From 1a5afab2fcd1d43e5d43160ee601fa3bfa375a76 Mon Sep 17 00:00:00 2001 From: Jeff Kent Date: Thu, 13 Apr 2017 11:30:00 +0000 Subject: import the Lakitu7 r181 cgame and ui modules replacing the existing ones --- Makefile | 102 +- src/cgame/cg_animation.c | 111 + src/cgame/cg_animmapobj.c | 227 ++ src/cgame/cg_attachment.c | 404 +++ src/cgame/cg_buildable.c | 1423 ++++++++++ src/cgame/cg_consolecmds.c | 325 +++ src/cgame/cg_draw.c | 3524 ++++++++++++++++++++++++ src/cgame/cg_drawtools.c | 378 +++ src/cgame/cg_ents.c | 1256 +++++++++ src/cgame/cg_event.c | 1034 +++++++ src/cgame/cg_local.h | 2072 ++++++++++++++ src/cgame/cg_main.c | 1842 +++++++++++++ src/cgame/cg_marks.c | 289 ++ src/cgame/cg_mem.c | 202 ++ src/cgame/cg_particles.c | 2567 +++++++++++++++++ src/cgame/cg_players.c | 2565 +++++++++++++++++ src/cgame/cg_playerstate.c | 317 +++ src/cgame/cg_predict.c | 878 ++++++ src/cgame/cg_ptr.c | 81 + src/cgame/cg_scanner.c | 365 +++ src/cgame/cg_servercmds.c | 1016 +++++++ src/cgame/cg_snapshot.c | 411 +++ src/cgame/cg_syscalls.asm | 115 + src/cgame/cg_syscalls.c | 570 ++++ src/cgame/cg_trails.c | 1500 ++++++++++ src/cgame/cg_tutorial.c | 663 +++++ src/cgame/cg_view.c | 1340 +++++++++ src/cgame/cg_weapons.c | 1845 +++++++++++++ src/client/keycodes.h | 278 ++ src/renderer/tr_types.h | 239 ++ src/ui/menudef.h | 362 +++ src/ui/ui_atoms.c | 519 ++++ src/ui/ui_gameinfo.c | 333 +++ src/ui/ui_local.h | 1207 ++++++++ src/ui/ui_main.c | 6500 ++++++++++++++++++++++++++++++++++++++++++++ src/ui/ui_players.c | 1369 ++++++++++ src/ui/ui_shared.c | 6075 +++++++++++++++++++++++++++++++++++++++++ src/ui/ui_shared.h | 454 ++++ src/ui/ui_syscalls.asm | 98 + src/ui/ui_syscalls.c | 387 +++ 40 files changed, 45241 insertions(+), 2 deletions(-) create mode 100644 src/cgame/cg_animation.c create mode 100644 src/cgame/cg_animmapobj.c create mode 100644 src/cgame/cg_attachment.c create mode 100644 src/cgame/cg_buildable.c create mode 100644 src/cgame/cg_consolecmds.c create mode 100644 src/cgame/cg_draw.c create mode 100644 src/cgame/cg_drawtools.c create mode 100644 src/cgame/cg_ents.c create mode 100644 src/cgame/cg_event.c create mode 100644 src/cgame/cg_local.h create mode 100644 src/cgame/cg_main.c create mode 100644 src/cgame/cg_marks.c create mode 100644 src/cgame/cg_mem.c create mode 100644 src/cgame/cg_particles.c create mode 100644 src/cgame/cg_players.c create mode 100644 src/cgame/cg_playerstate.c create mode 100644 src/cgame/cg_predict.c create mode 100644 src/cgame/cg_ptr.c create mode 100644 src/cgame/cg_scanner.c create mode 100644 src/cgame/cg_servercmds.c create mode 100644 src/cgame/cg_snapshot.c create mode 100644 src/cgame/cg_syscalls.asm create mode 100644 src/cgame/cg_syscalls.c create mode 100644 src/cgame/cg_trails.c create mode 100644 src/cgame/cg_tutorial.c create mode 100644 src/cgame/cg_view.c create mode 100644 src/cgame/cg_weapons.c create mode 100644 src/client/keycodes.h create mode 100644 src/renderer/tr_types.h create mode 100644 src/ui/menudef.h create mode 100644 src/ui/ui_atoms.c create mode 100644 src/ui/ui_gameinfo.c create mode 100644 src/ui/ui_local.h create mode 100644 src/ui/ui_main.c create mode 100644 src/ui/ui_players.c create mode 100644 src/ui/ui_shared.c create mode 100644 src/ui/ui_shared.h create mode 100644 src/ui/ui_syscalls.asm create mode 100644 src/ui/ui_syscalls.c diff --git a/Makefile b/Makefile index 5f0ee05..17e66fc 100644 --- a/Makefile +++ b/Makefile @@ -698,13 +698,17 @@ TARGETS = ifneq ($(BUILD_GAME_SO),0) TARGETS += \ - $(B)/base/game$(ARCH).$(SHLIBEXT) + $(B)/base/cgame$(ARCH).$(SHLIBEXT) \ + $(B)/base/game$(ARCH).$(SHLIBEXT) \ + $(B)/base/ui$(ARCH).$(SHLIBEXT) endif ifneq ($(BUILD_GAME_QVM),0) ifneq ($(CROSS_COMPILING),1) TARGETS += \ - $(B)/base/vm/game.qvm + $(B)/base/vm/cgame.qvm \ + $(B)/base/vm/game.qvm \ + $(B)/base/vm/ui.qvm endif endif @@ -834,6 +838,56 @@ define DO_Q3LCC @$(Q3LCC) -o $@ $< endef +############################################################################# +## TREMULOUS CGAME +############################################################################# + +CGOBJ_ = \ + $(B)/base/cgame/cg_main.o \ + $(B)/base/game/bg_misc.o \ + $(B)/base/game/bg_pmove.o \ + $(B)/base/game/bg_slidemove.o \ + $(B)/base/cgame/cg_consolecmds.o \ + $(B)/base/cgame/cg_buildable.o \ + $(B)/base/cgame/cg_animation.o \ + $(B)/base/cgame/cg_animmapobj.o \ + $(B)/base/cgame/cg_draw.o \ + $(B)/base/cgame/cg_drawtools.o \ + $(B)/base/cgame/cg_ents.o \ + $(B)/base/cgame/cg_event.o \ + $(B)/base/cgame/cg_marks.o \ + $(B)/base/cgame/cg_players.o \ + $(B)/base/cgame/cg_playerstate.o \ + $(B)/base/cgame/cg_predict.o \ + $(B)/base/cgame/cg_servercmds.o \ + $(B)/base/cgame/cg_snapshot.o \ + $(B)/base/cgame/cg_view.o \ + $(B)/base/cgame/cg_weapons.o \ + $(B)/base/cgame/cg_mem.o \ + $(B)/base/cgame/cg_scanner.o \ + $(B)/base/cgame/cg_attachment.o \ + $(B)/base/cgame/cg_trails.o \ + $(B)/base/cgame/cg_particles.o \ + $(B)/base/cgame/cg_ptr.o \ + $(B)/base/cgame/cg_tutorial.o \ + $(B)/base/ui/ui_shared.o \ + \ + $(B)/base/qcommon/q_math.o \ + $(B)/base/qcommon/q_shared.o + +CGOBJ = $(CGOBJ_) $(B)/base/cgame/cg_syscalls.o +CGVMOBJ = $(CGOBJ_:%.o=%.asm) $(B)/base/game/bg_lib.asm + +$(B)/base/cgame$(ARCH).$(SHLIBEXT) : $(CGOBJ) + @echo "LD $@" + @$(CC) $(SHLIBLDFLAGS) -o $@ $(CGOBJ) + +$(B)/base/vm/cgame.qvm: $(CGVMOBJ) $(CGDIR)/cg_syscalls.asm + @echo "Q3ASM $@" + @$(Q3ASM) -o $@ $(CGVMOBJ) $(CGDIR)/cg_syscalls.asm + + + ############################################################################# ## TREMULOUS GAME ############################################################################# @@ -880,16 +934,60 @@ $(B)/base/vm/game.qvm: $(GVMOBJ) $(GDIR)/g_syscalls.asm @$(Q3ASM) -o $@ $(GVMOBJ) $(GDIR)/g_syscalls.asm + +############################################################################# +## TREMULOUS UI +############################################################################# + +UIOBJ_ = \ + $(B)/base/ui/ui_main.o \ + $(B)/base/ui/ui_atoms.o \ + $(B)/base/ui/ui_players.o \ + $(B)/base/ui/ui_shared.o \ + $(B)/base/ui/ui_gameinfo.o \ + \ + $(B)/base/game/bg_misc.o \ + $(B)/base/qcommon/q_math.o \ + $(B)/base/qcommon/q_shared.o + +UIOBJ = $(UIOBJ_) $(B)/base/ui/ui_syscalls.o +UIVMOBJ = $(UIOBJ_:%.o=%.asm) $(B)/base/game/bg_lib.asm + +$(B)/base/ui$(ARCH).$(SHLIBEXT) : $(UIOBJ) + @echo "LD $@" + @$(CC) $(CFLAGS) $(SHLIBLDFLAGS) -o $@ $(UIOBJ) + +$(B)/base/vm/ui.qvm: $(UIVMOBJ) $(UIDIR)/ui_syscalls.asm + @echo "Q3ASM $@" + @$(Q3ASM) -o $@ $(UIVMOBJ) $(UIDIR)/ui_syscalls.asm + + + ############################################################################# ## GAME MODULE RULES ############################################################################# +$(B)/base/cgame/%.o: $(CGDIR)/%.c + $(DO_SHLIB_CC) + +$(B)/base/cgame/%.asm: $(CGDIR)/%.c + $(DO_Q3LCC) + + $(B)/base/game/%.o: $(GDIR)/%.c $(DO_SHLIB_CC) $(B)/base/game/%.asm: $(GDIR)/%.c $(DO_Q3LCC) + +$(B)/base/ui/%.o: $(UIDIR)/%.c + $(DO_SHLIB_CC) + +$(B)/base/ui/%.asm: $(UIDIR)/%.c + $(DO_Q3LCC) + + $(B)/base/qcommon/%.o: $(CMDIR)/%.c $(DO_SHLIB_CC) diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c new file mode 100644 index 0000000..c370c53 --- /dev/null +++ b/src/cgame/cg_animation.c @@ -0,0 +1,111 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "cg_local.h" + +/* +=============== +CG_RunLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +void CG_RunLerpFrame( lerpFrame_t *lf ) +{ + int f, numFrames; + animation_t *anim; + + // debugging tool to get no animations + if( cg_animSpeed.integer == 0 ) + { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if( cg.time >= lf->frameTime ) + { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if( !anim->frameLerp ) + return; // shouldn't happen + + if( cg.time < lf->animationTime ) + lf->frameTime = lf->animationTime; // initial lerp + else + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + numFrames = anim->numFrames; + if( anim->flipflop ) + numFrames *= 2; + + if( f >= numFrames ) + { + f -= numFrames; + if( anim->loopFrames ) + { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } + else + { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + } + } + + if( anim->reversed ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + else if( anim->flipflop && f >= anim->numFrames ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames ); + else + lf->frame = anim->firstFrame + f; + + if( cg.time > lf->frameTime ) + { + lf->frameTime = cg.time; + if( cg_debugAnim.integer ) + CG_Printf( "Clamp lf->frameTime\n" ); + } + } + + if( lf->frameTime > cg.time + 200 ) + lf->frameTime = cg.time; + + if( lf->oldFrameTime > cg.time ) + lf->oldFrameTime = cg.time; + + // calculate current lerp value + if( lf->frameTime == lf->oldFrameTime ) + lf->backlerp = 0; + else + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); +} diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c new file mode 100644 index 0000000..2e80b7e --- /dev/null +++ b/src/cgame/cg_animmapobj.c @@ -0,0 +1,227 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "cg_local.h" + + +/* +=============== +CG_DoorAnimation +=============== +*/ +static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ + CG_RunLerpFrame( ¢->lerpFrame ); + + *old = cent->lerpFrame.oldFrame; + *now = cent->lerpFrame.frame; + *backLerp = cent->lerpFrame.backlerp; +} + + +/* +=============== +CG_ModelDoor +=============== +*/ +void CG_ModelDoor( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *es; + animation_t anim; + lerpFrame_t *lf = ¢->lerpFrame; + + es = ¢->currentState; + + if( !es->modelindex ) + return; + + //create the render entity + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( cent->lerpOrigin, ent.oldorigin ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.renderfx = RF_NOSHADOW; + + //add the door model + ent.skinNum = 0; + ent.hModel = cgs.gameModels[ es->modelindex ]; + + //scale the door + VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] ); + VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] ); + VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] ); + ent.nonNormalizedAxes = qtrue; + + //setup animation + anim.firstFrame = es->powerups; + anim.numFrames = es->weapon; + anim.reversed = !es->legsAnim; + anim.flipflop = qfalse; + anim.loopFrames = 0; + anim.frameLerp = 1000 / es->torsoAnim; + anim.initialLerp = 1000 / es->torsoAnim; + + //door changed state + if( es->legsAnim != cent->doorState ) + { + lf->animationTime = lf->frameTime + anim.initialLerp; + cent->doorState = es->legsAnim; + } + + lf->animation = &anim; + + //run animation + CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_AMOAnimation +=============== +*/ +static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ + if( !( cent->currentState.eFlags & EF_MOVER_STOP ) || cent->animPlaying ) + { + int delta = cg.time - cent->miscTime; + + //hack to prevent "pausing" mucking up the lerping + if( delta > 900 ) + { + cent->lerpFrame.oldFrameTime += delta; + cent->lerpFrame.frameTime += delta; + } + + CG_RunLerpFrame( ¢->lerpFrame ); + cent->miscTime = cg.time; + } + + *old = cent->lerpFrame.oldFrame; + *now = cent->lerpFrame.frame; + *backLerp = cent->lerpFrame.backlerp; +} + + +/* +================== +CG_animMapObj +================== +*/ +void CG_AnimMapObj( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *es; + float scale; + animation_t anim; + + es = ¢->currentState; + + // if set to invisible, skip + if( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) + return; + + memset( &ent, 0, sizeof( ent ) ); + + VectorCopy( es->angles, cent->lerpAngles ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.hModel = cgs.gameModels[ es->modelindex ]; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.nonNormalizedAxes = qfalse; + + //scale the model + if( es->angles2[ 0 ] ) + { + scale = es->angles2[ 0 ]; + VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); + VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); + VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); + ent.nonNormalizedAxes = qtrue; + } + + //setup animation + anim.firstFrame = es->powerups; + anim.numFrames = es->weapon; + anim.reversed = qfalse; + anim.flipflop = qfalse; + + // if numFrames is negative the animation is reversed + if( anim.numFrames < 0 ) + { + anim.numFrames = -anim.numFrames; + anim.reversed = qtrue; + } + + anim.loopFrames = es->torsoAnim; + + if( !es->legsAnim ) + { + anim.frameLerp = 1000; + anim.initialLerp = 1000; + } + else + { + anim.frameLerp = 1000 / es->legsAnim; + anim.initialLerp = 1000 / es->legsAnim; + } + + cent->lerpFrame.animation = &anim; + + if( !anim.loopFrames ) + { + // add one frame to allow the animation to play the last frame + // add another to get it to stop playing at the first frame + anim.numFrames += 2; + + if( !cent->animInit ) + { + cent->animInit = qtrue; + cent->animPlaying = !( cent->currentState.eFlags & EF_MOVER_STOP ); + } + else + { + if( cent->animLastState != + !( cent->currentState.eFlags & EF_MOVER_STOP ) ) + { + cent->animPlaying = qtrue; + cent->lerpFrame.animationTime = cg.time; + cent->lerpFrame.frameTime = cg.time; + } + } + cent->animLastState = !( cent->currentState.eFlags & EF_MOVER_STOP ); + } + + //run animation + CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + + // add to refresh list + trap_R_AddRefEntityToScene(&ent); +} diff --git a/src/cgame/cg_attachment.c b/src/cgame/cg_attachment.c new file mode 100644 index 0000000..0d3c8ea --- /dev/null +++ b/src/cgame/cg_attachment.c @@ -0,0 +1,404 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_attachment.c -- an abstract attachment system + +#include "cg_local.h" + +/* +=============== +CG_AttachmentPoint + +Return the attachment point +=============== +*/ +qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v ) +{ + centity_t *cent; + + if( !a ) + return qfalse; + + // if it all breaks, then use the last point we know was correct + VectorCopy( a->lastValidAttachmentPoint, v ); + + switch( a->type ) + { + case AT_STATIC: + if( !a->staticValid ) + return qfalse; + + VectorCopy( a->origin, v ); + break; + + case AT_TAG: + if( !a->tagValid ) + return qfalse; + + AxisCopy( axisDefault, a->re.axis ); + CG_PositionRotatedEntityOnTag( &a->re, &a->parent, + a->model, a->tagName ); + VectorCopy( a->re.origin, v ); + break; + + case AT_CENT: + if( !a->centValid ) + return qfalse; + + if( a->centNum == cg.predictedPlayerState.clientNum ) + { + // this is smoother if it's the local client + VectorCopy( cg.predictedPlayerState.origin, v ); + } + else + { + cent = &cg_entities[ a->centNum ]; + VectorCopy( cent->lerpOrigin, v ); + } + break; + + case AT_PARTICLE: + if( !a->particleValid ) + return qfalse; + + if( !a->particle->valid ) + { + a->particleValid = qfalse; + return qfalse; + } + else + VectorCopy( a->particle->origin, v ); + break; + + default: + CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); + break; + } + + if( a->hasOffset ) + VectorAdd( v, a->offset, v ); + + VectorCopy( v, a->lastValidAttachmentPoint ); + + return qtrue; +} + +/* +=============== +CG_AttachmentDir + +Return the attachment direction +=============== +*/ +qboolean CG_AttachmentDir( attachment_t *a, vec3_t v ) +{ + vec3_t forward; + centity_t *cent; + + if( !a ) + return qfalse; + + switch( a->type ) + { + case AT_STATIC: + return qfalse; + break; + + case AT_TAG: + if( !a->tagValid ) + return qfalse; + + VectorCopy( a->re.axis[ 0 ], v ); + break; + + case AT_CENT: + if( !a->centValid ) + return qfalse; + + cent = &cg_entities[ a->centNum ]; + AngleVectors( cent->lerpAngles, forward, NULL, NULL ); + VectorCopy( forward, v ); + break; + + case AT_PARTICLE: + if( !a->particleValid ) + return qfalse; + + if( !a->particle->valid ) + { + a->particleValid = qfalse; + return qfalse; + } + else + VectorCopy( a->particle->velocity, v ); + break; + + default: + CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); + break; + } + + VectorNormalize( v ); + return qtrue; +} + +/* +=============== +CG_AttachmentAxis + +Return the attachment axis +=============== +*/ +qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] ) +{ + centity_t *cent; + + if( !a ) + return qfalse; + + switch( a->type ) + { + case AT_STATIC: + return qfalse; + break; + + case AT_TAG: + if( !a->tagValid ) + return qfalse; + + AxisCopy( a->re.axis, axis ); + break; + + case AT_CENT: + if( !a->centValid ) + return qfalse; + + cent = &cg_entities[ a->centNum ]; + AnglesToAxis( cent->lerpAngles, axis ); + break; + + case AT_PARTICLE: + return qfalse; + break; + + default: + CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" ); + break; + } + + return qtrue; +} + +/* +=============== +CG_AttachmentVelocity + +If the attachment can have velocity, return it +=============== +*/ +qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v ) +{ + if( !a ) + return qfalse; + + if( a->particleValid && a->particle->valid ) + { + VectorCopy( a->particle->velocity, v ); + return qtrue; + } + else if( a->centValid ) + { + centity_t *cent = &cg_entities[ a->centNum ]; + + VectorCopy( cent->currentState.pos.trDelta, v ); + return qtrue; + } + + return qfalse; +} + +/* +=============== +CG_AttachmentCentNum + +If the attachment has a centNum, return it +=============== +*/ +int CG_AttachmentCentNum( attachment_t *a ) +{ + if( !a || !a->centValid ) + return -1; + + return a->centNum; +} + +/* +=============== +CG_Attached + +If the attachment is valid, return qtrue +=============== +*/ +qboolean CG_Attached( attachment_t *a ) +{ + if( !a ) + return qfalse; + + return a->attached; +} + +/* +=============== +CG_AttachToPoint + +Attach to a point in space +=============== +*/ +void CG_AttachToPoint( attachment_t *a ) +{ + if( !a || !a->staticValid ) + return; + + a->type = AT_STATIC; + a->attached = qtrue; +} + +/* +=============== +CG_AttachToCent + +Attach to a centity_t +=============== +*/ +void CG_AttachToCent( attachment_t *a ) +{ + if( !a || !a->centValid ) + return; + + a->type = AT_CENT; + a->attached = qtrue; +} + +/* +=============== +CG_AttachToTag + +Attach to a model tag +=============== +*/ +void CG_AttachToTag( attachment_t *a ) +{ + if( !a || !a->tagValid ) + return; + + a->type = AT_TAG; + a->attached = qtrue; +} + +/* +=============== +CG_AttachToParticle + +Attach to a particle +=============== +*/ +void CG_AttachToParticle( attachment_t *a ) +{ + if( !a || !a->particleValid ) + return; + + a->type = AT_PARTICLE; + a->attached = qtrue; +} + +/* +=============== +CG_SetAttachmentPoint +=============== +*/ +void CG_SetAttachmentPoint( attachment_t *a, vec3_t v ) +{ + if( !a ) + return; + + VectorCopy( v, a->origin ); + a->staticValid = qtrue; +} + +/* +=============== +CG_SetAttachmentCent +=============== +*/ +void CG_SetAttachmentCent( attachment_t *a, centity_t *cent ) +{ + if( !a || !cent ) + return; + + a->centNum = cent->currentState.number; + a->centValid = qtrue; +} + +/* +=============== +CG_SetAttachmentTag +=============== +*/ +void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent, + qhandle_t model, char *tagName ) +{ + if( !a ) + return; + + a->parent = parent; + a->model = model; + strncpy( a->tagName, tagName, MAX_STRING_CHARS ); + a->tagValid = qtrue; +} + +/* +=============== +CG_SetAttachmentParticle +=============== +*/ +void CG_SetAttachmentParticle( attachment_t *a, particle_t *p ) +{ + if( !a ) + return; + + a->particle = p; + a->particleValid = qtrue; +} + +/* +=============== +CG_SetAttachmentOffset +=============== +*/ +void CG_SetAttachmentOffset( attachment_t *a, vec3_t v ) +{ + if( !a ) + return; + + VectorCopy( v, a->offset ); + a->hasOffset = qtrue; +} diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c new file mode 100644 index 0000000..e7b4d85 --- /dev/null +++ b/src/cgame/cg_buildable.c @@ -0,0 +1,1423 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +#include "cg_local.h" + +char *cg_buildableSoundNames[ MAX_BUILDABLE_ANIMATIONS ] = +{ + "construct1.wav", + "construct2.wav", + "idle1.wav", + "idle2.wav", + "idle3.wav", + "attack1.wav", + "attack2.wav", + "spawn1.wav", + "spawn2.wav", + "pain1.wav", + "pain2.wav", + "destroy1.wav", + "destroy2.wav", + "destroyed.wav" +}; + +static sfxHandle_t defaultAlienSounds[ MAX_BUILDABLE_ANIMATIONS ]; +static sfxHandle_t defaultHumanSounds[ MAX_BUILDABLE_ANIMATIONS ]; + +/* +=================== +CG_AlienBuildableExplosion + +Generated a bunch of gibs launching out from a location +=================== +*/ +void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ) +{ + particleSystem_t *ps; + + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion ); + + //particle system + ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, origin ); + CG_SetParticleSystemNormal( ps, dir ); + CG_AttachToPoint( &ps->attachment ); + } +} + +/* +================= +CG_HumanBuildableExplosion + +Called for human buildables as they are destroyed +================= +*/ +void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ) +{ + particleSystem_t *ps; + + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.humanBuildableExplosion ); + + //particle system + ps = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDestroyedPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, origin ); + CG_SetParticleSystemNormal( ps, dir ); + CG_AttachToPoint( &ps->attachment ); + } +} + + +#define CREEP_SIZE 64.0f + +/* +================== +CG_Creep +================== +*/ +static void CG_Creep( centity_t *cent ) +{ + int msec; + float size, frac; + trace_t tr; + vec3_t temp, origin; + int scaleUpTime = BG_FindBuildTimeForBuildable( cent->currentState.modelindex ); + int time; + + time = cent->currentState.time; + + //should the creep be growing or receding? + if( time >= 0 ) + { + msec = cg.time - time; + if( msec >= 0 && msec < scaleUpTime ) + frac = (float)msec / scaleUpTime; + else + frac = 1.0f; + } + else if( time < 0 ) + { + msec = cg.time + time; + if( msec >= 0 && msec < CREEP_SCALEDOWN_TIME ) + frac = 1.0f - ( (float)msec / CREEP_SCALEDOWN_TIME ); + else + frac = 0.0f; + } + + VectorCopy( cent->currentState.origin2, temp ); + VectorScale( temp, -4096, temp ); + VectorAdd( temp, cent->lerpOrigin, temp ); + + CG_Trace( &tr, cent->lerpOrigin, NULL, NULL, temp, cent->currentState.number, MASK_PLAYERSOLID ); + + VectorCopy( tr.endpos, origin ); + + size = CREEP_SIZE * frac; + + if( size > 0.0f ) + CG_ImpactMark( cgs.media.creepShader, origin, cent->currentState.origin2, + 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue ); +} + +/* +====================== +CG_ParseBuildableAnimationFile + +Read a configuration file containing animation counts and rates +models/buildables/hivemind/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable ) +{ + char *text_p; + int len; + int i; + char *token; + float fps; + char text[ 20000 ]; + fileHandle_t f; + animation_t *animations; + + animations = cg_buildables[ buildable ].animations; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read information for each frame + for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ ) + { + + token = COM_Parse( &text_p ); + if( !*token ) + break; + + animations[ i ].firstFrame = atoi( token ); + + token = COM_Parse( &text_p ); + if( !*token ) + break; + + animations[ i ].numFrames = atoi( token ); + animations[ i ].reversed = qfalse; + animations[ i ].flipflop = qfalse; + + // if numFrames is negative the animation is reversed + if( animations[ i ].numFrames < 0 ) + { + animations[ i ].numFrames = -animations[ i ].numFrames; + animations[ i ].reversed = qtrue; + } + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + animations[i].loopFrames = atoi( token ); + + token = COM_Parse( &text_p ); + if( !*token ) + break; + + fps = atof( token ); + if( fps == 0 ) + fps = 1; + + animations[ i ].frameLerp = 1000 / fps; + animations[ i ].initialLerp = 1000 / fps; + } + + if( i != MAX_BUILDABLE_ANIMATIONS ) + { + CG_Printf( "Error parsing animation file: %s\n", filename ); + return qfalse; + } + + return qtrue; +} + +/* +====================== +CG_ParseBuildableSoundFile + +Read a configuration file containing sound properties +sound/buildables/hivemind/sound.cfg, etc +====================== +*/ +static qboolean CG_ParseBuildableSoundFile( const char *filename, buildable_t buildable ) +{ + char *text_p; + int len; + int i; + char *token; + char text[ 20000 ]; + fileHandle_t f; + sound_t *sounds; + + sounds = cg_buildables[ buildable ].sounds; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( len <= 0 ) + return qfalse; + + if ( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[len] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read information for each frame + for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ ) + { + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + sounds[ i ].enabled = atoi( token ); + + token = COM_Parse( &text_p ); + if ( !*token ) + break; + + sounds[ i ].looped = atoi( token ); + + } + + if( i != MAX_BUILDABLE_ANIMATIONS ) + { + CG_Printf( "Error parsing sound file: %s\n", filename ); + return qfalse; + } + + return qtrue; +} +/* +=============== +CG_InitBuildables + +Initialises the animation db +=============== +*/ +void CG_InitBuildables( void ) +{ + char filename[ MAX_QPATH ]; + char soundfile[ MAX_QPATH ]; + char *buildableName; + char *modelFile; + int i; + int j; + fileHandle_t f; + + memset( cg_buildables, 0, sizeof( cg_buildables ) ); + + //default sounds + for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ ) + { + strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] ); + + Com_sprintf( filename, sizeof( filename ), "sound/buildables/alien/%s", soundfile ); + defaultAlienSounds[ j ] = trap_S_RegisterSound( filename, qfalse ); + + Com_sprintf( filename, sizeof( filename ), "sound/buildables/human/%s", soundfile ); + defaultHumanSounds[ j ] = trap_S_RegisterSound( filename, qfalse ); + } + + cg.buildablesFraction = 0.0f; + + for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ ) + { + buildableName = BG_FindNameForBuildable( i ); + + //animation.cfg + Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName ); + if ( !CG_ParseBuildableAnimationFile( filename, i ) ) + Com_Printf( S_COLOR_YELLOW "WARNING: failed to load animation file %s\n", filename ); + + //sound.cfg + Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/sound.cfg", buildableName ); + if ( !CG_ParseBuildableSoundFile( filename, i ) ) + Com_Printf( S_COLOR_YELLOW "WARNING: failed to load sound file %s\n", filename ); + + //models + for( j = 0; j <= 3; j++ ) + { + if( ( modelFile = BG_FindModelsForBuildable( i, j ) ) ) + cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile ); + } + + //sounds + for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ ) + { + strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] ); + Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/%s", buildableName, soundfile ); + + if( cg_buildables[ i ].sounds[ j ].enabled ) + { + if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 ) + { + //file exists so close it + trap_FS_FCloseFile( f ); + + cg_buildables[ i ].sounds[ j ].sound = trap_S_RegisterSound( filename, qfalse ); + } + else + { + //file doesn't exist - use default + if( BG_FindTeamForBuildable( i ) == BIT_ALIENS ) + cg_buildables[ i ].sounds[ j ].sound = defaultAlienSounds[ j ]; + else + cg_buildables[ i ].sounds[ j ].sound = defaultHumanSounds[ j ]; + } + } + } + + cg.buildablesFraction = (float)i / (float)( BA_NUM_BUILDABLES - 1 ); + trap_UpdateScreen( ); + } + + cgs.media.teslaZapTS = CG_RegisterTrailSystem( "models/buildables/tesla/zap" ); +} + +/* +=============== +CG_SetBuildableLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_t *lf, int newAnimation ) +{ + animation_t *anim; + + lf->animationNumber = newAnimation; + + if( newAnimation < 0 || newAnimation >= MAX_BUILDABLE_ANIMATIONS ) + CG_Error( "Bad animation number: %i", newAnimation ); + + anim = &cg_buildables[ buildable ].animations[ newAnimation ]; + + //this item has just spawned so lf->frameTime will be zero + if( !lf->animation ) + lf->frameTime = cg.time + 1000; //1 sec delay before starting the spawn anim + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if( cg_debugAnim.integer ) + CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_RunBuildableLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunBuildableLerpFrame( centity_t *cent ) +{ + int f, numFrames; + buildable_t buildable = cent->currentState.modelindex; + lerpFrame_t *lf = ¢->lerpFrame; + animation_t *anim; + buildableAnimNumber_t newAnimation = cent->buildableAnim & ~( ANIM_TOGGLEBIT|ANIM_FORCEBIT ); + + // debugging tool to get no animations + if( cg_animSpeed.integer == 0 ) + { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // see if the animation sequence is switching + if( newAnimation != lf->animationNumber || !lf->animation ) + { + if( cg_debugRandom.integer ) + CG_Printf( "newAnimation: %d lf->animationNumber: %d lf->animation: %d\n", + newAnimation, lf->animationNumber, lf->animation ); + + CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation ); + + if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped && + cg_buildables[ buildable ].sounds[ newAnimation ].enabled ) + { + if( cg_debugRandom.integer ) + CG_Printf( "Sound for animation %d for a %s\n", + newAnimation, BG_FindHumanNameForBuildable( buildable ) ); + + trap_S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, + cg_buildables[ buildable ].sounds[ newAnimation ].sound ); + } + } + + if( cg_buildables[ buildable ].sounds[ lf->animationNumber ].looped && + cg_buildables[ buildable ].sounds[ lf->animationNumber ].enabled ) + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cg_buildables[ buildable ].sounds[ lf->animationNumber ].sound ); + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if( cg.time >= lf->frameTime ) + { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if( !anim->frameLerp ) + return; // shouldn't happen + + if ( cg.time < lf->animationTime ) + lf->frameTime = lf->animationTime; // initial lerp + else + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + numFrames = anim->numFrames; + if(anim->flipflop) + numFrames *= 2; + + if( f >= numFrames ) + { + f -= numFrames; + if( anim->loopFrames ) + { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } + else + { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + cent->buildableAnim = cent->currentState.torsoAnim; + } + } + + if( anim->reversed ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + else if( anim->flipflop && f >= anim->numFrames ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames ); + else + lf->frame = anim->firstFrame + f; + + if( cg.time > lf->frameTime ) + { + lf->frameTime = cg.time; + if( cg_debugAnim.integer ) + CG_Printf( "Clamp lf->frameTime\n"); + } + } + + if( lf->frameTime > cg.time + 200 ) + lf->frameTime = cg.time; + + if( lf->oldFrameTime > cg.time ) + lf->oldFrameTime = cg.time; + + // calculate current lerp value + if( lf->frameTime == lf->oldFrameTime ) + lf->backlerp = 0; + else + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); +} + +/* +=============== +CG_BuildableAnimation +=============== +*/ +static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp ) +{ + entityState_t *es = ¢->currentState; + + //if no animation is set default to idle anim + if( cent->buildableAnim == BANIM_NONE ) + cent->buildableAnim = es->torsoAnim; + + //display the first frame of the construction anim if not yet spawned + if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) ) + { + animation_t *anim = &cg_buildables[ es->modelindex ].animations[ BANIM_CONSTRUCT1 ]; + + //so that when animation starts for real it has sensible numbers + cent->lerpFrame.oldFrameTime = + cent->lerpFrame.frameTime = + cent->lerpFrame.animationTime = + cg.time; + + *old = cent->lerpFrame.oldFrame = anim->firstFrame; + *now = cent->lerpFrame.frame = anim->firstFrame; + *backLerp = cent->lerpFrame.backlerp = 0.0f; + + //ensure that an animation is triggered once the buildable has spawned + cent->oldBuildableAnim = BANIM_NONE; + } + else + { + if( ( cent->oldBuildableAnim ^ es->legsAnim ) & ANIM_TOGGLEBIT ) + { + if( cg_debugAnim.integer ) + CG_Printf( "%d->%d l:%d t:%d %s(%d)\n", + cent->oldBuildableAnim, cent->buildableAnim, + es->legsAnim, es->torsoAnim, + BG_FindHumanNameForBuildable( es->modelindex ), es->number ); + + if( cent->buildableAnim == es->torsoAnim || es->legsAnim & ANIM_FORCEBIT ) + cent->buildableAnim = cent->oldBuildableAnim = es->legsAnim; + else + cent->buildableAnim = cent->oldBuildableAnim = es->torsoAnim; + } + + CG_RunBuildableLerpFrame( cent ); + + *old = cent->lerpFrame.oldFrame; + *now = cent->lerpFrame.frame; + *backLerp = cent->lerpFrame.backlerp; + } +} + +#define TRACE_DEPTH 64.0f + +/* +=============== +CG_PositionAndOrientateBuildable +=============== +*/ +static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin, + const vec3_t normal, const int skipNumber, + const vec3_t mins, const vec3_t maxs, + vec3_t outAxis[ 3 ], vec3_t outOrigin ) +{ + vec3_t forward, start, end; + trace_t tr; + + AngleVectors( angles, forward, NULL, NULL ); + VectorCopy( normal, outAxis[ 2 ] ); + ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); + + if( !VectorNormalize( outAxis[ 0 ] ) ) + { + AngleVectors( angles, NULL, NULL, forward ); + ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); + VectorNormalize( outAxis[ 0 ] ); + } + + CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] ); + outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ]; + outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ]; + outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ]; + + VectorMA( inOrigin, -TRACE_DEPTH, normal, end ); + VectorMA( inOrigin, 1.0f, normal, start ); + CG_CapTrace( &tr, start, mins, maxs, end, skipNumber, MASK_PLAYERSOLID ); + + if( tr.fraction == 1.0f ) + { + //erm we missed completely - try again with a box trace + CG_Trace( &tr, start, mins, maxs, end, skipNumber, MASK_PLAYERSOLID ); + } + + VectorMA( inOrigin, tr.fraction * -TRACE_DEPTH, normal, outOrigin ); +} + +/* +================== +CG_GhostBuildable +================== +*/ +void CG_GhostBuildable( buildable_t buildable ) +{ + refEntity_t ent; + playerState_t *ps; + vec3_t angles, entity_origin; + vec3_t mins, maxs; + trace_t tr; + float scale; + + ps = &cg.predictedPlayerState; + + memset( &ent, 0, sizeof( ent ) ); + + BG_FindBBoxForBuildable( buildable, mins, maxs ); + + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, CG_Trace, entity_origin, angles, &tr ); + + CG_PositionAndOrientateBuildable( ps->viewangles, entity_origin, tr.plane.normal, ps->clientNum, + mins, maxs, ent.axis, ent.origin ); + + //offset on the Z axis if required + VectorMA( ent.origin, BG_FindZOffsetForBuildable( buildable ), tr.plane.normal, ent.origin ); + + VectorCopy( ent.origin, ent.lightingOrigin ); + VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all + + ent.hModel = cg_buildables[ buildable ].models[ 0 ]; + + if( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT ) + ent.customShader = cgs.media.greenBuildShader; + else + ent.customShader = cgs.media.redBuildShader; + + //rescale the model + scale = BG_FindModelScaleForBuildable( buildable ); + + if( scale != 1.0f ) + { + VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); + VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); + VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); + + ent.nonNormalizedAxes = qtrue; + } + else + ent.nonNormalizedAxes = qfalse; + + // add to refresh list + trap_R_AddRefEntityToScene( &ent ); +} + +/* +================== +CG_BuildableParticleEffects +================== +*/ +static void CG_BuildableParticleEffects( centity_t *cent ) +{ + entityState_t *es = ¢->currentState; + buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex ); + int health = es->generic1 & B_HEALTH_MASK; + float healthFrac = (float)health / B_HEALTH_MASK; + + if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) ) + return; + + if( team == BIT_HUMANS ) + { + if( healthFrac < 0.33f && !CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDamagedPS ); + + if( CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + CG_SetAttachmentCent( ¢->buildablePS->attachment, cent ); + CG_AttachToCent( ¢->buildablePS->attachment ); + } + } + else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( ¢->buildablePS ) ) + CG_DestroyParticleSystem( ¢->buildablePS ); + } + else if( team == BIT_ALIENS ) + { + if( healthFrac < 0.33f && !CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDamagedPS ); + + if( CG_IsParticleSystemValid( ¢->buildablePS ) ) + { + CG_SetAttachmentCent( ¢->buildablePS->attachment, cent ); + CG_SetParticleSystemNormal( cent->buildablePS, es->origin2 ); + CG_AttachToCent( ¢->buildablePS->attachment ); + } + } + else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( ¢->buildablePS ) ) + CG_DestroyParticleSystem( ¢->buildablePS ); + } +} + + +void CG_BuildableStatusParse( const char *filename, buildStat_t *bs ) +{ + pc_token_t token; + int handle; + const char *s; + int i; + float f; + vec4_t c; + + handle = trap_Parse_LoadSource( filename ); + if( !handle ) + return; + while( 1 ) + { + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + if( !Q_stricmp( token.string, "frameShader" ) ) + { + if( PC_String_Parse( handle, &s ) ) + bs->frameShader = trap_R_RegisterShader( s ); + continue; + } + else if( !Q_stricmp( token.string, "overlayShader" ) ) + { + if( PC_String_Parse( handle, &s ) ) + bs->overlayShader = trap_R_RegisterShader( s ); + continue; + } + else if( !Q_stricmp( token.string, "noPowerShader" ) ) + { + if( PC_String_Parse( handle, &s ) ) + bs->noPowerShader = trap_R_RegisterShader( s ); + continue; + } + else if( !Q_stricmp( token.string, "markedShader" ) ) + { + if( PC_String_Parse( handle, &s ) ) + bs->markedShader = trap_R_RegisterShader( s ); + continue; + } + else if( !Q_stricmp( token.string, "healthSevereColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->healthSevereColor ); + continue; + } + else if( !Q_stricmp( token.string, "healthHighColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->healthHighColor ); + continue; + } + else if( !Q_stricmp( token.string, "healthElevatedColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->healthElevatedColor ); + continue; + } + else if( !Q_stricmp( token.string, "healthGuardedColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->healthGuardedColor ); + continue; + } + else if( !Q_stricmp( token.string, "healthLowColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->healthLowColor ); + continue; + } + else