mirror of
https://github.com/DrBeef/JKXR.git
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758 lines
21 KiB
C
758 lines
21 KiB
C
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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/*
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=======================================================================
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USER INTERFACE SABER LOADING & DISPLAY CODE
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=======================================================================
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*/
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#include "ui_local.h"
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#include "ui_shared.h"
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void WP_SaberLoadParms( void );
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qboolean WP_SaberParseParm( const char *saberName, const char *parmname, char *saberData );
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saber_colors_t TranslateSaberColor( const char *name );
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const char *SaberColorToString( saber_colors_t color );
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saber_styles_t TranslateSaberStyle( const char *name );
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saberType_t TranslateSaberType( const char *name );
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qboolean ui_saber_parms_parsed = qfalse;
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static qhandle_t redSaberGlowShader;
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static qhandle_t redSaberCoreShader;
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static qhandle_t orangeSaberGlowShader;
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static qhandle_t orangeSaberCoreShader;
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static qhandle_t yellowSaberGlowShader;
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static qhandle_t yellowSaberCoreShader;
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static qhandle_t greenSaberGlowShader;
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static qhandle_t greenSaberCoreShader;
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static qhandle_t blueSaberGlowShader;
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static qhandle_t blueSaberCoreShader;
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static qhandle_t purpleSaberGlowShader;
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static qhandle_t purpleSaberCoreShader;
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void UI_CacheSaberGlowGraphics( void )
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{//FIXME: these get fucked by vid_restarts
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redSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/red_glow" );
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redSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/red_line" );
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orangeSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/orange_glow" );
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orangeSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/orange_line" );
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yellowSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/yellow_glow" );
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yellowSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/yellow_line" );
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greenSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/green_glow" );
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greenSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/green_line" );
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blueSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/blue_glow" );
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blueSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/blue_line" );
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purpleSaberGlowShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/purple_glow" );
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purpleSaberCoreShader = trap->R_RegisterShaderNoMip( "gfx/effects/sabers/purple_line" );
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}
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qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel )
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{
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return WP_SaberParseParm( saberName, "saberModel", saberModel );
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}
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qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin )
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{
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return WP_SaberParseParm( saberName, "customSkin", saberSkin );
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}
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qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType )
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{
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return WP_SaberParseParm( saberName, "saberType", saberType );
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}
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int UI_SaberNumBladesForSaber( const char *saberName )
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{
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int numBlades;
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char numBladesString[8]={0};
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WP_SaberParseParm( saberName, "numBlades", numBladesString );
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numBlades = atoi( numBladesString );
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if ( numBlades < 1 )
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{
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numBlades = 1;
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}
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else if ( numBlades > 8 )
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{
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numBlades = 8;
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}
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return numBlades;
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}
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qboolean UI_SaberShouldDrawBlade( const char *saberName, int bladeNum )
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{
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int bladeStyle2Start = 0, noBlade = 0;
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char bladeStyle2StartString[8]={0};
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char noBladeString[8]={0};
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WP_SaberParseParm( saberName, "bladeStyle2Start", bladeStyle2StartString );
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if ( bladeStyle2StartString[0] )
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{
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bladeStyle2Start = atoi( bladeStyle2StartString );
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}
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if ( bladeStyle2Start
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&& bladeNum >= bladeStyle2Start )
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{//use second blade style
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WP_SaberParseParm( saberName, "noBlade2", noBladeString );
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if ( noBladeString[0] )
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{
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noBlade = atoi( noBladeString );
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}
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}
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else
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{//use first blade style
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WP_SaberParseParm( saberName, "noBlade", noBladeString );
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if ( noBladeString[0] )
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{
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noBlade = atoi( noBladeString );
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}
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}
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return ((qboolean)(noBlade==0));
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}
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qboolean UI_IsSaberTwoHanded( const char *saberName )
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{
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int twoHanded;
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char twoHandedString[8]={0};
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WP_SaberParseParm( saberName, "twoHanded", twoHandedString );
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if ( !twoHandedString[0] )
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{//not defined defaults to "no"
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return qfalse;
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}
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twoHanded = atoi( twoHandedString );
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return ((qboolean)(twoHanded!=0));
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}
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float UI_SaberBladeLengthForSaber( const char *saberName, int bladeNum )
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{
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char lengthString[8]={0};
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float length = 40.0f;
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WP_SaberParseParm( saberName, "saberLength", lengthString );
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if ( lengthString[0] )
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{
