menu: show weapon in player model preview

This commit is contained in:
Denis Pauk 2024-06-08 23:36:57 +03:00
parent 8fd8c2b546
commit 28aeb68826

View file

@ -5908,92 +5908,128 @@ extern float CalcFov(float fov_x, float w, float h);
* Model animation
*/
static void
PlayerConfig_AnimateModel(entity_t *entity, int curTime)
PlayerConfig_AnimateModel(entity_t *entity, int count, int curTime)
{
cvar_t *cl_start_frame, *cl_end_frame;
int startFrame, endFrame;
const cvar_t *cl_start_frame, *cl_end_frame;
int startFrame, endFrame;
cl_start_frame = Cvar_Get("cl_model_preview_start", "84", CVAR_ARCHIVE);
cl_end_frame = Cvar_Get("cl_model_preview_end", "94", CVAR_ARCHIVE);
startFrame = cl_start_frame->value;
endFrame = cl_end_frame->value;
cl_start_frame = Cvar_Get("cl_model_preview_start", "84", CVAR_ARCHIVE);
cl_end_frame = Cvar_Get("cl_model_preview_end", "94", CVAR_ARCHIVE);
startFrame = cl_start_frame->value;
endFrame = cl_end_frame->value;
if (startFrame >= 0 && endFrame > startFrame)
{
/* salute male 84..94 frame */
entity->frame = (curTime / 100) % (endFrame - startFrame) + startFrame;
}
if (startFrame >= 0 && endFrame > startFrame)
{
int i;
for (i = 0; i < count; i ++)
{
/* salute male 84..94 frame */
entity[i].frame = (curTime / 100) % (endFrame - startFrame) + startFrame;
}
}
}
static void
PlayerConfig_MenuDraw(void)
{
refdef_t refdef;
float scale = SCR_GetMenuScale();
refdef_t refdef;
float scale = SCR_GetMenuScale();
memset(&refdef, 0, sizeof(refdef));
memset(&refdef, 0, sizeof(refdef));
refdef.x = viddef.width / 2;
refdef.y = viddef.height / 2 - 72 * scale;
refdef.width = 144 * scale;
refdef.height = 168 * scale;
refdef.fov_x = 40;
refdef.fov_y = CalcFov(refdef.fov_x, (float)refdef.width, (float)refdef.height);
refdef.time = cls.realtime * 0.001f;
refdef.x = viddef.width / 2;
refdef.y = viddef.height / 2 - 72 * scale;
refdef.width = 144 * scale;
refdef.height = 168 * scale;
refdef.fov_x = 40;
refdef.fov_y = CalcFov(refdef.fov_x, (float)refdef.width, (float)refdef.height);
refdef.time = cls.realtime * 0.001f;
// could remove this, there should be a valid set of models
if ((s_player_model_box.curvalue >= 0 && s_player_model_box.curvalue < s_modelname.num)
&& (s_player_skin_box.curvalue >= 0
&& s_player_skin_box.curvalue < s_skinnames[s_player_model_box.curvalue].num))
{
entity_t entity;
char scratch[MAX_QPATH];
char* mdlname = s_modelname.data[s_player_model_box.curvalue];
char* imgname = s_skinnames[s_player_model_box.curvalue].data[s_player_skin_box.curvalue];
// could remove this, there should be a valid set of models
if ((s_player_model_box.curvalue >= 0 && s_player_model_box.curvalue < s_modelname.num)
&& (s_player_skin_box.curvalue >= 0
&& s_player_skin_box.curvalue < s_skinnames[s_player_model_box.curvalue].num))
{
entity_t entities[2];
char scratch[MAX_QPATH];
char* mdlname = s_modelname.data[s_player_model_box.curvalue];
char* imgname = s_skinnames[s_player_model_box.curvalue].data[s_player_skin_box.curvalue];
int i, curTime;
memset(&entity, 0, sizeof(entity));
memset(&entities, 0, sizeof(entities));
Com_sprintf(scratch, sizeof(scratch), "players/%s/tris.md2", mdlname);
entity.model = R_RegisterModel(scratch);
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", mdlname,
