// Copyright (C) 1999-2000 Id Software, Inc. // //================================================= // // TiM: Just a reference for my whacky jargon in here // Character = the player model as a whole group (ie kulhane ) // Model = the .model file used to build the character ( ie admiral, cadet etc) // Skin = the skinset field in the .model file, dictating which .skins to use (ie red/teal/gold... ) // //================================================= #include "ui_local.h" #define MODEL_SELECT "menu/art/opponents_select" #define MODEL_SELECTED "menu/art/opponents_selected" //#define PIC_ARROW_LEFT "menu/common/arrow_left_16.tga" //#define PIC_ARROW_RIGHT "menu/common/arrow_right_16.tga" #define PIC_ARROW_UP "menu/common/arrow_up_16.tga" #define PIC_ARROW_DOWN "menu/common/arrow_dn_16.tga" #define LOW_MEMORY (5 * 1024 * 1024) #define MAX_PLAYERNAMELENGTH 21 static void PlayerModel_BuildList( void ); static void PlayerModel_SetMenuItems( void ); static void PlayerModel_MenuInit(int menuFrom); static char* playermodel_artlist[] = { MODEL_SELECT, MODEL_SELECTED, NULL }; int s_SkinFilter_Names[] = { MNT_DEFAULT, MNT_BLUE, MNT_RED, MNT_NONE }; //#define PLAYERGRID_COLS 4 //#define PLAYERGRID_ROWS 3 //#define MAX_MODELSPERPAGE (PLAYERGRID_ROWS*PLAYERGRID_COLS) #define MAX_PLAYERCHARS 256 #define MAX_PLAYERMODELS 12 #define MAX_PLAYERSKINS 24 #define MAX_MENULISTITEMS 12 #define ID_MENUCHAR0 0 #define ID_MENUCHAR1 1 #define ID_MENUCHAR2 2 #define ID_MENUCHAR3 3 #define ID_MENUCHAR4 4 #define ID_MENUCHAR5 5 #define ID_MENUCHAR6 6 #define ID_MENUCHAR7 7 #define ID_MENUCHAR8 8 #define ID_MENUCHAR9 9 #define ID_MENUCHAR10 10 #define ID_MENUCHAR11 11 //#define ID_PLAYERPIC0 0 //#define ID_PLAYERPIC1 1 //#define ID_PLAYERPIC2 2 //#define ID_PLAYERPIC3 3 //#define ID_PLAYERPIC4 4 //#define ID_PLAYERPIC5 5 //#define ID_PLAYERPIC6 6 //#define ID_PLAYERPIC7 7 //#define ID_PLAYERPIC8 8 //#define ID_PLAYERPIC9 9 //#define ID_PLAYERPIC10 10 //#define ID_PLAYERPIC11 11 //#define ID_PLAYERPIC12 12 //#define ID_PLAYERPIC13 13 //#define ID_PLAYERPIC14 14 //#define ID_PLAYERPIC15 15 #define ID_UPARROW 100 #define ID_DNARROW 101 #define ID_BACK 102 #define ID_MAINMENU 103 #define ID_INGAMEMENU 104 #define ID_APPLY 105 //#define ID_SKINFILTER 112 #define ID_SETTINGS 20 typedef struct { menuframework_s menu; int prevMenu; //menubitmap_s pics[MAX_MODELSPERPAGE]; //menubitmap_s picbuttons[MAX_MODELSPERPAGE]; //menubitmap_s framel; //menubitmap_s framer; //menubitmap_s ports; menubitmap_s mainmenu; menubitmap_s back; menubitmap_s player; //menubitmap_s arrows; //menubitmap_s left; //menubitmap_s right; menubitmap_s charMenu[MAX_MENULISTITEMS]; menubitmap_s upArrow; menubitmap_s dnArrow; menulist_s charModel; menulist_s charSkin; menubitmap_s apply; menubitmap_s data; menubitmap_s model; //menulist_s skinfilter; qhandle_t corner_ll_4_4; qhandle_t corner_ll_4_18; qhandle_t corner_lr_4_18; qhandle_t corner_lr_18_4; qhandle_t corner_ur_18_18; qhandle_t playerIcon; menutext_s modelname; menutext_s skinname; menutext_s skinnameviewed; menutext_s playername; playerInfo_t playerinfo; int numChars; char charNames[MAX_PLAYERCHARS][128]; char* modelNames[MAX_PLAYERMODELS]; char* skinNames[MAX_PLAYERSKINS]; //int modelpage; //int numpages; char modelData[64]; char modelName[32]; int selectedChar; int scrollOffset; } playermodel_t; static playermodel_t s_playermodel; //#define FILTER_DEFAULT 0 //#define FILTER_RED 1 //#define FILTER_BLUE 2 /* ================= PlayerModel_LoadAvailableModels TiM: Loads a list of all the .model files there are in a character's directory. NB: In Spin Control menu types, the number of elements is calced on init only. Each