if( !Q_stricmp( token.string, "foreColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->foreColor ); + continue; + } + else if( !Q_stricmp( token.string, "backColor" ) ) + { + if( PC_Color_Parse( handle, &c ) ) + Vector4Copy( c, bs->backColor ); + continue; + } + else if( !Q_stricmp( token.string, "frameHeight" ) ) + { + if( PC_Int_Parse( handle, &i ) ) + bs->frameHeight = i; + continue; + } + else if( !Q_stricmp( token.string, "frameWidth" ) ) + { + if( PC_Int_Parse( handle, &i ) ) + bs->frameWidth = i; + continue; + } + else if( !Q_stricmp( token.string, "healthPadding" ) ) + { + if( PC_Int_Parse( handle, &i ) ) + bs->healthPadding = i; + continue; + } + else if( !Q_stricmp( token.string, "overlayHeight" ) ) + { + if( PC_Int_Parse( handle, &i ) ) + bs->overlayHeight = i; + continue; + } + else if( !Q_stricmp( token.string, "overlayWidth" ) ) + { + if( PC_Int_Parse( handle, &i ) ) + bs->overlayWidth = i; + continue; + } + else if( !Q_stricmp( token.string, "verticalMargin" ) ) + { + if( PC_Float_Parse( handle, &f ) ) + bs->verticalMargin = f; + continue; + } + else if( !Q_stricmp( token.string, "horizontalMargin" ) ) + { + if( PC_Float_Parse( handle, &f ) ) + bs->horizontalMargin = f; + continue; + } + else + { + Com_Printf("CG_BuildableStatusParse: unknown token %s in %s\n", + token.string, filename ); + bs->loaded = qfalse; + return; + } + } + bs->loaded = qtrue; +} + +#define STATUS_FADE_TIME 200 +#define STATUS_MAX_VIEW_DIST 900.0f +#define STATUS_PEEK_DIST 20 +/* +================== +CG_BuildableStatusDisplay +================== +*/ +static void CG_BuildableStatusDisplay( centity_t *cent ) +{ + entityState_t *es = ¢->currentState; + vec3_t origin; + float healthScale; + int health; + float x, y; + vec4_t color; + qboolean powered, marked; + trace_t tr; + float d; + buildStat_t *bs; + int i, j; + int entNum; + vec3_t trOrigin; + vec3_t right; + qboolean visible = qfalse; + vec3_t mins, maxs; + entityState_t *hit; + + if( BG_FindTeamForBuildable( es->modelindex ) == BIT_ALIENS ) + bs = &cgs.alienBuildStat; + else + bs = &cgs.humanBuildStat; + + if( !bs->loaded ) + return; + + d = Distance( cent->lerpOrigin, cg.refdef.vieworg ); + if( d > STATUS_MAX_VIEW_DIST ) + return; + + Vector4Copy( bs->foreColor, color ); + + // trace for center point + BG_FindBBoxForBuildable( es->modelindex, mins, maxs ); + + VectorCopy( cent->lerpOrigin, origin ); + + // center point + origin[ 2 ] += mins[ 2 ]; + origin[ 2 ] += ( abs( mins[ 2 ] ) + abs( maxs[ 2 ] ) ) / 2; + + entNum = cg.predictedPlayerState.clientNum; + + // if first try fails, step left, step right + for( j = 0; j < 3; j++ ) + { + VectorCopy( cg.refdef.vieworg, trOrigin ); + switch( j ) + { + case 1: + // step right + AngleVectors( cg.refdefViewAngles, NULL, right, NULL ); + VectorMA( trOrigin, STATUS_PEEK_DIST, right, trOrigin ); + break; + case 2: + // step left + AngleVectors( cg.refdefViewAngles, NULL, right, NULL ); + VectorMA( trOrigin, -STATUS_PEEK_DIST, right, trOrigin ); + break; + default: + break; + } + // look through up to 3 players and/or transparent buildables + for( i = 0; i < 3; i++ ) + { + CG_Trace( &tr, trOrigin, NULL, NULL, origin, entNum, MASK_SHOT ); + if( tr.entityNum == cent->currentState.number ) + { + visible = qtrue; + break; + } + + if( tr.entityNum == ENTITYNUM_WORLD ) + break; + + hit = &cg_entities[ tr.entityNum ].currentState; + + if( tr.entityNum < MAX_CLIENTS || ( hit->eType == ET_BUILDABLE && + ( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) || + BG_FindTransparentTestForBuildable( hit->modelindex ) ) ) ) + { + entNum = tr.entityNum; + VectorCopy( tr.endpos, trOrigin ); + } + else + break; + } + } + // hack to make the kit obscure view + if( cg_drawGun.integer && visible && + cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS && + CG_WorldToScreen( origin, &x, &y ) ) + { + if( x > 450 && y > 290 ) + visible = qfalse; + } + + if( !visible && cent->buildableStatus.visible ) + { + cent->buildableStatus.visible = qfalse; + cent->buildableStatus.lastTime = cg.time; + } + else if( visible && !cent->buildableStatus.visible ) + { + cent->buildableStatus.visible = qtrue; + cent->buildableStatus.lastTime = cg.time; + } + + // Fade up + if( cent->buildableStatus.visible ) + { + if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time ) + color[ 3 ] = (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME; + } + + // Fade down + if( !cent->buildableStatus.visible ) + { + if( cent->buildableStatus.lastTime + STATUS_FADE_TIME > cg.time ) + color[ 3 ] = 1.0f - (float)( cg.time - cent->buildableStatus.lastTime ) / STATUS_FADE_TIME; + else + return; + } + + health = es->generic1 & B_HEALTH_MASK; + healthScale = (float)health / B_HEALTH_MASK; + + if( health > 0 && healthScale < 0.01f ) + healthScale = 0.01f; + else if( healthScale < 0.0f ) + healthScale = 0.0f; + else if( healthScale > 1.0f ) + healthScale = 1.0f; + + if( CG_WorldToScreen( origin, &x, &y ) ) + { + float picH = bs->frameHeight; + float picW = bs->frameWidth; + float picX = x; + float picY = y; + float scale; + float subH, subY; + vec4_t frameColor; + + // this is fudged to get the width/height in the cfg to be more realistic + scale = ( picH / d ) * 3; + + powered = es->generic1 & B_POWERED_TOGGLEBIT; + marked = es->generic1 & B_MARKED_TOGGLEBIT; + + picH *= scale; + picW *= scale; + picX -= ( picW * 0.5f ); + picY -= ( picH * 0.5f ); + + // sub-elements such as icons and number + subH = picH - ( picH * bs->verticalMargin ); + subY = picY + ( picH * 0.5f ) - ( subH * 0.5f ); + + if( bs->frameShader ) + { + Vector4Copy( bs->backColor, frameColor ); + frameColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( frameColor ); + CG_DrawPic( picX, picY, picW, picH, bs->frameShader ); + trap_R_SetColor( NULL ); + } + + if( health > 0 ) + { + float hX, hY, hW, hH; + vec4_t healthColor; + + hX = picX + ( bs->healthPadding * scale ); + hY = picY + ( bs->healthPadding * scale ); + hH = picH - ( bs->healthPadding * 2.0f * scale ); + hW = picW * healthScale - ( bs->healthPadding * 2.0f * scale ); + + if( healthScale == 1.0f ) + Vector4Copy( bs->healthLowColor, healthColor ); + else if( healthScale >= 0.75f ) + Vector4Copy( bs->healthGuardedColor, healthColor ); + else if( healthScale >= 0.50f ) + Vector4Copy( bs->healthElevatedColor, healthColor ); + else if( healthScale >= 0.25f ) + Vector4Copy( bs->healthHighColor, healthColor ); + else + Vector4Copy( bs->healthSevereColor, healthColor ); + + healthColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( healthColor ); + + CG_DrawPic( hX, hY, hW, hH, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + } + + if( bs->overlayShader ) + { + float oW = bs->overlayWidth; + float oH = bs->overlayHeight; + float oX = x; + float oY = y; + + oH *= scale; + oW *= scale; + oX -= ( oW * 0.5f ); + oY -= ( oH * 0.5f ); + + trap_R_SetColor( frameColor ); + CG_DrawPic( oX, oY, oW, oH, bs->overlayShader ); + trap_R_SetColor( NULL ); + } + + trap_R_SetColor( color ); + if( !powered ) + { + float pX; + + pX = picX + ( subH * bs->horizontalMargin ); + CG_DrawPic( pX, subY, subH, subH, bs->noPowerShader ); + } + + if( marked ) + { + float mX; + + mX = picX + picW - ( subH * bs->horizontalMargin ) - subH; + CG_DrawPic( mX, subY, subH, subH, bs->markedShader ); + } + + { + float nX; + int healthMax; + int healthPoints; + + healthMax = BG_FindHealthForBuildable( es->modelindex ); + healthPoints = (int)( healthScale * healthMax ); + if( health > 0 && healthPoints < 1 ) + healthPoints = 1; + nX = picX + ( picW * 0.5f ) - 2.0f - ( ( subH * 4 ) * 0.5f ); + + if( healthPoints > 999 ) + nX -= 0.0f; + else if( healthPoints > 99 ) + nX -= subH * 0.5f; + else if( healthPoints > 9 ) + nX -= subH * 1.0f; + else + nX -= subH * 1.5f; + + CG_DrawField( nX, subY, 4, subH, subH, healthPoints ); + } + trap_R_SetColor( NULL ); + } +} + +static int QDECL CG_SortDistance( const void *a, const void *b ) +{ + centity_t *aent, *bent; + float adist, bdist; + + aent = &cg_entities[ *(int *)a ]; + bent = &cg_entities[ *(int *)b ]; + adist = Distance( cg.refdef.vieworg, aent->lerpOrigin ); + bdist = Distance( cg.refdef.vieworg, bent->lerpOrigin ); + if( adist > bdist ) + return -1; + else if( adist < bdist ) + return 1; + else + return 0; +} + +/* +================== +CG_DrawBuildableStatus +================== +*/ +void CG_DrawBuildableStatus( void ) +{ + int i; + centity_t *cent; + entityState_t *es; + int buildableList[ MAX_ENTITIES_IN_SNAPSHOT ]; + int buildables = 0; + + switch( cg.predictedPlayerState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + for( i = 0; i < cg.snap->numEntities; i++ ) + { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + es = ¢->currentState; + + if( es->eType == ET_BUILDABLE && + BG_FindTeamForBuildable( es->modelindex ) == + BG_FindTeamForWeapon( cg.predictedPlayerState.weapon ) ) + buildableList[ buildables++ ] = cg.snap->entities[ i ].number; + } + qsort( buildableList, buildables, sizeof( int ), CG_SortDistance ); + for( i = 0; i < buildables; i++ ) + CG_BuildableStatusDisplay( &cg_entities[ buildableList[ i ] ] ); + break; + + default: + break; + } +} + +#define BUILDABLE_SOUND_PERIOD 500 + +/* +================== +CG_Buildable +================== +*/ +void CG_Buildable( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *es = ¢->currentState; + vec3_t angles; + vec3_t surfNormal, xNormal, mins, maxs; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + float rotAngle; + buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex ); + float scale; + int health; + float healthScale; + + //must be before EF_NODRAW check + if( team == BIT_ALIENS ) + CG_Creep( cent ); + + // if set to invisible, skip + if( es->eFlags & EF_NODRAW ) + { + if( CG_IsParticleSystemValid( ¢->buildablePS ) ) + CG_DestroyParticleSystem( ¢->buildablePS ); + + return; + } + + memset ( &ent, 0, sizeof( ent ) ); + + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( cent->lerpOrigin, ent.oldorigin ); + VectorCopy( cent->lerpOrigin, ent.lightingOrigin ); + + VectorCopy( es->origin2, surfNormal ); + + VectorCopy( es->angles, angles ); + BG_FindBBoxForBuildable( es->modelindex, mins, maxs ); + + if( es->pos.trType == TR_STATIONARY ) + CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal, es->number, + mins, maxs, ent.axis, ent.origin ); + + //offset on the Z axis if required + VectorMA( ent.origin, BG_FindZOffsetForBuildable( es->modelindex ), surfNormal, ent.origin ); + + VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all + VectorCopy( ent.origin, ent.lightingOrigin ); + + ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ]; + + if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) ) + { + sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild; + + if( team == BIT_HUMANS ) + { + ent.customShader = cgs.media.humanSpawningShader; + prebuildSound = cgs.media.humanBuildablePrebuild; + } + else if( team == BIT_ALIENS ) + prebuildSound = cgs.media.alienBuildablePrebuild; + + trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound ); + } + + CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); + + //rescale the model + scale = BG_FindModelScaleForBuildable( es->modelindex ); + + if( scale != 1.0f ) + { + VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); + VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); + VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); + + ent.nonNormalizedAxes = qtrue; + } + else + ent.nonNormalizedAxes = qfalse; + + + //add to refresh list + trap_R_AddRefEntityToScene( &ent ); + + CrossProduct( surfNormal, refNormal, xNormal ); + VectorNormalize( xNormal ); + rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) ); + + //turret barrel bit + if( cg_buildables[ es->modelindex ].models[ 1 ] ) + { + refEntity_t turretBarrel; + vec3_t flatAxis[ 3 ]; + + memset( &turretBarrel, 0, sizeof( turretBarrel ) ); + + turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ]; + + CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" ); + VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin ); + AnglesToAxis( es->angles2, flatAxis ); + + RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle ); + RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle ); + RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle ); + + turretBarrel.oldframe = ent.oldframe; + turretBarrel.frame = ent.frame; + turretBarrel.backlerp = ent.backlerp; + + turretBarrel.customShader = ent.customShader; + + if( scale != 1.0f ) + { + VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] ); + VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] ); + VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] ); + + turretBarrel.nonNormalizedAxes = qtrue; + } + else + turretBarrel.nonNormalizedAxes = qfalse; + + trap_R_AddRefEntityToScene( &turretBarrel ); + } + + //turret barrel bit + if( cg_buildables[ es->modelindex ].models[ 2 ] ) + { + refEntity_t turretTop; + vec3_t flatAxis[ 3 ]; + vec3_t swivelAngles; + + memset( &turretTop, 0, sizeof( turretTop ) ); + + VectorCopy( es->angles2, swivelAngles ); + swivelAngles[ PITCH ] = 0.0f; + + turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ]; + + CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" ); + VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin ); + AnglesToAxis( swivelAngles, flatAxis ); + + RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle ); + RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle ); + RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle ); + + turretTop.oldframe = ent.oldframe; + turretTop.frame = ent.frame; + turretTop.backlerp = ent.backlerp; + + turretTop.customShader = ent.customShader; + + if( scale != 1.0f ) + { + VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] ); + VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] ); + VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] ); + + turretTop.nonNormalizedAxes = qtrue; + } + else + turretTop.nonNormalizedAxes = qfalse; + + trap_R_AddRefEntityToScene( &turretTop ); + } + + //weapon effects for turrets + if( es->eFlags & EF_FIRING ) + { + weaponInfo_t *weapon = &cg_weapons[ es->weapon ]; + + if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME || + BG_FindProjTypeForBuildable( es->modelindex ) == WP_TESLAGEN ) + { + if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] || + weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] || + weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] ) + { + trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ), + weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ], + weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ], + weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] ); + } + } + + if( weapon->wim[ WPM_PRIMARY ].firingSound ) + { + trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, + weapon->wim[ WPM_PRIMARY ].firingSound ); + } + else if( weapon->readySound ) + trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound ); + } + + health = es->generic1 & B_HEALTH_MASK; + healthScale = (float)health / B_HEALTH_MASK; + + if( healthScale < cent->lastBuildableHealthScale && ( es->generic1 & B_SPAWNED_TOGGLEBIT ) ) + { + if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time ) + { + if( team == BIT_HUMANS ) + { + int i = rand( ) % 4; + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] ); + } + else if( team == BIT_ALIENS ) + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage ); + + cent->lastBuildableDamageSoundTime = cg.time; + } + } + + cent->lastBuildableHealthScale = healthScale; + + //smoke etc for damaged buildables + CG_BuildableParticleEffects( cent ); +} diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c new file mode 100644 index 0000000..68aab6c --- /dev/null +++ b/src/cgame/cg_consolecmds.c @@ -0,0 +1,325 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_consolecmds.c -- text commands typed in at the local console, or +// executed by a key binding + + +#include "cg_local.h" + + + +void CG_TargetCommand_f( void ) +{ + int targetNum; + char test[ 4 ]; + + targetNum = CG_CrosshairPlayer( ); + if( !targetNum ) + return; + + trap_Argv( 1, test, 4 ); + trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) ); +} + + + +/* +================= +CG_SizeUp_f + +Keybinding command +================= +*/ +static void CG_SizeUp_f( void ) +{ + trap_Cvar_Set( "cg_viewsize", va( "%i", (int)( cg_viewsize.integer + 10 ) ) ); +} + + +/* +================= +CG_SizeDown_f + +Keybinding command +================= +*/ +static void CG_SizeDown_f( void ) +{ + trap_Cvar_Set( "cg_viewsize", va( "%i", (int)( cg_viewsize.integer - 10 ) ) ); +} + + +/* +============= +CG_Viewpos_f + +Debugging command to print the current position +============= +*/ +static void CG_Viewpos_f( void ) +{ + CG_Printf( "(%i %i %i) : %i\n", (int)cg.refdef.vieworg[ 0 ], + (int)cg.refdef.vieworg[ 1 ], (int)cg.refdef.vieworg[ 2 ], + (int)cg.refdefViewAngles[ YAW ] ); +} + +qboolean CG_RequestScores( void ) +{ + if( cg.scoresRequestTime + 2000 < cg.time ) + { + // the scores are more than two seconds out of data, + // so request new ones + cg.scoresRequestTime = cg.time; + //TA: added \n SendClientCommand doesn't call flush( )? + trap_SendClientCommand( "score\n" ); + + return qtrue; + } + else + return qfalse; +} + +extern menuDef_t *menuScoreboard; + +static void CG_scrollScoresDown_f( void ) +{ + if( menuScoreboard && cg.scoreBoardShowing ) + { + Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qtrue ); + Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qtrue ); + } +} + + +static void CG_scrollScoresUp_f( void ) +{ + if( menuScoreboard && cg.scoreBoardShowing ) + { + Menu_ScrollFeeder( menuScoreboard, FEEDER_ALIENTEAM_LIST, qfalse ); + Menu_ScrollFeeder( menuScoreboard, FEEDER_HUMANTEAM_LIST, qfalse ); + } +} + +static void CG_ScoresDown_f( void ) +{ + if( !cg.showScores ) + { + Menu_SetFeederSelection( menuScoreboard, FEEDER_ALIENTEAM_LIST, 0, NULL ); + Menu_SetFeederSelection( menuScoreboard, FEEDER_HUMANTEAM_LIST, 0, NULL ); + } + + if( CG_RequestScores( ) ) + { + // leave the current scores up if they were already + // displayed, but if this is the first hit, clear them out + if( !cg.showScores ) + { + if( cg_debugRandom.integer ) + CG_Printf( "CG_ScoresDown_f: scores out of date\n" ); + + cg.showScores = qtrue; + cg.numScores = 0; + } + } + else + { + // show the cached contents even if they just pressed if it + // is within two seconds + cg.showScores = qtrue; + } +} + +static void CG_ScoresUp_f( void ) +{ + if( cg.showScores ) + { + cg.showScores = qfalse; + cg.scoreFadeTime = cg.time; + } +} + +static void CG_TellTarget_f( void ) +{ + int clientNum; + char command[ 128 ]; + char message[ 128 ]; + + clientNum = CG_CrosshairPlayer( ); + if( clientNum == -1 ) + return; + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "tell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +static void CG_TellAttacker_f( void ) +{ + int clientNum; + char command[ 128 ]; + char message[ 128 ]; + + clientNum = CG_LastAttacker( ); + if( clientNum == -1 ) + return; + + trap_Args( message, 128 ); + Com_sprintf( command, 128, "tell %i %s", clientNum, message ); + trap_SendClientCommand( command ); +} + +typedef struct +{ + char *cmd; + void (*function)( void ); +} consoleCommand_t; + +static consoleCommand_t commands[ ] = +{ + { "testgun", CG_TestGun_f }, + { "testmodel", CG_TestModel_f }, + { "nextframe", CG_TestModelNextFrame_f }, + { "prevframe", CG_TestModelPrevFrame_f }, + { "nextskin", CG_TestModelNextSkin_f }, + { "prevskin", CG_TestModelPrevSkin_f }, + { "viewpos", CG_Viewpos_f }, + { "+scores", CG_ScoresDown_f }, + { "-scores", CG_ScoresUp_f }, + { "scoresUp", CG_scrollScoresUp_f }, + { "scoresDown", CG_scrollScoresDown_f }, + { "sizeup", CG_SizeUp_f }, + { "sizedown", CG_SizeDown_f }, + { "weapnext", CG_NextWeapon_f }, + { "weapprev", CG_PrevWeapon_f }, + { "weapon", CG_Weapon_f }, + { "tell_target", CG_TellTarget_f }, + { "tell_attacker", CG_TellAttacker_f }, + { "tcmd", CG_TargetCommand_f }, + { "testPS", CG_TestPS_f }, + { "destroyTestPS", CG_DestroyTestPS_f }, + { "testTS", CG_TestTS_f }, + { "destroyTestTS", CG_DestroyTestTS_f }, +}; + + +/* +================= +CG_ConsoleCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +qboolean CG_ConsoleCommand( void ) +{ + const char *cmd; + const char *arg1; + int i; + + cmd = CG_Argv( 0 ); + + //TA: ugly hacky special case + if( !Q_stricmp( cmd, "ui_menu" ) ) + { + arg1 = CG_Argv( 1 ); + trap_SendConsoleCommand( va( "menu %s\n", arg1 ) ); + return qtrue; + } + + for( i = 0; i < sizeof( commands ) / sizeof( commands[ 0 ] ); i++ ) + { + if( !Q_stricmp( cmd, commands[ i ].cmd ) ) + { + commands[ i ].function( ); + return qtrue; + } + } + + return qfalse; +} + + +/* +================= +CG_InitConsoleCommands + +Let the client system know about all of our commands +so it can perform tab completion +================= +*/ +void CG_InitConsoleCommands( void ) +{ + int i; + + for( i = 0 ; i < sizeof( commands ) / sizeof( commands[ 0 ] ) ; i++ ) + trap_AddCommand( commands[ i ].cmd ); + + // + // the game server will interpret these commands, which will be automatically + // forwarded to the server after they are not recognized locally + // + trap_AddCommand( "kill" ); + trap_AddCommand( "say" ); + trap_AddCommand( "say_team" ); + trap_AddCommand( "tell" ); + trap_AddCommand( "vsay" ); + trap_AddCommand( "vsay_team" ); + trap_AddCommand( "vtell" ); + trap_AddCommand( "vtaunt" ); + trap_AddCommand( "vosay" ); + trap_AddCommand( "vosay_team" ); + trap_AddCommand( "votell" ); + trap_AddCommand( "give" ); + trap_AddCommand( "god" ); + trap_AddCommand( "notarget" ); + trap_AddCommand( "noclip" ); + trap_AddCommand( "team" ); + trap_AddCommand( "follow" ); + trap_AddCommand( "levelshot" ); + trap_AddCommand( "addbot" ); + trap_AddCommand( "setviewpos" ); + trap_AddCommand( "callvote" ); + trap_AddCommand( "vote" ); + trap_AddCommand( "callteamvote" ); + trap_AddCommand( "teamvote" ); + trap_AddCommand( "stats" ); + trap_AddCommand( "teamtask" ); + trap_AddCommand( "class" ); + trap_AddCommand( "build" ); + trap_AddCommand( "buy" ); + trap_AddCommand( "sell" ); + trap_AddCommand( "reload" ); + trap_AddCommand( "itemact" ); + trap_AddCommand( "itemdeact" ); + trap_AddCommand( "itemtoggle" ); + trap_AddCommand( "destroy" ); + trap_AddCommand( "deconstruct" ); + trap_AddCommand( "menu" ); + trap_AddCommand( "ui_menu" ); + trap_AddCommand( "mapRotation" ); + trap_AddCommand( "stopMapRotation" ); + trap_AddCommand( "advanceMapRotation" ); + trap_AddCommand( "alienWin" ); + trap_AddCommand( "humanWin" ); +} diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c new file mode 100644 index 0000000..82df413 --- /dev/null +++ b/src/cgame/cg_draw.c @@ -0,0 +1,3524 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_draw.c -- draw all of the graphical elements during +// active (after loading) gameplay + + +#include "cg_local.h" +#include "../ui/ui_shared.h" + +// used for scoreboard +extern displayContextDef_t cgDC; +menuDef_t *menuScoreboard = NULL; + +int drawTeamOverlayModificationCount = -1; + +int sortedTeamPlayers[ TEAM_MAXOVERLAY ]; +int numSortedTeamPlayers; + +//TA UI +int CG_Text_Width( const char *text, float scale, int limit ) +{ + int count,len; + float out; + glyphInfo_t *glyph; + float useScale; +// FIXME: see ui_main.c, same problem +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + out = 0; + + if( text ) + { + len = strlen( text ); + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + if( Q_IsColorString( s ) ) + { + s += 2; + continue; + } + else + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + out += glyph->xSkip; + s++; + count++; + } + } + } + + return out * useScale; +} + +int CG_Text_Height( const char *text, float scale, int limit ) +{ + int len, count; + float max; + glyphInfo_t *glyph; + float useScale; +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + max = 0; + + if( text ) + { + len = strlen( text ); + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + if( Q_IsColorString( s ) ) + { + s += 2; + continue; + } + else + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + if( max < glyph->height ) + max = glyph->height; + + s++; + count++; + } + } + } + + return max * useScale; +} + +void CG_Text_PaintChar( float x, float y, float width, float height, float scale, + float s, float t, float s2, float t2, qhandle_t hShader ) +{ + float w, h; + w = width * scale; + h = height * scale; + CG_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader ); +} + +void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, + float adjust, int limit, int style ) +{ + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + if( text ) + { +// TTimo: FIXME +// const unsigned char *s = text; + const char *s = text; + + trap_R_SetColor( color ); + memcpy( &newColor[ 0 ], &color[ 0 ], sizeof( vec4_t ) ); + len = strlen( text ); + + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + while( s && *s && count < len ) + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + + if( Q_IsColorString( s ) ) + { + memcpy( newColor, g_color_table[ ColorIndex( *( s + 1 ) ) ], sizeof( newColor ) ); + newColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } + else + { + float yadj = useScale * glyph->top; + if( style == ITEM_TEXTSTYLE_SHADOWED || + style == ITEM_TEXTSTYLE_SHADOWEDMORE ) + { + int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; + colorBlack[ 3 ] = newColor[ 3 ]; + trap_R_SetColor( colorBlack ); + CG_Text_PaintChar( x + ofs, y - yadj + ofs, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + colorBlack[ 3 ] = 1.0; + trap_R_SetColor( newColor ); + } + else if( style == ITEM_TEXTSTYLE_NEON ) + { + vec4_t glow, outer, inner, white; + + glow[ 0 ] = newColor[ 0 ] * 0.5; + glow[ 1 ] = newColor[ 1 ] * 0.5; + glow[ 2 ] = newColor[ 2 ] * 0.5; + glow[ 3 ] = newColor[ 3 ] * 0.2; + + outer[ 0 ] = newColor[ 0 ]; + outer[ 1 ] = newColor[ 1 ]; + outer[ 2 ] = newColor[ 2 ]; + outer[ 3 ] = newColor[ 3 ]; + + inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5; + inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5; + inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5; + inner[ 3 ] = newColor[ 3 ]; + + white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f; + + trap_R_SetColor( glow ); + CG_Text_PaintChar( x - 3, y - yadj - 3, + glyph->imageWidth + 6, + glyph->imageHeight + 6, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( outer ); + CG_Text_PaintChar( x - 1, y - yadj - 1, + glyph->imageWidth + 2, + glyph->imageHeight + 2, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( inner ); + CG_Text_PaintChar( x - 0.5, y - yadj - 0.5, + glyph->imageWidth + 1, + glyph->imageHeight + 1, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( white ); + } + + + CG_Text_PaintChar( x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + x += ( glyph->xSkip * useScale ) + adjust; + s++; + count++; + } + } + + trap_R_SetColor( NULL ); + } +} + +/* +============== +CG_DrawFieldPadded + +Draws large numbers for status bar and powerups +============== +*/ +static void CG_DrawFieldPadded( int x, int y, int width, int cw, int ch, int value ) +{ + char num[ 16 ], *ptr; + int l, orgL; + int frame; + int charWidth, charHeight; + + if( !( charWidth = cw ) ) + charWidth = CHAR_WIDTH; + + if( !( charHeight = ch ) ) + charWidth = CHAR_HEIGHT; + + if( width < 1 ) + return; + + // draw number string + if( width > 4 ) + width = 4; + + switch( width ) + { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf( num, sizeof( num ), "%d", value ); + l = strlen( num ); + + if( l > width ) + l = width; + + orgL = l; + + x += 2; + + ptr = num; + while( *ptr && l ) + { + if( width > orgL ) + { + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ 0 ] ); + width--; + x += charWidth; + continue; + } + + if( *ptr == '-' ) + frame = STAT_MINUS; + else + frame = *ptr - '0'; + + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); + x += charWidth; + ptr++; + l--; + } +} + +/* +============== +CG_DrawField + +Draws large numbers for status bar and powerups +============== +*/ +void CG_DrawField( float x, float y, int width, float cw, float ch, int value ) +{ + char num[ 16 ], *ptr; + int l; + int frame; + float charWidth, charHeight; + + if( !( charWidth = cw ) ) + charWidth = CHAR_WIDTH; + + if( !( charHeight = ch ) ) + charWidth = CHAR_HEIGHT; + + if( width < 1 ) + return; + + // draw number string + if( width > 4 ) + width = 4; + + switch( width ) + { + case 1: + value = value > 9 ? 9 : value; + value = value < 0 ? 0 : value; + break; + case 2: + value = value > 99 ? 99 : value; + value = value < -9 ? -9 : value; + break; + case 3: + value = value > 999 ? 999 : value; + value = value < -99 ? -99 : value; + break; + case 4: + value = value > 9999 ? 9999 : value; + value = value < -999 ? -999 : value; + break; + } + + Com_sprintf( num, sizeof( num ), "%d", value ); + l = strlen( num ); + + if( l > width ) + l = width; + + x += 2 + charWidth * ( width - l ); + + ptr = num; + while( *ptr && l ) + { + if( *ptr == '-' ) + frame = STAT_MINUS; + else + frame = *ptr -'0'; + + CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] ); + x += charWidth; + ptr++; + l--; + } +} + +static void CG_DrawProgressBar( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special, float progress ) +{ + float rimWidth = rect->h / 20.0f; + float doneWidth, leftWidth; + float tx, ty, tw, th; + char textBuffer[ 8 ]; + + if( rimWidth < 0.6f ) + rimWidth = 0.6f; + + if( special >= 0.0f ) + rimWidth = special; + + if( progress < 0.0f ) + progress = 0.0f; + else if( progress > 1.0f ) + progress = 1.0f; + + doneWidth = ( rect->w - 2 * rimWidth ) * progress; + leftWidth = ( rect->w - 2 * rimWidth ) - doneWidth; + + trap_R_SetColor( color ); + + //draw rim and bar + if( align == ITEM_ALIGN_RIGHT ) + { + CG_DrawPic( rect->x, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth, rect->y, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth, rect->y + rect->h - rimWidth, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rimWidth + leftWidth, rect->y, + rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); + } + else + { + CG_DrawPic( rect->x, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader ); + CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y + rect->h - rimWidth, + leftWidth, rimWidth, cgs.media.whiteShader ); + CG_DrawPic( rect->x + rect->w - rimWidth, rect->y, rimWidth, rect->h, cgs.media.whiteShader ); + } + + trap_R_SetColor( NULL ); + + //draw text + if( scale > 0.0 ) + { + Com_sprintf( textBuffer, sizeof( textBuffer ), "%d%%", (int)( progress * 100 ) ); + tw = CG_Text_Width( textBuffer, scale, 0 ); + th = scale * 40.0f; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x + ( rect->w / 10.0f ); + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - ( rect->w / 10.0f ) - tw; + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); + ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f ); + break; + + default: + tx = ty = 0.0f; + } + + CG_Text_Paint( tx, ty, scale, color, textBuffer, 0, 0, textStyle ); + } +} + +//=============== TA: was cg_newdraw.c + +#define NO_CREDITS_TIME 2000 + +static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color, qboolean padding ) +{ + int value; + playerState_t *ps; + centity_t *cent; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + //if the build timer pie is showing don't show this + if( ( cent->currentState.weapon == WP_ABUILD || + cent->currentState.weapon == WP_ABUILD2 ) && ps->stats[ STAT_MISC ] ) + return; + + value = ps->persistant[ PERS_CREDIT ]; + if( value > -1 ) + { + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && + !CG_AtHighestClass( ) ) + { + if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) + { + if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) + color[ 3 ] = 0.0f; + } + } + + trap_R_SetColor( color ); + + if( padding ) + CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + else + CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); + + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawPlayerBankValue( rectDef_t *rect, vec4_t color, qboolean padding ) +{ + int value; + playerState_t *ps; + + ps = &cg.snap->ps; + + value = ps->persistant[ PERS_BANK ]; + if( value > -1 ) + { + trap_R_SetColor( color ); + + if( padding ) + CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + else + CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value ); + + trap_R_SetColor( NULL ); + } +} + +#define HH_MIN_ALPHA 0.2f +#define HH_MAX_ALPHA 0.8f +#define HH_ALPHA_DIFF (HH_MAX_ALPHA-HH_MIN_ALPHA) + +#define AH_MIN_ALPHA 0.2f +#define AH_MAX_ALPHA 0.8f +#define AH_ALPHA_DIFF (AH_MAX_ALPHA-AH_MIN_ALPHA) + +/* +============== +CG_DrawPlayerStamina1 +============== +*/ +static void CG_DrawPlayerStamina1( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + stamina -= ( 2 * (int)maxStaminaBy3 ); + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina2 +============== +*/ +static void CG_DrawPlayerStamina2( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + stamina -= (int)maxStaminaBy3; + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina3 +============== +*/ +static void CG_DrawPlayerStamina3( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f; + float progress; + + progress = stamina / maxStaminaBy3; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStamina4 +============== +*/ +static void CG_DrawPlayerStamina4( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + float progress; + + stamina += (float)MAX_STAMINA; + progress = stamina / (float)MAX_STAMINA; + + if( progress > 1.0f ) + progress = 1.0f; + else if( progress < 0.0f ) + progress = 0.0f; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerStaminaBolt +============== +*/ +static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + float stamina = ps->stats[ STAT_STAMINA ]; + + if( stamina < 0 ) + color[ 3 ] = HH_MIN_ALPHA; + else + color[ 3 ] = HH_MAX_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerClipsRing +============== +*/ +static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + float maxDelay; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); + + if( buildTime > maxDelay ) + buildTime = maxDelay; + + progress = ( maxDelay - buildTime ) / maxDelay; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + break; + + default: + if( ps->weaponstate == WEAPON_RELOADING ) + { + maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon ); + progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay; + + color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF ); + } + break; + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBuildTimerRing +============== +*/ +static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + centity_t *cent; + float buildTime = ps->stats[ STAT_MISC ]; + float progress; + float maxDelay; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon ); + + if( buildTime > maxDelay ) + buildTime = maxDelay; + + progress = ( maxDelay - buildTime ) / maxDelay; + + color[ 3 ] = AH_MIN_ALPHA + ( progress * AH_ALPHA_DIFF ); + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosted +============== +*/ +static void CG_DrawPlayerBoosted( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; + + if( boosted ) + color[ 3 ] = AH_MAX_ALPHA; + else + color[ 3 ] = AH_MIN_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerBoosterBolt +============== +*/ +static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED; + vec4_t localColor; + + Vector4Copy( color, localColor ); + + if( boosted ) + { + if( ps->stats[ STAT_BOOSTTIME ] > BOOST_TIME - 3000 ) + { + qboolean flash = ( ps->stats[ STAT_BOOSTTIME ] / 500 ) % 2; + + if( flash ) + localColor[ 3 ] = 1.0f; + } + } + + trap_R_SetColor( localColor ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerPoisonBarbs +============== +*/ +static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + int x = rect->x; + int y = rect->y; + int width = rect->w; + int height = rect->h; + qboolean vertical; + int iconsize, numBarbs, i; + + BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL ); + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + } + else if( height <= width ) + { + vertical = qfalse; + iconsize = height; + } + + if( color[ 3 ] != 0.0 ) + trap_R_SetColor( color ); + + for( i = 0; i < numBarbs; i ++ ) + { + if( vertical ) + y += iconsize; + else + x += iconsize; + + CG_DrawPic( x, y, iconsize, iconsize, shader ); + } + + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawPlayerWallclimbing +============== +*/ +static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + qboolean ww = ps->stats[ STAT_STATE ] & SS_WALLCLIMBING; + + if( ww ) + color[ 3 ] = AH_MAX_ALPHA; + else + color[ 3 ] = AH_MIN_ALPHA; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerStamina( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + playerState_t *ps = &cg.snap->ps; + int stamina = ps->stats[ STAT_STAMINA ]; + float progress = ( (float)stamina + (float)MAX_STAMINA ) / ( (float)MAX_STAMINA * 2.0f ); + + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, progress ); +} + +static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color ) +{ + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + //percentage of BP remaining + value = cgs.alienBuildPoints; + break; + + case WP_HBUILD: + case WP_HBUILD2: + //percentage of BP remaining + value = cgs.humanBuildPoints; + break; + + default: + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL ); + break; + } + + if( value > 999 ) + value = 999; + + if( value > -1 ) + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + } + } +} + + +/* +============== +CG_DrawAlienSense +============== +*/ +static void CG_DrawAlienSense( rectDef_t *rect ) +{ + if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_PCLASS ], SCA_ALIENSENSE ) ) + CG_AlienSense( rect ); +} + + +/* +============== +CG_DrawHumanScanner +============== +*/ +static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ + if( BG_InventoryContainsUpgrade( UP_HELMET, cg.snap->ps.stats ) ) + CG_Scanner( rect, shader, color ); +} + + +/* +============== +CG_DrawUsableBuildable +============== +*/ +static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ + vec3_t view, point; + trace_t trace; + entityState_t *es; + + AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); + VectorMA( cg.refdef.vieworg, 64, view, point ); + CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, + point, cg.predictedPlayerState.clientNum, MASK_SHOT ); + + es = &cg_entities[ trace.entityNum ].currentState; + + if( es->eType == ET_BUILDABLE && BG_FindUsableForBuildable( es->modelindex ) && + cg.predictedPlayerState.stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) ) + { + //hack