflow
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' ) //even with sound pooling, don't clutter it for low end machines
{
CG_RegisterItemSounds( i );
}
}
cg.loadLCARSStage = 2;
CG_LoadingString( "preregistered sounds" );
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
break;
}
if ( soundName[0] == '*' ) {
continue; // custom sound
}
if (i&31) {
CG_LoadingString( soundName );
}
cgs.sound_precache[i] = cgi_S_RegisterSound( soundName );
}
}
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
qhandle_t CG_RegisterHeadSkin( const char *headModelName, const char *headSkinName, qboolean *extensions )
{
char hfilename[MAX_QPATH];
qhandle_t headSkin;
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
headSkin = cgi_R_RegisterSkin( hfilename );
if ( headSkin < 0 )
{ //have extensions
*extensions = qtrue;
headSkin = -headSkin;
}
else
{
*extensions = qfalse; //just to be sure.
}
if ( !headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
}
return headSkin;
}
/*
==========================
CG_RegisterClientSkin
==========================
*/
qboolean CG_RegisterClientSkin( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName)
{
char hfilename[MAX_QPATH];
char tfilename[MAX_QPATH];
char lfilename[MAX_QPATH];
Com_sprintf( lfilename, sizeof( lfilename ), "models/players/%s/lower_%s.skin", legsModelName, legsSkinName );
ci->legsSkin = cgi_R_RegisterSkin( lfilename );
if ( !ci->legsSkin )
{
// Com_Printf( "Failed to load skin file: %s : %s\n", legsModelName, legsSkinName );
//return qfalse;
}
if(torsoModelName && torsoSkinName && torsoModelName[0] && torsoSkinName[0])
{
Com_sprintf( tfilename, sizeof( tfilename ), "models/players/%s/upper_%s.skin", torsoModelName, torsoSkinName );
ci->torsoSkin = cgi_R_RegisterSkin( tfilename );
if ( !ci->torsoSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", torsoModelName, torsoSkinName );
return qfalse;
}
}
if(headModelName && headSkinName && headModelName[0] && headSkinName[0])
{
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
ci->headSkin = cgi_R_RegisterSkin( hfilename );
if (ci->headSkin <0) { //have extensions
ci->extensions = qtrue;
ci->headSkin = -ci->headSkin;
} else {
ci->extensions = qfalse; //just to be sure.
}
if ( !ci->headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
return qfalse;
}
}
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
qboolean CG_RegisterClientModelname( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName )
{
/*
Ghoul2 Insert Start
*/
#if 1
char filename[MAX_QPATH];
if ( !legsModelName || !legsModelName[0] )
{
return qtrue;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.mdr", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
if(torsoModelName && torsoModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.mdr", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
}
else
{
ci->torsoModel = 0;
}
if(headModelName && headModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
ci->headModel = cgi_R_RegisterModel( filename );
if ( !ci->headModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
else
{
ci->headModel = 0;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ) )
{
//Com_Printf( "Failed to load skin file: %s : %s/%s : %s/%s : %s\n", headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName );
return qfalse;
}
//FIXME: for now, uses the legs model dir for anim cfg, but should we set this in some sort of NPCs.cfg?
// load the animation file set
if ( !G_ParseAnimFileSet( legsModelName, legsModelName, &ci->animFileIndex ) )
{
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s\n", legsModelName );
return qfalse;
}
#endif
/*
Ghoul2 Insert End
*/
return qtrue;
}
void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri)
{
char *slash;
char headModelName[MAX_QPATH];
char torsoModelName[MAX_QPATH];
char legsModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char torsoSkinName[MAX_QPATH];
char legsSkinName[MAX_QPATH];
if(!ri->legsModelName[0])
{//Must have at LEAST a legs model
return;
}
Q_strncpyz( legsModelName, ri->legsModelName, sizeof( legsModelName ) );
//Legs skin
slash = strchr( legsModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( legsSkinName, "default", sizeof( legsSkinName ) );
}
else
{
Q_strncpyz( legsSkinName, slash + 1, sizeof( legsSkinName ) );
// truncate modelName
*slash = 0;
}
if(ri->torsoModelName[0])
{
Q_strncpyz( torsoModelName, ri->torsoModelName, sizeof( torsoModelName ) );
//Torso skin
slash = strchr( torsoModelName, '/' );
if ( !slash )
{
// modelName didn't include a skin name
Q_strncpyz( torsoSkinName, "default", sizeof( torsoSkinName ) );
}
else
{
Q_strncpyz( torsoSkinName, slash + 1, sizeof( torsoSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
torsoModelName[0] = 0;
}
//Head
if(ri->headModelName[0])
{
Q_strncpyz( headModelName, ri->headModelName, sizeof( headModelName ) );
//Head skin
slash = strchr( headModelName, '/' );
if ( !slash )
{
// modelName didn not include a skin name
Q_strncpyz( headSkinName, "default", sizeof( headSkinName ) );
}
else
{
Q_strncpyz( headSkinName, slash + 1, sizeof( headSkinName ) );
// truncate modelName
*slash = 0;
}
}
else
{
headModelName[0] = 0;
}
if ( !CG_RegisterClientModelname( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName) )
{
if ( !CG_RegisterClientModelname( ci, DEFAULT_HEADMODEL, "default", DEFAULT_TORSOMODEL, "default", DEFAULT_LEGSMODEL, "default" ) )
{
CG_Error( "DEFAULT_MODELS failed to register");
}
}
}
//-------------------------------------
// CG_RegisterEffects
//
// Handles precaching all effect files
// and any shader, model, or sound
// files an effect may use.
//-------------------------------------
extern void CG_InitGlass( void );
extern void cgi_R_WorldEffectCommand( const char *command );
static void CG_RegisterEffects( void )
{
char *effectName;
int i;
// Register external effects
for ( i = 1 ; i < MAX_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_EFFECTS + i );
if ( !effectName[0] )
{
break;
}
theFxScheduler.RegisterEffect( (const char*)effectName );
}
// Start world effects
for ( i = 1 ; i < MAX_WORLD_FX ; i++ )
{
effectName = ( char *)CG_ConfigString( CS_WORLD_FX + i );
if ( !effectName[0] )
{
break;
}
cgi_R_WorldEffectCommand( effectName );
}
// Set up the glass effects mini-system.