time we refresh this, we'll need to update ourselves. ================= */ int PlayerModel_LoadAvailableModels( char* charModels[] ) { int i; int numFiles; char fileList[2048]; //Hopefully, this will never be exceed ROFL char* filePtr; int fileLen; int strLen; //Get our num files memset( &fileList, 0, sizeof ( fileList ) ); numFiles = trap_FS_GetFileList( va( "models/players_rpgx/%s", s_playermodel.charNames[s_playermodel.selectedChar + s_playermodel.scrollOffset] ), ".model", fileList, sizeof(fileList) ); if ( !numFiles ) return 0; //Convert to ptr for easier manip filePtr = fileList; //iterate thru all the null terminations in this thing for ( i = 0; i < numFiles && i < MAX_PLAYERMODELS; i++, filePtr += fileLen+1 ) { fileLen = strlen( filePtr ); if ( !fileLen || !filePtr ) break; charModels[i] = filePtr; //TiM: Strip extension strLen = strlen( charModels[i] ); if ( strLen > 6 && !Q_stricmp( charModels[i] + strLen - 6, ".model" ) ) { charModels[i][strLen-6] = '\0'; } } return i; } /* ================ PlayerModel_LoadAvailableSkins TiM: Access our selected .model file and fill the skin array with all the skins we found. Hoi... this could get complicated... O_o ================ */ int PlayerModel_LoadAvailableSkins( char* charSkins[] ) { int i=0; int fileLen; char fileBuffer[2048]; char* filePtr; fileHandle_t f; char* filePath; char* token; filePath = va( "models/players_rpgx/%s/%s.model", s_playermodel.charNames[s_playermodel.selectedChar + s_playermodel.scrollOffset], s_playermodel.modelNames[s_playermodel.charModel.curvalue] ); //load the .model data into our active buffer memset( &fileBuffer, 0, sizeof( fileBuffer ) ); fileLen = trap_FS_FOpenFile( filePath, &f, FS_READ); if ( fileLen <= 0 ) { Com_Printf( S_COLOR_RED "File not found: %s\n", filePath ); return 0; } if ( fileLen > sizeof ( fileBuffer ) ) { Com_Printf( S_COLOR_RED "File exceeded maximum size: %s\n", filePath ); return 0; } trap_FS_Read( fileBuffer, sizeof( fileBuffer ), f ); if ( !fileBuffer[0] ) return 0; filePtr = fileBuffer; //Loop thru our buffer 'til we find ourselves the right skin data while ( i < MAX_PLAYERSKINS ) { token = COM_Parse( &filePtr ); if ( !token || !filePtr ) break; if ( !Q_stricmp( token, "skinName" ) ) { if ( COM_ParseString( &filePtr, &token ) ) { continue; } charSkins[i] = token; i++; continue; } } return i; } /* ================= PlayerModel_OffsetCharList TiM: Called whenever we scroll the model list. So it'll cycle the value of each one up and down. ================== */ void PlayerModel_OffsetCharList( int* offset ) { char* buffer; //intermediate value so performing strupr won't pwn our case sensitive data int i; if ( *offset < 0 ) { *offset = 0; } if ( ( s_playermodel.numChars > MAX_MENULISTITEMS) && (*offset > (s_playermodel.numChars - MAX_MENULISTITEMS ) ) ) { *offset = (s_playermodel.numChars - MAX_MENULISTITEMS ); } for ( i = 0; i < MAX_MENULISTITEMS; i++ ) { buffer = s_playermodel.charNames[i + *offset]; //Com_Printf( "Buffer - %s\n", buffer ); if ( !buffer ) break; s_playermodel.charMenu[i].generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.charMenu[i].textPtr = Q_strupr( buffer ); } } /* ================= PlayerModel_UpdateGrid ================= */ /*static void PlayerModel_UpdateGrid( void ) { int i; int j; j = s_playermodel.modelpage * MAX_MODELSPERPAGE; for (i=0; i 1) { if (s_playermodel.modelpage > 0) { s_playermodel.left.generic.flags &= ~QMF_INACTIVE; s_playermodel.left.generic.flags &= ~QMF_GRAYED; } else { s_playermodel.left.generic.flags |= QMF_INACTIVE | QMF_GRAYED; } if (s_playermodel.modelpage < s_playermodel.numpages-1) { s_playermodel.right.generic.flags &= ~QMF_INACTIVE; s_playermodel.right.generic.flags &= ~QMF_GRAYED; } else { s_playermodel.right.generic.flags |= QMF_INACTIVE | QMF_GRAYED; } } else { // hide left/right markers s_playermodel.left.generic.flags |= QMF_INACTIVE | QMF_GRAYED; s_playermodel.right.generic.flags |= QMF_INACTIVE | QMF_GRAYED; } }*/ /* ================= PlayerModel_SpinPlayer ================= */ static void PlayerModel_SpinPlayer( void* ptr, int event) { if ( event == QM_ACTIVATED ) { uis.spinView = qtrue; uis.cursorpx = uis.cursorx; } } /* ================= PlayerModel_UpdateModel ================= */ static void PlayerModel_UpdateModel( void ) { vec3_t viewangles; vec3_t moveangles; memset( &s_playermodel.playerinfo, 0, sizeof(playerInfo_t) ); /*if (uis.spinView) { // yawDelta = ( uis.cursorx - uis.cursorpx ) + placeHolder / ( uis.frametime / 1000.0f ) ) / 20.0f*/; //5.0f // yaw = AngleNormalize360 ( yawDelta ); // } viewangles[YAW] = uis.lastYaw; viewangles[PITCH] = 0; viewangles[ROLL] = 0; VectorClear( moveangles ); UI_PlayerInfo_SetModel( &s_playermodel.playerinfo, s_playermodel.modelData ); UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, BOTH_STAND4, BOTH_STAND4, viewangles, moveangles, WP_COMPRESSION_RIFLE, qfalse ); } /* ================= PlayerModel_SaveChanges ================= */ static void PlayerModel_SaveChanges( void ) { trap_Cvar_Set( "model", s_playermodel.modelData ); } /* ================= PlayerModel_MenuEvent ================= */ static void PlayerModel_MenuEvent( void* ptr, int event ) { if (event != QM_ACTIVATED) return; switch (((menucommon_s*)ptr)->id) { /*case ID_PREVPAGE: if (s_playermodel.modelpage > 0) { s_playermodel.modelpage--; PlayerModel_UpdateGrid(); } break; case ID_NEXTPAGE: if (s_playermodel.modelpage < s_playermodel.numpages-1) { s_playermodel.modelpage++; PlayerModel_UpdateGrid(); } break;*/ case ID_BACK: PlayerModel_SaveChanges(); UI_PopMenu(); break; case ID_MAINMENU: PlayerModel_SaveChanges(); UI_MainMenu(); break; case ID_INGAMEMENU: PlayerModel_SaveChanges(); UI_InGameMenu(); break; case ID_SETTINGS: UI_PopMenu(); PlayerModel_SaveChanges(); UI_PlayerSettingsMenu(s_playermodel.prevMenu); break; case ID_DNARROW: s_playermodel.scrollOffset++; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); break; case ID_UPARROW: s_playermodel.scrollOffset--; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); break; case ID_MENUCHAR0: case ID_MENUCHAR1: case ID_MENUCHAR2: case ID_MENUCHAR3: case ID_MENUCHAR4: case ID_MENUCHAR5: case ID_MENUCHAR6: case ID_MENUCHAR7: case ID_MENUCHAR8: case ID_MENUCHAR9: case ID_MENUCHAR10: case ID_MENUCHAR11: s_playermodel.selectedChar = ( ((menucommon_s*)ptr)->id - ID_MENUCHAR0 ) + s_playermodel.scrollOffset; s_playermodel.playerIcon = trap_R_RegisterShaderNoMip( va( "models/players_rpgx/%s/model_icon.jpg", s_playermodel.charNames[s_playermodel.selectedChar] ) ); break; //case ID_SKINFILTER: //PlayerModel_BuildList(); //PlayerModel_UpdateGrid(); break; } } /* ================= PlayerModel_MenuKey ================= */ static sfxHandle_t PlayerModel_MenuKey( int key ) { //menucommon_s* m; //int picnum; switch (key) { /*case K_KP_LEFTARROW: case K_LEFTARROW: m = Menu_ItemAtCursor(&s_playermodel.menu); picnum = m->id - ID_PLAYERPIC0; if (picnum >= 0 && picnum <= 15) { if (picnum > 0) { Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor-1); return (menu_move_sound); } else if (s_playermodel.modelpage > 0) { s_playermodel.modelpage--; Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor+15); PlayerModel_UpdateGrid(); return (menu_move_sound); } else return (menu_buzz_sound); } break; case K_KP_RIGHTARROW: case K_RIGHTARROW: m = Menu_ItemAtCursor(&s_playermodel.menu); picnum = m->id - ID_PLAYERPIC0; if (picnum >= 0 && picnum <= 15) { if ((picnum < 15) && (s_playermodel.modelpage*MAX_MODELSPERPAGE + picnum+1 < s_playermodel.nummodels)) { Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor+1); return (menu_move_sound); } else if ((picnum == 15) && (s_playermodel.modelpage < s_playermodel.numpages-1)) { s_playermodel.modelpage++; Menu_SetCursor(&s_playermodel.menu,s_playermodel.menu.cursor-15); PlayerModel_UpdateGrid(); return (menu_move_sound); } else return (menu_buzz_sound); } break;*/ case K_MOUSE2: case K_ESCAPE: PlayerModel_SaveChanges(); break; } return ( Menu_DefaultKey( &s_playermodel.menu, key ) ); } /* ================= PlayerModel_PicEvent ================= */ /*static void PlayerModel_PicEvent( void* ptr, int event ) { int modelnum; int maxlen; char* buffptr; char* pdest; int i; if (event != QM_ACTIVATED) return; for (i=0; iid - ID_PLAYERPIC0; s_playermodel.pics[i].generic.flags |= QMF_HIGHLIGHT; s_playermodel.picbuttons[i].generic.flags &= ~QMF_PULSEIFFOCUS; // get model and strip icon_ modelnum = s_playermodel.modelpage*MAX_MODELSPERPAGE + i; buffptr = s_playermodel.modelnames[modelnum] + strlen("models/players2/"); pdest = strstr(buffptr,"icon_"); if (pdest) { // track the whole model/skin name Q_strncpyz(s_playermodel.modelData,buffptr,pdest-buffptr+1); strcat(s_playermodel.modelData,pdest + 5); // seperate the model name maxlen = pdest-buffptr; if (maxlen > 16) maxlen = 16; Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen ); Q_strupr( s_playermodel.modelname.string ); // seperate the skin name maxlen = strlen(pdest+5)+1; if (maxlen > 16) maxlen = 16; Q_strncpyz( s_playermodel.skinname.string, pdest+5, maxlen ); Q_strupr( s_playermodel.skinname.string ); s_playermodel.selectedmodel = modelnum; // kef -- make sure something like "chell/nelson" doesn't occur if (Q_stricmp( s_playermodel.skinname.string, "red") && Q_stricmp( s_playermodel.skinname.string, "blue") && Q_stricmp( s_playermodel.skinname.string, "black") && Q_stricmp( s_playermodel.skinname.string, "default")) { // assume something like "chell/nelson" has occurred Q_strncpyz( s_playermodel.modelname.string, s_playermodel.skinname.string, strlen(s_playermodel.skinname.string)+1 ); Q_strncpyz( s_playermodel.skinname.string, "DEFAULT", 8 ); } // Kind of a hack to display the externalized text if (!Q_stricmp( s_playermodel.skinname.string, "red")) { Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_RED], strlen(menu_normal_text[MNT_RED])+1 ); } else if (!Q_stricmp( s_playermodel.skinname.string, "blue")) { Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_BLUE], strlen(menu_normal_text[MNT_BLUE])+1 ); } else if (!Q_stricmp( s_playermodel.skinname.string, "default")) { Q_strncpyz( s_playermodel.skinnameviewed.string, menu_normal_text[MNT_DEFAULT], strlen(menu_normal_text[MNT_DEFAULT])+1 ); } if( trap_MemoryRemaining() > LOW_MEMORY ) { PlayerModel_UpdateModel(); } } }*/ /* ================= PlayerModel_DrawPlayer ================= */ static void PlayerModel_DrawPlayer( void *self ) { menubitmap_s* b; vec3_t origin = {-15, 0, 0 }; //-3.8 b = (menubitmap_s*) self; if( trap_MemoryRemaining() <= LOW_MEMORY ) { UI_DrawProportionalString( b->generic.x, b->generic.y + b->height / 2, "LOW MEMORY", UI_LEFT, color_red ); return; } UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, origin, &s_playermodel.playerinfo, uis.realtime/2 ); } /*void precacheSpecificGroups(char *race_list) { char current_race_name[125]; char *s = race_list; char *max_place = race_list + strlen(race_list); char *marker; memset(current_race_name, 0, sizeof(current_race_name)); // look through the list till it's empty while (s < max_place) { marker = s; // figure out from where we are where the next ',' or 0 is while (*s != ',' && *s != 0) { s++; } // copy just that name Q_strncpyz(current_race_name, marker, s-marker+1); // avoid the comma or increment us past the end of the string so we fail the main while loop s++; // register the group wins announce sound trap_S_RegisterSound( va( "sound/voice/computer/misc/%s_wins.wav",current_race_name ) ); // register the blue and red flag images trap_R_RegisterShaderNoMip( va( "models/flags/%s_red", current_race_name)); trap_R_RegisterShaderNoMip( va( "models/flags/%s_blue", current_race_name)); } }*/ extern char* BG_RegisterRace( const char *name ); /* ================= PlayerModel_BuildList Heavily modifed by TiM All we'll take into account now is a valid directory name, and that it contains a .model file We'll work the rest out later ================= */ static void PlayerModel_BuildList( void ) { int numdirs; int numfiles; char dirlist[8192]; char filelist[2048]; //char skinname[64]; char* dirptr; //char* fileptr; int i; //int j; int dirlen; //int filelen; //qboolean precache; //precache = trap_Cvar_VariableValue("com_buildscript"); s_playermodel.selectedChar = 0; //s_playermodel.modelpage = 0; s_playermodel.numChars = 0; // iterate directory of all player models numdirs = trap_FS_GetFileList("models/players_rpgx", "/", dirlist, sizeof(dirlist) ); dirptr = dirlist; ///Com_Printf("%i folders found\n", numdirs ); for (i=0; i 0 && dirptr[0] ) { //Com_Printf( "Hashed %s with %i model files\n", dirptr, numfiles); Q_strncpyz( s_playermodel.charNames[s_playermodel.numChars], dirptr, sizeof( s_playermodel.charNames[s_playermodel.numChars] ) ); s_playermodel.numChars++; } //fileptr = filelist; //for (j=0; j 16) maxlen = 16; Q_strncpyz( s_playermodel.modelname.string, buffptr, maxlen ); Q_strupr( s_playermodel.modelname.string ); // seperate the skin name maxlen = strlen(pdest+5)+1; if (maxlen > 16) maxlen = 16; Q_strncpyz( s_playermodel.skinname.string, pdest+5, maxlen ); Q_strupr( s_playermodel.skinname.string ); // kef -- make sure something like "chell/nelson" doesn't occur if (Q_stricmp( s_playermodel.skinname.string, "red") && Q_stricmp( s_playermodel.skinname.string, "blue") && Q_stricmp( s_playermodel.skinname.string, "default")) { // assume something like "chell/nelson" has occurred Q_strncpyz( s_playermodel.modelname.string, s_playermodel.skinname.string, strlen(s_playermodel.skinname.string)+1 ); Q_strncpyz( s_playermodel.skinname.string, "DEFAULT", 8 ); } break; }*/ } //try to register the current shader icon s_playermodel.playerIcon = trap_R_RegisterShaderNoMip( va( "models/players_rpgx/%s/model_icon", s_playermodel.modelName ) ); //Huh... guess whatever the hell's in the console, we don't have it on our list if ( s_playermodel.selectedChar == -1 ) { return; } //If we're exceeded the list, update it so we're at the top if ( s_playermodel.selectedChar > MAX_MENULISTITEMS ) { s_playermodel.scrollOffset = s_playermodel.selectedChar - MAX_MENULISTITEMS; PlayerModel_OffsetCharList( &s_playermodel.scrollOffset ); } //Set the model and skin data /*{ char* buf[24]; s_playermodel.charModel.numitems = PlayerModel_LoadAvailableModels( buf ); s_playermodel.charModel.itemnames = buf; s_playermodel.charSkin.numitems = PlayerModel_LoadAvailableSkins( buf ); s_playermodel.charSkin.itemnames = buf; }*/ } /* ================= PlayerSettingsMenu_Graphics ================= */ void PlayerModelMenu_Graphics (void) { // Draw the basic screen layout UI_MenuFrame2(&s_playermodel.menu); trap_R_SetColor( colorTable[CT_LTBROWN1]); UI_DrawHandlePic(30,203, 47, 186, uis.whiteShader); // Middle left line // Frame