to prevent showing the usable buildable when you aren't carrying an energy weapon + if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) && + ( !BG_FindUsesEnergyForWeapon( cg.snap->ps.weapon ) || + BG_FindInfinteAmmoForWeapon( cg.snap->ps.weapon ) ) ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); + } +} + + +#define BUILD_DELAY_TIME 2000 + +static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color ) +{ + float progress; + int index; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_BASE_DELAY; + break; + + case WP_ABUILD2: + progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_ADV_DELAY; + break; + + case WP_HBUILD: + progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD_DELAY; + break; + + case WP_HBUILD2: + progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD2_DELAY; + break; + + default: + return; + break; + } + + if( !ps->stats[ STAT_MISC ] ) + return; + + index = (int)( progress * 8.0f ); + + if( index > 7 ) + index = 7; + else if( index < 0 ) + index = 0; + + if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME ) + { + if( ( ( cg.time - cg.lastBuildAttempt ) / 300 ) % 2 ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + color[ 3 ] = 1.0f; + } + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, + cgs.media.buildWeaponTimerPie[ index ] ); + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color ) +{ + int value; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + if( cent->currentState.weapon ) + { + switch( cent->currentState.weapon ) + { + case WP_ABUILD: + case WP_ABUILD2: + case WP_HBUILD: + case WP_HBUILD2: + break; + + default: + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value ); + + if( value > -1 ) + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); + } + break; + } + } +} + +static void CG_DrawPlayerHealthValue( rectDef_t *rect, vec4_t color ) +{ + playerState_t *ps; + int value; + + ps = &cg.snap->ps; + + value = ps->stats[ STAT_HEALTH ]; + + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawPlayerHealthBar( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + playerState_t *ps; + float total; + + ps = &cg.snap->ps; + + total = ( (float)ps->stats[ STAT_HEALTH ] / (float)ps->stats[ STAT_MAX_HEALTH ] ); + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); +} + +/* +============== +CG_DrawPlayerHealthCross +============== +*/ +static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + playerState_t *ps = &cg.snap->ps; + int health = ps->stats[ STAT_HEALTH ]; + + if( health < 10 ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, const char *s, float fraction ) +{ + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + float tx, tw = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = 0.0f; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->w - tw; + break; + + case ITEM_ALIGN_CENTER: + tx = ( rect->w / 2.0f ) - ( tw / 2.0f ); + break; + + default: + tx = 0.0f; + } + + if( fraction < 1.0f ) + CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, white, + s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + else + CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, color, + s, 0, 0, ITEM_TEXTSTYLE_NEON ); +} + +static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.mediaFraction ); +} + +static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Map and Textures", cg.mediaFraction ); +} + +static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.buildablesFraction ); +} + +static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Buildable Models", cg.buildablesFraction ); +} + +static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.charModelFraction ); +} + +static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align ) +{ + CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Character Models", cg.charModelFraction ); +} + +static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale, + int align, int textStyle, int special ) +{ + float total; + + total = ( cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction ) / 3.0f; + CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total ); +} + +static void CG_DrawLevelShot( rectDef_t *rect ) +{ + const char *s; + const char *info; + qhandle_t levelshot; + qhandle_t detail; + + info = CG_ConfigString( CS_SERVERINFO ); + s = Info_ValueForKey( info, "mapname" ); + levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) ); + + if( !levelshot ) + levelshot = trap_R_RegisterShaderNoMip( "gfx/2d/load_screen" ); + + trap_R_SetColor( NULL ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot ); + + // blend a detail texture over it + detail = trap_R_RegisterShader( "gfx/misc/detail" ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail ); +} + +static void CG_DrawLoadingString( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle, const char *s ) +{ + float tw, th, tx; + int pos, i; + char buffer[ 1024 ]; + char *end; + + if( !s[ 0 ] ) + return; + + strcpy( buffer, s ); + tw = CG_Text_Width( s, scale, 0 ); + th = scale * 40.0f; + + pos = i = 0; + + while( pos < strlen( s ) ) + { + strcpy( buffer, &s[ pos ] ); + tw = CG_Text_Width( buffer, scale, 0 ); + + while( tw > rect->w ) + { + end = strrchr( buffer, ' ' ); + + if( end == NULL ) + break; + + *end = '\0'; + tw = CG_Text_Width( buffer, scale, 0 ); + } + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - tw; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( tx + text_x, rect->y + text_y + i * ( th + 3 ), scale, color, + buffer, 0, 0, textStyle ); + + pos += strlen( buffer ) + 1; + i++; + } +} + +static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + const char *s; + + s = CG_ConfigString( CS_MESSAGE ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); +} + +static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + const char *s; + + s = CG_ConfigString( CS_MOTD ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s ); +} + +static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + char buffer[ 1024 ]; + const char *info; + + info = CG_ConfigString( CS_SERVERINFO ); + + Q_strncpyz( buffer, Info_ValueForKey( info, "sv_hostname" ), 1024 ); + Q_CleanStr( buffer ); + + CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, buffer ); +} + +/* +============== +CG_DrawDemoPlayback +============== +*/ +static void CG_DrawDemoPlayback( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + if( !cg_drawDemoState.integer ) + return; + + if( trap_GetDemoState( ) != DS_PLAYBACK ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +============== +CG_DrawDemoRecording +============== +*/ +static void CG_DrawDemoRecording( rectDef_t *rect, vec4_t color, qhandle_t shader ) +{ + if( !cg_drawDemoState.integer ) + return; + + if( trap_GetDemoState( ) != DS_RECORDING ) + return; + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); +} + +/* +====================== +CG_UpdateMediaFraction + +====================== +*/ +void CG_UpdateMediaFraction( float newFract ) +{ + cg.mediaFraction = newFract; + + trap_UpdateScreen( ); +} + +/* +==================== +CG_DrawLoadingScreen + +Draw all the status / pacifier stuff during level loading +==================== +*/ +void CG_DrawLoadingScreen( void ) +{ + Menu_Paint( Menus_FindByName( "Loading" ), qtrue ); +} + +float CG_GetValue( int ownerDraw ) +{ + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + switch( ownerDraw ) + { + case CG_PLAYER_AMMO_VALUE: + if( cent->currentState.weapon ) + { + int value; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, + &value, NULL ); + + return value; + } + break; + case CG_PLAYER_CLIPS_VALUE: + if( cent->currentState.weapon ) + { + int value; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, + NULL, &value ); + + return value; + } + break; + case CG_PLAYER_HEALTH: + return ps->stats[ STAT_HEALTH ]; + break; + default: + break; + } + + return -1; +} + +const char *CG_GetKillerText( ) +{ + const char *s = ""; + if( cg.killerName[ 0 ] ) + s = va( "Fragged by %s", cg.killerName ); + + return s; +} + + +static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color, + qhandle_t shader, int textStyle ) +{ + // fragged by ... line + if( cg.killerName[ 0 ] ) + { + int x = rect->x + rect->w / 2; + CG_Text_Paint( x - CG_Text_Width( CG_GetKillerText( ), scale, 0 ) / 2, + rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle ); + } +} + + +static void CG_Text_Paint_Limit( float *maxX, float x, float y, float scale, + vec4_t color, const char* text, float adjust, int limit ) +{ + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + + if( text ) + { +// TTimo: FIXME +// const unsigned char *s = text; // bk001206 - unsigned + const char *s = text; + float max = *maxX; + float useScale; + fontInfo_t *font = &cgDC.Assets.textFont; + + if( scale <= cg_smallFont.value ) + font = &cgDC.Assets.smallFont; + else if( scale > cg_bigFont.value ) + font = &cgDC.Assets.bigFont; + + useScale = scale * font->glyphScale; + trap_R_SetColor( color ); + len = strlen( text ); + + if( limit > 0 && len > limit ) + len = limit; + + count = 0; + + while( s && *s && count < len ) + { + glyph = &font->glyphs[ (int)*s ]; + //TTimo: FIXME: getting nasty warnings without the cast, + //hopefully this doesn't break the VM build + + if( Q_IsColorString( s ) ) + { + memcpy( newColor, g_color_table[ ColorIndex( *(s+1) ) ], sizeof( newColor ) ); + newColor[ 3 ] = color[ 3 ]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } + else + { + float yadj = useScale * glyph->top; + + if( CG_Text_Width( s, useScale, 1 ) + x > max ) + { + *maxX = 0; + break; + } + + CG_Text_PaintChar( x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + x += ( glyph->xSkip * useScale ) + adjust; + *maxX = x; + count++; + s++; + } + } + + trap_R_SetColor( NULL ); + } +} + +static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader ) +{ + if( cg.spectatorLen ) + { + float maxX; + + if( cg.spectatorWidth == -1 ) + { + cg.spectatorWidth = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if( cg.spectatorOffset > cg.spectatorLen ) + { + cg.spectatorOffset = 0; + cg.spectatorPaintX = rect->x + 1; + cg.spectatorPaintX2 = -1; + } + + if( cg.time > cg.spectatorTime ) + { + cg.spectatorTime = cg.time + 10; + + if( cg.spectatorPaintX <= rect->x + 2 ) + { + if( cg.spectatorOffset < cg.spectatorLen ) + { + //TA: skip colour directives + if( Q_IsColorString( &cg.spectatorList[ cg.spectatorOffset ] ) ) + cg.spectatorOffset += 2; + else + { + cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1; + cg.spectatorOffset++; + } + } + else + { + cg.spectatorOffset = 0; + + if( cg.spectatorPaintX2 >= 0 ) + cg.spectatorPaintX = cg.spectatorPaintX2; + else + cg.spectatorPaintX = rect->x + rect->w - 2; + + cg.spectatorPaintX2 = -1; + } + } + else + { + cg.spectatorPaintX--; + + if( cg.spectatorPaintX2 >= 0 ) + cg.spectatorPaintX2--; + } + } + + maxX = rect->x + rect->w - 2; + + CG_Text_Paint_Limit( &maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, + &cg.spectatorList[ cg.spectatorOffset ], 0, 0 ); + + if( cg.spectatorPaintX2 >= 0 ) + { + float maxX2 = rect->x + rect->w - 2; + CG_Text_Paint_Limit( &maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, + color, cg.spectatorList, 0, cg.spectatorOffset ); + } + + if( cg.spectatorOffset && maxX > 0 ) + { + // if we have an offset ( we are skipping the first part of the string ) and we fit the string + if( cg.spectatorPaintX2 == -1 ) + cg.spectatorPaintX2 = rect->x + rect->w - 2; + } + else + cg.spectatorPaintX2 = -1; + } +} + +/* +================== +CG_DrawStageReport +================== +*/ +static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y, + vec4_t color, float scale, int align, int textStyle ) +{ + char s[ MAX_TOKEN_CHARS ]; + int tx, w, kills; + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_NONE && !cg.intermissionStarted ) + return; + + if( cg.intermissionStarted ) + { + Com_sprintf( s, MAX_TOKEN_CHARS, + "Stage %d" //PH34R MY MAD-LEET CODING SKILLZ + " " + "Stage %d", + cgs.alienStage + 1, cgs.humanStage + 1 ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + kills = cgs.alienNextStageThreshold - cgs.alienKills; + + if( cgs.alienNextStageThreshold < 0 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.alienStage + 1 ); + else if( kills == 1 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage", + cgs.alienStage + 1, kills ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage", + cgs.alienStage + 1, kills ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + kills = cgs.humanNextStageThreshold - cgs.humanKills; + + if( cgs.humanNextStageThreshold < 0 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.humanStage + 1 ); + else if( kills == 1 ) + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage", + cgs.humanStage + 1, kills ); + else + Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage", + cgs.humanStage + 1, kills ); + } + + w = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - w; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle ); +} + +/* +================== +CG_DrawFPS +================== +*/ +//TA: personally i think this should be longer - it should really be a cvar +#define FPS_FRAMES 20 +#define FPS_STRING "fps" +static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle, + qboolean scalableText ) +{ + char *s; + int tx, w, totalWidth, strLength; + static int previousTimes[ FPS_FRAMES ]; + static int index; + int i, total; + int fps; + static int previous; + int t, frameTime; + + if( !cg_drawFPS.integer ) + return; + + // don't use serverTime, because that will be drifting to + // correct for internet lag changes, timescales, timedemos, etc + t = trap_Milliseconds( ); + frameTime = t - previous; + previous = t; + + previousTimes[ index % FPS_FRAMES ] = frameTime; + index++; + + if( index > FPS_FRAMES ) + { + // average multiple frames together to smooth changes out a bit + total = 0; + + for( i = 0 ; i < FPS_FRAMES ; i++ ) + total += previousTimes[ i ]; + + if( !total ) + total = 1; + + fps = 1000 * FPS_FRAMES / total; + + s = va( "%d", fps ); + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = CG_Text_Width( FPS_STRING, scale, 0 ) + w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + if( scalableText ) + { + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } + } + else + { + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, fps ); + trap_R_SetColor( NULL ); + } + + if( scalableText ) + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, FPS_STRING, 0, 0, textStyle ); + } +} + + +/* +================= +CG_DrawTimerMins +================= +*/ +static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color ) +{ + int mins, seconds; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + + trap_R_SetColor( color ); + CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, mins ); + trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimerSecs +================= +*/ +static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color ) +{ + int mins, seconds; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + + trap_R_SetColor( color ); + CG_DrawFieldPadded( rect->x, rect->y, 2, rect->w / 2, rect->h, seconds ); + trap_R_SetColor( NULL ); +} + + +/* +================= +CG_DrawTimer +================= +*/ +static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int i, tx, w, totalWidth, strLength; + int mins, seconds, tens; + int msec; + + if( !cg_drawTimer.integer ) + return; + + msec = cg.time - cgs.levelStartTime; + + seconds = msec / 1000; + mins = seconds / 60; + seconds -= mins * 60; + tens = seconds / 10; + seconds -= tens * 10; + + s = va( "%d:%d%d", mins, tens, seconds ); + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } +} + +/* +================= +CG_DrawClock +================= +*/ +static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int i, tx, w, totalWidth, strLength; + qtime_t qt; + int t; + + if( !cg_drawClock.integer ) + return; + + t = trap_RealTime( &qt ); + + if( cg_drawClock.integer == 2 ) + { + s = va( "%02d%s%02d", qt.tm_hour, ( qt.tm_sec % 2 ) ? ":" : " ", + qt.tm_min ); + } + else + { + char *pm = "am"; + int h = qt.tm_hour; + + if( h == 0 ) + h = 12; + else if( h == 12 ) + pm = "pm"; + else if( h > 12 ) + { + h -= 12; + pm = "pm"; + } + + s = va( "%d%s%02d%s", h, ( qt.tm_sec % 2 ) ? ":" : " ", qt.tm_min, pm ); + } + w = CG_Text_Width( "0", scale, 0 ); + strLength = CG_DrawStrlen( s ); + totalWidth = w * strLength; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - totalWidth; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f ); + break; + + default: + tx = 0.0f; + } + + for( i = 0; i < strLength; i++ ) + { + char c[ 2 ]; + + c[ 0 ] = s[ i ]; + c[ 1 ] = '\0'; + + CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle ); + } +} + +/* +================== +CG_DrawSnapshot +================== +*/ +static void CG_DrawSnapshot( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int align, int textStyle ) +{ + char *s; + int w, tx; + + if( !cg_drawSnapshot.integer ) + return; + + s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime, + cg.latestSnapshotNum, cgs.serverCommandSequence ); + w = CG_Text_Width( s, scale, 0 ); + + switch( align ) + { + case ITEM_ALIGN_LEFT: + tx = rect->x; + break; + + case ITEM_ALIGN_RIGHT: + tx = rect->x + rect->w - w; + break; + + case ITEM_ALIGN_CENTER: + tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f ); + break; + + default: + tx = 0.0f; + } + + CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle ); +} + +/* +=============================================================================== + +LAGOMETER + +=============================================================================== +*/ + +#define LAG_SAMPLES 128 + +typedef struct +{ + int frameSamples[ LAG_SAMPLES ]; + int frameCount; + int snapshotFlags[ LAG_SAMPLES ]; + int snapshotSamples[ LAG_SAMPLES ]; + int snapshotCount; +} lagometer_t; + +lagometer_t lagometer; + +/* +============== +CG_AddLagometerFrameInfo + +Adds the current interpolate / extrapolate bar for this frame +============== +*/ +void CG_AddLagometerFrameInfo( void ) +{ + int offset; + + offset = cg.time - cg.latestSnapshotTime; + lagometer.frameSamples[ lagometer.frameCount & ( LAG_SAMPLES - 1 ) ] = offset; + lagometer.frameCount++; +} + +/* +============== +CG_AddLagometerSnapshotInfo + +Each time a snapshot is received, log its ping time and +the number of snapshots that were dropped before it. + +Pass NULL for a dropped packet. +============== +*/ +#define PING_FRAMES 40 +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ) +{ + static int previousPings[ PING_FRAMES ]; + static int index; + int i; + + // dropped packet + if( !snap ) + { + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = -1; + lagometer.snapshotCount++; + return; + } + + // add this snapshot's info + lagometer.snapshotSamples[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap->ping; + lagometer.snapshotFlags[ lagometer.snapshotCount & ( LAG_SAMPLES - 1 ) ] = snap->snapFlags; + lagometer.snapshotCount++; + + cg.ping = 0; + if( cg.snap ) + { + previousPings[ index++ ] = cg.snap->ping; + index = index % PING_FRAMES; + + for( i = 0; i < PING_FRAMES; i++ ) + { + cg.ping += previousPings[ i ]; + } + + cg.ping /= PING_FRAMES; + } +} + +/* +============== +CG_DrawDisconnect + +Should we draw something differnet for long lag vs no packets? +============== +*/ +static void CG_DrawDisconnect( void ) +{ + float x, y; + int cmdNum; + usercmd_t cmd; + const char *s; + int w; + vec4_t color = { 1.0f, 1.0f, 1.0f, 1.0f }; + + // draw the phone jack if we are completely past our buffers + cmdNum = trap_GetCurrentCmdNumber( ) - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &cmd ); + + // special check for map_restart + if( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time ) + return; + + // also add text in center of screen + s = "Connection Interrupted"; + w = CG_Text_Width( s, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + // blink the icon + if( ( cg.time >> 9 ) & 1 ) + return; + + x = 640 - 48; + y = 480 - 48; + + CG_DrawPic( x, y, 48, 48, trap_R_RegisterShader( "gfx/2d/net.tga" ) ); +} + +#define MAX_LAGOMETER_PING 900 +#define MAX_LAGOMETER_RANGE 300 + + +/* +============== +CG_DrawLagometer +============== +*/ +static void CG_DrawLagometer( rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t textColor ) +{ + int a, x, y, i; + float v; + float ax, ay, aw, ah, mid, range; + int color; + vec4_t adjustedColor; + float vscale; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + return; + + if( !cg_lagometer.integer ) + return; + + if( cg.demoPlayback ) + return; + + Vector4Copy( textColor, adjustedColor ); + adjustedColor[ 3 ] = 0.25f; + + trap_R_SetColor( adjustedColor ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + + // + // draw the graph + // + ax = x = rect->x; + ay = y = rect->y; + aw = rect->w; + ah = rect->h; + + trap_R_SetColor( NULL ); + + CG_AdjustFrom640( &ax, &ay, &aw, &ah ); + + color = -1; + range = ah / 3; + mid = ay + range; + + vscale = range / MAX_LAGOMETER_RANGE; + + // draw the frame interpoalte / extrapolate graph + for( a = 0 ; a < aw ; a++ ) + { + i = ( lagometer.frameCount - 1 - a ) & ( LAG_SAMPLES - 1 ); + v = lagometer.frameSamples[ i ]; + v *= vscale; + + if( v > 0 ) + { + if( color != 1 ) + { + color = 1; + trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); + } + + if( v > range ) + v = range; + + trap_R_DrawStretchPic( ax + aw - a, mid - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } + else if( v < 0 ) + { + if( color != 2 ) + { + color = 2; + trap_R_SetColor( g_color_table[ ColorIndex( COLOR_BLUE ) ] ); + } + + v = -v; + if( v > range ) + v = range; + + trap_R_DrawStretchPic( ax + aw - a, mid, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + // draw the snapshot latency / drop graph + range = ah / 2; + vscale = range / MAX_LAGOMETER_PING; + + for( a = 0 ; a < aw ; a++ ) + { + i = ( lagometer.snapshotCount - 1 - a ) & ( LAG_SAMPLES - 1 ); + v = lagometer.snapshotSamples[ i ]; + + if( v > 0 ) + { + if( lagometer.snapshotFlags[ i ] & SNAPFLAG_RATE_DELAYED ) + { + if( color != 5 ) + { + color = 5; // YELLOW for rate delay + trap_R_SetColor( g_color_table[ ColorIndex( COLOR_YELLOW ) ] ); + } + } + else + { + if( color != 3 ) + { + color = 3; + + trap_R_SetColor( g_color_table[ ColorIndex( COLOR_GREEN ) ] ); + } + } + + v = v * vscale; + + if( v > range ) + v = range; + + trap_R_DrawStretchPic( ax + aw - a, ay + ah - v, 1, v, 0, 0, 0, 0, cgs.media.whiteShader ); + } + else if( v < 0 ) + { + if( color != 4 ) + { + color = 4; // RED for dropped snapshots + trap_R_SetColor( g_color_table[ ColorIndex( COLOR_RED ) ] ); + } + + trap_R_DrawStretchPic( ax + aw - a, ay + ah - range, 1, range, 0, 0, 0, 0, cgs.media.whiteShader ); + } + } + + trap_R_SetColor( NULL ); + + if( cg_nopredict.integer || cg_synchronousClients.integer ) + CG_Text_Paint( ax, ay, 0.5, white, "snc", 0, 0, ITEM_TEXTSTYLE_NORMAL ); + else + { + char *s; + + s = va( "%d", cg.ping ); + ax = rect->x + ( rect->w / 2.0f ) - ( CG_Text_Width( s, scale, 0 ) / 2.0f ) + text_x; + ay = rect->y + ( rect->h / 2.0f ) + ( CG_Text_Height( s, scale, 0 ) / 2.0f ) + text_y; + + Vector4Copy( textColor, adjustedColor ); + adjustedColor[ 3 ] = 0.5f; + CG_Text_Paint( ax, ay, scale, adjustedColor, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); + } + + CG_DrawDisconnect( ); +} + +/* +============== +CG_DrawTextBlock +============== +*/ +static void CG_DrawTextBlock( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle, const char *text, + menuDef_t *parent, itemDef_t *textItem ) +{ + float x, y, w, h; + + //offset the text + x = rect->x; + y = rect->y; + w = rect->w - ( 16 + ( 2 * text_x ) ); //16 to ensure text within frame + h = rect->h; + + textItem->text = text; + + textItem->parent = parent; + memcpy( textItem->window.foreColor, color, sizeof( vec4_t ) ); + textItem->window.flags = 0; + + switch( align ) + { + case ITEM_ALIGN_LEFT: + textItem->window.rect.x = x; + break; + + case ITEM_ALIGN_RIGHT: + textItem->window.rect.x = x + w; + break; + + case ITEM_ALIGN_CENTER: + textItem->window.rect.x = x + ( w / 2 ); + break; + + default: + textItem->window.rect.x = x; + break; + } + + textItem->window.rect.y = y; + textItem->window.rect.w = w; + textItem->window.rect.h = h; + textItem->window.borderSize = 0; + textItem->textRect.x = 0; + textItem->textRect.y = 0; + textItem->textRect.w = 0; + textItem->textRect.h = 0; + textItem->textalignment = align; + textItem->textalignx = text_x; + textItem->textaligny = text_y; + textItem->textscale = scale; + textItem->textStyle = textStyle; + + //hack to utilise existing autowrap code + Item_Text_AutoWrapped_Paint( textItem ); +} + +/* +=================== +CG_DrawConsole +=================== +*/ +static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle ) +{ + static menuDef_t dummyParent; + static itemDef_t textItem; + + CG_DrawTextBlock( rect, text_x, text_y, color, scale, align, textStyle, + cg.consoleText, &dummyParent, &textItem ); +} + +/* +=================== +CG_DrawTutorial +=================== +*/ +static void CG_DrawTutorial( rectDef_t *rect, float text_x, float text_y, vec4_t color, + float scale, int align, int textStyle ) +{ + static menuDef_t dummyParent; + static itemDef_t textItem; + + if( !cg_tutorial.integer ) + return; + + CG_DrawTextBlock( rect, text_x, text_y, color, scale, align, textStyle, + CG_TutorialText( ), &dummyParent, &textItem ); +} + +/* +=================== +CG_DrawWeaponIcon +=================== +*/ +void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color ) +{ + int ammo, clips, maxAmmo; + centity_t *cent; + playerState_t *ps; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips ); + BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL ); + + // don't display if dead + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( cent->currentState.weapon == 0 ) + return; + + CG_RegisterWeapon( cent->currentState.weapon ); + + if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) ) + { + float ammoPercent = (float)ammo / (float)maxAmmo; + + if( ammoPercent < 0.33f ) + { + color[ 0 ] = 1.0f; + color[ 1 ] = color[ 2 ] = 0.0f; + } + } + + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && CG_AtHighestClass( ) ) + { + if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME ) + { + if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 ) + color[ 3 ] = 0.0f; + } + } + + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].weaponIcon ); + trap_R_SetColor( NULL ); +} + + + +/* +================================================================================ + +CROSSHAIR + +================================================================================ +*/ + + +/* +================= +CG_DrawCrosshair +================= +*/ +static void CG_DrawCrosshair( void ) +{ + float w, h; + qhandle_t hShader; + float x, y; + weaponInfo_t *wi; + + if( cg_drawCrosshair.integer == CROSSHAIR_ALWAYSOFF ) + return; + + if( cg_drawCrosshair.integer == CROSSHAIR_RANGEDONLY && + !BG_FindLongRangedForWeapon( cg.snap->ps.weapon ) ) + { + return; + } + + if( ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) || + ( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) || + ( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) ) + return; + + if( cg.renderingThirdPerson ) + return; + + wi = &cg_weapons[ cg.snap->ps.weapon ]; + + w = h = wi->crossHairSize; + + x = cg_crosshairX.integer; + y = cg_crosshairY.integer; + CG_AdjustFrom640( &x, &y, &w, &h ); + + hShader = wi->crossHair; + + if( hShader != 0 ) + { + trap_R_DrawStretchPic( x + cg.refdef.x + 0.5 * ( cg.refdef.width - w ), + y + cg.refdef.y + 0.5 * ( cg.refdef.height - h ), + w, h, 0, 0, 1, 1, hShader ); + } +} + + + +/* +================= +CG_ScanForCrosshairEntity +================= +*/ +static void CG_ScanForCrosshairEntity( void ) +{ + trace_t trace; + vec3_t start, end; + int content; + pTeam_t team; + + VectorCopy( cg.refdef.vieworg, start ); + VectorMA( start, 131072, cg.refdef.viewaxis[ 0 ], end ); + + CG_Trace( &trace, start, vec3_origin, vec3_origin, end, + cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY ); + + if( trace.entityNum >= MAX_CLIENTS ) + return; + + // if the player is in fog, don't show it + content = trap_CM_PointContents( trace.endpos, 0 ); + if( content & CONTENTS_FOG ) + return; + + team = cgs.clientinfo[ trace.entityNum ].team; + + if( cg.snap->ps.persistant[ PERS_TEAM ] != TEAM_SPECTATOR ) + { + //only display team names of those on the same team as this player + if( team != cg.snap->ps.stats[ STAT_PTEAM ] ) + return; + } + + // update the fade timer + cg.crosshairClientNum = trace.entityNum; + cg.crosshairClientTime = cg.time; +} + + +/* +===================== +CG_DrawCrosshairNames +===================== +*/ +static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle ) +{ + float *color; + char *name; + float w, x; + + if( !cg_drawCrosshairNames.integer ) + return; + + if( cg.renderingThirdPerson ) + return; + + // scan the known entities to see if the crosshair is sighted on one + CG_ScanForCrosshairEntity( ); + + // draw the name of the player being looked at + color = CG_FadeColor( cg.crosshairClientTime, 1000 ); + if( !color ) + { + trap_R_SetColor( NULL ); + return; + } + + name = cgs.clientinfo[ cg.crosshairClientNum ].name; + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_OwnerDraw + +Draw an owner drawn item +=============== +*/ +void CG_OwnerDraw( float x, float y, float w, float h, float text_x, + float text_y, int ownerDraw, int ownerDrawFlags, + int align, float special, float scale, vec4_t color, + qhandle_t shader, int textStyle ) +{ + rectDef_t rect; + + if( cg_drawStatus.integer == 0 ) + return; + + rect.x = x; + rect.y = y; + rect.w = w; + rect.h = h; + + switch( ownerDraw ) + { + case CG_PLAYER_CREDITS_VALUE: + CG_DrawPlayerCreditsValue( &rect, color, qtrue ); + break; + case CG_PLAYER_BANK_VALUE: + CG_DrawPlayerBankValue( &rect, color, qtrue ); + break; + case CG_PLAYER_CREDITS_VALUE_NOPAD: + CG_DrawPlayerCreditsValue( &rect, color, qfalse ); + break; + case CG_PLAYER_BANK_VALUE_NOPAD: + CG_DrawPlayerBankValue( &rect, color, qfalse ); + break; + case CG_PLAYER_STAMINA: + CG_DrawPlayerStamina( &rect, color, scale, align, textStyle, special ); + break; + case CG_PLAYER_STAMINA_1: + CG_DrawPlayerStamina1( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_2: + CG_DrawPlayerStamina2( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_3: + CG_DrawPlayerStamina3( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_4: + CG_DrawPlayerStamina4( &rect, color, shader ); + break; + case CG_PLAYER_STAMINA_BOLT: + CG_DrawPlayerStaminaBolt( &rect, color, shader ); + break; + case CG_PLAYER_AMMO_VALUE: + CG_DrawPlayerAmmoValue( &rect, color ); + break; + case CG_PLAYER_CLIPS_VALUE: + CG_DrawPlayerClipsValue( &rect, color ); + break; + case CG_PLAYER_BUILD_TIMER: + CG_DrawPlayerBuildTimer( &rect, color ); + break; + case CG_PLAYER_HEALTH: + CG_DrawPlayerHealthValue( &rect, color ); + break; + case CG_PLAYER_HEALTH_BAR: + CG_DrawPlayerHealthBar( &rect, color, scale, align, textStyle, special ); + break; + case CG_PLAYER_HEALTH_CROSS: + CG_DrawPlayerHealthCross( &rect, color, shader ); + break; + case CG_PLAYER_CLIPS_RING: + CG_DrawPlayerClipsRing( &rect, color, shader ); + break; + case CG_PLAYER_BUILD_TIMER_RING: + CG_DrawPlayerBuildTimerRing( &rect, color, shader ); + break; + case CG_PLAYER_WALLCLIMBING: + CG_DrawPlayerWallclimbing( &rect, color, shader ); + break; + case CG_PLAYER_BOOSTED: + CG_DrawPlayerBoosted( &rect, color, shader ); + break; + case CG_PLAYER_BOOST_BOLT: + CG_DrawPlayerBoosterBolt( &rect, color, shader ); + break; + case CG_PLAYER_POISON_BARBS: + CG_DrawPlayerPoisonBarbs( &rect, color, shader ); + break; + case CG_PLAYER_ALIEN_SENSE: + CG_DrawAlienSense( &rect ); + break; + case CG_PLAYER_HUMAN_SCANNER: + CG_DrawHumanScanner( &rect, shader, color ); + break; + case CG_PLAYER_USABLE_BUILDABLE: + CG_DrawUsableBuildable( &rect, shader, color ); + break; + case CG_KILLER: + CG_DrawKiller( &rect, scale, color, shader, textStyle ); + break; + case CG_PLAYER_SELECT: + CG_DrawItemSelect( &rect, color ); + break; + case CG_PLAYER_WEAPONICON: + CG_DrawWeaponIcon( &rect, color ); + break; + case CG_PLAYER_SELECTTEXT: + CG_DrawItemSelectText( &rect, scale, textStyle ); + break; + case CG_SPECTATORS: + CG_DrawTeamSpectators( &rect, scale, color, shader ); + break; + case CG_PLAYER_CROSSHAIRNAMES: + CG_DrawCrosshairNames( &rect, scale, textStyle ); + break; + case CG_STAGE_REPORT_TEXT: + CG_DrawStageReport( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + //loading screen + case CG_LOAD_LEVELSHOT: + CG_DrawLevelShot( &rect ); + break; + case CG_LOAD_MEDIA: + CG_DrawMediaProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_MEDIA_LABEL: + CG_DrawMediaProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_BUILDABLES: + CG_DrawBuildablesProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_BUILDABLES_LABEL: + CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_CHARMODEL: + CG_DrawCharModelProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_CHARMODEL_LABEL: + CG_DrawCharModelProgressLabel( &rect, text_x, text_y, color, scale, align ); + break; + case CG_LOAD_OVERALL: + CG_DrawOverallProgress( &rect, color, scale, align, textStyle, special ); + break; + case CG_LOAD_LEVELNAME: + CG_DrawLevelName( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + case CG_LOAD_MOTD: + CG_DrawMOTD( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + case CG_LOAD_HOSTNAME: + CG_DrawHostname( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + case CG_FPS: + CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qtrue ); + break; + case CG_FPS_FIXED: + CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qfalse ); + break; + case CG_TIMER: + CG_DrawTimer( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_CLOCK: + CG_DrawClock( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_TIMER_MINS: + CG_DrawTimerMins( &rect, color ); + break; + case CG_TIMER_SECS: + CG_DrawTimerSecs( &rect, color ); + break; + case CG_SNAPSHOT: + CG_DrawSnapshot( &rect, text_x, text_y, scale, color, align, textStyle ); + break; + case CG_LAGOMETER: + CG_DrawLagometer( &rect, text_x, text_y, scale, color ); + break; + + case CG_DEMO_PLAYBACK: + CG_DrawDemoPlayback( &rect, color, shader ); + break; + case CG_DEMO_RECORDING: + CG_DrawDemoRecording( &rect, color, shader ); + break; + + case CG_CONSOLE: + CG_DrawConsole( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + case CG_TUTORIAL: + CG_DrawTutorial( &rect, text_x, text_y, color, scale, align, textStyle ); + break; + + default: + break; + } +} + +void CG_MouseEvent( int x, int y ) +{ + int n; + + if( ( cg.predictedPlayerState.pm_type == PM_NORMAL || + cg.predictedPlayerState.pm_type == PM_SPECTATOR ) && + cg.showScores == qfalse ) + { + trap_Key_SetCatcher( 0 ); + return; + } + + cgs.cursorX += x; + if( cgs.cursorX < 0 ) + cgs.cursorX = 0; + else if( cgs.cursorX > 640 ) + cgs.cursorX = 640; + + cgs.cursorY += y; + if( cgs.cursorY < 0 ) + cgs.cursorY = 0; + else if( cgs.cursorY > 480 ) + cgs.cursorY = 480; + + n = Display_CursorType( cgs.cursorX, cgs.cursorY ); + cgs.activeCursor = 0; + if( n == CURSOR_ARROW ) + cgs.activeCursor = cgs.media.selectCursor; + else if( n == CURSOR_SIZER ) + cgs.activeCursor = cgs.media.sizeCursor; + + if( cgs.capturedItem ) + Display_MouseMove( cgs.capturedItem, x, y ); + else + Display_MouseMove( NULL, cgs.cursorX, cgs.cursorY ); +} + +/* +================== +CG_HideTeamMenus +================== + +*/ +void CG_HideTeamMenu( void ) +{ + Menus_CloseByName( "teamMenu" ); + Menus_CloseByName( "getMenu" ); +} + +/* +================== +CG_ShowTeamMenus +================== + +*/ +void CG_ShowTeamMenu( void ) +{ + Menus_OpenByName( "teamMenu" ); +} + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +void CG_EventHandling( int type ) +{ + cgs.eventHandling = type; + + if( type == CGAME_EVENT_NONE ) + CG_HideTeamMenu( ); +} + + + +void CG_KeyEvent( int key, qboolean down ) +{ + if( !down ) + return; + + if( cg.predictedPlayerState.pm_type == PM_NORMAL || + ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && + cg.showScores == qfalse ) ) + { + CG_EventHandling( CGAME_EVENT_NONE ); + trap_Key_SetCatcher( 0 ); + return; + } + + Display_HandleKey( key, down, cgs.cursorX, cgs.cursorY ); + + if( cgs.capturedItem ) + cgs.capturedItem = NULL; + else + { + if( key == K_MOUSE2 && down ) + cgs.capturedItem = Display_CaptureItem( cgs.cursorX, cgs.cursorY ); + } +} + +int CG_ClientNumFromName( const char *p ) +{ + int i; + + for( i = 0; i < cgs.maxclients; i++ ) + { + if( cgs.clientinfo[ i ].infoValid && + Q_stricmp( cgs.clientinfo[ i ].name, p ) == 0 ) + return i; + } + + return -1; +} + +void CG_RunMenuScript( char **args ) +{ +} + + +void CG_GetTeamColor( vec4_t *color ) +{ + (*color)[ 0 ] = (*color)[ 2 ] = 0.0f; + (*color)[ 1 ] = 0.17f; + (*color)[ 3 ] = 0.25f; +} +//END TA UI + + +/* +================ +CG_DrawLighting + +================ +*/ +static void CG_DrawLighting( void ) +{ + centity_t *cent; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + + //fade to black if stamina is low + if( ( cg.snap->ps.stats[ STAT_STAMINA ] < -800 ) && + ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) ) + { + vec4_t black = { 0, 0, 0, 0 }; + black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); + trap_R_SetColor( black ); + CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); + trap_R_SetColor( NULL ); + } +} + +/* +=============================================================================== + +CENTER PRINTING + +=============================================================================== +*/ + + +/* +============== +CG_CenterPrint + +Called for important messages that should stay in the center of the screen +for a few moments +============== +*/ +void CG_CenterPrint( const char *str, int y, int charWidth ) +{ + char *s; + + Q_strncpyz( cg.centerPrint, str, sizeof( cg.centerPrint ) ); + + cg.centerPrintTime = cg.time; + cg.centerPrintY = y; + cg.centerPrintCharWidth = charWidth; + + // count the number of lines for centering + cg.centerPrintLines = 1; + s = cg.centerPrint; + while( *s ) + { + if( *s == '\n' ) + cg.centerPrintLines++; + + s++; + } +} + + +/* +=================== +CG_DrawCenterString +=================== +*/ +static void CG_DrawCenterString( void ) +{ + char *start; + int l; + int x, y, w; + int h; + float *color; + + if( !cg.centerPrintTime ) + return; + + color = CG_FadeColor( cg.centerPrintTime, 1000 * cg_centertime.value ); + if( !color ) + return; + + trap_R_SetColor( color ); + + start = cg.centerPrint; + + y = cg.centerPrintY - cg.centerPrintLines * BIGCHAR_HEIGHT / 2; + + while( 1 ) + { + char linebuffer[ 1024 ]; + + for( l = 0; l < 50; l++ ) + { + if( !start[ l ] || start[ l ] == '\n' ) + break; + + linebuffer[ l ] = start[ l ]; + } + + linebuffer[ l ] = 0; + + w = CG_Text_Width( linebuffer, 0.5, 0 ); + h = CG_Text_Height( linebuffer, 0.5, 0 ); + x = ( SCREEN_WIDTH - w ) / 2; + CG_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE ); + y += h + 6; + + while( *start && ( *start != '\n' ) ) + start++; + + if( !