mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-24 05:11:19 +00:00
422 lines
11 KiB
C
422 lines
11 KiB
C
/**********************************************************************
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UI_TACTICAL.C
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User interface trigger from within game
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**********************************************************************/
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#include "ui_local.h"
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typedef struct {
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char weaponName[MAX_QPATH];
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int weaponMaxCount;
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int weaponCurrentCount;
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char weaponTarget[MAX_QPATH];
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int weaponNum;
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} weaponData_t;
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typedef struct {
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menuframework_s menu;
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int maxWeapons;
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int choosenWeapon;
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int highLightedWeapon;
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sfxHandle_t openingVoice;
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sfxHandle_t fireVoice;
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menubitmap_s quitmenu;
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menubitmap_s fire;
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menubitmap_s weap1;
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menubitmap_s weap2;
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menubitmap_s weap3;
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menubitmap_s weap4;
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menubitmap_s weap5;
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menubitmap_s weap6;
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weaponData_t weaponData[MAX_TACTICAL_WEAPONS];
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int numWeapons;
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} tactical_t;
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tactical_t s_tactical;
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void TacticalMenu_LoadText (void);
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#define ID_COMPUTERVOISE 6
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#define ID_QUIT 10
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#define ID_WEAP1 11
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#define ID_WEAP2 12
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#define ID_WEAP3 13
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#define ID_WEAP4 14
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#define ID_WEAP5 15
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#define ID_WEAP6 16
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#define ID_FIRE 100
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void UI_TacticalMenu_Cache (void);
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/*
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=================
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M_Tactical_Event
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=================
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*/
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static void M_Tactical_Event (void* ptr, int notification) {
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int id;
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menubitmap_s *holdWeapon;
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id = ((menucommon_s*)ptr)->id;
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switch(id)
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{
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case ID_QUIT:
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if(notification == QM_ACTIVATED)
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UI_PopMenu();
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trap_Cmd_ExecuteText(EXEC_APPEND, "ui_tactical_free");
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break;
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case ID_WEAP1:
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case ID_WEAP2:
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case ID_WEAP3:
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case ID_WEAP4:
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case ID_WEAP5:
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case ID_WEAP6:
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if(notification == QM_ACTIVATED) {
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if(s_tactical.choosenWeapon >= 0) {
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holdWeapon = &s_tactical.weap1;
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holdWeapon += s_tactical.choosenWeapon;
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holdWeapon->textcolor = CT_BLACK;
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}
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s_tactical.choosenWeapon = id - ID_WEAP1;
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s_tactical.fire.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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holdWeapon = &s_tactical.weap1;
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holdWeapon += s_tactical.choosenWeapon;
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} else if(notification == QM_GOTFOCUS) {
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s_tactical.highLightedWeapon = id - ID_WEAP1;
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}
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break;
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case ID_FIRE:
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if(notification == QM_ACTIVATED) {
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//UI_ForceMenuOff();
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trap_Cmd_ExecuteText( EXEC_APPEND, va( "tactical %s", s_tactical.weaponData[s_tactical.choosenWeapon].weaponTarget ));
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}
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break;
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}
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}
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/*
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=================
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TacticalMenu_Key
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=================
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*/
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sfxHandle_t TacticalMenu_Key (int key) {
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return ( Menu_DefaultKey( &s_tactical.menu, key ) );
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}
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extern qhandle_t leftRound;
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qhandle_t tactical;
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qhandle_t square_rl;
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qhandle_t square_rr;
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qhandle_t corner_tact_ul;
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qhandle_t corner_tact_ll;
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/*
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=================
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M_TacticalMenu_Graphics
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=================
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*/
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static void M_TacticalMenu_Graphics (void) {
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menubitmap_s *holdWeapon;
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int i,length,xWeaponStart;
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int numColor,roundColor;
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vec4_t bgColor = { 0.1, 0.1, 0.1, .75 };
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// background
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//UI_DrawRect(75, 420, 490, 50, bgColor);
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trap_R_SetColor(bgColor);
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UI_DrawHandlePic(150, 375, 100, 100, square_rl);
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UI_DrawHandlePic(250, 375, 140, 100, uis.whiteShader);
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UI_DrawHandlePic(390, 375, 100, 100, square_rr);
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// upper left
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trap_R_SetColor(colorTable[CT_DKPURPLE1]);
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UI_DrawHandlePic(151, 376, 75, 50, corner_tact_ul);
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UI_DrawHandlePic(218, 376, 270, 28, uis.whiteShader);
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}