around model pictures trap_R_SetColor( colorTable[CT_LTORANGE]); //UI_DrawHandlePic( 114, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner //UI_DrawHandlePic( 114, 355, 8, 32, s_playermodel.corner_ll_4_18); // LL Corner //UI_DrawHandlePic( 411, 50, 8, -32, s_playermodel.corner_lr_4_18); // UR Corner //UI_DrawHandlePic( 411, 355, 8, 32, s_playermodel.corner_lr_4_18); // LR Corner //UI_DrawHandlePic( 114, 81, 4, 284, uis.whiteShader); // Left side //UI_DrawHandlePic( 414, 81, 4, 284, uis.whiteShader); // Right side //UI_DrawHandlePic( 120, 62, 293, 18, uis.whiteShader); // Top //UI_DrawHandlePic( 120, 357, 293, 18, uis.whiteShader); // Bottom //TiM - Frame around the models selection list UI_DrawHandlePic( 96, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 96, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 238, 62, 32, 32, s_playermodel.corner_ur_18_18); // UR Corner UI_DrawHandlePic( 240, 368, 32, 8, s_playermodel.corner_lr_18_4); // LR Corner UI_DrawHandlePic( 96, 81, 4, 290, uis.whiteShader); // Left side UI_DrawHandlePic( 242, 87, 18, 18, uis.whiteShader ); //Right Side Up Arrow Button UI_DrawHandlePic( 242, 108, 18, 236, uis.whiteShader); // Right side UI_DrawHandlePic( 242, 347, 18, 18, uis.whiteShader ); //Right Side Down Button UI_DrawHandlePic( 100, 62, 141, 18, uis.whiteShader); // Top UI_DrawHandlePic( 101, 371, 140, 4, uis.whiteShader); // Bottom //TiM - Fram around the model specific data window UI_DrawHandlePic( 265, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 265, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 422, 50, -8, -32, s_playermodel.corner_ll_4_18); // UR Corner UI_DrawHandlePic( 422, 369, -8, 8, s_playermodel.corner_ll_4_4); // LR Corner UI_DrawHandlePic( 265, 81, 4, 290, uis.whiteShader); // Left side UI_DrawHandlePic( 426, 81, 4, 290, uis.whiteShader); // Right side UI_DrawHandlePic( 269, 62, 157, 18, uis.whiteShader); // Top UI_DrawHandlePic( 269, 371, 157, 4, uis.whiteShader); // Bottom //TiM - Draw the stunningly awesome icon of the character UI_DrawHandlePic( 306, 114, 82, 82, uis.whiteShader); if ( !s_playermodel.playerIcon ) { trap_R_SetColor( colorTable[CT_BLACK] ); UI_DrawHandlePic( 307, 115, 80, 80, uis.whiteShader ); UI_DrawProportionalString( 347, 145, "?", UI_BIGFONT|UI_CENTER, colorTable[CT_LTORANGE] ); } else { trap_R_SetColor( colorTable[CT_WHITE]); UI_DrawHandlePic( 307, 115, 80, 80, s_playermodel.playerIcon ); } //Model Name along the top if ( s_playermodel.modelName[0] ) { char* buf = s_playermodel.modelName; UI_DrawProportionalString( 347, 89, Q_strupr( buf ), UI_SMALLFONT|UI_CENTER,colorTable[CT_DKPURPLE1]); } //UI_DrawProportionalString( 220, 362, va("%s %d %s %d",menu_normal_text[MNT_SCREEN],(s_playermodel.modelpage + 1),menu_normal_text[MNT_OF],s_playermodel.numpages),UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 108, 64, menu_normal_text[MNT_MODELS],UI_SMALLFONT,colorTable[CT_BLACK]); // Top trap_R_SetColor( colorTable[CT_DKGREY2]); UI_DrawHandlePic( 439, 79, 151, 295, uis.whiteShader); // Background // Frame around player model trap_R_SetColor( colorTable[CT_LTORANGE]); UI_DrawHandlePic( 435, 50, 8, -32, s_playermodel.corner_ll_4_18); // UL Corner UI_DrawHandlePic( 435, 369, 8, 8, s_playermodel.corner_ll_4_4); // LL Corner UI_DrawHandlePic( 440, 62, 150, 18, uis.whiteShader); // Top UI_DrawHandlePic( 435, 79, 4, 295, uis.whiteShader); // Left side UI_DrawHandlePic( 440, 371, 150, 4, uis.whiteShader); // Bottom // Left rounded ends for buttons trap_R_SetColor( colorTable[s_playermodel.mainmenu.color]); UI_DrawHandlePic(s_playermodel.mainmenu.generic.x - 14, s_playermodel.mainmenu.