CG_InitGlass();
}
/*
void CG_RegisterClientModels (int entityNum)
Only call if clientInfo->infoValid is not true
For players and NPCs to register their models
*/
void CG_RegisterClientModels (int entityNum)
{
gentity_t *ent;
if(entityNum < 0 || entityNum > ENTITYNUM_WORLD)
{
return;
}
ent = &g_entities[entityNum];
if(!ent->client)
{
return;
}
ent->client->clientInfo.infoValid = qtrue;
if ( ent->playerModel != -1 && ent->ghoul2.size() )
{
return;
}
CG_RegisterClientRenderInfo(&ent->client->clientInfo, &ent->client->renderInfo);
ent->client->clientInfo.infoValid = qtrue;
if(entityNum < MAX_CLIENTS)
{
memcpy(&cgs.clientinfo[entityNum], &ent->client->clientInfo, sizeof(clientInfo_t));
}
}
//===================================================================================
forceTicPos_t forceTicPos[] =
{
{ 11, 41, 20, 10, "gfx/hud/force_tick1", NULL_HANDLE }, // Left Top
{ 12, 45, 20, 10, "gfx/hud/force_tick2", NULL_HANDLE },
{ 14, 49, 20, 10, "gfx/hud/force_tick3", NULL_HANDLE },
{ 17, 52, 20, 10, "gfx/hud/force_tick4", NULL_HANDLE },
{ 22, 55, 10, 10, "gfx/hud/force_tick5", NULL_HANDLE },
{ 28, 57, 10, 20, "gfx/hud/force_tick6", NULL_HANDLE },
{ 34, 59, 10, 10, "gfx/hud/force_tick7", NULL_HANDLE }, // Left bottom
{ 46, 59, -10, 10, "gfx/hud/force_tick7", NULL_HANDLE }, // Right bottom
{ 52, 57, -10, 20, "gfx/hud/force_tick6", NULL_HANDLE },
{ 58, 55, -10, 10, "gfx/hud/force_tick5", NULL_HANDLE },
{ 63, 52, -20, 10, "gfx/hud/force_tick4", NULL_HANDLE },
{ 66, 49, -20, 10, "gfx/hud/force_tick3", NULL_HANDLE },
{ 68, 45, -20, 10, "gfx/hud/force_tick2", NULL_HANDLE },
{ 69, 41, -20, 10, "gfx/hud/force_tick1", NULL_HANDLE }, // Right top
};
forceTicPos_t ammoTicPos[] =
{
{ 12, 34, 10, 10, "gfx/hud/ammo_tick7-l", NULL_HANDLE }, // Bottom
{ 13, 28, 10, 10, "gfx/hud/ammo_tick6-l", NULL_HANDLE },
{ 15, 23, 10, 10, "gfx/hud/ammo_tick5-l", NULL_HANDLE },
{ 19, 19, 10, 10, "gfx/hud/ammo_tick4-l", NULL_HANDLE },
{ 23, 15, 10, 10, "gfx/hud/ammo_tick3-l", NULL_HANDLE },
{ 29, 12, 10, 10, "gfx/hud/ammo_tick2-l", NULL_HANDLE },
{ 34, 11, 10, 10, "gfx/hud/ammo_tick1-l", NULL_HANDLE },
{ 47, 11, -10, 10, "gfx/hud/ammo_tick1-r", NULL_HANDLE },
{ 52, 12, -10, 10, "gfx/hud/ammo_tick2-r", NULL_HANDLE },
{ 58, 15, -10, 10, "gfx/hud/ammo_tick3-r", NULL_HANDLE },
{ 62, 19, -10, 10, "gfx/hud/ammo_tick4-r", NULL_HANDLE },
{ 66, 23, -10, 10, "gfx/hud/ammo_tick5-r", NULL_HANDLE },
{ 68, 28, -10, 10, "gfx/hud/ammo_tick6-r", NULL_HANDLE },
{ 69, 34, -10, 10, "gfx/hud/ammo_tick7-r", NULL_HANDLE },
};
extern void NPC_Precache ( gentity_t *spawner );
qboolean NPCsPrecached = qfalse;
/*
=================
CG_PrepRefresh
Call before entering a new level, or after changing renderers
This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
int i;
char items[MAX_ITEMS+1];
static char *sb_nums[11] = {
"gfx/2d/numbers/zero",
"gfx/2d/numbers/one",
"gfx/2d/numbers/two",
"gfx/2d/numbers/three",
"gfx/2d/numbers/four",
"gfx/2d/numbers/five",
"gfx/2d/numbers/six",
"gfx/2d/numbers/seven",
"gfx/2d/numbers/eight",
"gfx/2d/numbers/nine",
"gfx/2d/numbers/minus",
};
static char *sb_t_nums[11] = {
"gfx/2d/numbers/t_zero",
"gfx/2d/numbers/t_one",
"gfx/2d/numbers/t_two",
"gfx/2d/numbers/t_three",
"gfx/2d/numbers/t_four",
"gfx/2d/numbers/t_five",
"gfx/2d/numbers/t_six",
"gfx/2d/numbers/t_seven",
"gfx/2d/numbers/t_eight",
"gfx/2d/numbers/t_nine",
"gfx/2d/numbers/t_minus",
};
static char *sb_c_nums[11] = {
"gfx/2d/numbers/c_zero",
"gfx/2d/numbers/c_one",
"gfx/2d/numbers/c_two",
"gfx/2d/numbers/c_three",
"gfx/2d/numbers/c_four",
"gfx/2d/numbers/c_five",
"gfx/2d/numbers/c_six",
"gfx/2d/numbers/c_seven",
"gfx/2d/numbers/c_eight",
"gfx/2d/numbers/c_nine",
"gfx/2d/numbers/t_minus", //?????
};
// Clean, then register...rinse...repeat...
CG_LoadingString( "effects" );
FX_Init();
CG_RegisterEffects();
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
cgi_R_ClearScene();
cg.loadLCARSStage = 3;
CG_LoadingString( cgs.mapname );
cgi_R_LoadWorldMap( cgs.mapname );
cg.loadLCARSStage = 4;
CG_LoadingString( "game media shaders" );
for ( i=0; i < 11; i++ )
{
cgs.media.numberShaders[i] = cgi_R_RegisterShaderNoMip( sb_nums[i] );
cgs.media.smallnumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_t_nums[i] );
cgs.media.chunkyNumberShaders[i] = cgi_R_RegisterShaderNoMip( sb_c_nums[i] );
}
// FIXME: conditionally do this?? Something must be wrong with inventory item caching..?
cgi_R_RegisterModel( "models/items/remote.md3" );
cgs.media.explosionModel = cgi_R_RegisterModel ( "models/weaphits/explosion.md3" );
cgs.media.surfaceExplosionShader = cgi_R_RegisterShader( "surfaceExplosion" );
cgs.media.solidWhiteShader = cgi_R_RegisterShader( "gfx/effects/solidWhite" );
//on players
cgs.media.personalShieldShader = cgi_R_RegisterShader( "gfx/misc/personalshield" );
cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" );
cgi_R_RegisterShader( "gfx/misc/ion_shield" );
//VR Hand models
cgs.media.handModel_relaxed = cgi_R_RegisterModel( "models/players/kyle/lhand_r.md3" );
cgs.media.handModel_force = cgi_R_RegisterModel( "models/players/kyle/lhand_f.md3" );
cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" );
// FIXME: do these conditionally
cgi_R_RegisterShader( "gfx/2d/workingCamera" );
cgi_R_RegisterShader( "gfx/2d/brokenCamera" );
cgi_R_RegisterShader( "gfx/effects/irid_shield" ); // for galak, but he doesn't have his own weapon so I can't register the shader there.
//interface
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = cgi_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) );
}
cgs.media.backTileShader = cgi_R_RegisterShader( "gfx/2d/backtile" );
cgs.media.noammoShader = cgi_R_RegisterShaderNoMip( "gfx/hud/noammo");
cgs.media.weaponIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background");
cgs.media.weaponProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_w");
cgs.media.weaponProngsOff = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_off");
cgs.media.forceProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_f");
cgs.media.forceIconBackground = cgi_R_RegisterShaderNoMip( "gfx/hud/background_f");
cgs.media.inventoryIconBackground= cgi_R_RegisterShaderNoMip( "gfx/hud/background_i");
cgs.media.inventoryProngsOn = cgi_R_RegisterShaderNoMip( "gfx/hud/prong_on_i");
cgs.media.dataPadFrame = cgi_R_RegisterShaderNoMip( "gfx/hud/datapad2");
cg.loadLCARSStage = 5;
CG_LoadingString( "game media models" );
// Chunk models
//FIXME: jfm:? bother to conditionally load these if an ent has this material type?