imgname);
entity.skin = R_RegisterSkin(scratch);
entity.flags = RF_FULLBRIGHT;
entity.origin[0] = 80;
entity.origin[1] = 0;
entity.origin[2] = 0;
VectorCopy(entity.origin, entity.oldorigin);
entity.frame = 0;
entity.oldframe = 0;
entity.backlerp = 0.0;
Com_sprintf(scratch, sizeof(scratch), "players/%s/tris.md2", mdlname);
entities[0].model = R_RegisterModel(scratch);
int curTime = Sys_Milliseconds();
PlayerConfig_AnimateModel(&entity, curTime);
// one full turn is 3s = 3000ms => 3000/360 deg per millisecond
curTime = curTime % 3000;
entity.angles[1] = (float)curTime/(3000.0f/360.0f);
Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", mdlname,
imgname);
entities[0].skin = R_RegisterSkin(scratch);
refdef.areabits = 0;
refdef.num_entities = 1;
refdef.entities = &entity;
refdef.lightstyles = 0;
refdef.rdflags = RDF_NOWORLDMODEL;
curTime = Sys_Milliseconds();
Com_sprintf(scratch, sizeof(scratch), "/players/%s/%s_i.pcx", mdlname,
imgname);
/* multiplayer weapons loaded */
if (num_cl_weaponmodels)
{
int weapon_id;
// icon bitmap to draw
s_player_icon_bitmap.generic.name = scratch;
/* change weapon every 3 rounds */
weapon_id = curTime / 9000;
Menu_Draw(&s_player_config_menu);
weapon_id = weapon_id % num_cl_weaponmodels;
/* show weapon also */
Com_sprintf(scratch, sizeof(scratch),
"players/%s/%s", mdlname, cl_weaponmodels[weapon_id]);
entities[1].model = R_RegisterModel(scratch);
}
M_DrawTextBox(((int)(refdef.x) * (320.0F / viddef.width) - 8),
(int)((viddef.height / 2) * (240.0F / viddef.height) - 77),
refdef.width / (8 * scale), refdef.height / (8 * scale));
refdef.height += 4 * scale;
/* no such weapon model */
if (!entities[1].model)
{
/* show weapon also */
Com_sprintf(scratch, sizeof(scratch),
"players/%s/weapon.md2", mdlname);
entities[1].model = R_RegisterModel(scratch);
}
R_RenderFrame(&refdef);
}
curTime = curTime % 3000;
for (i = 0; i < 2; i++)
{
entities[i].flags = RF_FULLBRIGHT;
entities[i].origin[0] = 80;
entities[i].origin[1] = 0;
entities[i].origin[2] = 0;
VectorCopy(entities[i].origin, entities[i].oldorigin);
entities[i].frame = 0;
entities[i].oldframe = 0;
entities[i].backlerp = 0.0;
// one full turn is 3s = 3000ms => 3000/360 deg per millisecond
entities[i].angles[1] = (float)curTime/(3000.0f/360.0f);
}
PlayerConfig_AnimateModel(entities, 2, curTime);
refdef.areabits = 0;
refdef.num_entities = (entities[1].model) ? 2 : 1;
refdef.entities = entities;
refdef.lightstyles = 0;
refdef.rdflags = RDF_NOWORLDMODEL;
Com_sprintf(scratch, sizeof(scratch), "/players/%s/%s_i.pcx", mdlname,
imgname);
// icon bitmap to draw
s_player_icon_bitmap.generic.name = scratch;
Menu_Draw(&s_player_config_menu);
M_DrawTextBox(((int)(refdef.x) * (320.0F / viddef.width) - 8),
(int)((viddef.height / 2) * (240.0F / viddef.height) - 77),
refdef.width / (8 * scale), refdef.height / (8 * scale));
refdef.height += 4 * scale;
R_RenderFrame(&refdef);
}
}
static const char *
@ -6003,9 +6039,9 @@ PlayerConfig_MenuKey(int key)
if (key == K_ESCAPE)
{
char skin[MAX_QPATH];
char* name = 0;
char* mdl = 0;
char* img = 0;
char* name = NULL;
char* mdl = NULL;
char* img = NULL;
name = s_player_name_field.buffer;
mdl = s_modelname.data[s_player_model_box.curvalue];