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.back.color]); UI_DrawHandlePic(s_playermodel.back.generic.x - 14, s_playermodel.back.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.data.color]); UI_DrawHandlePic(s_playermodel.data.generic.x - 14, s_playermodel.data.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); trap_R_SetColor( colorTable[s_playermodel.model.color]); UI_DrawHandlePic(s_playermodel.model.generic.x - 14, s_playermodel.model.generic.y, MENU_BUTTON_MED_HEIGHT, MENU_BUTTON_MED_HEIGHT, uis.graphicButtonLeftEnd); UI_DrawProportionalString( 74, 28, "881",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 150, "2445",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 206, "600",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); UI_DrawProportionalString( 74, 395, "3-44",UI_RIGHT|UI_TINYFONT, colorTable[CT_BLACK]); } /* ================= PlayerSettings_MenuDraw ================= */ static void PlayerModel_MenuDraw (void) { PlayerModelMenu_Graphics(); Menu_Draw( &s_playermodel.menu ); } /* ================= PlayerModel_MenuInit ================= */ static void PlayerModel_MenuInit(int menuFrom) { int i; //int j; //int k; int x; int y; static char playername[32]; static char modelname[32]; static char skinname[32]; static char skinnameviewed[32]; // zero set all our globals memset( &s_playermodel, 0 ,sizeof(playermodel_t) ); s_playermodel.prevMenu = menuFrom; //TiM : Model Spin view uis.spinView = qfalse; uis.lastYaw = 150; PlayerModel_Cache(); // set initial states PlayerModel_BuildList(); PlayerModel_SetMenuItems(); s_playermodel.menu.key = PlayerModel_MenuKey; s_playermodel.menu.wrapAround = qtrue; s_playermodel.menu.fullscreen = qtrue; s_playermodel.menu.draw = PlayerModel_MenuDraw; s_playermodel.menu.descX = MENU_DESC_X; s_playermodel.menu.descY = MENU_DESC_Y; s_playermodel.menu.titleX = MENU_TITLE_X; s_playermodel.menu.titleY = MENU_TITLE_Y; s_playermodel.menu.titleI = MNT_CHANGEPLAYER_TITLE; s_playermodel.menu.footNoteEnum = MNT_CHANGEPLAYER; s_playermodel.mainmenu.generic.type = MTYPE_BITMAP; s_playermodel.mainmenu.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.mainmenu.generic.x = 110; s_playermodel.mainmenu.generic.y = 391; s_playermodel.mainmenu.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.mainmenu.generic.callback = PlayerModel_MenuEvent; s_playermodel.mainmenu.width = MENU_BUTTON_MED_WIDTH; s_playermodel.mainmenu.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.mainmenu.color = CT_DKPURPLE1; s_playermodel.mainmenu.color2 = CT_LTPURPLE1; if (!ingameFlag) { s_playermodel.mainmenu.textEnum = MBT_MAINMENU; s_playermodel.mainmenu.generic.id = ID_MAINMENU; } else { s_playermodel.mainmenu.textEnum = MBT_INGAMEMENU; s_playermodel.mainmenu.generic.id = ID_INGAMEMENU; } s_playermodel.mainmenu.textX = MENU_BUTTON_TEXT_X; s_playermodel.mainmenu.textY = MENU_BUTTON_TEXT_Y; s_playermodel.mainmenu.textcolor = CT_BLACK; s_playermodel.mainmenu.textcolor2 = CT_WHITE; s_playermodel.back.generic.type = MTYPE_BITMAP; s_playermodel.back.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.back.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.back.generic.callback = PlayerModel_MenuEvent; s_playermodel.back.generic.id = ID_BACK; s_playermodel.back.generic.x = 110; s_playermodel.back.generic.y = 415; s_playermodel.back.width = MENU_BUTTON_MED_WIDTH; s_playermodel.back.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.back.color = CT_DKPURPLE1; s_playermodel.back.color2 = CT_LTPURPLE1; s_playermodel.back.textX = MENU_BUTTON_TEXT_X; s_playermodel.back.textY = MENU_BUTTON_TEXT_Y; s_playermodel.back.textEnum = MBT_BACK; s_playermodel.back.generic.id = ID_BACK; s_playermodel.back.textcolor = CT_BLACK; s_playermodel.back.textcolor2 = CT_WHITE; s_playermodel.data.generic.type = MTYPE_BITMAP; s_playermodel.data.