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length = atof( lengthString );
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if ( length < 0.0f )
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{
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length = 0.0f;
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}
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}
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WP_SaberParseParm( saberName, va("saberLength%d", bladeNum+1), lengthString );
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if ( lengthString[0] )
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{
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length = atof( lengthString );
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if ( length < 0.0f )
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{
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length = 0.0f;
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}
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}
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return length;
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}
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float UI_SaberBladeRadiusForSaber( const char *saberName, int bladeNum )
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{
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char radiusString[8]={0};
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float radius = 3.0f;
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WP_SaberParseParm( saberName, "saberRadius", radiusString );
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if ( radiusString[0] )
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{
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radius = atof( radiusString );
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if ( radius < 0.0f )
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{
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radius = 0.0f;
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}
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}
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WP_SaberParseParm( saberName, va("saberRadius%d", bladeNum+1), radiusString );
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if ( radiusString[0] )
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{
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radius = atof( radiusString );
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if ( radius < 0.0f )
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{
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radius = 0.0f;
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}
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}
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return radius;
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}
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qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName )
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{
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char stringedSaberName[1024];
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qboolean ret = WP_SaberParseParm( saberName, "name", stringedSaberName );
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// if it's a stringed reference translate it
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if( ret && stringedSaberName[0] == '@')
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{
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trap->SE_GetStringTextString(&stringedSaberName[1], saberProperName, 1024);
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}
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else
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{
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// no stringed so just use it as it
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strcpy( saberProperName, stringedSaberName );
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}
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return ret;
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}
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qboolean UI_SaberValidForPlayerInMP( const char *saberName )
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{
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char allowed [8]={0};
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if ( !WP_SaberParseParm( saberName, "notInMP", allowed ) )
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{//not defined, default is yes
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return qtrue;
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}
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if ( !allowed[0] )
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{//not defined, default is yes
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return qtrue;
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}
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else
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{//return value
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return ((qboolean)(atoi(allowed)==0));
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}
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}
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void UI_SaberLoadParms( void )
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{
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ui_saber_parms_parsed = qtrue;
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UI_CacheSaberGlowGraphics();
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WP_SaberLoadParms();
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}
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void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color )
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{
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vec3_t mid, rgb={1,1,1};
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qhandle_t blade = 0, glow = 0;
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refEntity_t saber;
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float radiusmult;
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float radiusRange;
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float radiusStart;
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if ( length < 0.5f )
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{
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// if the thing is so short, just forget even adding me.
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return;
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}
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// Find the midpoint of the saber for lighting purposes
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VectorMA( origin, length * 0.5f, dir, mid );
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switch( color )
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{
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case SABER_RED:
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glow = redSaberGlowShader;
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blade = redSaberCoreShader;
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VectorSet( rgb, 1.0f, 0.2f, 0.2f );
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break;
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case SABER_ORANGE:
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glow = orangeSaberGlowShader;
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blade = orangeSaberCoreShader;
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VectorSet( rgb, 1.0f, 0.5f, 0.1f );
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break;
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case SABER_YELLOW:
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glow = yellowSaberGlowShader;
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blade = yellowSaberCoreShader;
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VectorSet( rgb, 1.0f, 1.0f, 0.2f );
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break;
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case SABER_GREEN:
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glow = greenSaberGlowShader;
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blade = greenSaberCoreShader;
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VectorSet( rgb, 0.2f, 1.0f, 0.2f );
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break;
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case SABER_BLUE:
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glow = blueSaberGlowShader;
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blade = blueSaberCoreShader;
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VectorSet( rgb, 0.2f, 0.4f, 1.0f );
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break;
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case SABER_PURPLE:
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glow = purpleSaberGlowShader;
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blade = purpleSaberCoreShader;
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VectorSet( rgb, 0.9f, 0.2f, 1.0f );
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break;
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default:
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break;
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}
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memset( &saber, 0, sizeof( refEntity_t ));
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// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
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// refEnts to do each glow blob individually
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saber.saberLength = length;
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// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
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// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
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if (length < lengthMax )
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{
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radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5.