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/*
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===============
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TacticalMenu_Draw
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===============
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*/
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static void TacticalMenu_Draw(void)
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{
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// Draw graphics particular to Main Menu
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M_TacticalMenu_Graphics();
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Menu_Draw( &s_tactical.menu );
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}
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/*
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===============
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UI_TacticalMenu_Cache
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===============
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*/
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void UI_TacticalMenu_Cache (void)
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{
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leftRound = trap_R_RegisterShaderNoMip("menu/common/halfroundl_24.tga");
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tactical = trap_R_RegisterShaderNoMip("menu/common/lift_button.tga");
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square_rl = trap_R_RegisterShaderNoMip("menu/common/square_rounded_left.tga");
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square_rr = trap_R_RegisterShaderNoMip("menu/common/square_rounded_right.tga");
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corner_tact_ll = trap_R_RegisterShaderNoMip("menu/common/corner_tact_ll.tga");
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corner_tact_ul = trap_R_RegisterShaderNoMip("menu/common/corner_ul_18_50.tga");
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}
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static void UI_TacticalMenu_LoadWeapons( void )
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{
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char buffer[MAX_TOKEN_CHARS];
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int i;
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char *temp;
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s_tactical.numWeapons = 0;
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//load the string
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trap_GetConfigString( CS_TACTICAL_DATA, buffer, sizeof( buffer ) );
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if ( !buffer[0] )
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return;
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memset( &s_tactical.weaponData, 0, sizeof( s_tactical.weaponData ) );
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for ( i=0; i < MAX_TACTICAL_WEAPONS; i++ )
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{
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temp = Info_ValueForKey( buffer, va( "d%i", i ) );
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if ( !temp[0] )
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break;
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s_tactical.weaponData[ s_tactical.numWeapons ].weaponNum = atoi( temp );
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temp = Info_ValueForKey( buffer, va( "n%i", i ) );
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Q_strncpyz( s_tactical.weaponData[ s_tactical.numWeapons ].weaponName, temp, sizeof( s_tactical.weaponData[ s_tactical.numWeapons ].weaponName ) );
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s_tactical.numWeapons++;
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}
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}
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static void UI_ManageWeaponLoading( void )
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{
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char fileRoute[MAX_QPATH];
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char mapRoute[MAX_QPATH];
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char info[MAX_TOKEN_CHARS];
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fileHandle_t f;
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int file_len;
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char *textPtr;
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char buffer[20000];
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char *token;
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//get the map name
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trap_GetConfigString( CS_SERVERINFO, info, sizeof( info ) );
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Com_sprintf( mapRoute, sizeof( fileRoute ), "maps/%s", Info_ValueForKey( info, "mapname" ) );
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//check for language
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UI_LanguageFilename( mapRoute, "tactical", fileRoute );
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file_len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
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if ( file_len <= 1 )
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{
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//Com_Printf( S_COLOR_YELLOW "WARNING: Attempted to load %s, but wasn't found.\n", fileRoute );
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UI_TacticalMenu_LoadWeapons();
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return;
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}
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trap_FS_Read( buffer, file_len, f );
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trap_FS_FCloseFile( f );
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if ( !buffer[0] )
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{
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Com_Printf( S_COLOR_RED "ERROR: Attempted to load %s, but no data was read.\n", fileRoute );
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UI_TacticalMenu_LoadWeapons();
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return;
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}
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s_tactical.numWeapons = 0;
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memset( &s_tactical.weaponData, 0, sizeof( s_tactical.weaponData ) );
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buffer[file_len] = '\0';
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COM_BeginParseSession();
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textPtr = buffer;
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//Com_Printf( S_COLOR_RED "Beginning Parse\n" );
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//expected format is 'weapon num' <space> 'weapon desc' <space> 'weapon target'
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while( 1 )
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{
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token = COM_Parse( &textPtr );
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if ( !token[0] )
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break;
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//Com_Printf( S_COLOR_RED "First Token: %s\n", token );
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//grab the weapon number
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s_tactical.weaponData[s_tactical.numWeapons].weaponNum = atoi( token );
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token = COM_ParseExt( &textPtr, qfalse );
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if (!token[0])
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continue;
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//Com_Printf( S_COLOR_RED "Second Token: %s\n", token );
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Q_strncpyz( s_tactical.weaponData[s_tactical.numWeapons].weaponName,
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token,
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sizeof( s_tactical.weaponData[s_tactical.numWeapons].weaponName ) );
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token = COM_ParseExt( &textPtr, qfalse );
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if(!token[0])
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continue;
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Q_strncpyz( s_tactical.weaponData[s_tactical.numWeapons].weaponTarget,
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token,
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sizeof(s_tactical.weaponData[s_tactical.numWeapons].weaponTarget) );
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s_tactical.numWeapons++;
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}
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}
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/*
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===============
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TacticalMenu_Init
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===============
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*/
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void TacticalMenu_Init(void)