for ( i = 0; i < NUM_CHUNK_MODELS; i++ )
{
cgs.media.chunkModels[CHUNK_METAL2][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _
cgs.media.chunkModels[CHUNK_METAL1][i] = cgi_R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/
cgs.media.chunkModels[CHUNK_ROCK1][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK2][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_ROCK3][i] = cgi_R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE1][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_CRATE2][i] = cgi_R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) );
cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = cgi_R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) );
}
cgs.media.chunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glasslcar");
cgs.media.grateSound = cgi_S_RegisterSound( "sound/effects/grate_destroy" );
cgs.media.rockBreakSound = cgi_S_RegisterSound("sound/effects/wall_smash");
cgs.media.rockBounceSound[0] = cgi_S_RegisterSound("sound/effects/stone_bounce");
cgs.media.rockBounceSound[1] = cgi_S_RegisterSound("sound/effects/stone_bounce2");
cgs.media.metalBounceSound[0] = cgi_S_RegisterSound("sound/effects/metal_bounce");
cgs.media.metalBounceSound[1] = cgi_S_RegisterSound("sound/effects/metal_bounce2");
cgs.media.glassChunkSound = cgi_S_RegisterSound("sound/weapons/explosions/glassbreak1");
cgs.media.crateBreakSound[0] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust1" );
cgs.media.crateBreakSound[1] = cgi_S_RegisterSound("sound/weapons/explosions/crateBust2" );
cgs.media.weaponbox = cgi_R_RegisterShaderNoMip( "gfx/interface/weapon_box");
//Models & Shaders
cgs.media.damageBlendBlobShader = cgi_R_RegisterShader( "gfx/misc/borgeyeflare" );
cg.loadLCARSStage = 6;
// cgs.media.HUDLeftFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/hudleftframe" );
cgs.media.HUDLeftFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/static_test" );
cgs.media.HUDInnerLeft = cgi_R_RegisterShaderNoMip( "gfx/hud/hudleft_innerframe" );
cgs.media.HUDArmor1= cgi_R_RegisterShaderNoMip( "gfx/hud/armor1" );
cgs.media.HUDArmor2= cgi_R_RegisterShaderNoMip( "gfx/hud/armor2" );
cgs.media.HUDHealth= cgi_R_RegisterShaderNoMip( "gfx/hud/health" );
cgs.media.HUDHealthTic= cgi_R_RegisterShaderNoMip( "gfx/hud/health_tic" );
// cgs.media.HUDArmorTic= cgi_R_RegisterShaderNoMip( "gfx/hud/armor_tic" );
cgs.media.HUDRightFrame= cgi_R_RegisterShaderNoMip( "gfx/hud/hudrightframe" );
cgs.media.HUDInnerRight = cgi_R_RegisterShaderNoMip( "gfx/hud/hudright_innerframe" );
cgs.media.messageLitOn = cgi_R_RegisterShaderNoMip( "gfx/hud/message_on" );
cgs.media.messageLitOff = cgi_R_RegisterShaderNoMip( "gfx/hud/message_off" );
cgs.media.messageObjCircle = cgi_R_RegisterShaderNoMip( "gfx/hud/objective_circle" );
cgs.media.DPForcePowerOverlay = cgi_R_RegisterShader( "gfx/hud/force_swirl" );
// battery charge shader when using a gonk
cgs.media.batteryChargeShader = cgi_R_RegisterShader( "gfx/2d/battery" );
cgi_R_RegisterShader( "gfx/2d/droid_view" );
// Load force tics
for (i=0;i<MAX_TICS;i++)
{
forceTicPos[i].tic = cgi_R_RegisterShaderNoMip( forceTicPos[i].file );
ammoTicPos[i].tic = cgi_R_RegisterShaderNoMip( ammoTicPos[i].file );
}
memset( cg_items, 0, sizeof( cg_items ) );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
// only register the items that the server says we need
Q_strncpyz( items, CG_ConfigString( CS_ITEMS ), sizeof(items) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' )
{
if (bg_itemlist[i].classname)
{
CG_LoadingString( bg_itemlist[i].classname );
CG_RegisterItemVisuals( i );
}
}
if (bg_itemlist[i].giType == IT_HOLDABLE)
{
if (bg_itemlist[i].giTag < INV_MAX)
{
inv_icons[bg_itemlist[i].giTag] = cgi_R_RegisterShaderNoMip( bg_itemlist[i].icon );
}
}
}
cgi_R_RegisterShader( "gfx/misc/test_crackle" );
// wall marks
cgs.media.phaserMarkShader = cgi_R_RegisterShader( "gfx/damage/burnmark3" );
cgs.media.scavMarkShader = cgi_R_RegisterShader( "gfx/damage/burnmark4" );
// cgs.media.bulletmarksShader = cgi_R_RegisterShader( "textures/decals/bulletmark4" );
cgs.media.rivetMarkShader = cgi_R_RegisterShader( "gfx/damage/rivetmark" );
// doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look
cgs.media.electricBodyShader = cgi_R_RegisterShader( "gfx/misc/electric" );
cgs.media.electricBody2Shader = cgi_R_RegisterShader( "gfx/misc/fullbodyelectric2" );
cgs.media.shadowMarkShader = cgi_R_RegisterShader( "markShadow" );
cgs.media.wakeMarkShader = cgi_R_RegisterShader( "wake" );
cgi_S_RegisterSound( "sound/effects/energy_crackle.wav" );
CG_LoadingString("map brushes");
// register the inline models
cgs.numInlineModels = cgi_CM_NumInlineModels();
assert( cgs.numInlineModels < (int)ARRAY_LEN( cgs.inlineDrawModel ) );
for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
char name[10];
vec3_t mins, maxs;
int j;
Com_sprintf( name, sizeof(name), "*%i", i );
cgs.inlineDrawModel[i] = cgi_R_RegisterModel( name );
cgi_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
for ( j = 0 ; j < 3 ; j++ ) {
cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
}
cg.loadLCARSStage = 7;
CG_LoadingString("map models");
// register all the server specified models
for (i=1 ; i<MAX_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.model_draw[i] = cgi_R_RegisterModel( modelName );
// OutputDebugString(va("### CG_RegisterGraphics(): cgs.model_draw[%d] = \"%s\"\n",i,modelName));
}
cg.loadLCARSStage = 8;
/*
Ghoul2 Insert Start
*/
CG_LoadingString("skins");
// register all the server specified models
for (i=1 ; i<MAX_CHARSKINS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_CHARSKINS+i );
if ( !modelName[0] ) {
break;
}
cgs.skins[i] = cgi_R_RegisterSkin( modelName );
}
/*
Ghoul2 Insert End
*/
for (i=0 ; i<MAX_CLIENTS ; i++)
{
const char *clientInfo;
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0] )
{
continue;
}
//feedback( va("client %i", i ) );
CG_NewClientinfo( i );
}
for (i=0 ; i < ENTITYNUM_WORLD ; i++)
{
if(&g_entities[i])
{
if(g_entities[i].client)
{
//if(!g_entities[i].client->clientInfo.infoValid)
//We presume this
{
CG_LoadingString( va("client %s", g_entities[i].client->clientInfo.name ) );
CG_RegisterClientModels(i);
if ( i != 0 )
{//Client weapons already precached
CG_RegisterWeapon( g_entities[i].client->ps.weapon );
CG_RegisterNPCCustomSounds( &g_entities[i].client->clientInfo );
CG_RegisterNPCEffects( g_entities[i].client->playerTeam );
}
}
}
else if ( g_entities[i].svFlags & SVF_NPC_PRECACHE && g_entities[i].NPC_type && g_entities[i].NPC_type[0] )
{//Precache the NPC_type
//FIXME: make sure we didn't precache this NPC_type already
CG_LoadingString( va("NPC %s", g_entities[i].NPC_type ) );
NPC_Precache( &g_entities[i] );
}
}
}
cg.loadLCARSStage = 9;
NPCsPrecached = qtrue;
extern cvar_t *com_buildScript;
if (com_buildScript->integer) {
cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
cgi_R_RegisterShader( "gfx/misc/nav_line" );
cgi_R_RegisterShader( "gfx/misc/nav_arrow" );
cgi_R_RegisterShader( "gfx/misc/nav_node" );
}
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
CG_Error( "CG_ConfigString: bad index: %i", index );
}
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}
//==================================================================
void CG_LinkCentsToGents(void)
{
int i;
for(i = 0; i < MAX_GENTITIES; i++)
{
cg_entities[i].gent = &g_entities[i];
}
}
/*
======================
CG_StartMusic
======================
*/
void CG_StartMusic( qboolean bForceStart ) {
const char *s;
char parm1[MAX_QPATH], parm2[MAX_QPATH];
// start the background music
s = (char *)CG_ConfigString( CS_MUSIC );
COM_BeginParseSession();
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
COM_EndParseSession();
cgi_S_StartBackgroundTrack( parm1, parm2, (qboolean)!bForceStart );
}
/*
======================
CG_GameStateReceived
Displays the info screen while loading media
======================
*/
int iCGResetCount=0;
qboolean qbVidRestartOccured = qfalse;
//===================
qboolean gbUseTheseValuesFromLoadSave = qfalse; // MUST default to this
int gi_cg_forcepowerSelect;
int gi_cg_inventorySelect;
//===================
static void CG_GameStateReceived( void ) {
// clear everything
extern void CG_ClearAnimSndCache( void );
CG_ClearAnimSndCache(); // else sound handles wrong after vid_restart
qbVidRestartOccured = qtrue;
iCGResetCount++;
if (iCGResetCount == 1) // this will only equal 1 first time, after each vid_restart it just gets higher.