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}
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else
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{
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radiusmult = 1.0;
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}
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radiusRange = radius * 0.075f;
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radiusStart = radius-radiusRange;
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saber.radius = (radiusStart + Q_flrand(-1.0f, 1.0f) * radiusRange)*radiusmult;
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//saber.radius = (2.8f + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
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VectorCopy( origin, saber.origin );
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VectorCopy( dir, saber.axis[0] );
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saber.reType = RT_SABER_GLOW;
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saber.customShader = glow;
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saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff;
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//saber.renderfx = rfx;
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trap->R_AddRefEntityToScene( &saber );
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// Do the hot core
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VectorMA( origin, length, dir, saber.origin );
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VectorMA( origin, -1, dir, saber.oldorigin );
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saber.customShader = blade;
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saber.reType = RT_LINE;
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radiusStart = radius/3.0f;
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saber.radius = (radiusStart + Q_flrand(-1.0f, 1.0f) * radiusRange)*radiusmult;
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// saber.radius = (1.0 + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
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trap->R_AddRefEntityToScene( &saber );
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}
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void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, vec3_t angles, int bladeNum )
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{
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char bladeColorString[MAX_QPATH];
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saber_colors_t bladeColor;
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float bladeLength,bladeRadius;
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vec3_t bladeOrigin={0};
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matrix3_t axis;
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// vec3_t angles={0};
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mdxaBone_t boltMatrix;
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qboolean tagHack = qfalse;
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char *tagName;
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int bolt;
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float scale;
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memset (axis, 0, sizeof (axis));
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if ( (item->flags&ITF_ISSABER) && saberModel < 2 )
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{
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trap->Cvar_VariableStringBuffer("ui_saber_color", bladeColorString, sizeof(bladeColorString) );
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}
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else//if ( item->flags&ITF_ISSABER2 ) - presumed
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{
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trap->Cvar_VariableStringBuffer("ui_saber2_color", bladeColorString, sizeof(bladeColorString) );
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}
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if ( !trap->G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),saberModel) )
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{//invalid index!
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return;
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}
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bladeColor = TranslateSaberColor( bladeColorString );
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bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum );
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bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum );
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tagName = va( "*blade%d", bladeNum+1 );
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bolt = trap->G2API_AddBolt( item->ghoul2,saberModel, tagName );
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if ( bolt == -1 )
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{
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tagHack = qtrue;
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//hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models
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bolt = trap->G2API_AddBolt( item->ghoul2,saberModel, "*flash" );
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if ( bolt == -1 )
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{//no tag_flash either?!!
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bolt = 0;
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}
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}
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// angles[PITCH] = curYaw;
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// angles[ROLL] = 0;
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trap->G2API_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw
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// work the matrix axis stuff into the original axis and origins used.
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bladeOrigin);
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BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
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// ...changed this back to NEGATIVE_Y
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BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, axis[1]);//right ... and changed this to NEGATIVE_X
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BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_Z, axis[2]);//up