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{
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int y,pad,x;
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menubitmap_s *holdWeapon;
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int i,width;
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UI_ManageWeaponLoading();
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s_tactical.menu.fullscreen = qfalse;
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s_tactical.menu.nobackground = qtrue;
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s_tactical.menu.nitems = 0;
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s_tactical.menu.draw = TacticalMenu_Draw;
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s_tactical.menu.key = TacticalMenu_Key;
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s_tactical.menu.wrapAround = qtrue;
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s_tactical.menu.descX = MENU_DESC_X;
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s_tactical.menu.descY = MENU_DESC_Y;
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s_tactical.menu.titleX = MENU_TITLE_X;
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s_tactical.menu.titleY = MENU_TITLE_Y;
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s_tactical.choosenWeapon = -1;
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s_tactical.highLightedWeapon = -1;
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pad = PROP_BIG_HEIGHT + 10;
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y = 72;
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x = 319;
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width = MENU_BUTTON_MED_WIDTH-20;
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s_tactical.maxWeapons = MAX_TACTICAL_WEAPONS;
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holdWeapon = &s_tactical.weap1;
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for (i=0;i<s_tactical.maxWeapons;i++)
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{
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holdWeapon->generic.type = MTYPE_BITMAP;
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holdWeapon->generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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holdWeapon->generic.x = x;
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holdWeapon->generic.y = y;
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holdWeapon->generic.name = GRAPHIC_BUTTONRIGHT;
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holdWeapon->generic.id = ID_WEAP1 + i;
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holdWeapon->generic.callback = M_Tactical_Event;
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holdWeapon->width = width;
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holdWeapon->height = PROP_BIG_HEIGHT;
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holdWeapon->color = CT_DKPURPLE1;//CT_VDKRED1;//CT_DKGOLD1;
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holdWeapon->color2 = CT_LTPURPLE1;//CT_DKRED1;//CT_LTGOLD1;
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holdWeapon->textX = MENU_BUTTON_TEXT_X;
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holdWeapon->textY = 12;
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holdWeapon->textEnum = MBT_WEAPON;
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holdWeapon->textcolor = CT_BLACK;
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holdWeapon->textcolor2 = CT_WHITE;
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holdWeapon->textStyle = UI_TINYFONT;
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holdWeapon++;
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y += pad;
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// Start the next column
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if (i == ((s_tactical.maxWeapons-1)/2))
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{
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x += width + 90;
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y = 80;
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}
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}
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s_tactical.fire.generic.type = MTYPE_BITMAP;
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s_tactical.fire.generic.flags = QMF_GRAYED;
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s_tactical.fire.generic.x = 110;
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s_tactical.fire.generic.y = 72 + (pad * 5);
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s_tactical.fire.generic.name = GRAPHIC_BUTTONRIGHT;
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s_tactical.fire.generic.id = ID_FIRE;
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s_tactical.fire.generic.callback = M_Tactical_Event;
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s_tactical.fire.width = width;
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s_tactical.fire.height = PROP_BIG_HEIGHT;
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s_tactical.fire.color = CT_DKORANGE;
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s_tactical.fire.color2 = CT_LTORANGE;
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s_tactical.fire.textX = MENU_BUTTON_TEXT_X;
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s_tactical.fire.textY = 6;
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s_tactical.fire.textEnum = MBT_FIRE;
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s_tactical.fire.textcolor = CT_BLACK;
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s_tactical.fire.textcolor2 = CT_WHITE;
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s_tactical.quitmenu.generic.type = MTYPE_BITMAP;
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s_tactical.quitmenu.generic.flags = QMF_HIGHLIGHT_IF_FOCUS;
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s_tactical.quitmenu.generic.x = 110;
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s_tactical.quitmenu.generic.y = 72 + (pad * 7);
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s_tactical.quitmenu.generic.name = GRAPHIC_BUTTONRIGHT;
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s_tactical.quitmenu.generic.id = ID_QUIT;
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s_tactical.quitmenu.generic.callback = M_Tactical_Event;
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s_tactical.quitmenu.width = width;
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s_tactical.quitmenu.height = PROP_BIG_HEIGHT;
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s_tactical.quitmenu.color = CT_DKORANGE;
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s_tactical.quitmenu.color2 = CT_LTORANGE;
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s_tactical.quitmenu.textX = MENU_BUTTON_TEXT_X;
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s_tactical.quitmenu.textY = 6;
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s_tactical.quitmenu.textEnum = MBT_RETURNMENU;//MBT_RETURN;
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s_tactical.quitmenu.textcolor = CT_BLACK;
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s_tactical.quitmenu.textcolor2 = CT_WHITE;
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Menu_AddItem( &s_tactical.menu, &s_tactical.fire );
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Menu_AddItem( &s_tactical.menu, &s_tactical.quitmenu );
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holdWeapon = &s_tactical.weap1;
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for (i=0;i<s_tactical.maxWeapons;i++)
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{
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if (s_tactical.weaponData[i].weaponName[0])
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{
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Menu_AddItem( &s_tactical.menu, holdWeapon );
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}
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holdWeapon++;
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}
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}
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/*
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===============
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UI_TacticalMenu
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===============
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*/
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void UI_TacticalMenu ( void )
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{
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memset( &s_tactical, 0, sizeof( s_tactical ) );
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uis.menusp = 0;
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ingameFlag = qtrue; // true when in game menu is in use
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Mouse_Show();
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UI_TacticalMenu_Cache();
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TacticalMenu_Init();
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UI_PushMenu( &s_tactical.menu );
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Menu_AdjustCursor( &s_tactical.menu, 1 );
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}
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