{ // This non-clear is so the user can vid_restart during scrolling text without losing it.
qbVidRestartOccured = qfalse;
}
if (!qbVidRestartOccured)
{
/*
Ghoul2 Insert Start
*/
// this is a No-No now we have stl vector classes in here.
// memset( &cg, 0, sizeof( cg ) );
CG_Init_CG();
/*
Ghoul2 Insert End
*/
}
/*
Ghoul2 Insert Start
*/
// memset( cg_entities, 0, sizeof(cg_entities) );
CG_Init_CGents();
/*
Ghoul2 Insert End
*/
memset( cg_weapons, 0, sizeof(cg_weapons) );
memset( cg_items, 0, sizeof(cg_items) );
CG_LinkCentsToGents();
cg.weaponSelect = WP_BRYAR_PISTOL;
cg.forcepowerSelect = FP_HEAL;
if (gbUseTheseValuesFromLoadSave)
{
gbUseTheseValuesFromLoadSave = qfalse; // ack
cg.forcepowerSelect = gi_cg_forcepowerSelect;
cg.inventorySelect = gi_cg_inventorySelect;
}
// get the rendering configuration from the client system
cgi_GetGlconfig( &cgs.glconfig );
/* cgs.charScale = cgs.glconfig.vidHeight * (1.0/480.0);
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
// wide screen
cgs.bias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) );
}
else {
// no wide screen
cgs.bias = 0;
}
*/
// get the gamestate from the client system
cgi_GetGameState( &cgs.gameState );
CG_ParseServerinfo();
// load the new map
cgs.media.levelLoad = cgi_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" );
CG_LoadingString( "collision map" );
cgi_CM_LoadMap( cgs.mapname, qfalse );
CG_RegisterSounds();
CG_RegisterGraphics();
//jfm: moved down to preinit
// CG_InitLocalEntities();
// CG_InitMarkPolys();
CG_StartMusic( qfalse );
// remove the last loading update
cg.infoScreenText[0] = 0;
CGCam_Init();
CG_ClearLightStyles();
}
void CG_WriteTheEvilCGHackStuff(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.write_chunk<int32_t>(
INT_ID('F', 'P', 'S', 'L'),
::cg.forcepowerSelect);
saved_game.write_chunk<int32_t>(
INT_ID('I', 'V', 'S', 'L'),
::cg.inventorySelect);
}
void CG_ReadTheEvilCGHackStuff(void)
{
ojk::SavedGameHelper saved_game(
::gi.saved_game);
saved_game.read_chunk<int32_t>(
INT_ID('F', 'P', 'S', 'L'),
::gi_cg_forcepowerSelect);
saved_game.read_chunk<int32_t>(
INT_ID('I', 'V', 'S', 'L'),
::gi_cg_inventorySelect);
gbUseTheseValuesFromLoadSave = qtrue;
}
/*
Ghoul2 Insert Start
*/
// initialise the cg_entities structure - take into account the ghoul2 stl stuff in the active snap shots
void CG_Init_CG(void)
{
memset( &cg, 0, sizeof(cg));
}
// initialise the cg_entities structure - take into account the ghoul2 stl stuff
void CG_Init_CGents(void)
{
memset( cg_entities, 0, sizeof(cg_entities) );
}
/*
Ghoul2 Insert End
*/
/*
=================
CG_PreInit
Called when DLL loads (after subsystem restart, but before gamestate is received)
=================
*/
void CG_PreInit() {
/*
Ghoul2 Insert Start
*/
// this is a No-No now we have stl vector classes in here.
// memset( &cg, 0, sizeof( cg ) );
CG_Init_CG();
/*
Ghoul2 Insert End
*/
memset( &cgs, 0, sizeof( cgs ) );
iCGResetCount = 0;
CG_RegisterCvars();
//moved from CG_GameStateReceived because it's loaded sooner now
CG_InitLocalEntities();
CG_InitMarkPolys();
}
/*
=================
CG_Init
Called after every level change or subsystem restart
=================
*/
void CG_Init( int serverCommandSequence ) {
cgs.serverCommandSequence = serverCommandSequence;
cgi_Cvar_Set( "cg_drawHUD", "1" );
// fonts...
//
cgs.media.charsetShader = cgi_R_RegisterShaderNoMip("gfx/2d/charsgrid_med");
cgs.media.qhFontSmall = cgi_R_RegisterFont("ocr_a");
cgs.media.qhFontMedium= cgi_R_RegisterFont("ergoec");
cgs.media.whiteShader = cgi_R_RegisterShader( "white" );
cgs.media.loadTick = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick" );
cgs.media.loadTickCap = cgi_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" );
static char *force_icon_files[NUM_FORCE_POWERS] =
{
"gfx/hud/f_icon_heal",
"gfx/hud/f_icon_levitation",
"gfx/hud/f_icon_speed",
"gfx/hud/f_icon_push",
"gfx/hud/f_icon_pull",
"gfx/hud/f_icon_telepathy",
"gfx/hud/f_icon_grip",
"gfx/hud/f_icon_l1",
"gfx/hud/f_icon_saber_throw",
"gfx/hud/f_icon_saber_defend",
"gfx/hud/f_icon_saber_attack",
};
// Precache inventory icons
for ( int i=0;i<NUM_FORCE_POWERS;i++)
{
if (force_icon_files[i])
{
force_icons[i] = cgi_R_RegisterShaderNoMip( force_icon_files[i] );
}
}
cgi_SP_Register("SP_INGAME", qtrue); //require load and keep around
cgi_SP_Register("OBJECTIVES", qtrue); //require load and keep around
CG_LoadHudMenu(); // load new hud stuff
cg.loadLCARSStage = 0;
CG_GameStateReceived();
CG_InitConsoleCommands();
cg.missionInfoFlashTime = 0;
cg.missionStatusShow = qfalse;
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void )
{
in_camera = false;
FX_Free();
}
//// DEBUG STUFF
/*
-------------------------
CG_DrawNode
-------------------------
*/
void CG_DrawNode( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_node" );
float scale = 16.0f;
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
break;
case NODE_START:
ex->color[0] = 0;
ex->color[1] = 0;
ex->color[2] = 255;
scale += 16.0f;
break;
case NODE_GOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
scale += 16.0f;
break;
case NODE_NAVGOAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
ex->radius = scale;
}
/*
-------------------------
CG_DrawRadius
-------------------------
*/
void CG_DrawRadius( vec3_t origin, unsigned int radius, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_QUAD;
ex->radius = radius;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_radius" );
switch ( type )
{
case NODE_NORMAL:
ex->color[0] = 255;
ex->color[1] = 0;
ex->color[2] = 0;
break;
case NODE_START:
ex->color[0] = 0;
ex->color[1] = 0;
ex->color[2] = 255;
break;
case NODE_GOAL:
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 0;
break;
case NODE_NAVGOAL:
ex->color[0] = 255;
ex->color[1] = 255;
ex->color[2] = 0;
break;
}
}
/*
-------------------------
CG_DrawEdge
-------------------------
*/
void CG_DrawEdge( vec3_t start, vec3_t end, int type )
{
switch ( type )
{
case EDGE_PATH:
FX_AddLine( start, end, 4.0f, 4.0f, 0.0f, 1.0f, 1.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_arrow" ), 0 );
break;
case EDGE_NORMAL:
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
break;
case EDGE_BLOCKED:
{
vec3_t color = { 255, 255, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_FAILED:
{
vec3_t color = { 255, 0, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
case EDGE_MOVEDIR:
{
vec3_t color = { 0, 255, 0 };
FX_AddLine( start, end, 8.0f, 4.0f, 0.0f, 0.5f, 0.5f, color, color, 51, cgi_R_RegisterShader( "gfx/misc/nav_line" ), 0 );
}
break;
default:
break;
}
}
/*
-------------------------
CG_DrawCombatPoint
-------------------------
*/
void CG_DrawCombatPoint( vec3_t origin, int type )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_SPRITE;