*start ) + break; + + start++; + } + + trap_R_SetColor( NULL ); +} + + + + + +//============================================================================== + +//FIXME: both vote notes are hardcoded, change to ownerdrawn? + +/* +================= +CG_DrawVote +================= +*/ +static void CG_DrawVote( void ) +{ + char *s; + int sec; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + char yeskey[ 32 ], nokey[ 32 ]; + + if( !cgs.voteTime ) + return; + + // play a talk beep whenever it is modified + if( cgs.voteModified ) + { + cgs.voteModified = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.voteTime ) ) / 1000; + + if( sec < 0 ) + sec = 0; + Q_strncpyz( yeskey, CG_KeyBinding( "vote yes" ), sizeof( yeskey ) ); + Q_strncpyz( nokey, CG_KeyBinding( "vote no" ), sizeof( nokey ) ); + s = va( "VOTE(%i): \"%s\" [%s]Yes:%i [%s]No:%i", sec, cgs.voteString, + yeskey, cgs.voteYes, nokey, cgs.voteNo ); + CG_Text_Paint( 8, 340, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + +/* +================= +CG_DrawTeamVote +================= +*/ +static void CG_DrawTeamVote( void ) +{ + char *s; + int sec, cs_offset; + vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f }; + char yeskey[ 32 ], nokey[ 32 ]; + + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + cs_offset = 0; + else if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) + cs_offset = 1; + else + return; + + if( !cgs.teamVoteTime[ cs_offset ] ) + return; + + // play a talk beep whenever it is modified + if ( cgs.teamVoteModified[ cs_offset ] ) + { + cgs.teamVoteModified[ cs_offset ] = qfalse; + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + + sec = ( VOTE_TIME - ( cg.time - cgs.teamVoteTime[ cs_offset ] ) ) / 1000; + + if( sec < 0 ) + sec = 0; + + Q_strncpyz( yeskey, CG_KeyBinding( "teamvote yes" ), sizeof( yeskey ) ); + Q_strncpyz( nokey, CG_KeyBinding( "teamvote no" ), sizeof( nokey ) ); + s = va( "TEAMVOTE(%i): \"%s\" [%s]Yes:%i [%s]No:%i", sec, + cgs.teamVoteString[ cs_offset ], + yeskey, cgs.teamVoteYes[cs_offset], + nokey, cgs.teamVoteNo[ cs_offset ] ); + + CG_Text_Paint( 8, 360, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL ); +} + + +static qboolean CG_DrawScoreboard( void ) +{ + static qboolean firstTime = qtrue; + float fade, *fadeColor; + + if( menuScoreboard ) + menuScoreboard->window.flags &= ~WINDOW_FORCED; + + if( cg_paused.integer ) + { + cg.deferredPlayerLoading = 0; + firstTime = qtrue; + return qfalse; + } + + if( cg.showScores || + cg.predictedPlayerState.pm_type == PM_INTERMISSION ) + { + fade = 1.0; + fadeColor = colorWhite; + } + else + { + cg.deferredPlayerLoading = 0; + cg.killerName[ 0 ] = 0; + firstTime = qtrue; + return qfalse; + } + + + if( menuScoreboard == NULL ) + menuScoreboard = Menus_FindByName( "teamscore_menu" ); + + if( menuScoreboard ) + { + if( firstTime ) + { + CG_SetScoreSelection( menuScoreboard ); + firstTime = qfalse; + } + + Menu_Paint( menuScoreboard, qtrue ); + } + + return qtrue; +} + +/* +================= +CG_DrawIntermission +================= +*/ +static void CG_DrawIntermission( void ) +{ + if( cg_drawStatus.integer ) + Menu_Paint( Menus_FindByName( "default_hud" ), qtrue ); + + cg.scoreFadeTime = cg.time; + cg.scoreBoardShowing = CG_DrawScoreboard( ); +} + +#define FOLLOWING_STRING "following " + +/* +================= +CG_DrawFollow +================= +*/ +static qboolean CG_DrawFollow( void ) +{ + float w; + vec4_t color; + char buffer[ MAX_STRING_CHARS ]; + + if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + return qfalse; + + color[ 0 ] = 1; + color[ 1 ] = 1; + color[ 2 ] = 1; + color[ 3 ] = 1; + + strcpy( buffer, FOLLOWING_STRING ); + strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name ); + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + return qtrue; +} + +/* +================= +CG_DrawQueue +================= +*/ +static qboolean CG_DrawQueue( void ) +{ + float w; + vec4_t color; + char buffer[ MAX_STRING_CHARS ]; + + if( !( cg.snap->ps.pm_flags & PMF_QUEUED ) ) + return qfalse; + + color[ 0 ] = 1; + color[ 1 ] = 1; + color[ 2 ] = 1; + color[ 3 ] = 1; + + Com_sprintf( buffer, MAX_STRING_CHARS, "You are in position %d of the spawn queue.", + cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1 ); + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + if( cgs.numAlienSpawns == 1 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); + else + Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", + cgs.numAlienSpawns ); + } + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( cgs.numHumanSpawns == 1 ) + Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." ); + else + Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.", + cgs.numHumanSpawns ); + } + + w = CG_Text_Width( buffer, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + + return qtrue; +} + +//================================================================================== + +#define SPECTATOR_STRING "SPECTATOR" +/* +================= +CG_Draw2D +================= +*/ +static void CG_Draw2D( void ) +{ + vec4_t color; + float w; + menuDef_t *menu = NULL, *defaultMenu; + + color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 1.0f; + + // if we are taking a levelshot for the menu, don't draw anything + if( cg.levelShot ) + return; + + if( cg_draw2D.integer == 0 ) + return; + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + { + CG_DrawIntermission( ); + return; + } + + //TA: draw the lighting effects e.g. nvg + CG_DrawLighting( ); + + + defaultMenu = Menus_FindByName( "default_hud" ); + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + { + w = CG_Text_Width( SPECTATOR_STRING, 0.7f, 0 ); + CG_Text_Paint( 320 - w / 2, 440, 0.7f, color, SPECTATOR_STRING, 0, 0, ITEM_TEXTSTYLE_SHADOWED ); + } + else + menu = Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ) ); + + if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) && + !( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) && menu && + ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) ) + { + CG_DrawBuildableStatus( ); + if( cg_drawStatus.integer ) + Menu_Paint( menu, qtrue ); + + CG_DrawCrosshair( ); + } + else if( cg_drawStatus.integer ) + Menu_Paint( defaultMenu, qtrue ); + + CG_DrawVote( ); + CG_DrawTeamVote( ); + CG_DrawFollow( ); + CG_DrawQueue( ); + + // don't draw center string if scoreboard is up + cg.scoreBoardShowing = CG_DrawScoreboard( ); + + if( !cg.scoreBoardShowing ) + CG_DrawCenterString( ); +} + +/* +=============== +CG_ScalePainBlendTCs +=============== +*/ +static void CG_ScalePainBlendTCs( float* s1, float *t1, float *s2, float *t2 ) +{ + *s1 -= 0.5f; + *t1 -= 0.5f; + *s2 -= 0.5f; + *t2 -= 0.5f; + + *s1 *= cg_painBlendZoom.value; + *t1 *= cg_painBlendZoom.value; + *s2 *= cg_painBlendZoom.value; + *t2 *= cg_painBlendZoom.value; + + *s1 += 0.5f; + *t1 += 0.5f; + *s2 += 0.5f; + *t2 += 0.5f; +} + +#define PAINBLEND_BORDER 0.15f + +/* +=============== +CG_PainBlend +=============== +*/ +static void CG_PainBlend( void ) +{ + vec4_t color; + int damage; + float damageAsFracOfMax; + qhandle_t shader = cgs.media.viewBloodShader; + float x, y, w, h; + float s1, t1, s2, t2; + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR || cg.intermissionStarted ) + return; + + damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ]; + + if( damage < 0 ) + damage = 0; + + damageAsFracOfMax = (float)damage / cg.snap->ps.stats[ STAT_MAX_HEALTH ]; + cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; + + cg.painBlendValue += damageAsFracOfMax * cg_painBlendScale.value; + + if( cg.painBlendValue > 0.0f ) + { + cg.painBlendValue -= ( cg.frametime / 1000.0f ) * + cg_painBlendDownRate.value; + } + + if( cg.painBlendValue > 1.0f ) + cg.painBlendValue = 1.0f; + else if( cg.painBlendValue <= 0.0f ) + { + cg.painBlendValue = 0.0f; + return; + } + + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + VectorSet( color, 0.43f, 0.8f, 0.37f ); + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + VectorSet( color, 0.8f, 0.0f, 0.0f ); + + if( cg.painBlendValue > cg.painBlendTarget ) + { + cg.painBlendTarget += ( cg.frametime / 1000.0f ) * + cg_painBlendUpRate.value; + } + else if( cg.painBlendValue < cg.painBlendTarget ) + cg.painBlendTarget = cg.painBlendValue; + + if( cg.painBlendTarget > cg_painBlendMax.value ) + cg.painBlendTarget = cg_painBlendMax.value; + + color[ 3 ] = cg.painBlendTarget; + + trap_R_SetColor( color ); + + //left + x = 0.0f; y = 0.0f; + w = PAINBLEND_BORDER * 640.0f; h = 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = 0.0f; t1 = 0.0f; + s2 = PAINBLEND_BORDER; t2 = 1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //right + x = 640.0f - ( PAINBLEND_BORDER * 640.0f ); y = 0.0f; + w = PAINBLEND_BORDER * 640.0f; h = 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = 1.0f - PAINBLEND_BORDER; t1 = 0.0f; + s2 = 1.0f; t2 =1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //top + x = PAINBLEND_BORDER * 640.0f; y = 0.0f; + w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = PAINBLEND_BORDER; t1 = 0.0f; + s2 = 1.0f - PAINBLEND_BORDER; t2 = PAINBLEND_BORDER; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + //bottom + x = PAINBLEND_BORDER * 640.0f; y = 480.0f - ( PAINBLEND_BORDER * 480.0f ); + w = 640.0f - ( 2 * PAINBLEND_BORDER * 640.0f ); h = PAINBLEND_BORDER * 480.0f; + CG_AdjustFrom640( &x, &y, &w, &h ); + s1 = PAINBLEND_BORDER; t1 = 1.0f - PAINBLEND_BORDER; + s2 = 1.0f - PAINBLEND_BORDER; t2 = 1.0f; + CG_ScalePainBlendTCs( &s1, &t1, &s2, &t2 ); + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, shader ); + + trap_R_SetColor( NULL ); +} + +/* +===================== +CG_ResetPainBlend +===================== +*/ +void CG_ResetPainBlend( void ) +{ + cg.painBlendValue = 0.0f; + cg.painBlendTarget = 0.0f; + cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ]; +} + +/* +===================== +CG_DrawActive + +Perform all drawing needed to completely fill the screen +===================== +*/ +void CG_DrawActive( stereoFrame_t stereoView ) +{ + float separation; + vec3_t baseOrg; + + // optionally draw the info screen instead + if( !cg.snap ) + return; + + switch ( stereoView ) + { + case STEREO_CENTER: + separation = 0; + break; + case STEREO_LEFT: + separation = -cg_stereoSeparation.value / 2; + break; + case STEREO_RIGHT: + separation = cg_stereoSeparation.value / 2; + break; + default: + separation = 0; + CG_Error( "CG_DrawActive: Undefined stereoView" ); + } + + // clear around the rendered view if sized down + CG_TileClear( ); + + // offset vieworg appropriately if we're doing stereo separation + VectorCopy( cg.refdef.vieworg, baseOrg ); + + if( separation != 0 ) + VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[ 1 ], + cg.refdef.vieworg ); + + // draw 3D view + trap_R_RenderScene( &cg.refdef ); + + // restore original viewpoint if running stereo + if( separation != 0 ) + VectorCopy( baseOrg, cg.refdef.vieworg ); + + // first person blend blobs, done after AnglesToAxis + if( !cg.renderingThirdPerson ) + CG_PainBlend( ); + + // draw status bar and other floating elements + CG_Draw2D( ); +} + + + diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c new file mode 100644 index 0000000..06ae071 --- /dev/null +++ b/src/cgame/cg_drawtools.c @@ -0,0 +1,378 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc + + +#include "cg_local.h" + +/* +=============== +CG_DrawPlane + +Draw a quad in 3 space - basically CG_DrawPic in 3 space +=============== +*/ +void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ) +{ + polyVert_t verts[ 4 ]; + vec3_t temp; + + VectorCopy( origin, verts[ 0 ].xyz ); + verts[ 0 ].st[ 0 ] = 0; + verts[ 0 ].st[ 1 ] = 0; + verts[ 0 ].modulate[ 0 ] = 255; + verts[ 0 ].modulate[ 1 ] = 255; + verts[ 0 ].modulate[ 2 ] = 255; + verts[ 0 ].modulate[ 3 ] = 255; + + VectorAdd( origin, right, temp ); + VectorCopy( temp, verts[ 1 ].xyz ); + verts[ 1 ].st[ 0 ] = 1; + verts[ 1 ].st[ 1 ] = 0; + verts[ 1 ].modulate[ 0 ] = 255; + verts[ 1 ].modulate[ 1 ] = 255; + verts[ 1 ].modulate[ 2 ] = 255; + verts[ 1 ].modulate[ 3 ] = 255; + + VectorAdd( origin, right, temp ); + VectorAdd( temp, down, temp ); + VectorCopy( temp, verts[ 2 ].xyz ); + verts[ 2 ].st[ 0 ] = 1; + verts[ 2 ].st[ 1 ] = 1; + verts[ 2 ].modulate[ 0 ] = 255; + verts[ 2 ].modulate[ 1 ] = 255; + verts[ 2 ].modulate[ 2 ] = 255; + verts[ 2 ].modulate[ 3 ] = 255; + + VectorAdd( origin, down, temp ); + VectorCopy( temp, verts[ 3 ].xyz ); + verts[ 3 ].st[ 0 ] = 0; + verts[ 3 ].st[ 1 ] = 1; + verts[ 3 ].modulate[ 0 ] = 255; + verts[ 3 ].modulate[ 1 ] = 255; + verts[ 3 ].modulate[ 2 ] = 255; + verts[ 3 ].modulate[ 3 ] = 255; + + trap_R_AddPolyToScene( shader, 4, verts ); +} + +/* +================ +CG_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) +{ +#if 0 + // adjust for wide screens + if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) { + *x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) ); + } +#endif + // scale for screen sizes + *x *= cgs.screenXScale; + *y *= cgs.screenYScale; + *w *= cgs.screenXScale; + *h *= cgs.screenYScale; +} + +/* +================ +CG_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_FillRect( float x, float y, float width, float height, const float *color ) +{ + trap_R_SetColor( color ); + + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawSides + +Coords are virtual 640x480 +================ +*/ +void CG_DrawSides( float x, float y, float w, float h, float size ) +{ + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenXScale; + trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader ); +} + +void CG_DrawTopBottom( float x, float y, float w, float h, float size ) +{ + CG_AdjustFrom640( &x, &y, &w, &h ); + size *= cgs.screenYScale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader ); +} + + +/* +================ +CG_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) +{ + trap_R_SetColor( color ); + + CG_DrawTopBottom( x, y, width, height, size ); + CG_DrawSides( x, y, width, height, size ); + + trap_R_SetColor( NULL ); +} + + +/* +================ +CG_DrawPic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) +{ + CG_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + + + +/* +================ +CG_DrawFadePic + +Coordinates are 640*480 virtual values +================= +*/ +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, + vec4_t tcolor, float amount, qhandle_t hShader ) +{ + vec4_t finalcolor; + float inverse; + + inverse = 100 - amount; + + CG_AdjustFrom640( &x, &y, &width, &height ); + + finalcolor[ 0 ] = ( ( inverse * fcolor[ 0 ] ) + ( amount * tcolor[ 0 ] ) ) / 100; + finalcolor[ 1 ] = ( ( inverse * fcolor[ 1 ] ) + ( amount * tcolor[ 1 ] ) ) / 100; + finalcolor[ 2 ] = ( ( inverse * fcolor[ 2 ] ) + ( amount * tcolor[ 2 ] ) ) / 100; + finalcolor[ 3 ] = ( ( inverse * fcolor[ 3 ] ) + ( amount * tcolor[ 3 ] ) ) / 100; + + trap_R_SetColor( finalcolor ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); + trap_R_SetColor( NULL ); +} + +/* +================= +CG_DrawStrlen + +Returns character count, skiping color escape codes +================= +*/ +int CG_DrawStrlen( const char *str ) +{ + const char *s = str; + int count = 0; + + while( *s ) + { + if( Q_IsColorString( s ) ) + s += 2; + else + { + count++; + s++; + } + } + + return count; +} + +/* +============= +CG_TileClearBox + +This repeats a 64*64 tile graphic to fill the screen around a sized down +refresh window. +============= +*/ +static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) +{ + float s1, t1, s2, t2; + + s1 = x / 64.0; + t1 = y / 64.0; + s2 = ( x + w ) / 64.0; + t2 = ( y + h ) / 64.0; + trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader ); +} + + + +/* +============== +CG_TileClear + +Clear around a sized down screen +============== +*/ +void CG_TileClear( void ) +{ + int top, bottom, left, right; + int w, h; + + w = cgs.glconfig.vidWidth; + h = cgs.glconfig.vidHeight; + + if( cg.refdef.x == 0 && cg.refdef.y == 0 && + cg.refdef.width == w && cg.refdef.height == h ) + return; // full screen rendering + + top = cg.refdef.y; + bottom = top + cg.refdef.height - 1; + left = cg.refdef.x; + right = left + cg.refdef.width - 1; + + // clear above view screen + CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader ); + + // clear below view screen + CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader ); + + // clear left of view screen + CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader ); + + // clear right of view screen + CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader ); +} + +/* +================ +CG_FadeColor +================ +*/ +float *CG_FadeColor( int startMsec, int totalMsec ) +{ + static vec4_t color; + int t; + + if( startMsec == 0 ) + return NULL; + + t = cg.time - startMsec; + + if( t >= totalMsec ) + return NULL; + + // fade out + if( totalMsec - t < FADE_TIME ) + color[ 3 ] = ( totalMsec - t ) * 1.0 / FADE_TIME; + else + color[ 3 ] = 1.0; + + color[ 0 ] = color[ 1 ] = color[ 2 ] = 1; + + return color; +} + +/* +================ +CG_WorldToScreen +================ +*/ +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ) +{ + vec3_t trans; + float xc, yc; + float px, py; + float z; + + px = tan( cg.refdef.fov_x * M_PI / 360.0 ); + py = tan( cg.refdef.fov_y * M_PI / 360.0 ); + + VectorSubtract( point, cg.refdef.vieworg, trans ); + + xc = 640.0f / 2.0f; + yc = 480.0f / 2.0f; + + z = DotProduct( trans, cg.refdef.viewaxis[ 0 ] ); + if( z <= 0.001f ) + return qfalse; + + if( x ) + *x = xc - DotProduct( trans, cg.refdef.viewaxis[ 1 ] ) * xc / ( z * px ); + + if( y ) + *y = yc - DotProduct( trans, cg.refdef.viewaxis[ 2 ] ) * yc / ( z * py ); + + return qtrue; +} + +/* +================ +CG_KeyBinding +================ +*/ +char *CG_KeyBinding( const char *bind ) +{ + static char key[ 32 ]; + char bindbuff[ MAX_CVAR_VALUE_STRING ]; + int i; + + key[ 0 ] = '\0'; + // NOTE: change K_LAST_KEY to MAX_KEYS for full key support (eventually) + for( i = 0; i < K_LAST_KEY; i++ ) + { + trap_Key_GetBindingBuf( i, bindbuff, sizeof( bindbuff ) ); + if( !Q_stricmp( bindbuff, bind ) ) + { + trap_Key_KeynumToStringBuf( i, key, sizeof( key ) ); + break; + } + } + if( !key[ 0 ] ) + { + Q_strncpyz( key, "\\", sizeof( key ) ); + Q_strcat( key, sizeof( key ), bind ); + } + return key; +} diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c new file mode 100644 index 0000000..2d2e808 --- /dev/null +++ b/src/cgame/cg_ents.c @@ -0,0 +1,1256 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_ents.c -- present snapshot entities, happens every single frame + + +#include "cg_local.h" + +/* +====================== +CG_DrawBoxFace + +Draws a bounding box face +====================== +*/ +static void CG_DrawBoxFace( vec3_t a, vec3_t b, vec3_t c, vec3_t d ) +{ + polyVert_t verts[ 4 ]; + vec4_t color = { 255.0f, 0.0f, 0.0f, 128.0f }; + + VectorCopy( d, verts[ 0 ].xyz ); + verts[ 0 ].st[ 0 ] = 1; + verts[ 0 ].st[ 1 ] = 1; + Vector4Copy( color, verts[ 0 ].modulate ); + + VectorCopy( c, verts[ 1 ].xyz ); + verts[ 1 ].st[ 0 ] = 1; + verts[ 1 ].st[ 1 ] = 0; + Vector4Copy( color, verts[ 1 ].modulate ); + + VectorCopy( b, verts[ 2 ].xyz ); + verts[ 2 ].st[ 0 ] = 0; + verts[ 2 ].st[ 1 ] = 0; + Vector4Copy( color, verts[ 2 ].modulate ); + + VectorCopy( a, verts[ 3 ].xyz ); + verts[ 3 ].st[ 0 ] = 0; + verts[ 3 ].st[ 1 ] = 1; + Vector4Copy( color, verts[ 3 ].modulate ); + + trap_R_AddPolyToScene( cgs.media.outlineShader, 4, verts ); +} + +/* +====================== +CG_DrawBoundingBox + +Draws a bounding box +====================== +*/ +void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs ) +{ + vec3_t ppp, mpp, mmp, pmp; + vec3_t mmm, pmm, ppm, mpm; + + ppp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; + ppp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; + ppp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + + mpp[ 0 ] = origin[ 0 ] + mins[ 0 ]; + mpp[ 1 ] = origin[ 1 ] + maxs[ 1 ]; + mpp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + + mmp[ 0 ] = origin[ 0 ] + mins[ 0 ]; + mmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; + mmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + + pmp[ 0 ] = origin[ 0 ] + maxs[ 0 ]; + pmp[ 1 ] = origin[ 1 ] + mins[ 1 ]; + pmp[ 2 ] = origin[ 2 ] + maxs[ 2 ]; + + ppm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; + ppm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; + ppm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + + mpm[ 0 ] = origin[ 0 ] + mins[ 0 ]; + mpm[ 1 ] = origin[ 1 ] + maxs[ 1 ]; + mpm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + + mmm[ 0 ] = origin[ 0 ] + mins[ 0 ]; + mmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; + mmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + + pmm[ 0 ] = origin[ 0 ] + maxs[ 0 ]; + pmm[ 1 ] = origin[ 1 ] + mins[ 1 ]; + pmm[ 2 ] = origin[ 2 ] + mins[ 2 ]; + + //phew! + + CG_DrawBoxFace( ppp, mpp, mmp, pmp ); + CG_DrawBoxFace( ppp, pmp, pmm, ppm ); + CG_DrawBoxFace( mpp, ppp, ppm, mpm ); + CG_DrawBoxFace( mmp, mpp, mpm, mmm ); + CG_DrawBoxFace( pmp, mmp, mmm, pmm ); + CG_DrawBoxFace( mmm, mpm, ppm, pmm ); +} + + +/* +====================== +CG_PositionEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) +{ + int i; + orientation_t lerped; + + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for( i = 0; i < 3; i++ ) + VectorMA( entity->origin, lerped.origin[ i ], parent->axis[ i ], entity->origin ); + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( lerped.axis, ( (refEntity_t *)parent )->axis, entity->axis ); + entity->backlerp = parent->backlerp; +} + + +/* +====================== +CG_PositionRotatedEntityOnTag + +Modifies the entities position and axis by the given +tag location +====================== +*/ +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ) +{ + int i; + orientation_t lerped; + vec3_t tempAxis[ 3 ]; + +//AxisClear( entity->axis ); + // lerp the tag + trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for( i = 0; i < 3; i++ ) + VectorMA( entity->origin, lerped.origin[ i ], parent->axis[ i ], entity->origin ); + + // had to cast away the const to avoid compiler problems... + MatrixMultiply( entity->axis, lerped.axis, tempAxis ); + MatrixMultiply( tempAxis, ( (refEntity_t *)parent )->axis, entity->axis ); +} + + + +/* +========================================================================== + +FUNCTIONS CALLED EACH FRAME + +========================================================================== +*/ + +/* +====================== +CG_SetEntitySoundPosition + +Also called by event processing code +====================== +*/ +void CG_SetEntitySoundPosition( centity_t *cent ) +{ + if( cent->currentState.solid == SOLID_BMODEL ) + { + vec3_t origin; + float *v; + + v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; + VectorAdd( cent->lerpOrigin, v, origin ); + trap_S_UpdateEntityPosition( cent->currentState.number, origin ); + } + else + trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); +} + +/* +================== +CG_EntityEffects + +Add continuous entity effects, like local entity emission and lighting +================== +*/ +static void CG_EntityEffects( centity_t *cent ) +{ + // update sound origins + CG_SetEntitySoundPosition( cent ); + + // add loop sound + if( cent->currentState.loopSound ) + { + if( cent->currentState.eType != ET_SPEAKER ) + { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } + else + { + trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + cgs.gameSounds[ cent->currentState.loopSound ] ); + } + } + + + // constant light glow + if ( cent->currentState.constantLight ) + { + int cl; + int i, r, g, b; + + cl = cent->currentState.constantLight; + r = cl & 255; + g = ( cl >> 8 ) & 255; + b = ( cl >> 16 ) & 255; + i = ( ( cl >> 24 ) & 255 ) * 4; + trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b ); + } + + if( CG_IsTrailSystemValid( ¢->muzzleTS ) ) + { + //FIXME hack to prevent tesla trails reaching too far + if( cent->currentState.eType == ET_BUILDABLE ) + { + vec3_t front, back; + + CG_AttachmentPoint( ¢->muzzleTS->frontAttachment, front ); + CG_AttachmentPoint( ¢->muzzleTS->backAttachment, back ); + + if( Distance( front, back ) > ( TESLAGEN_RANGE * M_ROOT3 ) ) + CG_DestroyTrailSystem( ¢->muzzleTS ); + } + + if( cg.time > cent->muzzleTSDeathTime && CG_IsTrailSystemValid( ¢->muzzleTS ) ) + CG_DestroyTrailSystem( ¢->muzzleTS ); + } +} + + +/* +================== +CG_General +================== +*/ +static void CG_General( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // if set to invisible, skip + if( !s1->modelindex ) + return; + + memset( &ent, 0, sizeof( ent ) ); + + // set frame + + ent.frame = s1->frame; + ent.oldframe = ent.frame; + ent.backlerp = 0; + + VectorCopy( cent->lerpOrigin, ent.origin); + VectorCopy( cent->lerpOrigin, ent.oldorigin); + + ent.hModel = cgs.gameModels[ s1->modelindex ]; + + // player model + if( s1->number == cg.snap->ps.clientNum ) + ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors + + // convert angles to axis + AnglesToAxis( cent->lerpAngles, ent.axis ); + + // add to refresh list + trap_R_AddRefEntityToScene( &ent ); +} + +/* +================== +CG_Speaker + +Speaker entities can automatically play sounds +================== +*/ +static void CG_Speaker( centity_t *cent ) +{ + if( ! cent->currentState.clientNum ) + { // FIXME: use something other than clientNum... + return; // not auto triggering + } + + if( cg.time < cent->miscTime ) + return; + + trap_S_StartSound( NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[ cent->currentState.eventParm ] ); + + // ent->s.frame = ent->wait * 10; + // ent->s.clientNum = ent->random * 10; + cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom( ); +} + + +//============================================================================ + +/* +=============== +CG_LaunchMissile +=============== +*/ +static void CG_LaunchMissile( centity_t *cent ) +{ + entityState_t *es; + const weaponInfo_t *wi; + particleSystem_t *ps; + trailSystem_t *ts; + weapon_t weapon; + weaponMode_t weaponMode; + + es = ¢->currentState; + + weapon = es->weapon; + if( weapon > WP_NUM_WEAPONS ) + weapon = WP_NONE; + + wi = &cg_weapons[ weapon ]; + weaponMode = es->generic1; + + if( wi->wim[ weaponMode ].missileParticleSystem ) + { + ps = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].missileParticleSystem ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentCent( &ps->attachment, cent ); + CG_AttachToCent( &ps->attachment ); + } + } + + if( wi->wim[ weaponMode ].missileTrailSystem ) + { + ts = CG_SpawnNewTrailSystem( wi->wim[ weaponMode ].missileTrailSystem ); + + if( CG_IsTrailSystemValid( &ts ) ) + { + CG_SetAttachmentCent( &ts->frontAttachment, cent ); + CG_AttachToCent( &ts->frontAttachment ); + } + } +} + +/* +=============== +CG_Missile +=============== +*/ +static void CG_Missile( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *es; + const weaponInfo_t *wi; + weapon_t weapon; + weaponMode_t weaponMode; + const weaponInfoMode_t *wim; + + es = ¢->currentState; + + weapon = es->weapon; + if( weapon > WP_NUM_WEAPONS ) + weapon = WP_NONE; + + wi = &cg_weapons[ weapon ]; + weaponMode = es->generic1; + + wim = &wi->wim[ weaponMode ]; + + // calculate the axis + VectorCopy( es->angles, cent->lerpAngles ); + + // add dynamic light + if( wim->missileDlight ) + { + trap_R_AddLightToScene( cent->lerpOrigin, wim->missileDlight, + wim->missileDlightColor[ 0 ], + wim->missileDlightColor[ 1 ], + wim->missileDlightColor[ 2 ] ); + } + + // add missile sound + if( wim->missileSound ) + { + vec3_t velocity; + + BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity ); + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, wim->missileSound ); + } + + // create the render entity + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( cent->lerpOrigin, ent.oldorigin ); + + if( wim->usesSpriteMissle ) + { + ent.reType = RT_SPRITE; + ent.radius = wim->missileSpriteSize; + ent.rotation = 0; + ent.customShader = wim->missileSprite; + ent.shaderRGBA[ 0 ] = 0xFF; + ent.shaderRGBA[ 1 ] = 0xFF; + ent.shaderRGBA[ 2 ] = 0xFF; + ent.shaderRGBA[ 3 ] = 0xFF; + } + else + { + ent.hModel = wim->missileModel; + ent.renderfx = wim->missileRenderfx | RF_NOSHADOW; + + // convert direction of travel into axis + if( VectorNormalize2( es->pos.trDelta, ent.axis[ 0 ] ) == 0 ) + ent.axis[ 0 ][ 2 ] = 1; + + // spin as it moves + if( es->pos.trType != TR_STATIONARY && wim->missileRotates ) + RotateAroundDirection( ent.axis, cg.time / 4 ); + else + RotateAroundDirection( ent.axis, es->time ); + + if( wim->missileAnimates ) + { + int timeSinceStart = cg.time - es->time; + + if( wim->missileAnimLooping ) + { + ent.frame = wim->missileAnimStartFrame + + (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ) % + wim->missileAnimNumFrames; + } + else + { + ent.frame = wim->missileAnimStartFrame + + (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ); + + if( ent.frame > ( wim->missileAnimStartFrame + wim->missileAnimNumFrames ) ) + ent.frame = wim->missileAnimStartFrame + wim->missileAnimNumFrames; + } + } + } + + //only refresh if there is something to display + if( wim->missileSprite || wim->missileModel ) + trap_R_AddRefEntityToScene( &ent ); +} + +/* +=============== +CG_Mover +=============== +*/ +static void CG_Mover( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( cent->lerpOrigin, ent.oldorigin ); + AnglesToAxis( cent->lerpAngles, ent.axis ); + + ent.renderfx = RF_NOSHADOW; + + // flicker between two skins (FIXME?) + ent.skinNum = ( cg.time >> 6 ) & 1; + + // get the model, either as a bmodel or a modelindex + if( s1->solid == SOLID_BMODEL ) + ent.hModel = cgs.inlineDrawModel[ s1->modelindex ]; + else + ent.hModel = cgs.gameModels[ s1->modelindex ]; + + // add to refresh list + trap_R_AddRefEntityToScene( &ent ); + + // add the secondary model + if( s1->modelindex2 ) + { + ent.skinNum = 0; + ent.hModel = cgs.gameModels[ s1->modelindex2 ]; + trap_R_AddRefEntityToScene( &ent ); + } + +} + +/* +=============== +CG_Beam + +Also called as an event +=============== +*/ +void CG_Beam( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( s1->pos.trBase, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + AxisClear( ent.axis ); + ent.reType = RT_BEAM; + + ent.renderfx = RF_NOSHADOW; + + // add to refresh list + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +=============== +CG_Portal +=============== +*/ +static void CG_Portal( centity_t *cent ) +{ + refEntity_t ent; + entityState_t *s1; + + s1 = ¢->currentState; + + // create the render entity + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + VectorCopy( s1->origin2, ent.oldorigin ); + ByteToDir( s1->eventParm, ent.axis[ 0 ] ); + PerpendicularVector( ent.axis[ 1 ], ent.axis[ 0 ] ); + + // negating this tends to get the directions like they want + // we really should have a camera roll value + VectorSubtract( vec3_origin, ent.axis[ 1 ], ent.axis[ 1 ] ); + + CrossProduct( ent.axis[ 0 ], ent.axis[ 1 ], ent.axis[ 2 ] ); + ent.reType = RT_PORTALSURFACE; + ent.oldframe = s1->powerups; + ent.frame = s1->frame; // rotation speed + ent.skinNum = s1->clientNum / 256.0 * 360; // roll offset + + // add to refresh list + trap_R_AddRefEntityToScene( &ent ); +} + +//============================================================================ + +#define SETBOUNDS(v1,v2,r) ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\ + (v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2)) +#define RADIUSSTEP 0.5f + +#define FLARE_OFF 0 +#define FLARE_NOFADE 1 +#define FLARE_TIMEFADE 2 +#define FLARE_REALFADE 3 + +/* +========================= +CG_LightFlare +========================= +*/ +static void CG_LightFlare( centity_t *cent ) +{ + refEntity_t flare; + entityState_t *es; + vec3_t forward, delta; + float len; + trace_t tr; + float maxAngle; + vec3_t mins, maxs, start, end; + float srcRadius, srLocal, ratio = 1.0f; + int entityNum; + + es = ¢->currentState; + + if( cg.renderingThirdPerson ) + entityNum = MAGIC_TRACE_HACK; + else + entityNum = cg.predictedPlayerState.clientNum; + + //don't draw light flares + if( cg_lightFlare.integer == FLARE_OFF ) + return; + + //flare is "off" + if( es->eFlags & EF_NODRAW ) + return; + + CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, es->angles2, + entityNum, MASK_SHOT ); + + //if there is no los between the view and the flare source + //it definately cannot be seen + if( tr.fraction < 1.0f || tr.allsolid ) + return; + + memset( &flare, 0, sizeof( flare ) ); + + flare.reType = RT_SPRITE; + flare.customShader = cgs.gameShaders[ es->modelindex ]; + flare.shaderRGBA[ 0 ] = 0xFF; + flare.shaderRGBA[ 1 ] = 0xFF; + flare.shaderRGBA[ 2 ] = 0xFF; + flare.shaderRGBA[ 3 ] = 0xFF; + + //flares always drawn before the rest of the scene + flare.renderfx |= RF_DEPTHHACK; + + //bunch of geometry + AngleVectors( es->angles, forward, NULL, NULL ); + VectorCopy( cent->lerpOrigin, flare.origin ); + VectorSubtract( flare.origin, cg.refdef.vieworg, delta ); + len = VectorLength( delta ); + VectorNormalize( delta ); + + //flare is too close to camera to be drawn + if( len < es->generic1 ) + return; + + //don't bother for flares behind the view plane + if( DotProduct( delta, cg.refdef.viewaxis[ 0 ] ) < 0.0 ) + return; + + //only recalculate radius and ratio every three frames + if( !( cg.clientFrame % 2 ) ) + { + //can only see the flare when in front of it + flare.radius = len / es->origin2[ 0 ]; + + if( es->origin2[ 2 ] == 0 ) + srcRadius = srLocal = flare.radius / 2.0f; + else + srcRadius = srLocal = len / es->origin2[ 2 ]; + + maxAngle = es->origin2[ 1 ]; + + if( maxAngle > 0.0f ) + { + float radiusMod = 1.0f - ( 180.0f - RAD2DEG( + acos( DotProduct( delta, forward ) ) ) ) / maxAngle; + + if( radiusMod < 0.0f ) + radiusMod = 0.0f; + + flare.radius *= radiusMod; + } + + if( flare.radius < 0.0f ) + flare.radius = 0.0f; + + VectorMA( flare.origin, -flare.radius, delta, end ); + VectorMA( cg.refdef.vieworg, flare.radius, delta, start ); + + if( cg_lightFlare.integer == FLARE_REALFADE ) + { + //"correct" flares + CG_BiSphereTrace( &tr, cg.refdef.vieworg, end, + 1.0f, srcRadius, entityNum, MASK_SHOT ); + + if( tr.fraction < 1.0f ) + ratio = tr.lateralFraction; + else + ratio = 1.0f; + } + else if( cg_lightFlare.integer == FLARE_TIMEFADE ) + { + //draw timed flares + SETBOUNDS( mins, maxs, srcRadius ); + CG_Trace( &tr, start, mins, maxs, end, + entityNum, MASK_SHOT ); + + if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->lfs.status ) + { + cent->lfs.status = qfalse; + cent->lfs.lastTime = cg.time; + } + else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->lfs.status ) + { + cent->lfs.status = qtrue; + cent->lfs.lastTime = cg.time; + } + + //fade flare up + if( cent->lfs.status ) + { + if( cent->lfs.lastTime + es->time > cg.time ) + ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time; + } + + //fade flare down + if( !cent->lfs.status ) + { + if( cent->lfs.lastTime + es->time > cg.time ) + { + ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time; + ratio = 1.0f - ratio; + } + else + ratio = 0.0f; + } + } + else if( cg_lightFlare.integer == FLARE_NOFADE ) + { + //draw nofade flares + SETBOUNDS( mins, maxs, srcRadius ); + CG_Trace( &tr, start, mins, maxs, end, + entityNum, MASK_SHOT ); + + //flare source occluded + if( ( tr.fraction < 1.0f || tr.startsolid ) ) + ratio = 0.0f; + } + } + else + { + ratio = cent->lfs.lastRatio; + flare.radius = cent->lfs.lastRadius; + } + + cent->lfs.lastRatio = ratio; + cent->lfs.lastRadius = flare.radius; + + if( ratio < 1.0f ) + { + flare.radius *= ratio; + flare.shaderRGBA[ 3 ] = (byte)( (float)flare.shaderRGBA[ 3 ] * ratio ); + } + + if( flare.radius <= 0.0f ) + return; + + trap_R_AddRefEntityToScene( &flare ); +} + +/* +========================= +CG_Lev2ZapChain +========================= +*/ +static void CG_Lev2ZapChain( centity_t *cent ) +{ + int i; + entityState_t *es; + centity_t *source = NULL, *target = NULL; + + es = ¢->currentState; + + for( i = 0; i <= 2; i++ ) + { + switch( i ) + { + case 0: + if( es->time <= 0 ) + continue; + + source = &cg_entities[ es->powerups ]; + target = &cg_entities[ es->time ]; + break; + + case 1: + if( es->time2 <= 0 ) + continue; + + source = &cg_entities[ es->time ]; + target = &cg_entities[ es->time2 ]; + break; + + case 2: + if( es->constantLight <= 0 ) + continue; + + source = &cg_entities[ es->time2 ]; + target = &cg_entities[ es->constantLight ]; + break; + } + + if( !CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) + cent->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS ); + + if( CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) + { + CG_SetAttachmentCent( ¢->level2ZapTS[ i ]->frontAttachment, source ); + CG_SetAttachmentCent( ¢->level2ZapTS[ i ]->backAttachment, target ); + CG_AttachToCent( ¢->level2ZapTS[ i ]->frontAttachment ); + CG_AttachToCent( ¢->level2ZapTS[ i ]->backAttachment ); + } + } +} + +/* +========================= +CG_AdjustPositionForMover + +Also called by client movement prediction code +========================= +*/ +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) +{ + centity_t *cent; + vec3_t oldOrigin, origin, deltaOrigin; + vec3_t oldAngles, angles, deltaAngles; + + if( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) + { + VectorCopy( in, out ); + return; + } + + cent = &cg_entities[ moverNum ]; + + if( cent->currentState.eType != ET_MOVER ) + { + VectorCopy( in, out ); + return; + } + + BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); + + BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); + BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); + + VectorSubtract( origin, oldOrigin, deltaOrigin ); + VectorSubtract( angles, oldAngles, deltaAngles ); + + VectorAdd( in, deltaOrigin, out ); + + // FIXME: origin change when on a rotating object +} + + +/* +============================= +CG_InterpolateEntityPosition +============================= +*/ +static void CG_InterpolateEntityPosition( centity_t *cent ) +{ + vec3_t current, next; + float f; + + // it would be an internal error to find an entity that interpolates without + // a snapshot ahead of the current one + if( cg.nextSnap == NULL ) + CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" ); + + f = cg.frameInterpolation; + + // this will linearize a sine or parabolic curve, but it is important + // to not extrapolate player positions if more recent data is available + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next ); + + cent->lerpOrigin[ 0 ] = current[ 0 ] + f * ( next[ 0 ] - current[ 0 ] ); + cent->lerpOrigin[ 1 ] = current[ 1 ] + f * ( next[ 1 ] - current[ 1 ] ); + cent->lerpOrigin[ 2 ] = current[ 2 ] + f * ( next[ 2 ] - current[ 2 ] ); + + BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current ); + BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next ); + + cent->lerpAngles[ 0 ] = LerpAngle( current[ 0 ], next[ 0 ], f ); + cent->lerpAngles[ 1 ] = LerpAngle( current[ 1 ], next[ 1 ], f ); + cent->lerpAngles[ 2 ] = LerpAngle( current[ 2 ], next[ 2 ], f ); + +} + +/* +=============== +CG_CalcEntityLerpPositions + +=============== +*/ +static void CG_CalcEntityLerpPositions( centity_t *cent ) +{ + // this will be set to how far forward projectiles will be extrapolated + int timeshift = 0; + + // if this player does not want to see extrapolated players + if( !cg_smoothClients.integer ) + { + // make sure the clients use TR_INTERPOLATE + if( cent->currentState.number < MAX_CLIENTS ) + { + cent->currentState.pos.trType = TR_INTERPOLATE; + cent->nextState.pos.trType = TR_INTERPOLATE; + } + } + + if( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) + { + CG_InterpolateEntityPosition( cent ); + return; + } + + // first see if we can interpolate between two snaps for + // linear extrapolated clients + if( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && + cent->currentState.number < MAX_CLIENTS ) + { + CG_InterpolateEntityPosition( cent ); + return; + } + + if( cg_projectileNudge.integer > 0 && + cent->currentState.eType == ET_MISSILE && + !