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// Where do I get scale from?
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// scale = DC->xscale;
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scale = 1.0f;
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if ( tagHack )
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{
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switch ( saberType )
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{
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case SABER_SINGLE:
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VectorMA( bladeOrigin, scale, axis[0], bladeOrigin );
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break;
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case SABER_DAGGER:
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case SABER_LANCE:
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break;
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case SABER_STAFF:
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if ( bladeNum == 0 )
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{
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VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin );
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}
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if ( bladeNum == 1 )
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{
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VectorScale( axis[0], -1, axis[0] );
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VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin );
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}
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break;
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case SABER_BROAD:
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if ( bladeNum == 0 )
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{
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VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin );
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}
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else if ( bladeNum == 1 )
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{
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VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin );
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}
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break;
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case SABER_PRONG:
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if ( bladeNum == 0 )
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{
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VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
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}
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else if ( bladeNum == 1 )
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{
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VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
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}
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break;
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case SABER_ARC:
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VectorSubtract( axis[1], axis[2], axis[1] );
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VectorNormalize( axis[1] );
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switch ( bladeNum )
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{
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case 0:
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VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
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VectorScale( axis[0], 0.75f, axis[0] );
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VectorScale( axis[1], 0.25f, axis[1] );
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VectorAdd( axis[0], axis[1], axis[0] );
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break;
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case 1:
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VectorScale( axis[0], 0.25f, axis[0] );
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VectorScale( axis[1], 0.75f, axis[1] );
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VectorAdd( axis[0], axis[1], axis[0] );
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break;
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case 2:
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VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin );
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VectorScale( axis[0], -0.25f, axis[0] );
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VectorScale( axis[1], 0.75f, axis[1] );
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VectorAdd( axis[0], axis[1], axis[0] );
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break;
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case 3:
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VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin );
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VectorScale( axis[0], -0.75f, axis[0] );
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VectorScale( axis[1], 0.25f, axis[1] );
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VectorAdd( axis[0], axis[1], axis[0] );
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break;
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}
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break;
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case SABER_SAI:
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if ( bladeNum == 1 )
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{
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VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin );
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}
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else if ( bladeNum == 2 )
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{
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|
VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin );
|
|
}
|
|
break;
|
|
case SABER_CLAW:
|
|
switch ( bladeNum )
|
|
{
|
|
case 0:
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
break;
|
|
case 1:
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin );
|
|
break;
|
|
case 2:
|
|
VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin );
|
|
VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin );
|
|
VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin );
|
|
break;
|
|
}
|
|
break;
|
|
case SABER_STAR:
|
|
switch ( bladeNum )
|
|
{
|
|
case 0:
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 1:
|
|
VectorScale( axis[0], 0.33f, axis[0] );
|
|
VectorScale( axis[2], 0.67f, axis[2] );
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 2:
|
|
VectorScale( axis[0], -0.33f, axis[0] );
|
|
VectorScale( axis[2], 0.67f, axis[2] );
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 3:
|
|
VectorScale( axis[0], -1, axis[0] );
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 4:
|
|
VectorScale( axis[0], -0.33f, axis[0] );
|
|
VectorScale( axis[2], -0.67f, axis[2] );
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 5:
|
|
VectorScale( axis[0], 0.33f, axis[0] );
|
|
VectorScale( axis[2], -0.67f, axis[2] );
|
|
VectorAdd( axis[0], axis[2], axis[0] );
|
|
VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin );
|
|
break;
|
|
}
|
|
break;
|
|
case SABER_TRIDENT:
|
|
switch ( bladeNum )
|
|
{
|
|
case 0:
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 1:
|
|
VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin );
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 2:
|
|
VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin );
|
|
VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin );
|
|
break;
|
|
case 3:
|
|
VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin );
|
|
VectorScale( axis[0], -1, axis[0] );
|
|
break;
|
|
}
|
|
break;
|
|
case SABER_SITH_SWORD:
|
|
//no blade
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if ( saberType == SABER_SITH_SWORD )
|
|
{//draw no blade
|
|
return;
|
|
}
|
|
|
|
UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor );
|
|
}
|
|
|
|
void UI_GetSaberForMenu( char *saber, int saberNum )
|
|
{
|
|
char saberTypeString[MAX_QPATH]={0};
|
|
saberType_t saberType = SABER_NONE;
|
|
|
|
if ( saberNum == 0 )
|
|
{
|
|
trap->Cvar_VariableStringBuffer("ui_saber", saber, MAX_QPATH );
|
|
if ( !UI_SaberValidForPlayerInMP( saber ) )
|
|
{
|
|
trap->Cvar_Set( "ui_saber", DEFAULT_SABER );
|
|
trap->Cvar_VariableStringBuffer("ui_saber", saber, MAX_QPATH );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
trap->Cvar_VariableStringBuffer("ui_saber2", saber, MAX_QPATH );
|
|
if ( !UI_SaberValidForPlayerInMP( saber ) )
|
|
{
|
|
trap->Cvar_Set( "ui_saber2", DEFAULT_SABER );
|
|
trap->Cvar_VariableStringBuffer("ui_saber2", saber, MAX_QPATH );
|
|
}
|
|
}
|
|
//read this from the sabers.cfg
|
|
UI_SaberTypeForSaber( saber, saberTypeString );
|
|
if ( saberTypeString[0] )
|
|
{
|
|
saberType = TranslateSaberType( saberTypeString );
|
|
}
|
|
|
|
switch ( uiInfo.movesTitleIndex )
|
|
{
|
|
case 0://MD_ACROBATICS:
|
|
break;
|
|
case 1://MD_SINGLE_FAST:
|
|
case 2://MD_SINGLE_MEDIUM:
|
|
case 3://MD_SINGLE_STRONG:
|
|
if ( saberType != SABER_SINGLE )
|
|
{
|
|
Q_strncpyz(saber, DEFAULT_SABER, MAX_QPATH);
|
|
}
|
|
break;
|
|
case 4://MD_DUAL_SABERS:
|
|
if ( saberType != SABER_SINGLE )
|
|
{
|
|
Q_strncpyz(saber, DEFAULT_SABER, MAX_QPATH);
|
|
}
|
|
break;
|
|
case 5://MD_SABER_STAFF:
|
|
if ( saberType == SABER_SINGLE || saberType == SABER_NONE )
|
|
{
|
|
Q_strncpyz(saber, DEFAULT_SABER_STAFF, MAX_QPATH);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, vec3_t angles )
|
|
{
|
|
//NOTE: only allows one saber type in view at a time
|
|
char saber[MAX_QPATH];
|
|
int saberNum = 0;
|
|
int saberModel = 0;
|
|
int numSabers = 1;
|
|
|
|
if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand
|
|
&& uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
|
|
{
|
|
numSabers = 2;
|
|
}
|
|
|
|
for ( saberNum = 0; saberNum < numSabers; saberNum++ )
|
|
{
|
|
if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand
|
|
{
|
|
UI_GetSaberForMenu( saber, saberNum );
|
|
saberModel = saberNum + 1;
|
|
}
|
|
else if ( (item->flags&ITF_ISSABER) )
|
|
{
|
|
trap->Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );
|
|
if ( !UI_SaberValidForPlayerInMP( saber ) )
|
|
{
|
|
trap->Cvar_Set( "ui_saber", DEFAULT_SABER );
|
|
trap->Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );
|
|
}
|
|
saberModel = 0;
|
|
}
|
|
else if ( (item->flags&ITF_ISSABER2) )
|
|
{
|
|
trap->Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );
|
|
if ( !UI_SaberValidForPlayerInMP( saber ) )
|
|
{
|
|
trap->Cvar_Set( "ui_saber2", DEFAULT_SABER );
|
|
trap->Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );
|
|
}
|
|
saberModel = 0;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
if ( saber[0] )
|
|
{
|
|
saberType_t saberType;
|
|
int curBlade = 0;
|
|
int numBlades = UI_SaberNumBladesForSaber( saber );
|
|
if ( numBlades )
|
|
{//okay, here we go, time to draw each blade...
|
|
char saberTypeString[MAX_QPATH]={0};
|
|
UI_SaberTypeForSaber( saber, saberTypeString );
|
|
saberType = TranslateSaberType( saberTypeString );
|
|
for ( curBlade = 0; curBlade < numBlades; curBlade++ )
|
|
{
|
|
if ( UI_SaberShouldDrawBlade( saber, curBlade ) )
|
|
{
|
|
UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, angles, curBlade );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UI_SaberAttachToChar( itemDef_t *item )
|
|
{
|
|
int numSabers = 1;
|
|
int saberNum = 0;
|
|
|
|
if ( trap->G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),2) )
|
|
{//remove any extra models
|
|
trap->G2API_RemoveGhoul2Model(&(item->ghoul2), 2);
|
|
}
|
|
if ( trap->G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),1) )
|
|
{//remove any extra models
|
|
trap->G2API_RemoveGhoul2Model(&(item->ghoul2), 1);
|
|
}
|
|
|
|
if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
|
|
{
|
|
numSabers = 2;
|
|
}
|
|
|
|
for ( saberNum = 0; saberNum < numSabers; saberNum++ )
|
|
{
|
|
//bolt sabers
|
|
char modelPath[MAX_QPATH];
|
|
char skinPath[MAX_QPATH];
|
|
char saber[MAX_QPATH];
|
|
|
|
UI_GetSaberForMenu( saber, saberNum );
|
|
|
|
if ( UI_SaberModelForSaber( saber, modelPath ) )
|
|
{//successfully found a model
|
|
int g2Saber = trap->G2API_InitGhoul2Model( &(item->ghoul2), modelPath, 0, 0, 0, 0, 0 ); //add the model
|
|
if ( g2Saber )
|
|
{
|
|
int boltNum;
|
|
//get the customSkin, if any
|
|
if ( UI_SaberSkinForSaber( saber, skinPath ) )
|
|
{
|
|
int g2skin = trap->R_RegisterSkin(skinPath);
|
|
trap->G2API_SetSkin( item->ghoul2, g2Saber, 0, g2skin );//this is going to set the surfs on/off matching the skin file
|
|
}
|
|
else
|
|
{
|
|
trap->G2API_SetSkin( item->ghoul2, g2Saber, 0, 0 );//turn off custom skin
|
|
}
|
|
if ( saberNum == 0 )
|
|
{
|
|
boltNum = trap->G2API_AddBolt( item->ghoul2, 0, "*r_hand");
|
|
}
|
|
else
|
|
{
|
|
boltNum = trap->G2API_AddBolt( item->ghoul2, 0, "*l_hand");
|
|
}
|
|
trap->G2API_AttachG2Model( item->ghoul2, g2Saber, item->ghoul2, boltNum, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|