ex->startTime = cg.time;
ex->radius = 8;
ex->endTime = ex->startTime + 51;
VectorCopy( origin, ex->refEntity.origin );
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/misc/nav_cpoint" );
ex->color[0] = 0;
ex->color[1] = 255;
ex->color[2] = 255;
/*
switch( type )
{
case 0: //FIXME: To shut up the compiler warning (more will be added here later of course)
default:
FX_AddSprite( origin, NULL, NULL, 8.0f, 0.0f, 1.0f, 1.0f, color, color, 0.0f, 0.0f, 51, cgi_R_RegisterShader( "gfx/misc/nav_cpoint" ) );
break;
}
*/
}
/*
-------------------------
CG_DrawAlert
-------------------------
*/
void CG_DrawAlert( vec3_t origin, float rating )
{
vec3_t drawPos;
VectorCopy( origin, drawPos );
drawPos[2] += 48;
vec3_t startRGB;
//Fades from green at 0, to red at 1
startRGB[0] = rating;
startRGB[1] = 1 - rating;
startRGB[2] = 0;
FX_AddSprite( drawPos, NULL, NULL, 16, 0.0f, 1.0f, 1.0f, startRGB, startRGB, 0, 0, 50, cgs.media.whiteShader );
}
#define MAX_MENUDEFFILE 4096
//
// ==============================
// new hud stuff ( mission pack )
// ==============================
//
qboolean CG_Asset_Parse(const char **p)
{
const char *token;
const char *tempStr;
int pointSize;
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "{") != 0)
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (!token)
{
return qfalse;
}
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
// font
if (Q_stricmp(token, "font") == 0)
{
/*
int pointSize;
cgi_UI_Parse_String(tempStr);
cgi_UI_Parse_Int(&pointSize);
if (!tempStr || !pointSize)
{
return qfalse;
}
*/
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont);
continue;
}
// smallFont
if (Q_stricmp(token, "smallFont") == 0)
{
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
continue;
}
// font
if (Q_stricmp(token, "bigfont") == 0)
{
int pointSize;
if (!COM_ParseString(p, &tempStr) || !COM_ParseInt(p, &pointSize))
{
return qfalse;
}
// cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont);
continue;
}
// gradientbar
if (Q_stricmp(token, "gradientbar") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr);
continue;
}
// enterMenuSound
if (Q_stricmp(token, "menuEnterSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr );
continue;
}
// exitMenuSound
if (Q_stricmp(token, "menuExitSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr );
continue;
}
// itemFocusSound
if (Q_stricmp(token, "itemFocusSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr );
continue;
}
// menuBuzzSound
if (Q_stricmp(token, "menuBuzzSound") == 0)
{
if (!COM_ParseString(p, &tempStr))
{
return qfalse;
}
// cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr );
continue;
}
if (Q_stricmp(token, "cursor") == 0)
{
// if (!COM_ParseString(p, &cgDC.Assets.cursorStr))
// {
// return qfalse;
// }
// cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr);
continue;
}
if (Q_stricmp(token, "fadeClamp") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeClamp))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeCycle") == 0)
{
// if (!COM_ParseInt(p, &cgDC.Assets.fadeCycle))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "fadeAmount") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.fadeAmount))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowX") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowX))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowY") == 0)
{
// if (!COM_ParseFloat(p, &cgDC.Assets.shadowY))
// {
// return qfalse;
// }
continue;
}
if (Q_stricmp(token, "shadowColor") == 0)
{
/*
if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor))
{
return qfalse;
}
cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3];
*/
continue;
}
}
return qfalse; // bk001204 - why not?
}
void cgi_UI_EndParseSession(char *buf);
/*
=================
CG_ParseMenu();
=================
*/
void CG_ParseMenu(const char *menuFile)
{
char *token;
int result;
char *buf,*p;
Com_Printf("Parsing menu file: %s\n", menuFile);
result = cgi_UI_StartParseSession((char *) menuFile,&buf);
if (!result)
{
Com_Printf("Unable to load hud menu file: %s. Using default ui/testhud.menu.\n", menuFile);
result = cgi_UI_StartParseSession("ui/testhud.menu",&buf);
if (!result)
{
Com_Printf("Unable to load default ui/testhud.menu.\n");
return;
}
}
p = buf;
while ( 1 )
{
cgi_UI_ParseExt(&token);
if(!token)
{
// NULL checking is the best kind of checking --eez
Com_Error(ERR_FATAL, "cgi_UI_ParseExt: NULL token parameter");
}
if (!*token) // All done?
{
break;
}
//if ( Q_stricmp( token, "{" ) ) {
// Com_Printf( "Missing { in menu file\n" );
// break;
//}
//if ( menuCount == MAX_MENUS ) {
// Com_Printf( "Too many menus!\n" );
// break;
//}
// if ( *token == '}' )
// {
// break;
// }
if (Q_stricmp(token, "assetGlobalDef") == 0)
{
/*
if (CG_Asset_Parse(handle))
{
continue;
}
else
{
break;
}
*/
}
if (Q_stricmp(token, "menudef") == 0)
{
// start a new menu
cgi_UI_Menu_New(p);
}
}
cgi_UI_EndParseSession(buf);
}
/*
=================
CG_Load_Menu();
=================
*/
qboolean CG_Load_Menu( const char **p)
{
const char *token;
token = COM_ParseExt(p, qtrue);
if (token[0] != '{')
{
return qfalse;
}
while ( 1 )
{
token = COM_ParseExt(p, qtrue);
if (Q_stricmp(token, "}") == 0)
{
return qtrue;
}
if ( !token || token[0] == 0 )
{
return qfalse;
}
CG_ParseMenu(token);
}
return qfalse;
}
/*
=================
CG_LoadMenus();
=================
*/
void CG_LoadMenus(const char *menuFile)
{
const char *token;
const char *p;
int len, start;
fileHandle_t f;
static char buf[MAX_MENUDEFFILE];
start = cgi_Milliseconds();
len = cgi_FS_FOpenFile( menuFile, &f, FS_READ );
if ( !f )
{
//cgi_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); // what. this would not run
cgi_Printf( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); // the rest at all.. --eez
len = cgi_FS_FOpenFile( "ui/jk2hud.txt", &f, FS_READ );
if (!f)
{
cgi_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) );
}
}
if ( len >= MAX_MENUDEFFILE )
{
cgi_FS_FCloseFile( f );
cgi_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) );
return;
}
cgi_FS_Read( buf, len, f );
buf[len] = 0;
cgi_FS_FCloseFile( f );
// COM_Compress(buf);
// cgi_UI_Menu_Reset();
p = buf;
COM_BeginParseSession();
while ( 1 )
{
token = COM_ParseExt( &p, qtrue );
if( !token || token[0] == 0 || token[0] == '}')
{
break;
}
if ( Q_stricmp( token, "}" ) == 0 )
{
break;
}
if (Q_stricmp(token, "loadmenu") == 0)
{
if (CG_Load_Menu(&p))
{
continue;
}
else
{
break;
}
}
}
COM_EndParseSession();
Com_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start);
}
/*
=================
CG_LoadHudMenu();
=================
*/
void CG_LoadHudMenu(void)
{
const char *hudSet;
/*
cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip;
cgDC.setColor = &trap_R_SetColor;