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + { + timeshift = cg.ping; + } + + // just use the current frame and evaluate as best we can + BG_EvaluateTrajectory( ¢->currentState.pos, + ( cg.time + timeshift ), cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, + ( cg.time + timeshift ), cent->lerpAngles ); + + if( timeshift ) + { + trace_t tr; + vec3_t lastOrigin; + + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, lastOrigin ); + + CG_Trace( &tr, lastOrigin, vec3_origin, vec3_origin, cent->lerpOrigin, + cent->currentState.number, MASK_SHOT ); + + // don't let the projectile go through the floor + if( tr.fraction < 1.0f ) + VectorLerp( tr.fraction, lastOrigin, cent->lerpOrigin, cent->lerpOrigin ); + } + + // adjust for riding a mover if it wasn't rolled into the predicted + // player state + if( cent != &cg.predictedPlayerEntity ) + { + CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, + cg.snap->serverTime, cg.time, cent->lerpOrigin ); + } +} + + +/* +=============== +CG_CEntityPVSEnter + +=============== +*/ +static void CG_CEntityPVSEnter( centity_t *cent ) +{ + entityState_t *es = ¢->currentState; + + if( cg_debugPVS.integer ) + CG_Printf( "Entity %d entered PVS\n", cent->currentState.number ); + + switch( es->eType ) + { + case ET_MISSILE: + CG_LaunchMissile( cent ); + break; + } + + //clear any particle systems from previous uses of this centity_t + cent->muzzlePS = NULL; + cent->muzzlePsTrigger = qfalse; + cent->jetPackPS = NULL; + cent->jetPackState = JPS_OFF; + cent->buildablePS = NULL; + cent->entityPS = NULL; + cent->entityPSMissing = qfalse; + + //make sure that the buildable animations are in a consistent state + //when a buildable enters the PVS + cent->buildableAnim = cent->lerpFrame.animationNumber = BANIM_NONE; + cent->oldBuildableAnim = es->legsAnim; +} + + +/* +=============== +CG_CEntityPVSLeave + +=============== +*/ +static void CG_CEntityPVSLeave( centity_t *cent ) +{ + int i; + entityState_t *es = ¢->currentState; + + if( cg_debugPVS.integer ) + CG_Printf( "Entity %d left PVS\n", cent->currentState.number ); + + switch( es->eType ) + { + case ET_LEV2_ZAP_CHAIN: + for( i = 0; i <= 2; i++ ) + { + if( CG_IsTrailSystemValid( ¢->level2ZapTS[ i ] ) ) + CG_DestroyTrailSystem( ¢->level2ZapTS[ i ] ); + } + break; + } +} + + +/* +=============== +CG_AddCEntity + +=============== +*/ +static void CG_AddCEntity( centity_t *cent ) +{ + // event-only entities will have been dealt with already + if( cent->currentState.eType >= ET_EVENTS ) + return; + + // calculate the current origin + CG_CalcEntityLerpPositions( cent ); + + // add automatic effects + CG_EntityEffects( cent ); + + switch( cent->currentState.eType ) + { + default: + CG_Error( "Bad entity type: %i\n", cent->currentState.eType ); + break; + + case ET_INVISIBLE: + case ET_PUSH_TRIGGER: + case ET_TELEPORT_TRIGGER: + break; + + case ET_GENERAL: + CG_General( cent ); + break; + + case ET_CORPSE: + CG_Corpse( cent ); + break; + + case ET_PLAYER: + CG_Player( cent ); + break; + + case ET_BUILDABLE: + CG_Buildable( cent ); + break; + + case ET_MISSILE: + CG_Missile( cent ); + break; + + case ET_MOVER: + CG_Mover( cent ); + break; + + case ET_BEAM: + CG_Beam( cent ); + break; + + case ET_PORTAL: + CG_Portal( cent ); + break; + + case ET_SPEAKER: + CG_Speaker( cent ); + break; + + case ET_PARTICLE_SYSTEM: + CG_ParticleSystemEntity( cent ); + break; + + case ET_ANIMMAPOBJ: + CG_AnimMapObj( cent ); + break; + + case ET_MODELDOOR: + CG_ModelDoor( cent ); + break; + + case ET_LIGHTFLARE: + CG_LightFlare( cent ); + break; + + case ET_LEV2_ZAP_CHAIN: + CG_Lev2ZapChain( cent ); + break; + } +} + +/* +=============== +CG_AddPacketEntities + +=============== +*/ +void CG_AddPacketEntities( void ) +{ + int num; + centity_t *cent; + playerState_t *ps; + + // set cg.frameInterpolation + if( cg.nextSnap ) + { + int delta; + + delta = ( cg.nextSnap->serverTime - cg.snap->serverTime ); + + if( delta == 0 ) + cg.frameInterpolation = 0; + else + cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta; + } + else + { + cg.frameInterpolation = 0; // actually, it should never be used, because + // no entities should be marked as interpolating + } + + // the auto-rotating items will all have the same axis + cg.autoAngles[ 0 ] = 0; + cg.autoAngles[ 1 ] = ( cg.time & 2047 ) * 360 / 2048.0; + cg.autoAngles[ 2 ] = 0; + + cg.autoAnglesFast[ 0 ] = 0; + cg.autoAnglesFast[ 1 ] = ( cg.time & 1023 ) * 360 / 1024.0f; + cg.autoAnglesFast[ 2 ] = 0; + + AnglesToAxis( cg.autoAngles, cg.autoAxis ); + AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast ); + + // generate and add the entity from the playerstate + ps = &cg.predictedPlayerState; + BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse ); + cg.predictedPlayerEntity.valid = qtrue; + CG_AddCEntity( &cg.predictedPlayerEntity ); + + // lerp the non-predicted value for lightning gun origins + CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] ); + + // scanner + CG_UpdateEntityPositions( ); + + for( num = 0; num < MAX_GENTITIES; num++ ) + cg_entities[ num ].valid = qfalse; + + // add each entity sent over by the server + for( num = 0; num < cg.snap->numEntities; num++ ) + { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + cent->valid = qtrue; + } + + for( num = 0; num < MAX_GENTITIES; num++ ) + { + cent = &cg_entities[ num ]; + + if( cent->valid && !cent->oldValid ) + CG_CEntityPVSEnter( cent ); + else if( !cent->valid && cent->oldValid ) + CG_CEntityPVSLeave( cent ); + + cent->oldValid = cent->valid; + } + + // add each entity sent over by the server + for( num = 0; num < cg.snap->numEntities; num++ ) + { + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + CG_AddCEntity( cent ); + } + + //make an attempt at drawing bounding boxes of selected entity types + if( cg_drawBBOX.integer ) + { + for( num = 0; num < cg.snap->numEntities; num++ ) + { + float x, zd, zu; + vec3_t mins, maxs; + entityState_t *es; + + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + es = ¢->currentState; + + switch( es->eType ) + { + case ET_BUILDABLE: + case ET_MISSILE: + case ET_CORPSE: + x = ( es->solid & 255 ); + zd = ( ( es->solid >> 8 ) & 255 ); + zu = ( ( es->solid >> 16 ) & 255 ) - 32; + + mins[ 0 ] = mins[ 1 ] = -x; + maxs[ 0 ] = maxs[ 1 ] = x; + mins[ 2 ] = -zd; + maxs[ 2 ] = zu; + + CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs ); + break; + + default: + break; + } + } + } +} + diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c new file mode 100644 index 0000000..07bcea9 --- /dev/null +++ b/src/cgame/cg_event.c @@ -0,0 +1,1034 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_event.c -- handle entity events at snapshot or playerstate transitions + + +#include "cg_local.h" + +/* +============= +CG_Obituary +============= +*/ +static void CG_Obituary( entityState_t *ent ) +{ + int mod; + int target, attacker; + char *message; + char *message2; + const char *targetInfo; + const char *attackerInfo; + char targetName[ 32 ]; + char attackerName[ 32 ]; + char className[ 64 ]; + gender_t gender; + clientInfo_t *ci; + qboolean teamKill = qfalse; + + target = ent->otherEntityNum; + attacker = ent->otherEntityNum2; + mod = ent->eventParm; + + if( target < 0 || target >= MAX_CLIENTS ) + CG_Error( "CG_Obituary: target out of range" ); + + ci = &cgs.clientinfo[ target ]; + + if( attacker < 0 || attacker >= MAX_CLIENTS ) + { + attacker = ENTITYNUM_WORLD; + attackerInfo = NULL; + } + else + { + attackerInfo = CG_ConfigString( CS_PLAYERS + attacker ); + if( ci && cgs.clientinfo[ attacker ].team == ci->team ) + teamKill = qtrue; + } + + targetInfo = CG_ConfigString( CS_PLAYERS + target ); + + if( !targetInfo ) + return; + + Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof( targetName ) - 2 ); + strcat( targetName, S_COLOR_WHITE ); + + message2 = ""; + + // check for single client messages + + switch( mod ) + { + case MOD_SUICIDE: + message = "suicides"; + break; + case MOD_FALLING: + message = "fell fowl to gravity"; + break; + case MOD_CRUSH: + message = "was squished"; + break; + case MOD_WATER: + message = "forgot to pack a snorkel"; + break; + case MOD_SLIME: + message = "melted"; + break; + case MOD_LAVA: + message = "does a back flip into the lava"; + break; + case MOD_TARGET_LASER: + message = "saw the light"; + break; + case MOD_TRIGGER_HURT: + message = "was in the wrong place"; + break; + case MOD_HSPAWN: + message = "should have run further"; + break; + case MOD_ASPAWN: + message = "shouldn't have trod in the acid"; + break; + case MOD_MGTURRET: + message = "was gunned down by a turret"; + break; + case MOD_TESLAGEN: + message = "was zapped by a tesla generator"; + break; + case MOD_ATUBE: + message = "was melted by an acid tube"; + break; + case MOD_OVERMIND: + message = "got too close to the overmind"; + break; + case MOD_REACTOR: + message = "got too close to the reactor"; + break; + case MOD_SLOWBLOB: + message = "should have visited a medical station"; + break; + case MOD_SWARM: + message = "was hunted down by the swarm"; + break; + default: + message = NULL; + break; + } + + if( attacker == target ) + { + gender = ci->gender; + switch( mod ) + { + case MOD_FLAMER_SPLASH: + if( gender == GENDER_FEMALE ) + message = "toasted herself"; + else if( gender == GENDER_NEUTER ) + message = "toasted itself"; + else + message = "toasted himself"; + break; + + case MOD_LCANNON_SPLASH: + if( gender == GENDER_FEMALE ) + message = "irradiated herself"; + else if( gender == GENDER_NEUTER ) + message = "irradiated itself"; + else + message = "irradiated himself"; + break; + + case MOD_GRENADE: + if( gender == GENDER_FEMALE ) + message = "blew herself up"; + else if( gender == GENDER_NEUTER ) + message = "blew itself up"; + else + message = "blew himself up"; + break; + + default: + if( gender == GENDER_FEMALE ) + message = "killed herself"; + else if( gender == GENDER_NEUTER ) + message = "killed itself"; + else + message = "killed himself"; + break; + } + } + + if( message ) + { + CG_Printf( "%s %s.\n", targetName, message ); + return; + } + + // check for double client messages + if( !attackerInfo ) + { + attacker = ENTITYNUM_WORLD; + strcpy( attackerName, "noname" ); + } + else + { + Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof( attackerName ) - 2); + strcat( attackerName, S_COLOR_WHITE ); + // check for kill messages about the current clientNum + if( target == cg.snap->ps.clientNum ) + Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) ); + } + + if( attacker != ENTITYNUM_WORLD ) + { + switch( mod ) + { + case MOD_PAINSAW: + message = "was sawn by"; + break; + case MOD_BLASTER: + message = "was blasted by"; + break; + case MOD_MACHINEGUN: + message = "was machinegunned by"; + break; + case MOD_CHAINGUN: + message = "was chaingunned by"; + break; + case MOD_SHOTGUN: + message = "was gunned down by"; + break; + case MOD_PRIFLE: + message = "was pulse rifled by"; + break; + case MOD_MDRIVER: + message = "was mass driven by"; + break; + case MOD_LASGUN: + message = "was lasgunned by"; + break; + case MOD_FLAMER: + message = "was grilled by"; + message2 = "'s flamer"; + break; + case MOD_FLAMER_SPLASH: + message = "was toasted by"; + message2 = "'s flamer"; + break; + case MOD_LCANNON: + message = "felt the full force of"; + message2 = "'s lucifer cannon"; + break; + case MOD_LCANNON_SPLASH: + message = "was caught in the fallout of"; + message2 = "'s lucifer cannon"; + break; + case MOD_GRENADE: + message = "couldn't escape"; + message2 = "'s grenade"; + break; + + case MOD_ABUILDER_CLAW: + message = "should leave"; + message2 = "'s buildings alone"; + break; + case MOD_LEVEL0_BITE: + message = "was bitten by"; + break; + case MOD_LEVEL1_CLAW: + message = "was swiped by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) ); + message2 = className; + break; + case MOD_LEVEL2_CLAW: + message = "was clawed by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) ); + message2 = className; + break; + case MOD_LEVEL2_ZAP: + message = "was zapped by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) ); + message2 = className; + break; + case MOD_LEVEL3_CLAW: + message = "was chomped by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) ); + message2 = className; + break; + case MOD_LEVEL3_POUNCE: + message = "was pounced upon by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) ); + message2 = className; + break; + case MOD_LEVEL3_BOUNCEBALL: + message = "was sniped by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) ); + message2 = className; + break; + case MOD_LEVEL4_CLAW: + message = "was mauled by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) ); + message2 = className; + break; + case MOD_LEVEL4_CHARGE: + message = "should have gotten out of the way of"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) ); + message2 = className; + break; + + case MOD_POISON: + message = "should have used a medkit against"; + message2 = "'s poison"; + break; + case MOD_LEVEL1_PCLOUD: + message = "was gassed by"; + Com_sprintf( className, 64, "'s %s", + BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) ); + message2 = className; + break; + + + case MOD_TELEFRAG: + message = "tried to invade"; + message2 = "'s personal space"; + break; + default: + message = "was killed by"; + break; + } + + if( message ) + { + CG_Printf( "%s %s %s%s%s\n", + targetName, message, + ( teamKill ) ? S_COLOR_RED "TEAMMATE " S_COLOR_WHITE : "", + attackerName, message2 ); + if( teamKill && attacker == cg.clientNum ) + { + CG_CenterPrint( va ( "You killed " S_COLOR_RED "TEAMMATE " + S_COLOR_WHITE "%s", targetName ), + SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + } + return; + } + } + + // we don't know what it was + CG_Printf( "%s died.\n", targetName ); +} + +//========================================================================== + +/* +================ +CG_PainEvent + +Also called by playerstate transition +================ +*/ +void CG_PainEvent( centity_t *cent, int health ) +{ + char *snd; + + // don't do more than two pain sounds a second + if( cg.time - cent->pe.painTime < 500 ) + return; + + if( health < 25 ) + snd = "*pain25_1.wav"; + else if( health < 50 ) + snd = "*pain50_1.wav"; + else if( health < 75 ) + snd = "*pain75_1.wav"; + else + snd = "*pain100_1.wav"; + + trap_S_StartSound( NULL, cent->currentState.number, CHAN_VOICE, + CG_CustomSound( cent->currentState.number, snd ) ); + + // save pain time for programitic twitch animation + cent->pe.painTime = cg.time; + cent->pe.painDirection ^= 1; +} + +/* +============== +CG_EntityEvent + +An entity has an event value +also called by CG_CheckPlayerstateEvents +============== +*/ +#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");} +void CG_EntityEvent( centity_t *cent, vec3_t position ) +{ + entityState_t *es; + int event; + vec3_t dir; + const char *s; + int clientNum; + clientInfo_t *ci; + int steptime; + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + steptime = 200; + else + steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] ); + + es = ¢->currentState; + event = es->event & ~EV_EVENT_BITS; + + if( cg_debugEvents.integer ) + CG_Printf( "ent:%3i event:%3i ", es->number, event ); + + if( !event ) + { + DEBUGNAME("ZEROEVENT"); + return; + } + + clientNum = es->clientNum; + if( clientNum < 0 || clientNum >= MAX_CLIENTS ) + clientNum = 0; + + ci = &cgs.clientinfo[ clientNum ]; + + switch( event ) + { + // + // movement generated events + // + case EV_FOOTSTEP: + DEBUGNAME( "EV_FOOTSTEP" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + if( ci->footsteps == FOOTSTEP_CUSTOM ) + trap_S_StartSound( NULL, es->number, CHAN_BODY, + ci->customFootsteps[ rand( ) & 3 ] ); + else + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] ); + } + break; + + case EV_FOOTSTEP_METAL: + DEBUGNAME( "EV_FOOTSTEP_METAL" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + if( ci->footsteps == FOOTSTEP_CUSTOM ) + trap_S_StartSound( NULL, es->number, CHAN_BODY, + ci->customMetalFootsteps[ rand( ) & 3 ] ); + else + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] ); + } + break; + + case EV_FOOTSTEP_SQUELCH: + DEBUGNAME( "EV_FOOTSTEP_SQUELCH" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] ); + } + break; + + case EV_FOOTSPLASH: + DEBUGNAME( "EV_FOOTSPLASH" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); + } + break; + + case EV_FOOTWADE: + DEBUGNAME( "EV_FOOTWADE" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); + } + break; + + case EV_SWIM: + DEBUGNAME( "EV_SWIM" ); + if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE ) + { + trap_S_StartSound( NULL, es->number, CHAN_BODY, + cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] ); + } + break; + + + case EV_FALL_SHORT: + DEBUGNAME( "EV_FALL_SHORT" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound ); + + if( clientNum == cg.predictedPlayerState.clientNum ) + { + // smooth landing z changes + cg.landChange = -8; + cg.landTime = cg.time; + } + break; + + case EV_FALL_MEDIUM: + DEBUGNAME( "EV_FALL_MEDIUM" ); + // use normal pain sound + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) ); + + if( clientNum == cg.predictedPlayerState.clientNum ) + { + // smooth landing z changes + cg.landChange = -16; + cg.landTime = cg.time; + } + break; + + case EV_FALL_FAR: + DEBUGNAME( "EV_FALL_FAR" ); + trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) ); + cent->pe.painTime = cg.time; // don't play a pain sound right after this + + if( clientNum == cg.predictedPlayerState.clientNum ) + { + // smooth landing z changes + cg.landChange = -24; + cg.landTime = cg.time; + } + break; + + case EV_FALLING: + DEBUGNAME( "EV_FALLING" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) ); + break; + + case EV_STEP_4: + case EV_STEP_8: + case EV_STEP_12: + case EV_STEP_16: // smooth out step up transitions + case EV_STEPDN_4: + case EV_STEPDN_8: + case EV_STEPDN_12: + case EV_STEPDN_16: // smooth out step down transitions + DEBUGNAME( "EV_STEP" ); + { + float oldStep; + int delta; + int step; + + if( clientNum != cg.predictedPlayerState.clientNum ) + break; + + // if we are interpolating, we don't need to smooth steps + if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || + cg_nopredict.integer || cg_synchronousClients.integer ) + break; + + // check for stepping up before a previous step is completed + delta = cg.time - cg.stepTime; + + if( delta < steptime ) + oldStep = cg.stepChange * ( steptime - delta ) / steptime; + else + oldStep = 0; + + // add this amount + if( event >= EV_STEPDN_4 ) + { + step = 4 * ( event - EV_STEPDN_4 + 1 ); + cg.stepChange = oldStep - step; + } + else + { + step = 4 * ( event - EV_STEP_4 + 1 ); + cg.stepChange = oldStep + step; + } + + if( cg.stepChange > MAX_STEP_CHANGE ) + cg.stepChange = MAX_STEP_CHANGE; + else if( cg.stepChange < -MAX_STEP_CHANGE ) + cg.stepChange = -MAX_STEP_CHANGE; + + cg.stepTime = cg.time; + break; + } + + case EV_JUMP: + DEBUGNAME( "EV_JUMP" ); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) ); + + if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + { + vec3_t surfNormal, refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t rotAxis; + + if( clientNum != cg.predictedPlayerState.clientNum ) + break; + + //set surfNormal + VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal ); + + //if we are moving from one surface to another smooth the transition + if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f ) + { + CrossProduct( refNormal, surfNormal, rotAxis ); + VectorNormalize( rotAxis ); + + //add the op + CG_addSmoothOp( rotAxis, 15.0f, 1.0f ); + } + + //copy the current normal to the lastNormal + VectorCopy( surfNormal, cg.lastNormal ); + } + + break; + + case EV_LEV1_GRAB: + DEBUGNAME( "EV_LEV1_GRAB" ); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab ); + break; + + case EV_LEV4_CHARGE_PREPARE: + DEBUGNAME( "EV_LEV4_CHARGE_PREPARE" ); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare ); + break; + + case EV_LEV4_CHARGE_START: + DEBUGNAME( "EV_LEV4_CHARGE_START" ); + //FIXME: stop cgs.media.alienL4ChargePrepare playing here + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart ); + break; + + case EV_TAUNT: + DEBUGNAME( "EV_TAUNT" ); + if( !cg_noTaunt.integer ) + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) ); + break; + + case EV_WATER_TOUCH: + DEBUGNAME( "EV_WATER_TOUCH" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound ); + break; + + case EV_WATER_LEAVE: + DEBUGNAME( "EV_WATER_LEAVE" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound ); + break; + + case EV_WATER_UNDER: + DEBUGNAME( "EV_WATER_UNDER" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound ); + break; + + case EV_WATER_CLEAR: + DEBUGNAME( "EV_WATER_CLEAR" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) ); + break; + + // + // weapon events + // + case EV_NOAMMO: + DEBUGNAME( "EV_NOAMMO" ); + { + } + break; + + case EV_CHANGE_WEAPON: + DEBUGNAME( "EV_CHANGE_WEAPON" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound ); + break; + + case EV_FIRE_WEAPON: + DEBUGNAME( "EV_FIRE_WEAPON" ); + CG_FireWeapon( cent, WPM_PRIMARY ); + break; + + case EV_FIRE_WEAPON2: + DEBUGNAME( "EV_FIRE_WEAPON2" ); + CG_FireWeapon( cent, WPM_SECONDARY ); + break; + + case EV_FIRE_WEAPON3: + DEBUGNAME( "EV_FIRE_WEAPON3" ); + CG_FireWeapon( cent, WPM_TERTIARY ); + break; + + //================================================================= + + // + // other events + // + case EV_PLAYER_TELEPORT_IN: + DEBUGNAME( "EV_PLAYER_TELEPORT_IN" ); + //deprecated + break; + + case EV_PLAYER_TELEPORT_OUT: + DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" ); + CG_PlayerDisconnect( position ); + break; + + case EV_BUILD_CONSTRUCT: + DEBUGNAME( "EV_BUILD_CONSTRUCT" ); + //do something useful here + break; + + case EV_BUILD_DESTROY: + DEBUGNAME( "EV_BUILD_DESTROY" ); + //do something useful here + break; + + case EV_RPTUSE_SOUND: + DEBUGNAME( "EV_RPTUSE_SOUND" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound ); + break; + + case EV_GRENADE_BOUNCE: + DEBUGNAME( "EV_GRENADE_BOUNCE" ); + if( rand( ) & 1 ) + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 ); + else + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 ); + break; + + // + // missile impacts + // + case EV_MISSILE_HIT: + DEBUGNAME( "EV_MISSILE_HIT" ); + ByteToDir( es->eventParm, dir ); + CG_MissileHitPlayer( es->weapon, es->generic1, position, dir, es->otherEntityNum ); + break; + + case EV_MISSILE_MISS: + DEBUGNAME( "EV_MISSILE_MISS" ); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT ); + break; + + case EV_MISSILE_MISS_METAL: + DEBUGNAME( "EV_MISSILE_MISS_METAL" ); + ByteToDir( es->eventParm, dir ); + CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL ); + break; + + case EV_HUMAN_BUILDABLE_EXPLOSION: + DEBUGNAME( "EV_HUMAN_BUILDABLE_EXPLOSION" ); + ByteToDir( es->eventParm, dir ); + CG_HumanBuildableExplosion( position, dir ); + break; + + case EV_ALIEN_BUILDABLE_EXPLOSION: + DEBUGNAME( "EV_ALIEN_BUILDABLE_EXPLOSION" ); + ByteToDir( es->eventParm, dir ); + CG_AlienBuildableExplosion( position, dir ); + break; + + case EV_TESLATRAIL: + DEBUGNAME( "EV_TESLATRAIL" ); + cent->currentState.weapon = WP_TESLAGEN; + { + centity_t *source = &cg_entities[ es->generic1 ]; + centity_t *target = &cg_entities[ es->clientNum ]; + vec3_t sourceOffset = { 0.0f, 0.0f, 28.0f }; + + if( !CG_IsTrailSystemValid( &source->muzzleTS ) ) + { + source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS ); + + if( CG_IsTrailSystemValid( &source->muzzleTS ) ) + { + CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source ); + CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target ); + CG_AttachToCent( &source->muzzleTS->frontAttachment ); + CG_AttachToCent( &source->muzzleTS->backAttachment ); + CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset ); + + source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer; + } + } + } + break; + + case EV_BULLET_HIT_WALL: + DEBUGNAME( "EV_BULLET_HIT_WALL" ); + ByteToDir( es->eventParm, dir ); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD ); + break; + + case EV_BULLET_HIT_FLESH: + DEBUGNAME( "EV_BULLET_HIT_FLESH" ); + CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm ); + break; + + case EV_SHOTGUN: + DEBUGNAME( "EV_SHOTGUN" ); + CG_ShotgunFire( es ); + break; + + case EV_GENERAL_SOUND: + DEBUGNAME( "EV_GENERAL_SOUND" ); + if( cgs.gameSounds[ es->eventParm ] ) + trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] ); + else + { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes + DEBUGNAME( "EV_GLOBAL_SOUND" ); + if( cgs.gameSounds[ es->eventParm ] ) + trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] ); + else + { + s = CG_ConfigString( CS_SOUNDS + es->eventParm ); + trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) ); + } + break; + + case EV_PAIN: + // local player sounds are triggered in CG_CheckLocalSounds, + // so ignore events on the player + DEBUGNAME( "EV_PAIN" ); + if( cent->currentState.number != cg.snap->ps.clientNum ) + CG_PainEvent( cent, es->eventParm ); + break; + + case EV_DEATH1: + case EV_DEATH2: + case EV_DEATH3: + DEBUGNAME( "EV_DEATHx" ); + trap_S_StartSound( NULL, es->number, CHAN_VOICE, + CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) ); + break; + + case EV_OBITUARY: + DEBUGNAME( "EV_OBITUARY" ); + CG_Obituary( es ); + break; + + case EV_GIB_PLAYER: + DEBUGNAME( "EV_GIB_PLAYER" ); + // no gibbing + break; + + case EV_STOPLOOPINGSOUND: + DEBUGNAME( "EV_STOPLOOPINGSOUND" ); + trap_S_StopLoopingSound( es->number ); + es->loopSound = 0; + break; + + case EV_DEBUG_LINE: + DEBUGNAME( "EV_DEBUG_LINE" ); + CG_Beam( cent ); + break; + + case EV_BUILD_DELAY: + DEBUGNAME( "EV_BUILD_DELAY" ); + if( clientNum == cg.predictedPlayerState.clientNum ) + { + trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); + cg.lastBuildAttempt = cg.time; + } + break; + + case EV_BUILD_REPAIR: + DEBUGNAME( "EV_BUILD_REPAIR" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound ); + break; + + case EV_BUILD_REPAIRED: + DEBUGNAME( "EV_BUILD_REPAIRED" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound ); + break; + + case EV_OVERMIND_ATTACK: + DEBUGNAME( "EV_OVERMIND_ATTACK" ); + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER ); + CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 ); + } + break; + + case EV_OVERMIND_DYING: + DEBUGNAME( "EV_OVERMIND_DYING" ); + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER ); + CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 ); + } + break; + + case EV_DCC_ATTACK: + DEBUGNAME( "EV_DCC_ATTACK" ); + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER ); + CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 ); + } + break; + + case EV_OVERMIND_SPAWNS: + DEBUGNAME( "EV_OVERMIND_SPAWNS" ); + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER ); + CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 ); + } + break; + + case EV_ALIEN_EVOLVE: + DEBUGNAME( "EV_ALIEN_EVOLVE" ); + trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound ); + { + particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentCent( &ps->attachment, cent ); + CG_AttachToCent( &ps->attachment ); + } + } + + if( es->number == cg.clientNum ) + { + CG_ResetPainBlend( ); + cg.spawnTime = cg.time; + } + break; + + case EV_ALIEN_EVOLVE_FAILED: + DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" ); + if( clientNum == cg.predictedPlayerState.clientNum ) + { + //FIXME: change to "negative" sound + trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND ); + cg.lastEvolveAttempt = cg.time; + } + break; + + case EV_ALIEN_ACIDTUBE: + DEBUGNAME( "EV_ALIEN_ACIDTUBE" ); + { + particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentCent( &ps->attachment, cent ); + ByteToDir( es->eventParm, dir ); + CG_SetParticleSystemNormal( ps, dir ); + CG_AttachToCent( &ps->attachment ); + } + } + break; + + case EV_MEDKIT_USED: + DEBUGNAME( "EV_MEDKIT_USED" ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound ); + break; + + case EV_PLAYER_RESPAWN: + DEBUGNAME( "EV_PLAYER_RESPAWN" ); + if( es->number == cg.clientNum ) + cg.spawnTime = cg.time; + break; + + default: + DEBUGNAME( "UNKNOWN" ); + CG_Error( "Unknown event: %i", event ); + break; + } +} + + +/* +============== +CG_CheckEvents + +============== +*/ +void CG_CheckEvents( centity_t *cent ) +{ + entity_event_t event; + entity_event_t oldEvent = EV_NONE; + + // check for event-only entities + if( cent->currentState.eType > ET_EVENTS ) + { + event = cent->currentState.eType - ET_EVENTS; + + if( cent->previousEvent ) + return; // already fired + + cent->previousEvent = 1; + + cent->currentState.event = cent->currentState.eType - ET_EVENTS; + + // Move the pointer to the entity that the + // event was originally attached to + if( cent->currentState.eFlags & EF_PLAYER_EVENT ) + { + cent = &cg_entities[ cent->currentState.otherEntityNum ]; + oldEvent = cent->currentState.event; + cent->currentState.event = event; + } + } + else + { + // check for events riding with another entity + if( cent->currentState.event == cent->previousEvent ) + return; + + cent->previousEvent = cent->currentState.event; + if( ( cent->currentState.event & ~EV_EVENT_BITS ) == 0 ) + return; + } + + // calculate the position at exactly the frame time + BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, cent->lerpOrigin ); + CG_SetEntitySoundPosition( cent ); + + CG_EntityEvent( cent, cent->lerpOrigin ); + + // If this was a reattached spilled event, restore the original event + if( oldEvent != EV_NONE ) + cent->currentState.event = oldEvent; +} + diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h new file mode 100644 index 0000000..74b7a4d --- /dev/null +++ b/src/cgame/cg_local.h @@ -0,0 +1,2072 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../game/bg_public.h" +#include "cg_public.h" +#include "../ui/ui_shared.h" + +// The entire cgame module is unloaded and reloaded on each level change, +// so there is NO persistant data between levels on the client side. +// If you absolutely need something stored, it can either be kept +// by the server in the server stored userinfos, or stashed in a cvar. + +#define CG_FONT_THRESHOLD 0.1 + +#define POWERUP_BLINKS 5 + +#define POWERUP_BLINK_TIME 1000 +#define FADE_TIME 200 +#define PULSE_TIME 200 +#define DAMAGE_DEFLECT_TIME 100 +#define DAMAGE_RETURN_TIME 400 +#define DAMAGE_TIME 500 +#define LAND_DEFLECT_TIME 150 +#define LAND_RETURN_TIME 300 +#define DUCK_TIME 100 +#define PAIN_TWITCH_TIME 200 +#define WEAPON_SELECT_TIME 1400 +#define ITEM_SCALEUP_TIME 1000 +#define ZOOM_TIME 150 +#define ITEM_BLOB_TIME 200 +#define MUZZLE_FLASH_TIME 20 +#define SINK_TIME 1000 // time for fragments to sink into ground before going away +#define ATTACKER_HEAD_TIME 10000 +#define REWARD_TIME 3000 + +#define PULSE_SCALE 1.5 // amount to scale up the icons when activating + +#define MAX_STEP_CHANGE 32 + +#define MAX_VERTS_ON_POLY 10 +#define MAX_MARK_POLYS 256 + +#define STAT_MINUS 10 // num frame for '-' stats digit + +#define ICON_SIZE 48 +#define CHAR_WIDTH 32 +#define CHAR_HEIGHT 48 +#define TEXT_ICON_SPACE 4 + +// very large characters +#define GIANT_WIDTH 32 +#define GIANT_HEIGHT 48 + +#define NUM_CROSSHAIRS 10 + +#define TEAM_OVERLAY_MAXNAME_WIDTH 12 +#define TEAM_OVERLAY_MAXLOCATION_WIDTH 16 + +#define DEFAULT_MODEL "sarge" +#define DEFAULT_TEAM_MODEL "sarge" +#define DEFAULT_TEAM_HEAD "sarge" + +typedef enum +{ + FOOTSTEP_NORMAL, + FOOTSTEP_FLESH, + FOOTSTEP_METAL, + FOOTSTEP_SPLASH, + FOOTSTEP_CUSTOM, + FOOTSTEP_NONE, + + FOOTSTEP_TOTAL +} footstep_t; + +typedef enum +{ + IMPACTSOUND_DEFAULT, + IMPACTSOUND_METAL, + IMPACTSOUND_FLESH +} impactSound_t; + +typedef enum +{ + JPS_OFF, + JPS_DESCENDING, + JPS_HOVERING, + JPS_ASCENDING +} jetPackState_t; + +//====================================================================== + +// when changing animation, set animationTime to frameTime + lerping time +// The current lerp will finish out, then it will lerp to the new animation +typedef struct +{ + int oldFrame; + int oldFrameTime; // time when ->oldFrame was exactly on + + int frame; + int frameTime; // time when ->frame will be exactly on + + float backlerp; + + float yawAngle; + qboolean yawing; + float pitchAngle; + qboolean pitching; + + int animationNumber; // may include ANIM_TOGGLEBIT + animation_t *animation; + int animationTime; // time when the first frame of the animation will be exact +} lerpFrame_t; + +//====================================================================== + +//attachment system +typedef enum +{ + AT_STATIC, + AT_TAG, + AT_CENT, + AT_PARTICLE +} attachmentType_t; + +//forward declaration for particle_t +struct particle_s; + +typedef struct attachment_s +{ + attachmentType_t type; + qboolean attached; + + qboolean staticValid; + qboolean tagValid; + qboolean centValid; + qboolean particleValid; + + qboolean hasOffset; + vec3_t offset; + + vec3_t lastValidAttachmentPoint; + + //AT_STATIC + vec3_t origin; + + //AT_TAG + refEntity_t re; //FIXME: should be pointers? + refEntity_t parent; // + qhandle_t model; + char tagName[ MAX_STRING_CHARS ]; + + //AT_CENT + int centNum; + + //AT_PARTICLE + struct particle_s *particle; +} attachment_t; + +//====================================================================== + +//particle system stuff +#define MAX_PARTICLE_FILES 128 + +#define MAX_PS_SHADER_FRAMES 32 +#define MAX_PS_MODELS 8 +#define MAX_EJECTORS_PER_SYSTEM 4 +#define MAX_PARTICLES_PER_EJECTOR 4 + +#define MAX_BASEPARTICLE_SYSTEMS 192 +#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR + +#define MAX_PARTICLE_SYSTEMS 48 +#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM +#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5 + +#define PARTICLES_INFINITE -1 +#define PARTICLES_SAME_AS_INITIAL -2 + +//COMPILE TIME STRUCTURES +typedef enum +{ + PMT_STATIC, + PMT_STATIC_TRANSFORM, + PMT_TAG, + PMT_CENT_ANGLES, + PMT_NORMAL +} pMoveType_t; + +typedef enum +{ + PMD_LINEAR, + PMD_POINT +} pDirType_t; + +typedef struct pMoveValues_u +{ + pDirType_t dirType; + + //PMD_LINEAR + vec3_t dir; + float dirRandAngle; + + //PMD_POINT + vec3_t point; + float pointRandAngle; + + float mag; + float magRandFrac; + + float parentVelFrac; + float parentVelFracRandFrac; +} pMoveValues_t; + +typedef struct pLerpValues_s +{ + int delay; + float delayRandFrac; + + float initial; + float initialRandFrac; + + float final; + float finalRandFrac; + + float randFrac; +} pLerpValues_t; + +//particle template +typedef struct baseParticle_s +{ + vec3_t displacement; + float randDisplacement; + float normalDisplacement; + + pMoveType_t velMoveType; + pMoveValues_t velMoveValues; + + pMoveType_t accMoveType; + pMoveValues_t accMoveValues; + + int lifeTime; + float lifeTimeRandFrac; + + float bounceFrac; + float bounceFracRandFrac; + qboolean bounceCull; + + char bounceMarkName[ MAX_QPATH ]; + qhandle_t bounceMark; + float bounceMarkRadius; + float bounceMarkRadiusRandFrac; + float bounceMarkCount; + float bounceMarkCountRandFrac; + + char bounceSoundName[ MAX_QPATH ]; + qhandle_t bounceSound; + float bounceSoundCount; + float bounceSoundCountRandFrac; + + pLerpValues_t radius; + pLerpValues_t alpha; + pLerpValues_t rotation; + + qboolean dynamicLight; + pLerpValues_t dLightRadius; + byte dLightColor[ 3 ]; + + int colorDelay; + float colorDelayRandFrac; + byte initialColor[ 3 ]; + byte finalColor[ 3 ]; + + char childSystemName[ MAX_QPATH ]; + qhandle_t childSystemHandle; + + char onDeathSystemName[ MAX_QPATH ]; + qhandle_t onDeathSystemHandle; + + char childTrailSystemName[ MAX_QPATH ]; + qhandle_t childTrailSystemHandle; + + //particle invariant stuff + char shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ]; + qhandle_t shaders[ MAX_PS_SHADER_FRAMES ]; + int numFrames; + float framerate; + + char modelNames[ MAX_PS_MODELS ][ MAX_QPATH ]; + qhandle_t models[ MAX_PS_MODELS ]; + int numModels; + animation_t modelAnimation; + + qboolean overdrawProtection; + qboolean realLight; + qboolean cullOnStartSolid; +} baseParticle_t; + + +//ejector template +typedef struct baseParticleEjector_s +{ + baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ]; + int numParticles; + + pLerpValues_t eject; //zero period indicates creation of all particles at once + + int totalParticles; //can be infinite + float totalParticlesRandFrac; +} baseParticleEjector_t; + + +//particle system template +typedef struct baseParticleSystem_s +{ + char name[ MAX_QPATH ]; + baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ]; + int numEjectors; + + qboolean thirdPersonOnly; + qboolean registered; //whether or not the assets for this particle have been loaded +} baseParticleSystem_t; + + +//RUN