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.data.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.data.generic.id = ID_SETTINGS; s_playermodel.data.generic.callback = PlayerModel_MenuEvent; s_playermodel.data.generic.x = 482; s_playermodel.data.generic.y = 391; s_playermodel.data.width = MENU_BUTTON_MED_WIDTH; s_playermodel.data.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.data.color = CT_DKPURPLE1; s_playermodel.data.color2 = CT_LTPURPLE1; s_playermodel.data.textX = 5; s_playermodel.data.textY = 2; s_playermodel.data.textEnum = MBT_PLAYERDATA; s_playermodel.data.textcolor = CT_BLACK; s_playermodel.data.textcolor2 = CT_WHITE; s_playermodel.model.generic.type = MTYPE_BITMAP; s_playermodel.model.generic.name = BUTTON_GRAPHIC_LONGRIGHT; s_playermodel.model.generic.flags = QMF_GRAYED; s_playermodel.model.generic.x = 482; s_playermodel.model.generic.y = 415; s_playermodel.model.width = MENU_BUTTON_MED_WIDTH; s_playermodel.model.height = MENU_BUTTON_MED_HEIGHT; s_playermodel.model.color = CT_DKPURPLE1; s_playermodel.model.color2 = CT_LTPURPLE1; s_playermodel.model.textX = 5; s_playermodel.model.textY = 2; s_playermodel.model.textEnum = MBT_CHANGEMODEL; s_playermodel.model.textcolor = CT_BLACK; s_playermodel.model.textcolor2 = CT_WHITE; //y = 88; x = 107; y = 85; for (i=0; i < MAX_MENULISTITEMS; i++ ) { s_playermodel.charMenu[i].generic.type = MTYPE_BITMAP; s_playermodel.charMenu[i].generic.flags = QMF_INACTIVE | QMF_HIDDEN; s_playermodel.charMenu[i].generic.x = x; s_playermodel.charMenu[i].generic.y = y; s_playermodel.charMenu[i].generic.callback = PlayerModel_MenuEvent; s_playermodel.charMenu[i].generic.id = ID_MENUCHAR0+i; s_playermodel.charMenu[i].width = 129; s_playermodel.charMenu[i].height = 16; s_playermodel.charMenu[i].color = CT_DKPURPLE1; s_playermodel.charMenu[i].color2 = CT_LTPURPLE1; s_playermodel.charMenu[i].textPtr = NULL; s_playermodel.charMenu[i].textX = 4; s_playermodel.charMenu[i].textY = 1; s_playermodel.charMenu[i].textcolor = CT_DKGOLD1; s_playermodel.charMenu[i].textcolor2 = CT_LTGOLD1; s_playermodel.charMenu[i].textStyle = UI_SMALLFONT; y += 24; } /*for (i=0,k=0; i MAX_MENULISTITEMS ) { s_playermodel.upArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; s_playermodel.dnArrow.generic.flags = QMF_HIGHLIGHT_IF_FOCUS; } // update user interface //PlayerModel_UpdateGrid(); PlayerModel_UpdateModel(); } /* ================= PlayerModel_Cache ================= */ void PlayerModel_Cache( void ) { //int i; s_playermodel.corner_ll_4_4 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_4"); s_playermodel.corner_ll_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ll_4_18"); s_playermodel.corner_lr_4_18 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_4_18"); s_playermodel.corner_lr_18_4 = trap_R_RegisterShaderNoMip("menu/common/corner_lr_18_4"); s_playermodel.corner_ur_18_18 = trap_R_RegisterShaderNoMip("menu/common/corner_ur_18_18"); trap_R_RegisterShaderNoMip(PIC_ARROW_UP); trap_R_RegisterShaderNoMip(PIC_ARROW_DOWN); /*for( i = 0; playermodel_artlist[i]; i++ ) { trap_R_RegisterShaderNoMip( playermodel_artlist[i] ); }*/ //PlayerModel_BuildList(); /*for( i = 0; i < s_playermodel.nummodels; i++ ) { trap_R_RegisterShaderNoMip( s_playermodel.modelnames[i] ); }*/ } /* ================= PlayerModel_Cache ================= */ void UI_PlayerModelMenu(int menuFrom) { PlayerModel_MenuInit(menuFrom); UI_PushMenu( &s_playermodel.menu ); //Menu_SetCursorToItem( &s_playermodel.menu, &s_playermodel.pics[s_playermodel.selectedmodel % MAX_MODELSPERPAGE] ); }