cgDC.drawHandlePic = &CG_DrawPic;
cgDC.drawStretchPic = &trap_R_DrawStretchPic;
cgDC.drawText = &CG_Text_Paint;
cgDC.textWidth = &CG_Text_Width;
cgDC.textHeight = &CG_Text_Height;
cgDC.registerModel = &trap_R_RegisterModel;
cgDC.modelBounds = &trap_R_ModelBounds;
cgDC.fillRect = &CG_FillRect;
cgDC.drawRect = &CG_DrawRect;
cgDC.drawSides = &CG_DrawSides;
cgDC.drawTopBottom = &CG_DrawTopBottom;
cgDC.clearScene = &trap_R_ClearScene;
cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
cgDC.renderScene = &trap_R_RenderScene;
cgDC.registerFont = &trap_R_RegisterFont;
cgDC.ownerDrawItem = &CG_OwnerDraw;
cgDC.getValue = &CG_GetValue;
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
cgDC.runScript = &CG_RunMenuScript;
cgDC.getTeamColor = &CG_GetTeamColor;
cgDC.setCVar = trap_Cvar_Set;
cgDC.getCVarString = trap_Cvar_VariableStringBuffer;
cgDC.getCVarValue = CG_Cvar_Get;
cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor;
cgDC.startLocalSound = &trap_S_StartLocalSound;
cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey;
cgDC.feederCount = &CG_FeederCount;
cgDC.feederItemImage = &CG_FeederItemImage;
cgDC.feederItemText = &CG_FeederItemText;
cgDC.feederSelection = &CG_FeederSelection;
cgDC.Error = &Com_Error;
cgDC.Print = &Com_Printf;
cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
cgDC.registerSound = &trap_S_RegisterSound;
cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack;
cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack;
cgDC.playCinematic = &CG_PlayCinematic;
cgDC.stopCinematic = &CG_StopCinematic;
cgDC.drawCinematic = &CG_DrawCinematic;
cgDC.runCinematicFrame = &CG_RunCinematicFrame;
*/
// Init_Display(&cgDC);
// cgi_UI_String_Init();
// cgi_UI_Menu_Reset();
hudSet = cg_hudFiles.string;
if (hudSet[0] == '\0')
{
hudSet = "ui/jk2hud.txt";
}
CG_LoadMenus(hudSet);
}
/*
==============================================================================
INVENTORY SELECTION
==============================================================================
*/
/*
===============
CG_InventorySelectable
===============
*/
qboolean CG_InventorySelectable( int index)
{
if (cg.snap->ps.inventory[index]) // Is there any in the inventory?
{
return qtrue;
}
return qfalse;
}
/*
===============
SetInventoryTime
===============
*/
static void SetInventoryTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.forcepowerSelectTime = 0;
cg.inventorySelectTime = cg.time + 130.0f;
}
else
{
cg.inventorySelectTime = cg.time;
}
}
/*
===============
CG_DPPrevInventory_f
===============
*/
void CG_DPPrevInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect--;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) )
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_DPNextInventory_f
===============
*/
void CG_DPNextInventory_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
const int original = cg.DataPadInventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.DataPadInventorySelect++;
if ((cg.DataPadInventorySelect < INV_ELECTROBINOCULARS) || (cg.DataPadInventorySelect >= INV_MAX))
{
cg.DataPadInventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.DataPadInventorySelect ) && (inv_icons[cg.DataPadInventorySelect]))
{
return;
}
}
cg.DataPadInventorySelect = original;
}
/*
===============
CG_NextInventory_f
===============
*/
void CG_NextInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect++;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = INV_ELECTROBINOCULARS;
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===============
CG_UseInventory_f
===============
*/
/*
this func was moved to Cmd_UseInventory_f in g_cmds.cpp
*/
/*
===============
CG_PrevInventory_f
===============
*/
void CG_PrevInventory_f( void )
{
int i;
float *color;
if ( !cg.snap )
{
return;
}
// The first time it's been hit so just show inventory but don't advance in inventory.
color = CG_FadeColor( cg.inventorySelectTime, WEAPON_SELECT_TIME );
if ( !color )
{
SetInventoryTime();
return;
}
const int original = cg.inventorySelect;
for ( i = 0 ; i < INV_MAX ; i++ )
{
cg.inventorySelect--;
if ((cg.inventorySelect < INV_ELECTROBINOCULARS) || (cg.inventorySelect >= INV_MAX))
{
cg.inventorySelect = (INV_MAX - 1);
}
if ( CG_InventorySelectable( cg.inventorySelect ) && (inv_icons[cg.inventorySelect]))
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
SetInventoryTime();
return;
}
}
cg.inventorySelect = original;
}
/*
===================
FindInventoryItemTag
===================
*/
gitem_t *FindInventoryItemTag(int tag)
{
int i;
/* if (!Q_stricmp(tokenStr,"INV_ELECTROBINOCULARS")
{
tag = INV_ELECTROBINOCULARS;
}
else if (!Q_stricmp(tokenStr,"INV_BACTA_CANISTER")
{
tag = INV_BACTA_CANISTER;
}
else if (!Q_stricmp(tokenStr,"INV_SEEKER")
{
tag = INV_SEEKER;
}
else if (!Q_stricmp(tokenStr,"INV_LIGHTAMP_GOGGLES")
{
tag = INV_LIGHTAMP_GOGGLES;
}
else if (!Q_stricmp(tokenStr,"INV_SENTRY")
{
tag = INV_SENTRY;
}
else if (!Q_stricmp(tokenStr,"INV_GOODIE_KEY")
{
tag = INV_GOODIE_KEY;
}
else if (!Q_stricmp(tokenStr,"INV_SECURITY_KEY")
{
tag = INV_SECURITY_KEY;
}
*/
for ( i = 1 ; i < bg_numItems ; i++ )
{
if ( bg_itemlist[i].giTag == tag && bg_itemlist[i].giType == IT_HOLDABLE ) // I guess giTag's aren't unique amongst items..must also make sure it's a holdable
{
return &bg_itemlist[i];
}
}
return (0);
}
/*
===================
CG_DrawInventorySelect
===================
*/
void CG_DrawInventorySelect( void )
{
int i;
int sideMax,holdCount,iconCnt;
int smallIconSize,bigIconSize;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX,x,y,pad;
//int height;
// int tag;
float addX;
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
char text[1024]={0};
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
int x2,y2;
if (!cgi_UI_GetMenuInfo("inventoryselecthud",&x2,&y2))
{
return;
}
cg.iconSelectTime = cg.inventorySelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
//const int bits = cg.snap->ps.stats[ STAT_ITEMS ];
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, y2 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.inventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 16;
x = 320;
y = 410;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.inventorySelect])
{
cgi_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.inventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.inventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
if (inv_names[cg.inventorySelect])
{
// FIXME: This is ONLY a temp solution, the icon stuff, etc, should all just use items.dat for everything
gitem_t *item = FindInventoryItemTag( cg.inventorySelect );
if ( item && item->classname && item->classname[0] )
{
char itemName[256], data[1024]; // FIXME: do these really need to be this large?? does it matter?