TIME STRUCTURES +typedef struct particleSystem_s +{ + baseParticleSystem_t *class; + + attachment_t attachment; + + qboolean valid; + qboolean lazyRemove; //mark this system for later removal + + //for PMT_NORMAL + qboolean normalValid; + vec3_t normal; +} particleSystem_t; + + +typedef struct particleEjector_s +{ + baseParticleEjector_t *class; + particleSystem_t *parent; + + pLerpValues_t ejectPeriod; + + int count; + int totalParticles; + + int nextEjectionTime; + + qboolean valid; +} particleEjector_t; + + +//used for actual particle evaluation +typedef struct particle_s +{ + baseParticle_t *class; + particleEjector_t *parent; + + int birthTime; + int lifeTime; + + float bounceMarkRadius; + int bounceMarkCount; + int bounceSoundCount; + qboolean atRest; + + vec3_t origin; + vec3_t velocity; + + pMoveType_t accMoveType; + pMoveValues_t accMoveValues; + + int lastEvalTime; + + int nextChildTime; + + pLerpValues_t radius; + pLerpValues_t alpha; + pLerpValues_t rotation; + + pLerpValues_t dLightRadius; + + int colorDelay; + + qhandle_t model; + lerpFrame_t lf; + vec3_t lastAxis[ 3 ]; + + qboolean valid; + int frameWhenInvalidated; + + int sortKey; +} particle_t; + +//====================================================================== + +//trail system stuff +#define MAX_TRAIL_FILES 128 + +#define MAX_BEAMS_PER_SYSTEM 4 + +#define MAX_BASETRAIL_SYSTEMS 64 +#define MAX_BASETRAIL_BEAMS MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM + +#define MAX_TRAIL_SYSTEMS 32 +#define MAX_TRAIL_BEAMS MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM +#define MAX_TRAIL_BEAM_NODES 128 + +#define MAX_TRAIL_BEAM_JITTERS 4 + +typedef enum +{ + TBTT_STRETCH, + TBTT_REPEAT +} trailBeamTextureType_t; + +typedef struct baseTrailJitter_s +{ + float magnitude; + int period; +} baseTrailJitter_t; + +//beam template +typedef struct baseTrailBeam_s +{ + int numSegments; + float frontWidth; + float backWidth; + float frontAlpha; + float backAlpha; + byte frontColor[ 3 ]; + byte backColor[ 3 ]; + + // the time it takes for a segment to vanish (single attached only) + int segmentTime; + + // the time it takes for a beam to fade out (double attached only) + int fadeOutTime; + + char shaderName[ MAX_QPATH ]; + qhandle_t shader; + + trailBeamTextureType_t textureType; + + //TBTT_STRETCH + float frontTextureCoord; + float backTextureCoord; + + //TBTT_REPEAT + float repeatLength; + qboolean clampToBack; + + qboolean realLight; + + int numJitters; + baseTrailJitter_t jitters[ MAX_TRAIL_BEAM_JITTERS ]; + qboolean jitterAttachments; +} baseTrailBeam_t; + + +//trail system template +typedef struct baseTrailSystem_s +{ + char name[ MAX_QPATH ]; + baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ]; + int numBeams; + + qboolean thirdPersonOnly; + qboolean registered; //whether or not the assets for this trail have been loaded +} baseTrailSystem_t; + +typedef struct trailSystem_s +{ + baseTrailSystem_t *class; + + attachment_t frontAttachment; + attachment_t backAttachment; + + int destroyTime; + qboolean valid; +} trailSystem_t; + +typedef struct trailBeamNode_s +{ + vec3_t refPosition; + vec3_t position; + + int timeLeft; + + float textureCoord; + float halfWidth; + byte alpha; + byte color[ 3 ]; + + vec2_t jitters[ MAX_TRAIL_BEAM_JITTERS ]; + + struct trailBeamNode_s *prev; + struct trailBeamNode_s *next; + + qboolean used; +} trailBeamNode_t; + +typedef struct trailBeam_s +{ + baseTrailBeam_t *class; + trailSystem_t *parent; + + trailBeamNode_t nodePool[ MAX_TRAIL_BEAM_NODES ]; + trailBeamNode_t *nodes; + + int lastEvalTime; + + qboolean valid; + + int nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ]; +} trailBeam_t; + +//====================================================================== + +// player entities need to track more information +// than any other type of entity. + +// note that not every player entity is a client entity, +// because corpses after respawn are outside the normal +// client numbering range + +//TA: smoothing of view and model for WW transitions +#define MAXSMOOTHS 32 + +typedef struct +{ + float time; + float timeMod; + + vec3_t rotAxis; + float rotAngle; +} smooth_t; + + +typedef struct +{ + lerpFrame_t legs, torso, flag, nonseg; + int painTime; + int painDirection; // flip from 0 to 1 + + // machinegun spinning + float barrelAngle; + int barrelTime; + qboolean barrelSpinning; + + vec3_t lastNormal; + vec3_t lastAxis[ 3 ]; + smooth_t sList[ MAXSMOOTHS ]; +} playerEntity_t; + +typedef struct lightFlareStatus_s +{ + float lastRadius; //caching of likely flare radius + float lastRatio; //caching of likely flare ratio + int lastTime; //last time flare was visible/occluded + qboolean status; //flare is visble? +} lightFlareStatus_t; + +typedef struct buildableStatus_s +{ + int lastTime; // Last time status was visible + qboolean visible; // Status is visble? +} buildableStatus_t; + +//================================================= + +// centity_t have a direct corespondence with gentity_t in the game, but +// only the entityState_t is directly communicated to the cgame +typedef struct centity_s +{ + entityState_t currentState; // from cg.frame + entityState_t nextState; // from cg.nextFrame, if available + qboolean interpolate; // true if next is valid to interpolate to + qboolean currentValid; // true if cg.frame holds this entity + + int muzzleFlashTime; // move to playerEntity? + int muzzleFlashTime2; // move to playerEntity? + int muzzleFlashTime3; // move to playerEntity? + int previousEvent; + int teleportFlag; + + int trailTime; // so missile trails can handle dropped initial packets + int dustTrailTime; + int miscTime; + int snapShotTime; // last time this entity was found in a snapshot + + playerEntity_t pe; + + int errorTime; // decay the error from this time + vec3_t errorOrigin; + vec3_t errorAngles; + + qboolean extrapolated; // false if origin / angles is an interpolation + vec3_t rawOrigin; + vec3_t rawAngles; + + vec3_t beamEnd; + + // exact interpolated position of entity on this frame + vec3_t lerpOrigin; + vec3_t lerpAngles; + + lerpFrame_t lerpFrame; + + //TA: + buildableAnimNumber_t buildableAnim; //persistant anim number + buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set + particleSystem_t *buildablePS; + buildableStatus_t buildableStatus; + float lastBuildableHealthScale; + int lastBuildableDamageSoundTime; + + lightFlareStatus_t lfs; + + qboolean doorState; + + qboolean animInit; + qboolean animPlaying; + qboolean animLastState; + + particleSystem_t *muzzlePS; + qboolean muzzlePsTrigger; + + particleSystem_t *jetPackPS; + jetPackState_t jetPackState; + + particleSystem_t *entityPS; + qboolean entityPSMissing; + + trailSystem_t *level2ZapTS[ 3 ]; + + trailSystem_t *muzzleTS; //used for the tesla and reactor + int muzzleTSDeathTime; + + qboolean valid; + qboolean oldValid; +} centity_t; + + +//====================================================================== + +typedef struct markPoly_s +{ + struct markPoly_s *prevMark, *nextMark; + int time; + qhandle_t markShader; + qboolean alphaFade; // fade alpha instead of rgb + float color[ 4 ]; + poly_t poly; + polyVert_t verts[ MAX_VERTS_ON_POLY ]; +} markPoly_t; + +//====================================================================== + + +typedef struct +{ + int client; + int score; + int ping; + int time; + int team; + weapon_t weapon; + upgrade_t upgrade; +} score_t; + +// each client has an associated clientInfo_t +// that contains media references necessary to present the +// client model and other color coded effects +// this is regenerated each time a client's configstring changes, +// usually as a result of a userinfo (name, model, etc) change +#define MAX_CUSTOM_SOUNDS 32 +typedef struct +{ + qboolean infoValid; + + char name[ MAX_QPATH ]; + pTeam_t team; + + int botSkill; // 0 = not bot, 1-5 = bot + + vec3_t color1; + vec3_t color2; + + int score; // updated by score servercmds + int location; // location index for team mode + int health; // you only get this info about your teammates + int armor; + int curWeapon; + + int handicap; + int wins, losses; // in tourney mode + + int teamTask; // task in teamplay (offence/defence) + qboolean teamLeader; // true when this is a team leader + + int powerups; // so can display quad/flag status + + int medkitUsageTime; + int invulnerabilityStartTime; + int invulnerabilityStopTime; + + int breathPuffTime; + + // when clientinfo is changed, the loading of models/skins/sounds + // can be deferred until you are dead, to prevent hitches in + // gameplay + char modelName[ MAX_QPATH ]; + char skinName[ MAX_QPATH ]; + char headModelName[ MAX_QPATH ]; + char headSkinName[ MAX_QPATH ]; + + qboolean newAnims; // true if using the new mission pack animations + qboolean fixedlegs; // true if legs yaw is always the same as torso yaw + qboolean fixedtorso; // true if torso never changes yaw + qboolean nonsegmented; // true if model is Q2 style nonsegmented + + vec3_t headOffset; // move head in icon views + footstep_t footsteps; + gender_t gender; // from model + + qhandle_t legsModel; + qhandle_t legsSkin; + + qhandle_t torsoModel; + qhandle_t torsoSkin; + + qhandle_t headModel; + qhandle_t headSkin; + + qhandle_t nonSegModel; //non-segmented model system + qhandle_t nonSegSkin; //non-segmented model system + + qhandle_t modelIcon; + + animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ]; + + sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ]; + + sfxHandle_t customFootsteps[ 4 ]; + sfxHandle_t customMetalFootsteps[ 4 ]; +} clientInfo_t; + + +typedef struct weaponInfoMode_s +{ + float flashDlight; + vec3_t flashDlightColor; + sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose + qboolean continuousFlash; + + qhandle_t missileModel; + sfxHandle_t missileSound; + float missileDlight; + vec3_t missileDlightColor; + int missileRenderfx; + qboolean usesSpriteMissle; + qhandle_t missileSprite; + int missileSpriteSize; + qhandle_t missileParticleSystem; + qhandle_t missileTrailSystem; + qboolean missileRotates; + qboolean missileAnimates; + int missileAnimStartFrame; + int missileAnimNumFrames; + int missileAnimFrameRate; + int missileAnimLooping; + + sfxHandle_t firingSound; + qboolean loopFireSound; + + qhandle_t muzzleParticleSystem; + + qboolean alwaysImpact; + qhandle_t impactParticleSystem; + qhandle_t impactMark; + qhandle_t impactMarkSize; + sfxHandle_t impactSound[ 4 ]; //random impact sound + sfxHandle_t impactFleshSound[ 4 ]; //random impact sound +} weaponInfoMode_t; + +// each WP_* weapon enum has an associated weaponInfo_t +// that contains media references necessary to present the +// weapon and its effects +typedef struct weaponInfo_s +{ + qboolean registered; + char *humanName; + + qhandle_t handsModel; // the hands don't actually draw, they just position the weapon + qhandle_t weaponModel; + qhandle_t barrelModel; + qhandle_t flashModel; + + vec3_t weaponMidpoint; // so it will rotate centered instead of by tag + + qhandle_t weaponIcon; + qhandle_t ammoIcon; + + qhandle_t crossHair; + int crossHairSize; + + sfxHandle_t readySound; + + qboolean disableIn3rdPerson; + + weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ]; +} weaponInfo_t; + +typedef struct upgradeInfo_s +{ + qboolean registered; + char *humanName; + + qhandle_t upgradeIcon; +} upgradeInfo_t; + +typedef struct +{ + qboolean looped; + qboolean enabled; + + sfxHandle_t sound; +} sound_t; + +typedef struct +{ + qhandle_t models[ MAX_BUILDABLE_MODELS ]; + animation_t animations[ MAX_BUILDABLE_ANIMATIONS ]; + + //same number of sounds as animations + sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ]; +} buildableInfo_t; + +#define MAX_REWARDSTACK 10 +#define MAX_SOUNDBUFFER 20 + +//====================================================================== + +//TA: +typedef struct +{ + vec3_t alienBuildablePos[ MAX_GENTITIES ]; + int alienBuildableTimes[ MAX_GENTITIES ]; + int numAlienBuildables; + + vec3_t humanBuildablePos[ MAX_GENTITIES ]; + int numHumanBuildables; + + vec3_t alienClientPos[ MAX_CLIENTS ]; + int numAlienClients; + + vec3_t humanClientPos[ MAX_CLIENTS ]; + int numHumanClients; + + int lastUpdateTime; + vec3_t origin; + vec3_t vangles; +} entityPos_t; + +typedef struct +{ + int time; + int length; +} consoleLine_t; + +#define MAX_CONSOLE_TEXT 8192 +#define MAX_CONSOLE_LINES 32 + +// all cg.stepTime, cg.duckTime, cg.landTime, etc are set to cg.time when the action +// occurs, and they will have visible effects for #define STEP_TIME or whatever msec after + +#define MAX_PREDICTED_EVENTS 16 + +#define NUM_SAVED_STATES ( CMD_BACKUP + 2 ) + +typedef struct +{ + int clientFrame; // incremented each frame + + int clientNum; + + qboolean demoPlayback; + qboolean levelShot; // taking a level menu screenshot + int deferredPlayerLoading; + qboolean loading; // don't defer players at initial startup + qboolean intermissionStarted; // don't play voice rewards, because game will end shortly + + // there are only one or two snapshot_t that are relevent at a time + int latestSnapshotNum; // the number of snapshots the client system has received + int latestSnapshotTime; // the time from latestSnapshotNum, so we don't need to read the snapshot yet + + snapshot_t *snap; // cg.snap->serverTime <= cg.time + snapshot_t *nextSnap; // cg.nextSnap->serverTime > cg.time, or NULL + snapshot_t activeSnapshots[ 2 ]; + + float frameInterpolation; // (float)( cg.time - cg.frame->serverTime ) / + // (cg.nextFrame->serverTime - cg.frame->serverTime) + + qboolean thisFrameTeleport; + qboolean nextFrameTeleport; + + int frametime; // cg.time - cg.oldTime + + int time; // this is the time value that the client + // is rendering at. + int oldTime; // time at last frame, used for missile trails and prediction checking + + int physicsTime; // either cg.snap->time or cg.nextSnap->time + + int timelimitWarnings; // 5 min, 1 min, overtime + int fraglimitWarnings; + + qboolean mapRestart; // set on a map restart to set back the weapon + + qboolean renderingThirdPerson; // during deaths, chasecams, etc + + // prediction state + qboolean hyperspace; // true if prediction has hit a trigger_teleport + playerState_t predictedPlayerState; + pmoveExt_t pmext; + centity_t predictedPlayerEntity; + qboolean validPPS; // clear until the first call to CG_PredictPlayerState + int predictedErrorTime; + vec3_t predictedError; + + int eventSequence; + int predictableEvents[MAX_PREDICTED_EVENTS]; + + float stepChange; // for stair up smoothing + int stepTime; + + float duckChange; // for duck viewheight smoothing + int duckTime; + + float landChange; // for landing hard + int landTime; + + // input state sent to server + int weaponSelect; + + // auto rotating items + vec3_t autoAngles; + vec3_t autoAxis[ 3 ]; + vec3_t autoAnglesFast; + vec3_t autoAxisFast[ 3 ]; + + // view rendering + refdef_t refdef; + vec3_t refdefViewAngles; // will be converted to refdef.viewaxis + + // zoom key + qboolean zoomed; + int zoomTime; + float zoomSensitivity; + + // information screen text during loading + char infoScreenText[ MAX_STRING_CHARS ]; + + // scoreboard + int scoresRequestTime; + int numScores; + int selectedScore; + int teamScores[ 2 ]; + score_t scores[MAX_CLIENTS]; + qboolean showScores; + qboolean scoreBoardShowing; + int scoreFadeTime; + char killerName[ MAX_NAME_LENGTH ]; + char spectatorList[ MAX_STRING_CHARS ]; // list of names + int spectatorLen; // length of list + float spectatorWidth; // width in device units + int spectatorTime; // next time to offset + int spectatorPaintX; // current paint x + int spectatorPaintX2; // current paint x + int spectatorOffset; // current offset from start + int spectatorPaintLen; // current offset from start + + // centerprinting + int centerPrintTime; + int centerPrintCharWidth; + int centerPrintY; + char centerPrint[ 1024 ]; + int centerPrintLines; + + // low ammo warning state + int lowAmmoWarning; // 1 = low, 2 = empty + + // kill timers for carnage reward + int lastKillTime; + + // crosshair client ID + int crosshairClientNum; + int crosshairClientTime; + + // powerup active flashing + int powerupActive; + int powerupTime; + + // attacking player + int attackerTime; + int voiceTime; + + // reward medals + int rewardStack; + int rewardTime; + int rewardCount[ MAX_REWARDSTACK ]; + qhandle_t rewardShader[ MAX_REWARDSTACK ]; + qhandle_t rewardSound[ MAX_REWARDSTACK ]; + + // sound buffer mainly for announcer sounds + int soundBufferIn; + int soundBufferOut; + int soundTime; + qhandle_t soundBuffer[ MAX_SOUNDBUFFER ]; + + // for voice chat buffer + int voiceChatTime; + int voiceChatBufferIn; + int voiceChatBufferOut; + + // warmup countdown + int warmup; + int warmupCount; + + //========================== + + int itemPickup; + int itemPickupTime; + int itemPickupBlendTime; // the pulse around the crosshair is timed seperately + + int weaponSelectTime; + int weaponAnimation; + int weaponAnimationTime; + + // blend blobs + float damageTime; + float damageX, damageY, damageValue; + + // status bar head + float headYaw; + float headEndPitch; + float headEndYaw; + int headEndTime; + float headStartPitch; + float headStartYaw; + int headStartTime; + + // view movement + float v_dmg_time; + float v_dmg_pitch; + float v_dmg_roll; + + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + + // temp working variables for player view + float bobfracsin; + int bobcycle; + float xyspeed; + int nextOrbitTime; + + // development tool + refEntity_t testModelEntity; + refEntity_t testModelBarrelEntity; + char testModelName[MAX_QPATH]; + char testModelBarrelName[MAX_QPATH]; + qboolean testGun; + + int spawnTime; //TA: fovwarp + int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t + int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t + int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t + qboolean weapon1Firing; + qboolean weapon2Firing; + qboolean weapon3Firing; + + int poisonedTime; + + vec3_t lastNormal; //TA: view smoothage + vec3_t lastVangles; //TA: view smoothage + smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing + + int forwardMoveTime; //TA: for struggling + int rightMoveTime; + int upMoveTime; + + float charModelFraction; //TA: loading percentages + float mediaFraction; + float buildablesFraction; + + int lastBuildAttempt; + int lastEvolveAttempt; + + char consoleText[ MAX_CONSOLE_TEXT ]; + consoleLine_t consoleLines[ MAX_CONSOLE_LINES ]; + int numConsoleLines; + + particleSystem_t *poisonCloudPS; + + float painBlendValue; + float painBlendTarget; + int lastHealth; + + int lastPredictedCommand; + int lastServerTime; + playerState_t savedPmoveStates[ NUM_SAVED_STATES ]; + int stateHead, stateTail; + int ping; +} cg_t; + + +// all of the model, shader, and sound references that are +// loaded at gamestate time are stored in cgMedia_t +// Other media that can be tied to clients, weapons, or items are +// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t +typedef struct +{ + qhandle_t charsetShader; + qhandle_t whiteShader; + qhandle_t outlineShader; + + qhandle_t level2ZapTS; + + qhandle_t balloonShader; + qhandle_t connectionShader; + + qhandle_t viewBloodShader; + qhandle_t tracerShader; + qhandle_t crosshairShader[ WP_NUM_WEAPONS ]; + qhandle_t backTileShader; + + qhandle_t creepShader; + + qhandle_t scannerShader; + qhandle_t scannerBlipShader; + qhandle_t scannerLineShader; + + + qhandle_t numberShaders[ 11 ]; + + qhandle_t shadowMarkShader; + qhandle_t wakeMarkShader; + + // buildable shaders + qhandle_t greenBuildShader; + qhandle_t redBuildShader; + qhandle_t humanSpawningShader; + + // disconnect + qhandle_t disconnectPS; + qhandle_t disconnectSound; + + // sounds + sfxHandle_t tracerSound; + sfxHandle_t selectSound; + sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ]; + sfxHandle_t talkSound; + sfxHandle_t alienTalkSound; + sfxHandle_t humanTalkSound; + sfxHandle_t landSound; + sfxHandle_t fallSound; + + sfxHandle_t hardBounceSound1; + sfxHandle_t hardBounceSound2; + + sfxHandle_t voteNow; + sfxHandle_t votePassed; + sfxHandle_t voteFailed; + + sfxHandle_t watrInSound; + sfxHandle_t watrOutSound; + sfxHandle_t watrUnSound; + + sfxHandle_t jetpackDescendSound; + sfxHandle_t jetpackIdleSound; + sfxHandle_t jetpackAscendSound; + + qhandle_t jetPackDescendPS; + qhandle_t jetPackHoverPS; + qhandle_t jetPackAscendPS; + + sfxHandle_t medkitUseSound; + + sfxHandle_t alienStageTransition; + sfxHandle_t humanStageTransition; + + sfxHandle_t alienOvermindAttack; + sfxHandle_t alienOvermindDying; + sfxHandle_t alienOvermindSpawns; + + sfxHandle_t alienBuildableExplosion; + sfxHandle_t alienBuildableDamage; + sfxHandle_t alienBuildablePrebuild; + sfxHandle_t humanBuildableExplosion; + sfxHandle_t humanBuildablePrebuild; + sfxHandle_t humanBuildableDamage[ 4 ]; + + sfxHandle_t alienL1Grab; + sfxHandle_t alienL4ChargePrepare; + sfxHandle_t alienL4ChargeStart; + + qhandle_t cursor; + qhandle_t selectCursor; + qhandle_t sizeCursor; + + //light armour + qhandle_t larmourHeadSkin; + qhandle_t larmourLegsSkin; + qhandle_t larmourTorsoSkin; + + qhandle_t jetpackModel; + qhandle_t jetpackFlashModel; + qhandle_t battpackModel; + + sfxHandle_t repeaterUseSound; + + sfxHandle_t buildableRepairSound; + sfxHandle_t buildableRepairedSound; + + qhandle_t poisonCloudPS; + qhandle_t alienEvolvePS; + qhandle_t alienAcidTubePS; + + sfxHandle_t alienEvolveSound; + + qhandle_t humanBuildableDamagedPS; + qhandle_t humanBuildableDestroyedPS; + qhandle_t alienBuildableDamagedPS; + qhandle_t alienBuildableDestroyedPS; + + qhandle_t alienBleedPS; + qhandle_t humanBleedPS; + + qhandle_t teslaZapTS; + + sfxHandle_t lCannonWarningSound; + + qhandle_t buildWeaponTimerPie[ 8 ]; + qhandle_t upgradeClassIconShader; +} cgMedia_t; + +typedef struct +{ + qhandle_t frameShader; + qhandle_t overlayShader; + qhandle_t noPowerShader; + qhandle_t markedShader; + vec4_t healthSevereColor; + vec4_t healthHighColor; + vec4_t healthElevatedColor; + vec4_t healthGuardedColor; + vec4_t healthLowColor; + int frameHeight; + int frameWidth; + int healthPadding; + int overlayHeight; + int overlayWidth; + float verticalMargin; + float horizontalMargin; + vec4_t foreColor; + vec4_t backColor; + qboolean loaded; +} buildStat_t; + + +// The client game static (cgs) structure hold everything +// loaded or calculated from the gamestate. It will NOT +// be cleared when a tournement restart is done, allowing +// all clients to begin playing instantly +typedef struct +{ + gameState_t gameState; // gamestate from server + glconfig_t glconfig; // rendering configuration + float screenXScale; // derived from glconfig + float screenYScale; + float screenXBias; + + int serverCommandSequence; // reliable command stream counter + int processedSnapshotNum; // the number of snapshots cgame has requested + + qboolean localServer; // detected on startup by checking sv_running + + // parsed from serverinfo + int timelimit; + int maxclients; + char mapname[ MAX_QPATH ]; + qboolean markDeconstruct; // Whether or not buildables are marked + + int voteTime; + int voteYes; + int voteNo; + qboolean voteModified; // beep whenever changed + char voteString[ MAX_STRING_TOKENS ]; + + int teamVoteTime[ 2 ]; + int teamVoteYes[ 2 ]; + int teamVoteNo[ 2 ]; + qboolean teamVoteModified[ 2 ]; // beep whenever changed + char teamVoteString[ 2 ][ MAX_STRING_TOKENS ]; + + int levelStartTime; + + int scores1, scores2; // from configstrings + + qboolean newHud; + + int alienBuildPoints; + int alienBuildPointsTotal; + int humanBuildPoints; + int humanBuildPointsTotal; + int humanBuildPointsPowered; + + int alienStage; + int humanStage; + int alienKills; + int humanKills; + int alienNextStageThreshold; + int humanNextStageThreshold; + + int numAlienSpawns; + int numHumanSpawns; + + // + // locally derived information from gamestate + // + qhandle_t gameModels[ MAX_MODELS ]; + qhandle_t gameShaders[ MAX_GAME_SHADERS ]; + qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ]; + sfxHandle_t gameSounds[ MAX_SOUNDS ]; + + int numInlineModels; + qhandle_t inlineDrawModel[ MAX_MODELS ]; + vec3_t inlineModelMidpoints[ MAX_MODELS ]; + + clientInfo_t clientinfo[ MAX_CLIENTS ]; + + //TA: corpse info + clientInfo_t corpseinfo[ MAX_CLIENTS ]; + + int cursorX; + int cursorY; + qboolean eventHandling; + qboolean mouseCaptured; + qboolean sizingHud; + void *capturedItem; + qhandle_t activeCursor; + + buildStat_t alienBuildStat; + buildStat_t humanBuildStat; + + // media + cgMedia_t media; +} cgs_t; + +//============================================================================== + +extern cgs_t cgs; +extern cg_t cg; +extern centity_t cg_entities[ MAX_GENTITIES ]; + +//TA: weapon limit expanded: +//extern weaponInfo_t cg_weapons[MAX_WEAPONS]; +extern weaponInfo_t cg_weapons[ 32 ]; +//TA: upgrade infos: +extern upgradeInfo_t cg_upgrades[ 32 ]; + +//TA: buildable infos: +extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ]; + +extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ]; + +extern vmCvar_t cg_centertime; +extern vmCvar_t cg_runpitch; +extern vmCvar_t cg_runroll; +extern vmCvar_t cg_bobup; +extern vmCvar_t cg_bobpitch; +extern vmCvar_t cg_bobroll; +extern vmCvar_t cg_swingSpeed; +extern vmCvar_t cg_shadows; +extern vmCvar_t cg_gibs; +extern vmCvar_t cg_drawTimer; +extern vmCvar_t cg_drawClock; +extern vmCvar_t cg_drawFPS; +extern vmCvar_t cg_drawDemoState; +extern vmCvar_t cg_drawSnapshot; +extern vmCvar_t cg_draw3dIcons; +extern vmCvar_t cg_drawIcons; +extern vmCvar_t cg_drawAmmoWarning; +extern vmCvar_t cg_drawCrosshair; +extern vmCvar_t cg_drawCrosshairNames; +extern vmCvar_t cg_drawRewards; +extern vmCvar_t cg_drawTeamOverlay; +extern vmCvar_t cg_teamOverlayUserinfo; +extern vmCvar_t cg_crosshairX; +extern vmCvar_t cg_crosshairY; +extern vmCvar_t cg_drawStatus; +extern vmCvar_t cg_draw2D; +extern vmCvar_t cg_animSpeed; +extern vmCvar_t cg_debugAnim; +extern vmCvar_t cg_debugPosition; +extern vmCvar_t cg_debugEvents; +extern vmCvar_t cg_teslaTrailTime; +extern vmCvar_t cg_railTrailTime; +extern vmCvar_t cg_errorDecay; +extern vmCvar_t cg_nopredict; +extern vmCvar_t cg_debugMove; +extern vmCvar_t cg_noPlayerAnims; +extern vmCvar_t cg_showmiss; +extern vmCvar_t cg_footsteps; +extern vmCvar_t cg_addMarks; +extern vmCvar_t cg_brassTime; +extern vmCvar_t cg_gun_frame; +extern vmCvar_t cg_gun_x; +extern vmCvar_t cg_gun_y; +extern vmCvar_t cg_gun_z; +extern vmCvar_t cg_drawGun; +extern vmCvar_t cg_viewsize; +extern vmCvar_t cg_tracerChance; +extern vmCvar_t cg_tracerWidth; +extern vmCvar_t cg_tracerLength; +extern vmCvar_t cg_autoswitch; +extern vmCvar_t cg_ignore; +extern vmCvar_t cg_simpleItems; +extern vmCvar_t cg_fov; +extern vmCvar_t cg_zoomFov; +extern vmCvar_t cg_thirdPersonRange; +extern vmCvar_t cg_thirdPersonAngle; +extern vmCvar_t cg_thirdPerson; +extern vmCvar_t cg_stereoSeparation; +extern vmCvar_t cg_lagometer; +extern vmCvar_t cg_drawAttacker; +extern vmCvar_t cg_synchronousClients; +extern vmCvar_t cg_stats; +extern vmCvar_t cg_forceModel; +extern vmCvar_t cg_buildScript; +extern vmCvar_t cg_paused; +extern vmCvar_t cg_blood; +extern vmCvar_t cg_predictItems; +extern vmCvar_t cg_deferPlayers; +extern vmCvar_t cg_drawFriend; +extern vmCvar_t cg_teamChatsOnly; +extern vmCvar_t cg_noVoiceChats; +extern vmCvar_t cg_noVoiceText; +extern vmCvar_t cg_scorePlum; +extern vmCvar_t cg_smoothClients; +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +//extern vmCvar_t cg_pmove_fixed; +extern vmCvar_t cg_cameraOrbit; +extern vmCvar_t cg_cameraOrbitDelay; +extern vmCvar_t cg_timescaleFadeEnd; +extern vmCvar_t cg_timescaleFadeSpeed; +extern vmCvar_t cg_timescale; +extern vmCvar_t cg_cameraMode; +extern vmCvar_t cg_smallFont; +extern vmCvar_t cg_bigFont; +extern vmCvar_t cg_noTaunt; +extern vmCvar_t cg_noProjectileTrail; +extern vmCvar_t cg_oldRail; +extern vmCvar_t cg_oldRocket; +extern vmCvar_t cg_oldPlasma; +extern vmCvar_t cg_trueLightning; +extern vmCvar_t cg_creepRes; +extern vmCvar_t cg_drawSurfNormal; +extern vmCvar_t cg_drawBBOX; +extern vmCvar_t cg_debugAlloc; +extern vmCvar_t cg_wwSmoothTime; +extern vmCvar_t cg_wwFollow; +extern vmCvar_t cg_wwToggle; +extern vmCvar_t cg_depthSortParticles; +extern vmCvar_t cg_bounceParticles; +extern vmCvar_t cg_consoleLatency; +extern vmCvar_t cg_lightFlare; +extern vmCvar_t cg_debugParticles; +extern vmCvar_t cg_debugTrails; +extern vmCvar_t cg_debugPVS; +extern vmCvar_t cg_disableWarningDialogs; +extern vmCvar_t cg_disableScannerPlane; +extern vmCvar_t cg_tutorial; + +extern vmCvar_t cg_painBlendUpRate; +extern vmCvar_t cg_painBlendDownRate; +extern vmCvar_t cg_painBlendMax; +extern vmCvar_t cg_painBlendScale; +extern vmCvar_t cg_painBlendZoom; + +//TA: hack to get class an carriage through to UI module +extern vmCvar_t ui_currentClass; +extern vmCvar_t ui_carriage; +extern vmCvar_t ui_stages; +extern vmCvar_t ui_dialog; +extern vmCvar_t ui_loading; +extern vmCvar_t ui_voteActive; +extern vmCvar_t ui_alienTeamVoteActive; +extern vmCvar_t ui_humanTeamVoteActive; + +extern vmCvar_t cg_debugRandom; + +extern vmCvar_t cg_optimizePrediction; +extern vmCvar_t cg_projectileNudge; +extern vmCvar_t cg_unlagged; + +// +// cg_main.c +// +const char *CG_ConfigString( int index ); +const char *CG_Argv( int arg ); + +void QDECL CG_Printf( const char *msg, ... ); +void QDECL CG_Error( const char *msg, ... ); + +void CG_StartMusic( void ); +int CG_PlayerCount( void ); + +void CG_UpdateCvars( void ); + +int CG_CrosshairPlayer( void ); +int CG_LastAttacker( void ); +void CG_LoadMenus( const char *menuFile ); +void CG_KeyEvent( int key, qboolean down ); +void CG_MouseEvent( int x, int y ); +void CG_EventHandling( int type ); +void CG_SetScoreSelection( void *menu ); +void CG_BuildSpectatorString( void ); + +qboolean CG_FileExists( char *filename ); +void CG_RemoveNotifyLine( void ); +void CG_AddNotifyText( void ); + + +// +// cg_view.c +// +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA +void CG_TestModel_f( void ); +void CG_TestGun_f( void ); +void CG_TestModelNextFrame_f( void ); +void CG_TestModelPrevFrame_f( void ); +void CG_TestModelNextSkin_f( void ); +void CG_TestModelPrevSkin_f( void ); +void CG_AddBufferedSound( sfxHandle_t sfx ); +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ); + + +// +// cg_drawtools.c +// +void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader ); +void CG_AdjustFrom640( float *x, float *y, float *w, float *h ); +void CG_FillRect( float x, float y, float width, float height, const float *color ); +void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); +void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor, + vec4_t tcolor, float amount, qhandle_t hShader ); + +int CG_DrawStrlen( const char *str ); + +float *CG_FadeColor( int startMsec, int totalMsec ); +void CG_TileClear( void ); +void CG_ColorForHealth( vec4_t hcolor ); +void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ); + +void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ); +void CG_DrawSides(float x, float y, float w, float h, float size); +void CG_DrawTopBottom(float x, float y, float w, float h, float size); +qboolean CG_WorldToScreen( vec3_t point, float *x, float *y ); +char *CG_KeyBinding( const char *bind ); + + +// +// cg_draw.c +// +extern int sortedTeamPlayers[ TEAM_MAXOVERLAY ]; +extern int numSortedTeamPlayers; + +void CG_AddLagometerFrameInfo( void ); +void CG_AddLagometerSnapshotInfo( snapshot_t *snap ); +void CG_CenterPrint( const char *str, int y, int charWidth ); +void CG_DrawActive( stereoFrame_t stereoView ); +void CG_OwnerDraw( float x, float y, float w, float h, float text_x, float text_y, + int ownerDraw, int ownerDrawFlags, int align, float special, + float scale, vec4_t color, qhandle_t shader, int textStyle); +void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style ); +int CG_Text_Width( const char *text, float scale, int limit ); +int CG_Text_Height( const char *text, float scale, int limit ); +float CG_GetValue(int ownerDraw); +void CG_RunMenuScript(char **args); +void CG_SetPrintString( int type, const char *p ); +void CG_GetTeamColor( vec4_t *color ); +const char *CG_GetKillerText( void ); +void CG_Text_PaintChar( float x, float y, float width, float height, float scale, + float s, float t, float s2, float t2, qhandle_t hShader ); +void CG_DrawLoadingScreen( void ); +void CG_UpdateMediaFraction( float newFract ); +void CG_ResetPainBlend( void ); +void CG_DrawField( float x, float y, int width, float cw, float ch, int value ); + +// +// cg_players.c +// +void CG_Player( centity_t *cent ); +void CG_Corpse( centity_t *cent ); +void CG_ResetPlayerEntity( centity_t *cent ); +void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int team ); +void CG_NewClientInfo( int clientNum ); +void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ); +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); +void CG_PlayerDisconnect( vec3_t org ); +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ); +qboolean CG_AtHighestClass( void ); + +// +// cg_buildable.c +// +void CG_GhostBuildable( buildable_t buildable ); +void CG_Buildable( centity_t *cent ); +void CG_BuildableStatusParse( const char *filename, buildStat_t *bs ); +void CG_DrawBuildableStatus( void ); +void CG_InitBuildables( void ); +void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ); +void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ); + +// +// cg_animation.c +// +void CG_RunLerpFrame( lerpFrame_t *lf ); + +// +// cg_animmapobj.c +// +void CG_AnimMapObj( centity_t *cent ); +void CG_ModelDoor( centity_t *cent ); + +// +// cg_predict.c +// + +#define MAGIC_TRACE_HACK -2 + +void CG_BuildSolidList( void ); +int CG_PointContents( const vec3_t point, int passEntityNum ); +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int skipNumber, int mask ); +void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, + const vec3_t end, int skipNumber, int mask ); +void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, + const float startRadius, const float endRadius, int skipNumber, int mask ); +void CG_PredictPlayerState( void ); + + +// +// cg_events.c +// +void CG_CheckEvents( centity_t *cent ); +void CG_EntityEvent( centity_t *cent, vec3_t position ); +void CG_PainEvent( centity_t *cent, int health ); + + +// +// cg_ents.c +// +void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs ); +void CG_SetEntitySoundPosition( centity_t *cent ); +void CG_AddPacketEntities( void ); +void CG_Beam( centity_t *cent ); +void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ); + +void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); +void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + qhandle_t parentModel, char *tagName ); + + + + +// +// cg_weapons.c +// +void CG_NextWeapon_f( void ); +void CG_PrevWeapon_f( void ); +void CG_Weapon_f( void ); + +void CG_InitUpgrades( void ); +void CG_RegisterUpgrade( int upgradeNum ); +void CG_InitWeapons( void ); +void CG_RegisterWeapon( int weaponNum ); + +void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ); +void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum, + vec3_t origin, vec3_t dir, impactSound_t soundType ); +void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ); +void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); +void CG_ShotgunFire( entityState_t *es ); + +void CG_AddViewWeapon (playerState_t *ps); +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); +void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ); +void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ); + + +// +// cg_scanner.c +// +void CG_UpdateEntityPositions( void ); +void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color ); +void CG_AlienSense( rectDef_t *rect ); + +// +// cg_marks.c +// +void CG_InitMarkPolys( void ); +void CG_AddMarks( void ); +void CG_ImpactMark( qhandle_t markShader, + const vec3_t origin, const vec3_t dir, + float orientation, + float r, float g, float b, float a, + qboolean alphaFade, + float radius, qboolean temporary ); + +// +// cg_snapshot.c +// +void CG_ProcessSnapshots( void ); + +// +// cg_consolecmds.c +// +qboolean CG_ConsoleCommand( void ); +void CG_InitConsoleCommands( void ); +qboolean CG_RequestScores( void ); + +// +// cg_servercmds.c +// +void CG_ExecuteNewServerCommands( int latestSequence ); +void CG_ParseServerinfo( void ); +void CG_SetConfigValues( void ); +void CG_ShaderStateChanged(void); + +// +// cg_playerstate.c +// +void CG_Respawn( void ); +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ); +void CG_CheckChangedPredictableEvents( playerState_t *ps ); + +// +// cg_mem.c +// +void CG_InitMemory( void ); +void *CG_Alloc( int size ); +void CG_Free( void *ptr ); +void CG_DefragmentMemory( void ); + +// +// cg_attachment.c +// +qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v ); +qboolean CG_AttachmentDir( attachment_t *a, vec3_t v ); +qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] ); +qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v ); +int CG_AttachmentCentNum( attachment_t *a ); + +qboolean CG_Attached( attachment_t *a ); + +void CG_AttachToPoint( attachment_t *a ); +void CG_AttachToCent( attachment_t *a ); +void CG_AttachToTag( attachment_t *a ); +void CG_AttachToParticle( attachment_t *a ); +void CG_SetAttachmentPoint( attachment_t *a, vec3_t v ); +void CG_SetAttachmentCent( attachment_t *a, centity_t *cent ); +void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent, + qhandle_t model, char *tagName ); +void CG_SetAttachmentParticle( attachment_t *a, particle_t *p ); + +void CG_SetAttachmentOffset( attachment_t *a, vec3_t v ); + +// +// cg_particles.c +// +void CG_LoadParticleSystems( void ); +qhandle_t CG_RegisterParticleSystem( char *name ); + +particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ); +void CG_DestroyParticleSystem( particleSystem_t **ps ); + +qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps ); +qboolean CG_IsParticleSystemValid( particleSystem_t **ps ); + +void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ); + +void CG_AddParticles( void ); + +void CG_ParticleSystemEntity( centity_t *cent ); + +void CG_TestPS_f( void ); +void CG_DestroyTestPS_f( void ); + +// +// cg_trails.c +// +void CG_LoadTrailSystems( void ); +qhandle_t CG_RegisterTrailSystem( char *name ); + +trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle ); +void CG_DestroyTrailSystem( trailSystem_t **ts ); + +qboolean CG_IsTrailSystemValid( trailSystem_t **ts ); + +void CG_AddTrails( void ); + +void CG_TestTS_f( void ); +void CG_DestroyTestTS_f( void ); + +// +// cg_ptr.c +// +int CG_ReadPTRCode( void ); +void CG_WritePTRCode( int code ); + +// +// cg_tutorial.c +// +const char *CG_TutorialText( void ); + +// +//=============================================== + +// +// system traps +// These functions are how the cgame communicates with the main game system +// + + +// print message on the local console +void trap_Print( const char *fmt ); + +// abort the game +void trap_Error( const char *fmt ); + +// milliseconds should only be used for performance tuning, never +// for anything game related. Get time from the CG_DrawActiveFrame parameter +int trap_Milliseconds( void ); + +// console variable interaction +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Update( vmCvar_t *vmCvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +// ServerCommand and ConsoleCommand parameter access +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Args( char *buffer, int bufferLength ); +void trap_LiteralArgs( char *buffer, int bufferLength ); + +// filesystem access +// returns length of file +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); +void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t +int trap_FS_GetFileList( const char *path, const char *extension, + char *listbuf, int bufsize ); + +// add commands to the local console as if they were typed in +// for map changing, etc. The command is not executed immediately, +// but will be executed in order the next time console commands +// are processed +void trap_SendConsoleCommand( const char *text ); + +// register a command name so the console can perform command completion. +// FIXME: replace this with a normal console command "defineCommand"? +void trap_AddCommand( const char *cmdName ); + +// send a string to the server over the network +void trap_SendClientCommand( const char *s ); + +// force a screen update, only used during gamestate load +void trap_UpdateScreen( void ); + +// model collision +void trap_CM_LoadMap( const char *mapname ); +int trap_CM_NumInlineModels( void ); +clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ); +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ); +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles ); +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ); +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ); +void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ); +void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ); +void trap_CM_BiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask ); +void trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask, + const vec3_t origin ); + +// Returns the projection of a polygon onto the solid brushes in the world +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ); + +// normal sounds will have their volume dynamically changed as their entity +// moves and the listener moves +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ); +void trap_S_StopLoopingSound( int entnum ); + +// a local sound is always played full volume +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +void trap_S_ClearLoopingSounds( qboolean killall ); +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ); +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ); + +// respatialize recalculates the volumes of sound as they should be heard by the +// given entityNum and position +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ); +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); // returns buzz if not found +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music +void trap_S_StopBackgroundTrack( void ); + + +void trap_R_LoadWorldMap( const char *mapname ); + +// all media should be registered during level startup to prevent +// hitches during gameplay +qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found +qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found +qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found + +// a scene is built up by calls to R_ClearScene and the various R_Add functions. +// Nothing is drawn until R_RenderScene is called. +void trap_R_ClearScene( void ); +void trap_R_AddRefEntityToScene( const refEntity_t *re ); + +// polys are intended for simple wall marks, not really for doing +// significant construction +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ); +void trap_R_RenderScene( const refdef_t *fd ); +void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1 +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ); +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ); +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +// The glconfig_t will not change during the life of a cgame. +// If it needs to change, the entire cgame will be restarted, because +// all the qhandle_t are then invalid. +void trap_GetGlconfig( glconfig_t *glconfig ); + +// the gamestate should be grabbed at startup, and whenever a +// configstring changes +void trap_GetGameState( gameState_t *gamestate ); + +// cgame will poll each frame to see if a newer snapshot has arrived +// that it is interested in. The time is returned seperately so that +// snapshot latency can be calculated. +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ); + +// a snapshot get can fail if the snapshot (or the entties it holds) is so +// old that it has fallen out of the client system queue +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ); + +// retrieve a text command from the server stream +// the current snapshot will hold the number of the most recent command +// qfalse can be returned if the client system handled the command +// argc() / argv() can be used to examine the parameters of the command +qboolean trap_GetServerCommand( int serverCommandNumber ); + +// returns the most recent command number that can be passed to GetUserCmd +// this will always be at least one higher than the number in the current +// snapshot, and it may be quite a few higher if it is a fast computer on +// a lagged connection +int trap_GetCurrentCmdNumber( void ); + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ); + +// used for the weapon select and zoom +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ); + +// aids for VM testing +void testPrintInt( char *string, int i ); +void testPrintFloat( char *string, float f ); + +int trap_MemoryRemaining( void ); +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font); +qboolean trap_Key_IsDown( int keynum ); +int trap_Key_GetCatcher( void ); +void trap_Key_SetCatcher( int catcher ); +int trap_Key_GetKey( const char *binding ); +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ); +void trap_Key_SetBinding( int keynum, const char *binding ); + +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ); +e_status trap_CIN_StopCinematic( int handle ); +e_status trap_CIN_RunCinematic( int handle ); +void trap_CIN_DrawCinematic( int handle ); +void trap_CIN_SetExtents( int handle, int x, int y, int w, int h ); + +void trap_SnapVector( float *v ); +int trap_RealTime( qtime_t *tm ); + +qboolean trap_loadCamera( const char *name ); +void trap_startCamera( int time ); +qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles ); + +qboolean trap_GetEntityToken( char *buffer, int bufferSize ); + +int trap_GetDemoState( void ); +int trap_GetDemoPos( void ); +void trap_GetDemoName( char *buffer, int size ); + +// cg_drawCrosshair settings +#define CROSSHAIR_ALWAYSOFF 0 +#define CROSSHAIR_RANGEDONLY 1 +#define CROSSHAIR_ALWAYSON 2 + diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c new file mode 100644 index 0000000..d303b30 --- /dev/null +++ b/src/cgame/cg_main.c @@ -0,0 +1,1842 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_main.c -- initialization and primary entry point for cgame + + +#include "cg_local.h" + +#include "../ui/ui_shared.h" +// display context for new ui stuff +displayContextDef_t cgDC; + +int forceModelModificationCount = -1; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, + int arg4, int arg5, int arg6, int arg7, + int arg8, int arg9, int arg10, int arg11 ) +{ + switch( command ) + { + case CG_INIT: + CG_Init( arg0, arg1, arg2 ); + return 0; + + case CG_SHUTDOWN: + CG_Shutdown( ); + return 0; + + case CG_CONSOLE_COMMAND: + return CG_ConsoleCommand( ); + + case CG_CONSOLE_TEXT: + CG_AddNotifyText( ); + return 0; + + case CG_DRAW_ACTIVE_FRAME: + CG_DrawActiveFrame( arg0, arg1, arg2 ); + return 0; + + case CG_CROSSHAIR_PLAYER: + return CG_CrosshairPlayer( ); + + case CG_LAST_ATTACKER: + return CG_LastAttacker( ); + + case CG_KEY_EVENT: + CG_KeyEvent( arg0, arg1 ); + return 0; + + case CG_MOUSE_EVENT: + cgDC.cursorx = cgs.cursorX; + cgDC.cursory = cgs.cursorY; + CG_MouseEvent( arg0, arg1 ); + return 0; + + case CG_EVENT_HANDLING: + CG_EventHandling( arg0 ); + return 0; + + default: + CG_Error( "vmMain: unknown command %i", command ); + break; + } + + return -1; +} + + +cg_t cg; +cgs_t cgs; +centity_t cg_entities[ MAX_GENTITIES ]; + +//TA: weapons limit expanded: +//weaponInfo_t cg_weapons[MAX_WEAPONS]; +weaponInfo_t cg_weapons[ 32 ]; +upgradeInfo_t cg_upgrades[ 32 ]; + +buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ]; + +vmCvar_t cg_teslaTrailTime; +vmCvar_t cg_railTrailTime; +vmCvar_t cg_centertime; +vmCvar_t cg_runpitch; +vmCvar_t cg_runroll; +vmCvar_t cg_bobup; +vmCvar_t cg_bobpitch; +vmCvar_t cg_bobroll; +vmCvar_t cg_swingSpeed; +vmCvar_t cg_shadows; +vmCvar_t cg_gibs; +vmCvar_t cg_drawTimer; +vmCvar_t cg_drawClock; +vmCvar_t cg_drawFPS; +vmCvar_t cg_drawDemoState; +vmCvar_t cg_drawSnapshot; +vmCvar_t cg_draw3dIcons; +vmCvar_t cg_drawIcons; +vmCvar_t cg_drawAmmoWarning; +vmCvar_t cg_drawCrosshair; +vmCvar_t cg_drawCrosshairNames; +vmCvar_t cg_drawRewards; +vmCvar_t cg_crosshairX; +vmCvar_t cg_crosshairY; +vmCvar_t cg_draw2D; +vmCvar_t cg_drawStatus; +vmCvar_t cg_animSpeed; +vmCvar_t cg_debugAnim; +vmCvar_t cg_debugPosition; +vmCvar_t cg_debugEvents; +vmCvar_t cg_errorDecay; +vmCvar_t cg_nopredict; +vmCvar_t cg_debugMove; +vmCvar_t cg_noPlayerAnims; +vmCvar_t cg_showmiss; +vmCvar_t cg_footsteps; +vmCvar_t cg_addMarks; +vmCvar_t cg_brassTime; +vmCvar_t cg_viewsize; +vmCvar_t cg_drawGun; +vmCvar_t cg_gun_frame; +vmCvar_t cg_gun_x; +vmCvar_t cg_gun_y; +vmCvar_t cg_gun_z; +vmCvar_t cg_tracerChance; +vmCvar_t cg_tracerWidth; +vmCvar_t cg_tracerLength; +vmCvar_t cg_autoswitch; +vmCvar_t cg_ignore; +vmCvar_t cg_simpleItems; +vmCvar_t cg_fov; +vmCvar_t cg_zoomFov; +vmCvar_t cg_thirdPerson; +vmCvar_t cg_thirdPersonRange; +vmCvar_t cg_thirdPersonAngle; +vmCvar_t cg_stereoSeparation; +vmCvar_t cg_lagometer; +vmCvar_t cg_drawAttacker; +vmCvar_t cg_synchronousClients; +vmCvar_t cg_stats; +vmCvar_t cg_buildScript; +vmCvar_t cg_forceModel; +vmCvar_t cg_paused; +vmCvar_t cg_blood; +vmCvar_t cg_predictItems; +vmCvar_t cg_deferPlayers; +vmCvar_t cg_drawTeamOverlay; +vmCvar_t cg_teamOverlayUserinfo; +vmCvar_t cg_drawFriend; +vmCvar_t cg_teamChatsOnly; +vmCvar_t cg_noVoiceChats; +vmCvar_t cg_noVoiceText; +vmCvar_t cg_hudFiles; +vmCvar_t cg_scorePlum; +vmCvar_t cg_smoothClients; +vmCvar_t pmove_fixed; +//vmCvar_t cg_pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t cg_pmove_msec; +vmCvar_t cg_cameraMode; +vmCvar_t cg_cameraOrbit; +vmCvar_t cg_cameraOrbitDelay; +vmCvar_t cg_timescaleFadeEnd; +vmCvar_t cg_timescaleFadeSpeed; +vmCvar_t cg_timescale; +vmCvar_t cg_smallFont; +vmCvar_t cg_bigFont; +vmCvar_t cg_noTaunt; +vmCvar_t cg_noProjectileTrail; +vmCvar_t cg_oldRail; +vmCvar_t cg_oldRocket; +vmCvar_t cg_oldPlasma; +vmCvar_t cg_trueLightning; +vmCvar_t cg_creepRes; +vmCvar_t cg_drawSurfNormal; +vmCvar_t cg_drawBBOX; +vmCvar_t cg_debugAlloc; +vmCvar_t cg_wwSmoothTime; +vmCvar_t cg_wwFollow; +vmCvar_t cg_wwToggle; +vmCvar_t cg_depthSortParticles; +vmCvar_t cg_bounceParticles; +vmCvar_t cg_consoleLatency; +vmCvar_t cg_lightFlare; +vmCvar_t cg_debugParticles; +vmCvar_t cg_debugTrails; +vmCvar_t cg_debugPVS; +vmCvar_t cg_disableWarningDialogs; +vmCvar_t cg_disableScannerPlane; +vmCvar_t cg_tutorial; + +vmCvar_t cg_painBlendUpRate; +vmCvar_t cg_painBlendDownRate; +vmCvar_t cg_painBlendMax; +vmCvar_t cg_painBlendScale; +vmCvar_t cg_painBlendZoom; + +//TA: hack to get class and carriage through to UI module +vmCvar_t ui_currentClass; +vmCvar_t ui_carriage; +vmCvar_t ui_stages; +vmCvar_t ui_dialog; +vmCvar_t ui_loading; +vmCvar_t ui_voteActive; +vmCvar_t ui_alienTeamVoteActive; +vmCvar_t ui_humanTeamVoteActive; + +vmCvar_t cg_debugRandom; + +vmCvar_t cg_optimizePrediction; +vmCvar_t cg_projectileNudge; +vmCvar_t cg_unlagged; + + +typedef struct +{ + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; +} cvarTable_t; + +static cvarTable_t cvarTable[ ] = +{ + { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging + { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, + { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, + { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, + { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, + { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, + { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, + { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, + { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, + { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, + { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, + { &cg_drawTimer, "cg_drawTimer", "1", CVAR_ARCHIVE }, + { &cg_drawClock, "cg_drawClock", "0", CVAR_ARCHIVE }, + { &cg_drawFPS, "cg_drawFPS", "1", CVAR_ARCHIVE }, + { &cg_drawDemoState, "cg_drawDemoState", "1", CVAR_ARCHIVE }, + { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, + { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, + { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, + { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, + { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE }, + { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE }, + { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, + { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, + { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, + { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, + { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, + { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, + { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, + { &cg_lagometer, "cg_lagometer", "0", CVAR_ARCHIVE }, + { &cg_teslaTrailTime, "cg_teslaTrailTime", "250", CVAR_ARCHIVE }, + { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE }, + { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, + { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, + { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, + { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, + { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, + { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, + { &cg_bobup , "cg_bobup", "0.005", CVAR_CHEAT }, + { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, + { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, + { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, + { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, + { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, + { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, + { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, + { &cg_errorDecay, "cg_errordecay", "100", 0 }, + { &cg_nopredict, "cg_nopredict", "0", 0 }, + { &cg_debugMove, "cg_debugMove", "0", 0 }, + { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, + { &cg_showmiss, "cg_showmiss", "0", 0 }, + { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, + { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, + { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, + { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, + { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT }, + { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, + { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT }, + { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE }, + { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE }, + { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE }, + { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE }, + { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO }, + { &cg_stats, "cg_stats", "0", 0 }, + { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE }, + { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, + { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, + { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, + { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE }, + { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, + { &cg_drawBBOX, "cg_drawBBOX", "0", CVAR_CHEAT }, + { &cg_debugAlloc, "cg_debugAlloc", "0", 0 }, + { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE }, + { &cg_wwFollow, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO }, + { &cg_wwToggle, "cg_wwToggle", "1", CVAR_ARCHIVE|CVAR_USERINFO }, + { &cg_unlagged, "cg_unlagged", "1", CVAR_ARCHIVE|CVAR_USERINFO }, + { &cg_depthSortParticles, "cg_depthSortParticles", "1", CVAR_ARCHIVE }, + { &cg_bounceParticles, "cg_bounceParticles", "0", CVAR_ARCHIVE }, + { &cg_consoleLatency, "cg_consoleLatency", "3000", CVAR_ARCHIVE }, + { &cg_lightFlare, "cg_lightFlare", "3", CVAR_ARCHIVE }, + { &cg_debugParticles, "cg_debugParticles", "0", CVAR_CHEAT }, + { &cg_debugTrails, "cg_debugTrails", "0", CVAR_CHEAT }, + { &cg_debugPVS, "cg_debugPVS", "0", CVAR_CHEAT }, + { &cg_disableWarningDialogs, "cg_disableWarningDialogs", "0", CVAR_ARCHIVE }, + { &cg_disableScannerPlane, "cg_disableScannerPlane", "0", CVAR_ARCHIVE }, + { &cg_tutorial, "cg_tutorial", "1", CVAR_ARCHIVE }, + { &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE}, + + { &cg_painBlendUpRate, "cg_painBlendUpRate", "10.0", 0 }, + { &cg_painBlendDownRate, "cg_painBlendDownRate", "0.5", 0 }, + { &cg_painBlendMax, "cg_painBlendMax", "0.7", 0 }, + { &cg_painBlendScale, "cg_painBlendScale", "7.0", 0 }, + { &cg_painBlendZoom, "cg_painBlendZoom", "0.65", 0 }, + + { &ui_currentClass, "ui_currentClass", "0", 0 }, + { &ui_carriage, "ui_carriage", "", 0 }, + { &ui_stages, "ui_stages", "0 0", 0 }, + { &ui_dialog, "ui_dialog", "Text not set", 0 }, + { &ui_loading, "ui_loading", "0", 0 }, + { &ui_voteActive, "ui_voteActive", "0", 0 }, + { &ui_humanTeamVoteActive, "ui_humanTeamVoteActive", "0", 0 }, + { &ui_alienTeamVoteActive, "ui_alienTeamVoteActive", "0", 0 }, + + { &cg_debugRandom, "cg_debugRandom", "0", 0 }, + + { &cg_optimizePrediction, "cg_optimizePrediction", "1", CVAR_ARCHIVE }, + { &cg_projectileNudge, "cg_projectileNudge", "1", CVAR_ARCHIVE }, + + // the following variables are created in other parts of the system, + // but we also reference them here + + { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures + { &cg_paused, "cl_paused", "0", CVAR_ROM }, + { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, + { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo + { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, + { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, + { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, + { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, + { &cg_timescale, "timescale", "1", 0}, + { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + + { &pmove_fixed, "pmove_fixed", "0", 0}, + { &pmove_msec, "pmove_msec", "8", 0}, + { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, + { &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE}, + { &cg_smallFont, "ui_smallFont", "0.2", CVAR_ARCHIVE}, + { &cg_bigFont, "ui_bigFont", "0.5", CVAR_ARCHIVE}, + { &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE}, + { &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE}, + { &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE}, + { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE} +// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } +}; + +static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) +{ + int i; + cvarTable_t *cv; + char var[ MAX_TOKEN_CHARS ]; + + for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) + { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, + cv->defaultString, cv->cvarFlags ); + } + + //repress standard Q3 console + trap_Cvar_Set( "con_notifytime", "-2" ); + + // see if we are also running the server on this machine + trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); + cgs.localServer = atoi( var ); + forceModelModificationCount = cg_forceModel.modificationCount; + + trap_Cvar_Register( NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register( NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register( NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register( NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE ); +} + + +/* +=================== +CG_ForceModelChange +=================== +*/ +static void CG_ForceModelChange( void ) +{ + int i; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + const char *clientInfo; + + clientInfo = CG_ConfigString( CS_PLAYERS + i ); + + if( !clientInfo[ 0 ] ) + continue; + + CG_NewClientInfo( i ); + } +} + + +/* +================= +CG_UpdateCvars +================= +*/ +void CG_UpdateCvars( void ) +{ + int i; + cvarTable_t *cv; + + for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ ) + trap_Cvar_Update( cv->vmCvar ); + + // check for modications here + + // if force model changed + if( forceModelModificationCount != cg_forceModel.modificationCount ) + { + forceModelModificationCount = cg_forceModel.modificationCount; + CG_ForceModelChange( ); + } +} + + +int CG_CrosshairPlayer( void ) +{ + if( cg.time > ( cg.crosshairClientTime + 1000 ) ) + return -1; + + return cg.crosshairClientNum; +} + + +int CG_LastAttacker( void ) +{ + if( !cg.attackerTime ) + return -1; + + return cg.snap->ps.persistant[ PERS_ATTACKER ]; +} + +/* +================= +CG_RemoveNotifyLine +================= +*/ +void CG_RemoveNotifyLine( void ) +{ + int i, offset, totalLength; + + if( cg.numConsoleLines == 0 ) + return; + + offset = cg.consoleLines[ 0 ].length; + totalLength = strlen( cg.consoleText ) - offset; + + //slide up consoleText + for( i = 0; i <= totalLength; i++ ) + cg.consoleText[ i ] = cg.consoleText[ i + offset ]; + + //pop up the first consoleLine + for( i = 0; i < cg.numConsoleLines; i++ ) + cg.consoleLines[ i ] = cg.consoleLines[ i + 1 ]; + + cg.numConsoleLines--; +} + +/* +================= +CG_AddNotifyText +================= +*/ +void CG_AddNotifyText( void ) +{ + char buffer[ BIG_INFO_STRING ]; + + trap_LiteralArgs( buffer, BIG_INFO_STRING ); + + if( !buffer[ 0 ] ) + { + cg.consoleText[ 0 ] = '\0'; + cg.numConsoleLines = 0; + return; + } + + if( cg.numConsoleLines == MAX_CONSOLE_LINES ) + CG_RemoveNotifyLine( ); + + Q_strcat( cg.consoleText, MAX_CONSOLE_TEXT, buffer ); + cg.consoleLines[ cg.numConsoleLines ].time = cg.time; + cg.consoleLines[ cg.numConsoleLines ].length = strlen( buffer ); + cg.numConsoleLines++; +} + +void QDECL CG_Printf( const char *msg, ... ) +{ + va_list argptr; + char text[ 1024 ]; + + va_start( argptr, msg ); + vsprintf( text, msg, argptr ); + va_end( argptr ); + + trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) +{ + va_list argptr; + char text[ 1024 ]; + + va_start( argptr, msg ); + vsprintf( text, msg, argptr ); + va_end( argptr ); + + trap_Error( text ); +} + +void QDECL Com_Error( int level, const char *error, ... ) +{ + va_list argptr; + char text[1024]; + + va_start( argptr, error ); + vsprintf( text, error, argptr ); + va_end( argptr ); + + CG_Error( "%s", text ); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + CG_Printf ("%s", text); +} + + + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) +{ + static char buffer[ MAX_STRING_CHARS ]; + + trap_Argv( arg, buffer, sizeof( buffer ) ); + + return buffer; +} + + +//======================================================================== + +/* +================= +CG_FileExists + +Test if a specific file exists or not +================= +*/ +qboolean CG_FileExists( char *filename ) +{ + fileHandle_t f; + + if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 ) + { + //file exists so close it + trap_FS_FCloseFile( f ); + + return qtrue; + } + else + return qfalse; +} + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) +{ + int i; + char name[ MAX_QPATH ]; + const char *soundName; + + cgs.media.alienStageTransition = trap_S_RegisterSound( "sound/announcements/overmindevolved.wav", qtrue ); + cgs.media.humanStageTransition = trap_S_RegisterSound( "sound/announcements/reinforcement.wav", qtrue ); + + cgs.media.alienOvermindAttack = trap_S_RegisterSound( "sound/announcements/overmindattack.wav", qtrue ); + cgs.media.alienOvermindDying = trap_S_RegisterSound( "sound/announcements/overminddying.wav", qtrue ); + cgs.media.alienOvermindSpawns = trap_S_RegisterSound( "sound/announcements/overmindspawns.wav", qtrue ); + + cgs.media.alienL1Grab = trap_S_RegisterSound( "sound/player/level1/grab.wav", qtrue ); + cgs.media.alienL4ChargePrepare = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue ); + cgs.media.alienL4ChargeStart = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue ); + + cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/tracer.wav", qfalse ); + cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); + + cgs.media.talkSound = trap_S_RegisterSound( "sound/misc/talk.wav", qfalse ); + cgs.media.alienTalkSound = trap_S_RegisterSound( "sound/misc/alien_talk.wav", qfalse ); + cgs.media.humanTalkSound = trap_S_RegisterSound( "sound/misc/human_talk.wav", qfalse ); + cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); + + cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); + cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); + cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); + + cgs.media.disconnectSound = trap_S_RegisterSound( "sound/misc/disconnect.wav", qfalse ); + + for( i = 0; i < 4; i++ ) + { + Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i.wav", i + 1 ); + cgs.media.footsteps[ FOOTSTEP_NORMAL ][ i ] = trap_S_RegisterSound( name, qfalse ); + + Com_sprintf( name, sizeof( name ), "sound/player/footsteps/flesh%i.wav", i + 1 ); + cgs.media.footsteps[ FOOTSTEP_FLESH ][ i ] = trap_S_RegisterSound( name, qfalse ); + + Com_sprintf( name, sizeof( name ), "sound/player/footsteps/splash%i.wav", i + 1 ); + cgs.media.footsteps[ FOOTSTEP_SPLASH ][ i ] = trap_S_RegisterSound( name, qfalse ); + + Com_sprintf( name, sizeof( name ), "sound/player/footsteps/clank%i.wav", i + 1 ); + cgs.media.footsteps[ FOOTSTEP_METAL ][ i ] = trap_S_RegisterSound( name, qfalse ); + } + + for( i = 1 ; i < MAX_SOUNDS ; i++ ) + { + soundName = CG_ConfigString( CS_SOUNDS + i ); + + if( !soundName[ 0 ] ) + break; + + if( soundName[ 0 ] == '*' ) + continue; // custom sound + + cgs.gameSounds[ i ] = trap_S_RegisterSound( soundName, qfalse ); + } + + cgs.media.jetpackDescendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse ); + cgs.media.jetpackIdleSound = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse ); + cgs.media.jetpackAscendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse ); + + cgs.media.medkitUseSound = trap_S_RegisterSound( "sound/upgrades/medkit/medkit.wav", qfalse ); + + cgs.media.alienEvolveSound = trap_S_RegisterSound( "sound/player/alienevolve.wav", qfalse ); + + cgs.media.alienBuildableExplosion = trap_S_RegisterSound( "sound/buildables/alien/explosion.wav", qfalse ); + cgs.media.alienBuildableDamage = trap_S_RegisterSound( "sound/buildables/alien/damage.wav", qfalse ); + cgs.media.alienBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/alien/prebuild.wav", qfalse ); + + cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion.wav", qfalse ); + cgs.media.humanBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/human/prebuild.wav", qfalse ); + + for( i = 0; i < 4; i++ ) + cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound( + va( "sound/buildables/human/damage%d.wav", i ), qfalse ); + + cgs.media.hardBounceSound1 = trap_S_RegisterSound( "sound/misc/hard_bounce1.wav", qfalse ); + cgs.media.hardBounceSound2 = trap_S_RegisterSound( "sound/misc/hard_bounce2.wav", qfalse ); + + cgs.media.repeaterUseSound = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse ); + + cgs.media.buildableRepairSound = trap_S_RegisterSound( "sound/buildables/human/repair.wav", qfalse ); + cgs.media.buildableRepairedSound = trap_S_RegisterSound( "sound/buildables/human/repaired.wav", qfalse ); + + cgs.media.lCannonWarningSound = trap_S_RegisterSound( "models/weapons/lcannon/warning.wav", qfalse ); +} + + +//=================================================================================== + + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) +{ + int i; + static char *sb_nums[ 11 ] = + { + "gfx/2d/numbers/zero_32b", + "gfx/2d/numbers/one_32b", + "gfx/2d/numbers/two_32b", + "gfx/2d/numbers/three_32b", + "gfx/2d/numbers/four_32b", + "gfx/2d/numbers/five_32b", + "gfx/2d/numbers/six_32b", + "gfx/2d/numbers/seven_32b", + "gfx/2d/numbers/eight_32b", + "gfx/2d/numbers/nine_32b", + "gfx/2d/numbers/minus_32b", + }; + static char *buildWeaponTimerPieShaders[ 8 ] = + { + "ui/assets/neutral/1_5pie", + "ui/assets/neutral/3_0pie", + "ui/assets/neutral/4_5pie", + "ui/assets/neutral/6_0pie", + "ui/assets/neutral/7_5pie", + "ui/assets/neutral/9_0pie", + "ui/assets/neutral/10_5pie", + "ui/assets/neutral/12_0pie", + }; + + // clear any references to old media + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + trap_R_ClearScene( ); + + trap_R_LoadWorldMap( cgs.mapname ); + CG_UpdateMediaFraction( 0.66f ); + + for( i = 0; i < 11; i++ ) + cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] ); + + cgs.media.viewBloodShader = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" ); + + cgs.media.connectionShader = trap_R_RegisterShader( "gfx/2d/net" ); + + cgs.media.creepShader = trap_R_RegisterShader( "creep" ); + + cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/blip" ); + cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/stalk" ); + + cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); + + cgs.media.backTileShader = trap_R_RegisterShader( "console" ); + + + //TA: building shaders + cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/misc/greenbuild" ); + cgs.media.redBuildShader = trap_R_RegisterShader("gfx/misc/redbuild" ); + cgs.media.humanSpawningShader = trap_R_RegisterShader("models/buildables/telenode/rep_cyl" ); + + for( i = 0; i < 8; i++ ) + cgs.media.buildWeaponTimerPie[ i ] = trap_R_RegisterShader( buildWeaponTimerPieShaders[ i ] ); + + cgs.media.upgradeClassIconShader = trap_R_RegisterShader( "icons/icona_upgrade.tga" ); + + cgs.media.balloonShader = trap_R_RegisterShader( "gfx/sprites/chatballoon" ); + + cgs.media.disconnectPS = CG_RegisterParticleSystem( "disconnectPS" ); + + CG_UpdateMediaFraction( 0.7f ); + + memset( cg_weapons, 0, sizeof( cg_weapons ) ); + memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + + cgs.media.shadowMarkShader = trap_R_RegisterShader( "gfx/marks/shadow" ); + cgs.media.wakeMarkShader = trap_R_RegisterShader( "gfx/marks/wake" ); + + cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "firstPersonPoisonCloudPS" ); + cgs.media.alienEvolvePS = CG_RegisterParticleSystem( "alienEvolvePS" ); + cgs.media.alienAcidTubePS = CG_RegisterParticleSystem( "alienAcidTubePS" ); + + cgs.media.jetPackDescendPS = CG_RegisterParticleSystem( "jetPackDescendPS" ); + cgs.media.jetPackHoverPS = CG_RegisterParticleSystem( "jetPackHoverPS" ); + cgs.media.jetPackAscendPS = CG_RegisterParticleSystem( "jetPackAscendPS" ); + + cgs.media.humanBuildableDamagedPS = CG_RegisterParticleSystem( "humanBuildableDamagedPS" ); + cgs.media.alienBuildableDamagedPS = CG_RegisterParticleSystem( "alienBuildableDamagedPS" ); + cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "humanBuildableDestroyedPS" ); + cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "alienBuildableDestroyedPS" ); + + cgs.media.alienBleedPS = CG_RegisterParticleSystem( "alienBleedPS" ); + cgs.media.humanBleedPS = CG_RegisterParticleSystem( "humanBleedPS" ); + + CG_BuildableStatusParse( "ui/assets/human/buildstat.cfg", &cgs.humanBuildStat ); + CG_BuildableStatusParse( "ui/assets/alien/buildstat.cfg", &cgs.alienBuildStat ); + + // register the inline models + cgs.numInlineModels = trap_CM_NumInlineModels( ); + + for( i = 1; i < cgs.numInlineModels; i++ ) + { + char name[ 10 ]; + vec3_t mins, maxs; + int j; + + Com_sprintf( name, sizeof( name ), "*%i", i ); + + cgs.inlineDrawModel[ i ] = trap_R_RegisterModel( name ); + trap_R_ModelBounds( cgs.inlineDrawModel[ i ], mins, maxs ); + + for( j = 0 ; j < 3 ; j++ ) + cgs.inlineModelMidpoints[ i ][ j ] = mins[ j ] + 0.5 * ( maxs[ j ] - mins[ j ] ); + } + + // register all the server specified models + for( i = 1; i < MAX_MODELS; i++ ) + { + const char *modelName; + + modelName = CG_ConfigString( CS_MODELS + i ); + + if( !modelName[ 0 ] ) + break; + + cgs.gameModels[ i ] = trap_R_RegisterModel( modelName ); + } + + CG_UpdateMediaFraction( 0.8f ); + + // register all the server specified shaders + for( i = 1; i < MAX_GAME_SHADERS; i++ ) + { + const char *shaderName; + + shaderName = CG_ConfigString( CS_SHADERS + i ); + + if( !shaderName[ 0 ] ) + break; + + cgs.gameShaders[ i ] = trap_R_RegisterShader( shaderName ); + } + + CG_UpdateMediaFraction( 0.9f ); + + // register all the server specified particle systems + for( i = 1; i < MAX_GAME_PARTICLE_SYSTEMS; i++ ) + { + const char *psName; + + psName = CG_ConfigString( CS_PARTICLE_SYSTEMS + i ); + + if( !psName[ 0 ] ) + break; + + cgs.gameParticleSystems[ i ] = CG_RegisterParticleSystem( (char *)psName ); + } +} + + +/* +======================= +CG_BuildSpectatorString + +======================= +*/ +void CG_BuildSpectatorString( void ) +{ + int i; + + cg.spectatorList[ 0 ] = 0; + + for( i = 0; i < MAX_CLIENTS; i++ ) + { + if( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == PTE_NONE ) + Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), va( "%s " S_COLOR_WHITE, cgs.clientinfo[ i ].name ) ); + } + + i = strlen( cg.spectatorList ); + + if( i != cg.spectatorLen ) + { + cg.spectatorLen = i; + cg.spectatorWidth = -1; + } +} + + + +/* +=================== +CG_RegisterClients + +=================== +*/ +static void CG_RegisterClients( void ) +{ + int i; + + cg.charModelFraction = 0.0f; + + //precache all the models/sounds/etc + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + CG_PrecacheClientInfo( i, BG_FindModelNameForClass( i ), + BG_FindSkinNameForClass( i ) ); + + cg.charModelFraction = (float)i / (float)PCL_NUM_CLASSES; + trap_UpdateScreen( ); + } + + cgs.media.larmourHeadSkin = trap_R_RegisterSkin( "models/players/human_base/head_light.skin" ); + cgs.media.larmourLegsSkin = trap_R_RegisterSkin( "models/players/human_base/lower_light.skin" ); + cgs.media.larmourTorsoSkin = trap_R_RegisterSkin( "models/players/human_base/upper_light.skin" ); + + cgs.media.jetpackModel = trap_R_RegisterModel( "models/players/human_base/jetpack.md3" ); + cgs.media.jetpackFlashModel = trap_R_RegisterModel( "models/players/human_base/jetpack_flash.md3" ); + cgs.media.battpackModel = trap_R_RegisterModel( "models/players/human_base/battpack.md3" ); + + cg.charModelFraction = 1.0f; + trap_UpdateScreen( ); + + //load all the clientinfos of clients already connected to the server + for( i = 0; i < MAX_CLIENTS; i++ ) + { + const char *clientInfo; + + clientInfo = CG_ConfigString( CS_PLAYERS + i ); + if( !clientInfo[ 0 ] ) + continue; + + CG_NewClientInfo( i ); + } + + CG_BuildSpectatorString( ); +} + +//=========================================================================== + +/* +================= +CG_ConfigString +================= +*/ +const char *CG_ConfigString( int index ) +{ + if( index < 0 || index >= MAX_CONFIGSTRINGS ) + CG_Error( "CG_ConfigString: bad index: %i", index ); + + return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) +{ + char *s; + char parm1[ MAX_QPATH ], parm2[ MAX_QPATH ]; + + // start the background music + s = (char *)CG_ConfigString( CS_MUSIC ); + Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); + Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + + trap_S_StartBackgroundTrack( parm1, parm2 ); +} + +/* +====================== +CG_PlayerCount +====================== +*/ +int CG_PlayerCount( void ) +{ + int i, count = 0; + + CG_RequestScores( ); + + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == PTE_ALIENS || + cg.scores[ i ].team == PTE_HUMANS ) + count++; + } + + return count; +} + +// +// ============================== +// new hud stuff ( mission pack ) +// ============================== +// +char *CG_GetMenuBuffer( const char *filename ) +{ + int len; + fileHandle_t f; + static char buf[ MAX_MENUFILE ]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + + if( !f ) + { + trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); + return NULL; + } + + if( len >= MAX_MENUFILE ) + { + trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", + filename, len, MAX_MENUFILE ) ); + trap_FS_FCloseFile( f ); + return NULL; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + return buf; +} + +qboolean CG_Asset_Parse( int handle ) +{ + pc_token_t token; + const char *tempStr; + + if( !trap_Parse_ReadToken( handle, &token ) ) + return qfalse; + + if( Q_stricmp( token.string, "{" ) != 0 ) + return qfalse; + + while( 1 ) + { + if( !trap_Parse_ReadToken( handle, &token ) ) + return qfalse; + + if( Q_stricmp( token.string, "}" ) == 0 ) + return qtrue; + + // font + if( Q_stricmp( token.string, "font" ) == 0 ) + { + int pointSize; + + if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) + return qfalse; + + cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.textFont ); + continue; + } + + // smallFont + if( Q_stricmp( token.string, "smallFont" ) == 0 ) + { + int pointSize; + + if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) + return qfalse; + + cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.smallFont ); + continue; + } + + // font + if( Q_stricmp( token.string, "bigfont" ) == 0 ) + { + int pointSize; + + if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) ) + return qfalse; + + cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.bigFont ); + continue; + } + + // gradientbar + if( Q_stricmp( token.string, "gradientbar" ) == 0 ) + { + if( !PC_String_Parse( handle, &tempStr ) ) + return qfalse; + + cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( tempStr ); + continue; + } + + // enterMenuSound + if( Q_stricmp( token.string, "menuEnterSound" ) == 0 ) + { + if( !PC_String_Parse( handle, &tempStr ) ) + return qfalse; + + cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // exitMenuSound + if( Q_stricmp( token.string, "menuExitSound" ) == 0 ) + { + if( !PC_String_Parse( handle, &tempStr ) ) + return qfalse; + + cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // itemFocusSound + if( Q_stricmp( token.string, "itemFocusSound" ) == 0 ) + { + if( !PC_String_Parse( handle, &tempStr ) ) + return qfalse; + + cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // menuBuzzSound + if( Q_stricmp( token.string, "menuBuzzSound" ) == 0 ) + { + if( !PC_String_Parse( handle, &tempStr ) ) + return qfalse; + + cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + if( Q_stricmp( token.string, "cursor" ) == 0 ) + { + if( !PC_String_Parse( handle, &cgDC.Assets.cursorStr ) ) + return qfalse; + + cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr ); + continue; + } + + if( Q_stricmp( token.string, "fadeClamp" ) == 0 ) + { + if( !PC_Float_Parse( handle, &cgDC.Assets.fadeClamp ) ) + return qfalse; + + continue; + } + + if( Q_stricmp( token.string, "fadeCycle" ) == 0 ) + { + if( !PC_Int_Parse( handle, &cgDC.Assets.fadeCycle ) ) + return qfalse; + + continue; + } + + if( Q_stricmp( token.string, "fadeAmount" ) == 0 ) + { + if( !PC_Float_Parse( handle, &cgDC.Assets.fadeAmount ) ) + return qfalse; + + continue; + } + + if( Q_stricmp( token.string, "shadowX" ) == 0 ) + { + if( !PC_Float_Parse( handle, &cgDC.Assets.shadowX ) ) + return qfalse; + + continue; + } + + if( Q_stricmp( token.string, "shadowY" ) == 0 ) + { + if( !PC_Float_Parse( handle, &cgDC.Assets.shadowY ) ) + return qfalse; + + continue; + } + + if( Q_stricmp( token.string, "shadowColor" ) == 0 ) + { + if( !PC_Color_Parse( handle, &cgDC.Assets.shadowColor ) ) + return qfalse; + + cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[ 3 ]; + continue; + } + } + + return qfalse; // bk001204 - why not? +} + +void CG_ParseMenu( const char *menuFile ) +{ + pc_token_t token; + int handle; + + handle = trap_Parse_LoadSource( menuFile ); + + if( !handle ) + handle = trap_Parse_LoadSource( "ui/testhud.menu" ); + + if( !handle ) + return; + + while( 1 ) + { + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + //if ( Q_stricmp( token, "{" ) ) { + // Com_Printf( "Missing { in menu file\n" ); + // break; + //} + + //if ( menuCount == MAX_MENUS ) { + // Com_Printf( "Too many menus!