sprintf( itemName, "INGAME_%s", item->classname );
if ( cgi_SP_GetStringTextString( itemName, data, sizeof( data )))
{
int w = cgi_R_Font_StrLenPixels( data, cgs.media.qhFontSmall, 1.0f );
int x = ( SCREEN_WIDTH - w ) / 2;
cgi_R_Font_DrawString( x, (SCREEN_HEIGHT - 24), data, textColor, cgs.media.qhFontSmall, -1, 1.0f);
}
}
// if (tag)
// {
// CG_DrawProportionalString(320, y + 53, inv_names[cg.inventorySelect], CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// CG_DrawProportionalString(320, y + 53, bg_itemlist[i].pickup_name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// }
}
}
i = cg.inventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
char *inventoryDesc[15] =
{
"NEURO_SAAV_DESC",
"BACTA_DESC",
"INQUISITOR_DESC",
"LA_GOGGLES_DESC",
"PORTABLE_SENTRY_DESC",
"GOODIE_KEY_DESC",
"SECURITY_KEY_DP_DESC",
};
/*
===================
CG_DrawDataPadInventorySelect
===================
*/
void CG_DrawDataPadInventorySelect( void )
{
int i;
int sideMax,holdCount,iconCnt;
int smallIconSize,bigIconSize;
int sideLeftIconCnt,sideRightIconCnt;
int count;
int holdX,x,y,pad;
//int height;
float addX;
char text[1024]={0};
vec4_t textColor = { .312f, .75f, .621f, 1.0f };
// count the number of items owned
count = 0;
for ( i = 0 ; i < INV_MAX ; i++ )
{
if (CG_InventorySelectable(i) && inv_icons[i])
{
count++;
}
}
if (!count)
{
cgi_SP_GetStringTextString("INGAME_EMPTY_INV",text, sizeof(text) );
int w = cgi_R_Font_StrLenPixels( text, cgs.media.qhFontSmall, 1.0f );
x = ( SCREEN_WIDTH - w ) / 2;
CG_DrawProportionalString(x, 300 + 22, text, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
// char buffer[256];
// cgi_UI_GetItemText("datapadInventoryMenu",va("invdesc%d",cg.DataPadInventorySelect+1),buffer);
i = cg.DataPadInventorySelect - 1;
if (i<0)
{
i = INV_MAX-1;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 8;
x = 320;
y = 300;
// Left side ICONS
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideLeftIconCnt;i--)
{
if (i<0)
{
i = INV_MAX-1;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
if (inv_icons[cg.DataPadInventorySelect])
{
cgi_R_SetColor(NULL);
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, inv_icons[cg.DataPadInventorySelect] );
addX = (float) bigIconSize * .75;
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField ((x-(bigIconSize/2)) + addX, y, 2, cg.snap->ps.inventory[cg.DataPadInventorySelect], 6, 12,
NUM_FONT_SMALL,qfalse);
if (inv_names[cg.DataPadInventorySelect])
{
// FIXME :this has to use the bg_itemlist pickup name
// tag = FindInventoryItemTag(cg.inventorySelect);
// if (tag)
// {
// CG_DrawProportionalString(320, y + 53, inv_names[cg.inventorySelect], CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// CG_DrawProportionalString(320, y + 53, bg_itemlist[i].pickup_name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
// }
}
}
i = cg.DataPadInventorySelect + 1;
if (i> INV_MAX-1)
{
i = 0;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
addX = (float) smallIconSize * .75;
for (iconCnt=0;iconCnt<sideRightIconCnt;i++)
{
if (i> INV_MAX-1)
{
i = 0;
}
if ((!CG_InventorySelectable(i)) || (!inv_icons[i]))
{
continue;
}
++iconCnt; // Good icon
if (inv_icons[i])
{
cgi_R_SetColor(NULL);
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, inv_icons[i] );
cgi_R_SetColor(colorTable[CT_ICON_BLUE]);
CG_DrawNumField (holdX + addX, y + smallIconSize, 2, cg.snap->ps.inventory[i], 6, 12,
NUM_FONT_SMALL,qfalse);
holdX += (smallIconSize+pad);
}
}
// draw the weapon description
x= 40;
y= 70;
if ((cg.DataPadInventorySelect>=0) && (cg.DataPadInventorySelect<13))
{
cgi_SP_GetStringTextString( va("INGAME_%s",inventoryDesc[cg.DataPadInventorySelect]), text, sizeof(text) );
if (text[0])
{
CG_DisplayBoxedText(70,50,500,300,text,
cgs.media.qhFontSmall,
0.7f,
textColor
);
}
}
}
/*
===============
SetForcePowerTime
===============
*/
void SetForcePowerTime(void)
{
if (((cg.weaponSelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Weapon HUD was currently active to just swap it out with Force HUD
((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Inventory HUD was currently active to just swap it out with Force HUD
{
cg.weaponSelectTime = 0;
cg.inventorySelectTime = 0;
cg.forcepowerSelectTime = cg.time + 130.0f;
}
else
{
cg.forcepowerSelectTime = cg.time;
}
}
int showPowers[MAX_SHOWPOWERS] =
{
FP_HEAL,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_TELEPATHY,
FP_GRIP,
FP_LIGHTNING
};
char *showPowersName[MAX_SHOWPOWERS] =
{
"HEAL2",
"SPEED2",
"PUSH2",
"PULL2",
"MINDTRICK2",
"GRIP2",
"LIGHTNING2",
};
int showDataPadPowers[MAX_DPSHOWPOWERS] =
{
FP_HEAL,
FP_LEVITATION,
FP_SPEED,
FP_PUSH,
FP_PULL,
FP_TELEPATHY,
FP_GRIP,
FP_LIGHTNING,
FP_SABERTHROW,
FP_SABER_DEFENSE,
FP_SABER_OFFENSE,
};
/*char *showDataPadPowersName[MAX_DPSHOWPOWERS] =
{
"HEAL2",
"JUMP2",
"SPEED2",
"PUSH2",
"PULL2",
"MINDTRICK2",
"GRIP2",
"LIGHTNING2",
"SABER_THROW2",
"SABER_DEFENSE2",
"SABER_OFFENSE2",
};
/*
/*
===============
ForcePower_Valid
===============
*/
qboolean ForcePower_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (MAX_SHOWPOWERS == ( sizeof(showPowers)/sizeof(showPowers[0]) ));
assert (index < MAX_SHOWPOWERS ); //is this a valid index?
if (player->client->ps.forcePowersKnown & (1 << showPowers[index]) &&
player->client->ps.forcePowerLevel[showPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_NextForcePower_f
===============
*/
void CG_NextForcePower_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect++;
if (cg.forcepowerSelect >= MAX_SHOWPOWERS)
{
cg.forcepowerSelect = 0;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===============
CG_PrevForcePower_f
===============
*/
void CG_PrevForcePower_f( void )
{
int i;
if ( !cg.snap )
{
return;
}
SetForcePowerTime();
if ((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) < cg.time)
{
return;
}
const int original = cg.forcepowerSelect;
for ( i = 0; i < MAX_SHOWPOWERS; i++ )
{
cg.forcepowerSelect--;
if (cg.forcepowerSelect < 0)
{
cg.forcepowerSelect = MAX_SHOWPOWERS - 1;
}
if (ForcePower_Valid(cg.forcepowerSelect)) // Does he have the force power?
{
cgi_S_StartSound (NULL, 0, CHAN_AUTO, cgs.media.selectSound2 );
return;
}
}
cg.forcepowerSelect = original;
}
/*
===================
CG_DrawForceSelect
===================
*/
void CG_DrawForceSelect( void )
{
int i;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
char text[1024]={0};
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 || ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD ))
{
return;
}
if ((cg.forcepowerSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// count the number of powers owned
count = 0;
for (i=0; i<MAX_SHOWPOWERS; ++i)
{
if (ForcePower_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
/*
int x2,y2;
if (!cgi_UI_GetMenuInfo("forceselecthud",&x2,&y2))
{
return;
}
*/
cg.iconSelectTime = cg.forcepowerSelectTime;
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
smallIconSize = 30;
bigIconSize = 60;
pad = 12;
x = 320;
y = 425;
i = cg.forcepowerSelect - 1;
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
cgi_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_SHOWPOWERS-1;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showPowers[i]] );
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showPowers[cg.forcepowerSelect]])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showPowers[cg.forcepowerSelect]] ); //only cache the icon for display
}
i = cg.forcepowerSelect + 1;
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_SHOWPOWERS)
{
i = 0;
}
if (!ForcePower_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showPowers[i]] ); //only cache the icon for display
holdX += (smallIconSize+pad);
}
}
// This only a temp solution.
if (cgi_SP_GetStringTextString( va("INGAME_%s",showPowersName[cg.forcepowerSelect]), text, sizeof(text) ))
{
int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
int x = ( SCREEN_WIDTH - w ) / 2;
int y = (SCREEN_HEIGHT / 2 + 50);
CG_AdjustFrom640Int(&x, &y, NULL, NULL);
cgi_R_Font_DrawString(x, y, text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
}
}
/*
===============
ForcePowerDataPad_Valid
===============
*/
qboolean ForcePowerDataPad_Valid(int index)
{
gentity_t *player = &g_entities[0];
assert (index < MAX_DPSHOWPOWERS);
if (player->client->ps.forcePowersKnown & (1 << showDataPadPowers[index]) &&
player->client->ps.forcePowerLevel[showDataPadPowers[index]]) // Does he have the force power?
{
return qtrue;
}
return qfalse;
}
/*
===============
CG_DPNextForcePower_f
===============
*/
void CG_DPNextForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect++;
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{
cg.DataPadforcepowerSelect = 0;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
/*
===============
CG_DPPrevForcePower_f
===============
*/
void CG_DPPrevForcePower_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
original = cg.DataPadforcepowerSelect;
for ( i = 0; i<MAX_DPSHOWPOWERS; i++ )
{
cg.DataPadforcepowerSelect--;
if (cg.DataPadforcepowerSelect < 0)
{
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
if (ForcePowerDataPad_Valid(cg.DataPadforcepowerSelect)) // Does he have the force power?
{
return;
}
}
cg.DataPadforcepowerSelect = original;
}
char *forcepowerDesc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_DESC",
"FORCE_JUMP_DESC",
"FORCE_SPEED_DESC",
"FORCE_PUSH_DESC",
"FORCE_PULL_DESC",
"FORCE_MIND_TRICK_DESC",
"FORCE_GRIP_DESC",
"FORCE_LIGHTNING_DESC",
"FORCE_SABER_THROW_DESC",
"FORCE_SABER_DEFENSE_DESC",
"FORCE_SABER_OFFENSE_DESC",
};
char *forcepowerLvl1Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL1_DESC",
"FORCE_JUMP_LVL1_DESC",
"FORCE_SPEED_LVL1_DESC",
"FORCE_PUSH_LVL1_DESC",
"FORCE_PULL_LVL1_DESC",
"FORCE_MIND_TRICK_LVL1_DESC",
"FORCE_GRIP_LVL1_DESC",
"FORCE_LIGHTNING_LVL1_DESC",
"FORCE_SABER_THROW_LVL1_DESC",
"FORCE_SABER_DEFENSE_LVL1_DESC",
"FORCE_SABER_OFFENSE_LVL1_DESC",
};
char *forcepowerLvl2Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL2_DESC",
"FORCE_JUMP_LVL2_DESC",
"FORCE_SPEED_LVL2_DESC",
"FORCE_PUSH_LVL2_DESC",
"FORCE_PULL_LVL2_DESC",
"FORCE_MIND_TRICK_LVL2_DESC",
"FORCE_GRIP_LVL2_DESC",
"FORCE_LIGHTNING_LVL2_DESC",
"FORCE_SABER_THROW_LVL2_DESC",
"FORCE_SABER_DEFENSE_LVL2_DESC",
"FORCE_SABER_OFFENSE_LVL2_DESC",
};
char *forcepowerLvl3Desc[NUM_FORCE_POWERS] =
{
"FORCE_HEAL_LVL3_DESC",
"FORCE_JUMP_LVL3_DESC",
"FORCE_SPEED_LVL3_DESC",
"FORCE_PUSH_LVL3_DESC",
"FORCE_PULL_LVL3_DESC",
"FORCE_MIND_TRICK_LVL3_DESC",
"FORCE_GRIP_LVL3_DESC",
"FORCE_LIGHTNING_LVL3_DESC",
"FORCE_SABER_THROW_LVL3_DESC",
"FORCE_SABER_DEFENSE_LVL3_DESC",
"FORCE_SABER_OFFENSE_LVL3_DESC",
};
/*
===================
CG_DrawDataPadForceSelect
===================
*/
void CG_DrawDataPadForceSelect( void )
{
gentity_t *player = &g_entities[0];
int i;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
char text[1024]={0};
char text2[1024]={0};
// count the number of powers owned
count = 0;
for (i=0;i<MAX_DPSHOWPOWERS;++i)
{
if (ForcePowerDataPad_Valid(i))
{
count++;
}
}
if (count == 0) // If no force powers, don't display
{
return;
}
// Time to switch new icon colors
cgi_R_SetColor(colorTable[CT_WHITE]);
cg.iconSelectTime = cg.forcepowerSelectTime;
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
smallIconSize = 30;
bigIconSize = 60;
pad = 8;
x = 320;
y = 310;
i = cg.DataPadforcepowerSelect - 1;
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
cgi_R_SetColor(NULL);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i < 0)
{
i = MAX_DPSHOWPOWERS-1;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] );
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay );
}
if (force_icons[showDataPadPowers[i]])
{
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
if (force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]])
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, force_icons[showDataPadPowers[cg.DataPadforcepowerSelect]] ); //only cache the icon for display
// New force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[cg.DataPadforcepowerSelect]))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2)), bigIconSize, bigIconSize, cgs.media.DPForcePowerOverlay );
}
}
i = cg.DataPadforcepowerSelect + 1;
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>=MAX_DPSHOWPOWERS)
{
i = 0;
}
if (!ForcePowerDataPad_Valid(i)) // Does he have this power?
{
continue;
}
++iconCnt; // Good icon
if (force_icons[showDataPadPowers[i]])
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, force_icons[showDataPadPowers[i]] ); //only cache the icon for display
}
// A new force power
if (((cg_updatedDataPadForcePower1.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower2.integer - 1) == showDataPadPowers[i]) ||
((cg_updatedDataPadForcePower3.integer - 1) == showDataPadPowers[i]))
{
CG_DrawPic( holdX, y, smallIconSize, smallIconSize, cgs.media.DPForcePowerOverlay ); //only cache the icon for display
}
if (force_icons[showDataPadPowers[i]])
{
holdX += (smallIconSize+pad);
}
}
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerDesc[cg.DataPadforcepowerSelect]), text, sizeof(text) );
if (player->client->ps.forcePowerLevel[cg.DataPadforcepowerSelect]==1)
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl1Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else if (player->client->ps.forcePowerLevel[cg.DataPadforcepowerSelect]==2)
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl2Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
else
{
cgi_SP_GetStringTextString( va("INGAME_%s",forcepowerLvl3Desc[cg.DataPadforcepowerSelect]), text2, sizeof(text2) );
}
if (text[0])
{
CG_DisplayBoxedText(70,50,500,300,va("%s%s",text,text2),
cgs.media.qhFontSmall,
0.7f,
colorTable[CT_ICON_BLUE]
);
}
}
// actually, these are pretty pointless so far in CHC, since in TA codebase they were used only so init some HUD
// function ptrs to allow cinematics in onscreen displays. So far, we don't use those, but here they are anyway...
//
/* These stupid pragmas don't work, they still give the warning. Forget it, REM the lot.
#pragma warning ( disable : 4505) // unreferenced local function has been removed
static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) {
return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop);
}
static void CG_StopCinematic(int handle) {
trap_CIN_StopCinematic(handle);
}
static void CG_DrawCinematic(int handle, float x, float y, float w, float h) {
trap_CIN_SetExtents(handle, x, y, w, h);
trap_CIN_DrawCinematic(handle);
}
static void CG_RunCinematicFrame(int handle) {
trap_CIN_RunCinematic(handle);
}
#pragma warning ( default : 4505)
*/