\n" ); + // break; + //} + + if( token.string[ 0 ] == '}' ) + break; + + if( Q_stricmp( token.string, "assetGlobalDef" ) == 0 ) + { + if( CG_Asset_Parse( handle ) ) + continue; + else + break; + } + + + if( Q_stricmp( token.string, "menudef" ) == 0 ) + { + // start a new menu + Menu_New( handle ); + } + } + + trap_Parse_FreeSource( handle ); +} + +qboolean CG_Load_Menu( char **p ) +{ + char *token; + + token = COM_ParseExt( p, qtrue ); + + if( token[ 0 ] != '{' ) + return qfalse; + + while( 1 ) + { + token = COM_ParseExt( p, qtrue ); + + if( Q_stricmp( token, "}" ) == 0 ) + return qtrue; + + if( !token || token[ 0 ] == 0 ) + return qfalse; + + CG_ParseMenu( token ); + } + return qfalse; +} + + + +void CG_LoadMenus( const char *menuFile ) +{ + char *token; + char *p; + int len, start; + fileHandle_t f; + static char buf[ MAX_MENUDEFFILE ]; + + start = trap_Milliseconds( ); + + len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); + + if( !f ) + { + trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); + len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ ); + + if( !f ) + trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n" ) ); + } + + if( len >= MAX_MENUDEFFILE ) + { + trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", + menuFile, len, MAX_MENUDEFFILE ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[ len ] = 0; + trap_FS_FCloseFile( f ); + + COM_Compress( buf ); + + Menu_Reset( ); + + p = buf; + + while( 1 ) + { + token = COM_ParseExt( &p, qtrue ); + + if( !token || token[ 0 ] == 0 || token[ 0 ] == '}' ) + break; + + if( Q_stricmp( token, "}" ) == 0 ) + break; + + if( Q_stricmp( token, "loadmenu" ) == 0 ) + { + if( CG_Load_Menu( &p ) ) + continue; + else + break; + } + } + + Com_Printf( "UI menu load time = %d milli seconds\n", trap_Milliseconds( ) - start ); +} + + + +static qboolean CG_OwnerDrawHandleKey( int ownerDraw, int flags, float *special, int key ) +{ + return qfalse; +} + + +static int CG_FeederCount( float feederID ) +{ + int i, count = 0; + + if( feederID == FEEDER_ALIENTEAM_LIST ) + { + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == PTE_ALIENS ) + count++; + } + } + else if( feederID == FEEDER_HUMANTEAM_LIST ) + { + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == PTE_HUMANS ) + count++; + } + } + + return count; +} + + +void CG_SetScoreSelection( void *p ) +{ + menuDef_t *menu = (menuDef_t*)p; + playerState_t *ps = &cg.snap->ps; + int i, alien, human; + int feeder; + + alien = human = 0; + + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == PTE_ALIENS ) + alien++; + else if( cg.scores[ i ].team == PTE_HUMANS ) + human++; + + if( ps->clientNum == cg.scores[ i ].client ) + cg.selectedScore = i; + } + + if( menu == NULL ) + // just interested in setting the selected score + return; + + feeder = FEEDER_ALIENTEAM_LIST; + i = alien; + + if( cg.scores[ cg.selectedScore ].team == PTE_HUMANS ) + { + feeder = FEEDER_HUMANTEAM_LIST; + i = human; + } + + Menu_SetFeederSelection(menu, feeder, i, NULL); +} + +// FIXME: might need to cache this info +static clientInfo_t * CG_InfoFromScoreIndex( int index, int team, int *scoreIndex ) +{ + int i, count; + count = 0; + + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == team ) + { + if( count == index ) + { + *scoreIndex = i; + return &cgs.clientinfo[ cg.scores[ i ].client ]; + } + count++; + } + } + + *scoreIndex = index; + return &cgs.clientinfo[ cg.scores[ index ].client ]; +} + +static const char *CG_FeederItemText( float feederID, int index, int column, qhandle_t *handle ) +{ + int scoreIndex = 0; + clientInfo_t *info = NULL; + int team = -1; + score_t *sp = NULL; + qboolean showIcons = qfalse; + + *handle = -1; + + if( feederID == FEEDER_ALIENTEAM_LIST ) + team = PTE_ALIENS; + else if( feederID == FEEDER_HUMANTEAM_LIST ) + team = PTE_HUMANS; + + info = CG_InfoFromScoreIndex( index, team, &scoreIndex ); + sp = &cg.scores[ scoreIndex ]; + + if( ( atoi( CG_ConfigString( CS_CLIENTS_READY ) ) & ( 1 << sp->client ) ) && + cg.intermissionStarted ) + showIcons = qfalse; + else if( cg.snap->ps.pm_type == PM_SPECTATOR || cg.snap->ps.pm_flags & PMF_FOLLOW || + team == cg.snap->ps.stats[ STAT_PTEAM ] || cg.intermissionStarted ) + showIcons = qtrue; + + if( info && info->infoValid ) + { + switch( column ) + { + case 0: + if( showIcons ) + { + if( sp->weapon != WP_NONE ) + *handle = cg_weapons[ sp->weapon ].weaponIcon; + } + break; + + case 1: + if( showIcons ) + { + if( sp->team == PTE_HUMANS && sp->upgrade != UP_NONE ) + *handle = cg_upgrades[ sp->upgrade ].upgradeIcon; + else if( sp->team == PTE_ALIENS ) + { + switch( sp->weapon ) + { + case WP_ABUILD2: + case WP_ALEVEL1_UPG: + case WP_ALEVEL2_UPG: + case WP_ALEVEL3_UPG: + *handle = cgs.media.upgradeClassIconShader; + break; + + default: + break; + } + } + } + break; + + case 2: + if( ( atoi( CG_ConfigString( CS_CLIENTS_READY ) ) & ( 1 << sp->client ) ) && + cg.intermissionStarted ) + return "Ready"; + break; + + case 3: + return info->name; + break; + + case 4: + return va( "%d", info->score ); + break; + + case 5: + return va( "%4d", sp->time ); + break; + + case 6: + if( sp->ping == -1 ) + return "connecting"; + + return va( "%4d", sp->ping ); + break; + } + } + + return ""; +} + +static qhandle_t CG_FeederItemImage( float feederID, int index ) +{ + return 0; +} + +static void CG_FeederSelection( float feederID, int index ) +{ + int i, count; + int team = ( feederID == FEEDER_ALIENTEAM_LIST ) ? PTE_ALIENS : PTE_HUMANS; + count = 0; + + for( i = 0; i < cg.numScores; i++ ) + { + if( cg.scores[ i ].team == team ) + { + if( index == count ) + cg.selectedScore = i; + + count++; + } + } +} + +static float CG_Cvar_Get( const char *cvar ) +{ + char buff[ 128 ]; + + memset( buff, 0, sizeof( buff ) ); + trap_Cvar_VariableStringBuffer( cvar, buff, sizeof( buff ) ); + return atof( buff ); +} + +void CG_Text_PaintWithCursor( float x, float y, float scale, vec4_t color, const char *text, + int cursorPos, char cursor, int limit, int style ) +{ + CG_Text_Paint( x, y, scale, color, text, 0, limit, style ); +} + +static int CG_OwnerDrawWidth( int ownerDraw, float scale ) +{ + switch( ownerDraw ) + { + case CG_KILLER: + return CG_Text_Width( CG_GetKillerText( ), scale, 0 ); + break; + } + + return 0; +} + +static int CG_PlayCinematic( const char *name, float x, float y, float w, float h ) +{ + return trap_CIN_PlayCinematic( name, x, y, w, h, CIN_loop ); +} + +static void CG_StopCinematic( int handle ) +{ + trap_CIN_StopCinematic( handle ); +} + +static void CG_DrawCinematic( int handle, float x, float y, float w, float h ) +{ + trap_CIN_SetExtents( handle, x, y, w, h ); + trap_CIN_DrawCinematic( handle ); +} + +static void CG_RunCinematicFrame( int handle ) +{ + trap_CIN_RunCinematic( handle ); +} + +//TA: hack to prevent warning +static qboolean CG_OwnerDrawVisible( int parameter ) +{ + return qfalse; +} + +/* +================= +CG_LoadHudMenu +================= +*/ +void CG_LoadHudMenu( void ) +{ + char buff[ 1024 ]; + const char *hudSet; + + cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; + cgDC.setColor = &trap_R_SetColor; + cgDC.drawHandlePic = &CG_DrawPic; + cgDC.drawStretchPic = &trap_R_DrawStretchPic; + cgDC.drawText = &CG_Text_Paint; + cgDC.textWidth = &CG_Text_Width; + cgDC.textHeight = &CG_Text_Height; + cgDC.registerModel = &trap_R_RegisterModel; + cgDC.modelBounds = &trap_R_ModelBounds; + cgDC.fillRect = &CG_FillRect; + cgDC.drawRect = &CG_DrawRect; + cgDC.drawSides = &CG_DrawSides; + cgDC.drawTopBottom = &CG_DrawTopBottom; + cgDC.clearScene = &trap_R_ClearScene; + cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; + cgDC.renderScene = &trap_R_RenderScene; + cgDC.registerFont = &trap_R_RegisterFont; + cgDC.ownerDrawItem = &CG_OwnerDraw; + cgDC.getValue = &CG_GetValue; + cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; + cgDC.runScript = &CG_RunMenuScript; + cgDC.getTeamColor = &CG_GetTeamColor; + cgDC.setCVar = trap_Cvar_Set; + cgDC.getCVarString = trap_Cvar_VariableStringBuffer; + cgDC.getCVarValue = CG_Cvar_Get; + cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; + //cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode; + //cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode; + cgDC.startLocalSound = &trap_S_StartLocalSound; + cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; + cgDC.feederCount = &CG_FeederCount; + cgDC.feederItemImage = &CG_FeederItemImage; + cgDC.feederItemText = &CG_FeederItemText; + cgDC.feederSelection = &CG_FeederSelection; + //cgDC.setBinding = &trap_Key_SetBinding; + //cgDC.getBindingBuf = &trap_Key_GetBindingBuf; + //cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf; + //cgDC.executeText = &trap_Cmd_ExecuteText; + cgDC.Error = &Com_Error; + cgDC.Print = &Com_Printf; + cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; + //cgDC.Pause = &CG_Pause; + cgDC.registerSound = &trap_S_RegisterSound; + cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; + cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; + cgDC.playCinematic = &CG_PlayCinematic; + cgDC.stopCinematic = &CG_StopCinematic; + cgDC.drawCinematic = &CG_DrawCinematic; + cgDC.runCinematicFrame = &CG_RunCinematicFrame; + + Init_Display( &cgDC ); + + Menu_Reset( ); + + trap_Cvar_VariableStringBuffer( "cg_hudFiles", buff, sizeof( buff ) ); + hudSet = buff; + + if( hudSet[ 0 ] == '\0' ) + hudSet = "ui/hud.txt"; + + CG_LoadMenus( hudSet ); +} + +void CG_AssetCache( void ) +{ + cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); + cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); + cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); + cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); + cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); + cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); + cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); + cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); + cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); +} + +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) +{ + const char *s; + + // clear everything + memset( &cgs, 0, sizeof( cgs ) ); + memset( &cg, 0, sizeof( cg ) ); + memset( &cg.pmext, 0, sizeof( cg.pmext ) ); + memset( cg_entities, 0, sizeof( cg_entities ) ); + + cg.clientNum = clientNum; + + cgs.processedSnapshotNum = serverMessageNum; + cgs.serverCommandSequence = serverCommandSequence; + + // load a few needed things before we do any screen updates + cgs.media.whiteShader = trap_R_RegisterShader( "white" ); + cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" ); + cgs.media.outlineShader = trap_R_RegisterShader( "outline" ); + + //inform UI to repress cursor whilst loading + trap_Cvar_Set( "ui_loading", "1" ); + + //TA: load overrides + BG_InitClassOverrides( ); + BG_InitBuildableOverrides( ); + BG_InitAllowedGameElements( ); + + //TA: dyn memory + CG_InitMemory( ); + + CG_RegisterCvars( ); + + CG_InitConsoleCommands( ); + + //TA: moved up for LoadHudMenu + String_Init( ); + + //TA: TA UI + CG_AssetCache( ); + CG_LoadHudMenu( ); // load new hud stuff + + cg.weaponSelect = WP_NONE; + + // old servers + + // get the rendering configuration from the client system + trap_GetGlconfig( &cgs.glconfig ); + cgs.screenXScale = cgs.glconfig.vidWidth / 640.0; + cgs.screenYScale = cgs.glconfig.vidHeight / 480.0; + + // get the gamestate from the client system + trap_GetGameState( &cgs.gameState ); + + // check version + s = CG_ConfigString( CS_GAME_VERSION ); + + if( strcmp( s, GAME_VERSION ) ) + CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + + s = CG_ConfigString( CS_LEVEL_START_TIME ); + cgs.levelStartTime = atoi( s ); + + CG_ParseServerinfo( ); + + // load the new map + trap_CM_LoadMap( cgs.mapname ); + + cg.loading = qtrue; // force players to load instead of defer + + CG_LoadTrailSystems( ); + CG_UpdateMediaFraction( 0.05f ); + + CG_LoadParticleSystems( ); + CG_UpdateMediaFraction( 0.05f ); + + CG_RegisterSounds( ); + CG_UpdateMediaFraction( 0.60f ); + + CG_RegisterGraphics( ); + CG_UpdateMediaFraction( 0.90f ); + + CG_InitWeapons( ); + CG_UpdateMediaFraction( 0.95f ); + + CG_InitUpgrades( ); + CG_UpdateMediaFraction( 1.0f ); + + //TA: + CG_InitBuildables( ); + + CG_RegisterClients( ); // if low on memory, some clients will be deferred + + cg.loading = qfalse; // future players will be deferred + + CG_InitMarkPolys( ); + + // remove the last loading update + cg.infoScreenText[ 0 ] = 0; + + // Make sure we have update values (scores) + CG_SetConfigValues( ); + + CG_StartMusic( ); + + CG_ShaderStateChanged( ); + + trap_S_ClearLoopingSounds( qtrue ); + + trap_Cvar_Set( "ui_loading", "0" ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) +{ + // some mods may need to do cleanup work here, + // like closing files or archiving session data +} diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c new file mode 100644 index 0000000..380f1f0 --- /dev/null +++ b/src/cgame/cg_marks.c @@ -0,0 +1,289 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_marks.c -- wall marks + + +#include "cg_local.h" + +/* +=================================================================== + +MARK POLYS + +=================================================================== +*/ + + +markPoly_t cg_activeMarkPolys; // double linked list +markPoly_t *cg_freeMarkPolys; // single linked list +markPoly_t cg_markPolys[ MAX_MARK_POLYS ]; +static int markTotal; + +/* +=================== +CG_InitMarkPolys + +This is called at startup and for tournement restarts +=================== +*/ +void CG_InitMarkPolys( void ) +{ + int i; + + memset( cg_markPolys, 0, sizeof( cg_markPolys ) ); + + cg_activeMarkPolys.nextMark = &cg_activeMarkPolys; + cg_activeMarkPolys.prevMark = &cg_activeMarkPolys; + cg_freeMarkPolys = cg_markPolys; + + for( i = 0; i < MAX_MARK_POLYS - 1; i++ ) + cg_markPolys[ i ].nextMark = &cg_markPolys[ i + 1 ]; +} + + +/* +================== +CG_FreeMarkPoly +================== +*/ +void CG_FreeMarkPoly( markPoly_t *le ) +{ + if( !le->prevMark ) + CG_Error( "CG_FreeLocalEntity: not active" ); + + // remove from the doubly linked active list + le->prevMark->nextMark = le->nextMark; + le->nextMark->prevMark = le->prevMark; + + // the free list is only singly linked + le->nextMark = cg_freeMarkPolys; + cg_freeMarkPolys = le; +} + +/* +=================== +CG_AllocMark + +Will allways succeed, even if it requires freeing an old active mark +=================== +*/ +markPoly_t *CG_AllocMark( void ) +{ + markPoly_t *le; + int time; + + if( !cg_freeMarkPolys ) + { + // no free entities, so free the one at the end of the chain + // remove the oldest active entity + time = cg_activeMarkPolys.prevMark->time; + + while( cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time ) + CG_FreeMarkPoly( cg_activeMarkPolys.prevMark ); + } + + le = cg_freeMarkPolys; + cg_freeMarkPolys = cg_freeMarkPolys->nextMark; + + memset( le, 0, sizeof( *le ) ); + + // link into the active list + le->nextMark = cg_activeMarkPolys.nextMark; + le->prevMark = &cg_activeMarkPolys; + cg_activeMarkPolys.nextMark->prevMark = le; + cg_activeMarkPolys.nextMark = le; + return le; +} + + + +/* +================= +CG_ImpactMark + +origin should be a point within a unit of the plane +dir should be the plane normal + +temporary marks will not be stored or randomly oriented, but immediately +passed to the renderer. +================= +*/ +#define MAX_MARK_FRAGMENTS 128 +#define MAX_MARK_POINTS 384 + +void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, + float orientation, float red, float green, float blue, float alpha, + qboolean alphaFade, float radius, qboolean temporary ) +{ + vec3_t axis[ 3 ]; + float texCoordScale; + vec3_t originalPoints[ 4 ]; + byte colors[ 4 ]; + int i, j; + int numFragments; + markFragment_t markFragments[ MAX_MARK_FRAGMENTS ], *mf; + vec3_t markPoints[ MAX_MARK_POINTS ]; + vec3_t projection; + + if( !cg_addMarks.integer ) + return; + + if( radius <= 0 ) + CG_Error( "CG_ImpactMark called with <= 0 radius" ); + + //if ( markTotal >= MAX_MARK_POLYS ) { + // return; + //} + + // create the texture axis + VectorNormalize2( dir, axis[ 0 ] ); + PerpendicularVector( axis[ 1 ], axis[ 0 ] ); + RotatePointAroundVector( axis[ 2 ], axis[ 0 ], axis[ 1 ], orientation ); + CrossProduct( axis[ 0 ], axis[ 2 ], axis[ 1 ] ); + + texCoordScale = 0.5 * 1.0 / radius; + + // create the full polygon + for( i = 0; i < 3; i++ ) + { + originalPoints[ 0 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ]; + originalPoints[ 1 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ]; + originalPoints[ 2 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ]; + originalPoints[ 3 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ]; + } + + // get the fragments + VectorScale( dir, -20, projection ); + numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints, + projection, MAX_MARK_POINTS, markPoints[ 0 ], + MAX_MARK_FRAGMENTS, markFragments ); + + colors[ 0 ] = red * 255; + colors[ 1 ] = green * 255; + colors[ 2 ] = blue * 255; + colors[ 3 ] = alpha * 255; + + for( i = 0, mf = markFragments; i < numFragments; i++, mf++ ) + { + polyVert_t *v; + polyVert_t verts[ MAX_VERTS_ON_POLY ]; + markPoly_t *mark; + + // we have an upper limit on the complexity of polygons + // that we store persistantly + if( mf->numPoints > MAX_VERTS_ON_POLY ) + mf->numPoints = MAX_VERTS_ON_POLY; + + for( j = 0, v = verts; j < mf->numPoints; j++, v++ ) + { + vec3_t delta; + + VectorCopy( markPoints[ mf->firstPoint + j ], v->xyz ); + + VectorSubtract( v->xyz, origin, delta ); + v->st[ 0 ] = 0.5 + DotProduct( delta, axis[ 1 ] ) * texCoordScale; + v->st[ 1 ] = 0.5 + DotProduct( delta, axis[ 2 ] ) * texCoordScale; + *(int *)v->modulate = *(int *)colors; + } + + // if it is a temporary (shadow) mark, add it immediately and forget about it + if( temporary ) + { + trap_R_AddPolyToScene( markShader, mf->numPoints, verts ); + continue; + } + + // otherwise save it persistantly + mark = CG_AllocMark( ); + mark->time = cg.time; + mark->alphaFade = alphaFade; + mark->markShader = markShader; + mark->poly.numVerts = mf->numPoints; + mark->color[ 0 ] = red; + mark->color[ 1 ] = green; + mark->color[ 2 ] = blue; + mark->color[ 3 ] = alpha; + memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[ 0 ] ) ); + markTotal++; + } +} + + +/* +=============== +CG_AddMarks +=============== +*/ +#define MARK_TOTAL_TIME 10000 +#define MARK_FADE_TIME 1000 + +void CG_AddMarks( void ) +{ + int j; + markPoly_t *mp, *next; + int t; + int fade; + + if( !cg_addMarks.integer ) + return; + + mp = cg_activeMarkPolys.nextMark; + for ( ; mp != &cg_activeMarkPolys; mp = next ) + { + // grab next now, so if the local entity is freed we + // still have it + next = mp->nextMark; + + // see if it is time to completely remove it + if( cg.time > mp->time + MARK_TOTAL_TIME ) + { + CG_FreeMarkPoly( mp ); + continue; + } + + // fade all marks out with time + t = mp->time + MARK_TOTAL_TIME - cg.time; + if( t < MARK_FADE_TIME ) + { + fade = 255 * t / MARK_FADE_TIME; + if( mp->alphaFade ) + { + for( j = 0; j < mp->poly.numVerts; j++ ) + mp->verts[ j ].modulate[ 3 ] = fade; + } + else + { + for( j = 0; j < mp->poly.numVerts; j++ ) + { + mp->verts[ j ].modulate[ 0 ] = mp->color[ 0 ] * fade; + mp->verts[ j ].modulate[ 1 ] = mp->color[ 1 ] * fade; + mp->verts[ j ].modulate[ 2 ] = mp->color[ 2 ] * fade; + } + } + } + + trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts ); + } +} + diff --git a/src/cgame/cg_mem.c b/src/cgame/cg_mem.c new file mode 100644 index 0000000..6cf5ddd --- /dev/null +++ b/src/cgame/cg_mem.c @@ -0,0 +1,202 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "cg_local.h" + +#define POOLSIZE (256 * 1024) +#define FREEMEMCOOKIE ((int)0xDEADBE3F) // Any unlikely to be used value +#define ROUNDBITS 31 // Round to 32 bytes + +struct freememnode +{ + // Size of ROUNDBITS + int cookie, size; // Size includes node (obviously) + struct freememnode *prev, *next; +}; + +static char memoryPool[ POOLSIZE ]; +static struct freememnode *freehead; +static int freemem; + +void *CG_Alloc( int size ) +{ + // Find a free block and allocate. + // Does two passes, attempts to fill same-sized free slot first. + + struct freememnode *fmn, *prev, *next, *smallest; + int allocsize, smallestsize; + char *endptr; + int *ptr; + + allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary + ptr = NULL; + + smallest = NULL; + smallestsize = POOLSIZE + 1; // Guaranteed not to miss any slots :) + for( fmn = freehead; fmn; fmn = fmn->next ) + { + if( fmn->cookie != FREEMEMCOOKIE ) + CG_Error( "CG_Alloc: Memory corruption detected!\n" ); + + if( fmn->size >= allocsize ) + { + // We've got a block + if( fmn->size == allocsize ) + { + // Same size, just remove + + prev = fmn->prev; + next = fmn->next; + if( prev ) + prev->next = next; // Point previous node to next + if( next ) + next->prev = prev; // Point next node to previous + if( fmn == freehead ) + freehead = next; // Set head pointer to next + ptr = (int *) fmn; + break; // Stop the loop, this is fine + } + else + { + // Keep track of the smallest free slot + if( fmn->size < smallestsize ) + { + smallest = fmn; + smallestsize = fmn->size; + } + } + } + } + + if( !ptr && smallest ) + { + // We found a slot big enough + smallest->size -= allocsize; + endptr = (char *) smallest + smallest->size; + ptr = (int *) endptr; + } + + if( ptr ) + { + freemem -= allocsize; + if( cg_debugAlloc.integer ) + CG_Printf( "CG_Alloc of %i bytes (%i left)\n", allocsize, freemem ); + memset( ptr, 0, allocsize ); + *ptr++ = allocsize; // Store a copy of size for deallocation + return( (void *) ptr ); + } + + CG_Error( "CG_Alloc: failed on allocation of %i bytes\n", size ); + return( NULL ); +} + +void CG_Free( void *ptr ) +{ + // Release allocated memory, add it to the free list. + + struct freememnode *fmn; + char *freeend; + int *freeptr; + + freeptr = ptr; + freeptr--; + + freemem += *freeptr; + if( cg_debugAlloc.integer ) + CG_Printf( "CG_Free of %i bytes (%i left)\n", *freeptr, freemem ); + + for( fmn = freehead; fmn; fmn = fmn->next ) + { + freeend = ((char *) fmn) + fmn->size; + if( freeend == (char *) freeptr ) + { + // Released block can be merged to an existing node + + fmn->size += *freeptr; // Add size of node. + return; + } + } + // No merging, add to head of list + + fmn = (struct freememnode *) freeptr; + fmn->size = *freeptr; // Set this first to avoid corrupting *freeptr + fmn->cookie = FREEMEMCOOKIE; + fmn->prev = NULL; + fmn->next = freehead; + freehead->prev = fmn; + freehead = fmn; +} + +void CG_InitMemory( void ) +{ + // Set up the initial node + + freehead = (struct freememnode *) memoryPool; + freehead->cookie = FREEMEMCOOKIE; + freehead->size = POOLSIZE; + freehead->next = NULL; + freehead->prev = NULL; + freemem = sizeof(memoryPool); +} + +void CG_DefragmentMemory( void ) +{ + // If there's a frenzy of deallocation and we want to + // allocate something big, this is useful. Otherwise... + // not much use. + + struct freememnode *startfmn, *endfmn, *fmn; + + for( startfmn = freehead; startfmn; ) + { + endfmn = (struct freememnode *)(((char *) startfmn) + startfmn->size); + for( fmn = freehead; fmn; ) + { + if( fmn->cookie != FREEMEMCOOKIE ) + CG_Error( "CG_DefragmentMemory: Memory corruption detected!\n" ); + + if( fmn == endfmn ) + { + // We can add fmn onto startfmn. + + if( fmn->prev ) + fmn->prev->next = fmn->next; + if( fmn->next ) + { + if( !(fmn->next->prev = fmn->prev) ) + freehead = fmn->next; // We're removing the head node + } + startfmn->size += fmn->size; + memset( fmn, 0, sizeof(struct freememnode) ); // A redundant call, really. + + startfmn = freehead; + endfmn = fmn = NULL; // Break out of current loop + } + else + fmn = fmn->next; + } + + if( endfmn ) + startfmn = startfmn->next; // endfmn acts as a 'restart' flag here + } +} diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c new file mode 100644 index 0000000..80c4b23 --- /dev/null +++ b/src/cgame/cg_particles.c @@ -0,0 +1,2567 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_particles.c -- the particle system + + +#include "cg_local.h" + +static baseParticleSystem_t baseParticleSystems[ MAX_BASEPARTICLE_SYSTEMS ]; +static baseParticleEjector_t baseParticleEjectors[ MAX_BASEPARTICLE_EJECTORS ]; +static baseParticle_t baseParticles[ MAX_BASEPARTICLES ]; +static int numBaseParticleSystems = 0; +static int numBaseParticleEjectors = 0; +static int numBaseParticles = 0; + +static particleSystem_t particleSystems[ MAX_PARTICLE_SYSTEMS ]; +static particleEjector_t particleEjectors[ MAX_PARTICLE_EJECTORS ]; +static particle_t particles[ MAX_PARTICLES ]; +static particle_t *sortedParticles[ MAX_PARTICLES ]; +static particle_t *radixBuffer[ MAX_PARTICLES ]; + +/* +=============== +CG_LerpValues + +Lerp between two values +=============== +*/ +static float CG_LerpValues( float a, float b, float f ) +{ + if( b == PARTICLES_SAME_AS_INITIAL ) + return a; + else + return ( (a) + (f) * ( (b) - (a) ) ); +} + +/* +=============== +CG_RandomiseValue + +Randomise some value by some variance +=============== +*/ +static float CG_RandomiseValue( float value, float variance ) +{ + if( value != 0.0f ) + return value * ( 1.0f + ( random( ) * variance ) ); + else + return random( ) * variance; +} + +/* +=============== +CG_SpreadVector + +Randomly spread a vector by some amount +=============== +*/ +static void CG_SpreadVector( vec3_t v, float spread ) +{ + vec3_t p, r1, r2; + float randomSpread = crandom( ) * spread; + float randomRotation = random( ) * 360.0f; + + PerpendicularVector( p, v ); + + RotatePointAroundVector( r1, p, v, randomSpread ); + RotatePointAroundVector( r2, v, r1, randomRotation ); + + VectorCopy( r2, v ); +} + +/* +=============== +CG_DestroyParticle + +Destroy an individual particle +=============== +*/ +static void CG_DestroyParticle( particle_t *p, vec3_t impactNormal ) +{ + //this particle has an onDeath particle system attached + if( p->class->onDeathSystemName[ 0 ] != '\0' ) + { + particleSystem_t *ps; + + ps = CG_SpawnNewParticleSystem( p->class->onDeathSystemHandle ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + if( impactNormal ) + CG_SetParticleSystemNormal( ps, impactNormal ); + + CG_SetAttachmentPoint( &ps->attachment, p->origin ); + CG_AttachToPoint( &ps->attachment ); + } + } + + p->valid = qfalse; + + //this gives other systems a couple of + //frames to realise the particle is gone + p->frameWhenInvalidated = cg.clientFrame; +} + +/* +=============== +CG_SpawnNewParticle + +Introduce a new particle into the world +=============== +*/ +static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *parent ) +{ + int i, j; + particle_t *p = NULL; + particleEjector_t *pe = parent; + particleSystem_t *ps = parent->parent; + vec3_t attachmentPoint, attachmentVelocity; + vec3_t transform[ 3 ]; + + for( i = 0; i < MAX_PARTICLES; i++ ) + { + p = &particles[ i ]; + + //FIXME: the + 1 may be unnecessary + if( !p->valid && cg.clientFrame > p->frameWhenInvalidated + 1 ) + { + memset( p, 0, sizeof( particle_t ) ); + + //found a free slot + p->class = bp; + p->parent = pe; + + p->birthTime = cg.time; + p->lifeTime = (int)CG_RandomiseValue( (float)bp->lifeTime, bp->lifeTimeRandFrac ); + + p->radius.delay = (int)CG_RandomiseValue( (float)bp->radius.delay, bp->radius.delayRandFrac ); + p->radius.initial = CG_RandomiseValue( bp->radius.initial, bp->radius.initialRandFrac ); + p->radius.final = CG_RandomiseValue( bp->radius.final, bp->radius.finalRandFrac ); + + p->alpha.delay = (int)CG_RandomiseValue( (float)bp->alpha.delay, bp->alpha.delayRandFrac ); + p->alpha.initial = CG_RandomiseValue( bp->alpha.initial, bp->alpha.initialRandFrac ); + p->alpha.final = CG_RandomiseValue( bp->alpha.final, bp->alpha.finalRandFrac ); + + p->rotation.delay = (int)CG_RandomiseValue( (float)bp->rotation.delay, bp->rotation.delayRandFrac ); + p->rotation.initial = CG_RandomiseValue( bp->rotation.initial, bp->rotation.initialRandFrac ); + p->rotation.final = CG_RandomiseValue( bp->rotation.final, bp->rotation.finalRandFrac ); + + p->dLightRadius.delay = + (int)CG_RandomiseValue( (float)bp->dLightRadius.delay, bp->dLightRadius.delayRandFrac ); + p->dLightRadius.initial = + CG_RandomiseValue( bp->dLightRadius.initial, bp->dLightRadius.initialRandFrac ); + p->dLightRadius.final = + CG_RandomiseValue( bp->dLightRadius.final, bp->dLightRadius.finalRandFrac ); + + p->colorDelay = CG_RandomiseValue( bp->colorDelay, bp->colorDelayRandFrac ); + + p->bounceMarkRadius = CG_RandomiseValue( bp->bounceMarkRadius, bp->bounceMarkRadiusRandFrac ); + p->bounceMarkCount = + rint( CG_RandomiseValue( (float)bp->bounceMarkCount, bp->bounceMarkCountRandFrac ) ); + p->bounceSoundCount = + rint( CG_RandomiseValue( (float)bp->bounceSoundCount, bp->bounceSoundCountRandFrac ) ); + + if( bp->numModels ) + { + p->model = bp->models[ rand( ) % bp->numModels ]; + + if( bp->modelAnimation.frameLerp < 0 ) + { + bp->modelAnimation.frameLerp = p->lifeTime / bp->modelAnimation.numFrames; + bp->modelAnimation.initialLerp = p->lifeTime / bp->modelAnimation.numFrames; + } + } + + if( !CG_AttachmentPoint( &ps->attachment, attachmentPoint ) ) + return NULL; + + VectorCopy( attachmentPoint, p->origin ); + + if( CG_AttachmentAxis( &ps->attachment, transform ) ) + { + vec3_t transDisplacement; + + VectorMatrixMultiply( bp->displacement, transform, transDisplacement ); + VectorAdd( p->origin, transDisplacement, p->origin ); + } + else + VectorAdd( p->origin, bp->displacement, p->origin ); + + for( j = 0; j <= 2; j++ ) + p->origin[ j ] += ( crandom( ) * bp->randDisplacement ); + + switch( bp->velMoveType ) + { + case PMT_STATIC: + if( bp->velMoveValues.dirType == PMD_POINT ) + VectorSubtract( bp->velMoveValues.point, p->origin, p->velocity ); + else if( bp->velMoveValues.dirType == PMD_LINEAR ) + VectorCopy( bp->velMoveValues.dir, p->velocity ); + break; + + case PMT_STATIC_TRANSFORM: + if( !CG_AttachmentAxis( &ps->attachment, transform ) ) + return NULL; + + if( bp->velMoveValues.dirType == PMD_POINT ) + { + vec3_t transPoint; + + VectorMatrixMultiply( bp->velMoveValues.point, transform, transPoint ); + VectorSubtract( transPoint, p->origin, p->velocity ); + } + else if( bp->velMoveValues.dirType == PMD_LINEAR ) + VectorMatrixMultiply( bp->velMoveValues.dir, transform, p->velocity ); + break; + + case PMT_TAG: + case PMT_CENT_ANGLES: + if( bp->velMoveValues.dirType == PMD_POINT ) + VectorSubtract( attachmentPoint, p->origin, p->velocity ); + else if( bp->velMoveValues.dirType == PMD_LINEAR ) + { + if( !CG_AttachmentDir( &ps->attachment, p->velocity ) ) + return NULL; + } + break; + + case PMT_NORMAL: + if( !ps->normalValid ) + { + CG_Printf( S_COLOR_RED "ERROR: a particle with velocityType " + "normal has no normal\n" ); + return NULL; + } + + VectorCopy( ps->normal, p->velocity ); + + //normal displacement + VectorNormalize( p->velocity ); + VectorMA( p->origin, bp->normalDisplacement, p->velocity, p->origin ); + break; + } + + VectorNormalize( p->velocity ); + CG_SpreadVector( p->velocity, bp->velMoveValues.dirRandAngle ); + VectorScale( p->velocity, + CG_RandomiseValue( bp->velMoveValues.mag, bp->velMoveValues.magRandFrac ), + p->velocity ); + + if( CG_AttachmentVelocity( &ps->attachment, attachmentVelocity ) ) + { + VectorMA( p->velocity, + CG_RandomiseValue( bp->velMoveValues.parentVelFrac, + bp->velMoveValues.parentVelFracRandFrac ), attachmentVelocity, p->velocity ); + } + + p->lastEvalTime = cg.time; + + p->valid = qtrue; + + //this particle has a child particle system attached + if( bp->childSystemName[ 0 ] != '\0' ) + { + particleSystem_t *ps = CG_SpawnNewParticleSystem( bp->childSystemHandle ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentParticle( &ps->attachment, p ); + CG_AttachToParticle( &ps->attachment ); + } + } + + //this particle has a child trail system attached + if( bp->childTrailSystemName[ 0 ] != '\0' ) + { + trailSystem_t *ts = CG_SpawnNewTrailSystem( bp->childTrailSystemHandle ); + + if( CG_IsTrailSystemValid( &ts ) ) + { + CG_SetAttachmentParticle( &ts->frontAttachment, p ); + CG_AttachToParticle( &ts->frontAttachment ); + } + } + + break; + } + } + + return p; +} + + +/* +=============== +CG_SpawnNewParticles + +Check if there are any ejectors that should be +introducing new particles +=============== +*/ +static void CG_SpawnNewParticles( void ) +{ + int i, j; + particle_t *p; + particleSystem_t *ps; + particleEjector_t *pe; + baseParticleEjector_t *bpe; + float lerpFrac; + int count; + + for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) + { + pe = &particleEjectors[ i ]; + ps = pe->parent; + + if( pe->valid ) + { + //a non attached particle system can't make particles + if( !CG_Attached( &ps->attachment ) ) + continue; + + bpe = particleEjectors[ i ].class; + + //if this system is scheduled for removal don't make any new particles + if( !ps->lazyRemove ) + { + while( pe->nextEjectionTime <= cg.time && + ( pe->count > 0 || pe->totalParticles == PARTICLES_INFINITE ) ) + { + for( j = 0; j < bpe->numParticles; j++ ) + CG_SpawnNewParticle( bpe->particles[ j ], pe ); + + if( pe->count > 0 ) + pe->count--; + + //calculate next ejection time + lerpFrac = 1.0 - ( (float)pe->count / (float)pe->totalParticles ); + pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue( + CG_LerpValues( pe->ejectPeriod.initial, + pe->ejectPeriod.final, + lerpFrac ), + pe->ejectPeriod.randFrac ); + } + } + + if( pe->count == 0 || ps->lazyRemove ) + { + count = 0; + + //wait for child particles to die before declaring this pe invalid + for( j = 0; j < MAX_PARTICLES; j++ ) + { + p = &particles[ j ]; + + if( p->valid && p->parent == pe ) + count++; + } + + if( !count ) + pe->valid = qfalse; + } + } + } +} + + +/* +=============== +CG_SpawnNewParticleEjector + +Allocate a new particle ejector +=============== +*/ +static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe, + particleSystem_t *parent ) +{ + int i; + particleEjector_t *pe = NULL; + particleSystem_t *ps = parent; + + for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) + { + pe = &particleEjectors[ i ]; + + if( !pe->valid ) + { + memset( pe, 0, sizeof( particleEjector_t ) ); + + //found a free slot + pe->class = bpe; + pe->parent = ps; + + pe->ejectPeriod.initial = bpe->eject.initial; + pe->ejectPeriod.final = bpe->eject.final; + pe->ejectPeriod.randFrac = bpe->eject.randFrac; + + pe->nextEjectionTime = cg.time + + (int)CG_RandomiseValue( (float)bpe->eject.delay, bpe->eject.delayRandFrac ); + pe->count = pe->totalParticles = + (int)rint( CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac ) ); + + pe->valid = qtrue; + + if( cg_debugParticles.integer >= 1 ) + CG_Printf( "PE %s created\n", ps->class->name ); + + break; + } + } + + return pe; +} + + +/* +=============== +CG_SpawnNewParticleSystem + +Allocate a new particle system +=============== +*/ +particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle ) +{ + int i, j; + particleSystem_t *ps = NULL; + baseParticleSystem_t *bps = &baseParticleSystems[ psHandle - 1 ]; + + if( !bps->registered ) + { + CG_Printf( S_COLOR_RED "ERROR: a particle system has not been registered yet\n" ); + return NULL; + } + + for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) + { + ps = &particleSystems[ i ]; + + if( !ps->valid ) + { + memset( ps, 0, sizeof( particleSystem_t ) ); + + //found a free slot + ps->class = bps; + + ps->valid = qtrue; + ps->lazyRemove = qfalse; + + for( j = 0; j < bps->numEjectors; j++ ) + CG_SpawnNewParticleEjector( bps->ejectors[ j ], ps ); + + if( cg_debugParticles.integer >= 1 ) + CG_Printf( "PS %s created\n", bps->name ); + + break; + } + } + + return ps; +} + +/* +=============== +CG_RegisterParticleSystem + +Load the shaders required for a particle system +=============== +*/ +qhandle_t CG_RegisterParticleSystem( char *name ) +{ + int i, j, k, l; + baseParticleSystem_t *bps; + baseParticleEjector_t *bpe; + baseParticle_t *bp; + + for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) + { + bps = &baseParticleSystems[ i ]; + + if( !Q_stricmpn( bps->name, name, MAX_QPATH ) ) + { + //already registered + if( bps->registered ) + return i + 1; + + for( j = 0; j < bps->numEjectors; j++ ) + { + bpe = bps->ejectors[ j ]; + + for( l = 0; l < bpe->numParticles; l++ ) + { + bp = bpe->particles[ l ]; + + for( k = 0; k < bp->numFrames; k++ ) + bp->shaders[ k ] = trap_R_RegisterShader( bp->shaderNames[ k ] ); + + for( k = 0; k < bp->numModels; k++ ) + bp->models[ k ] = trap_R_RegisterModel( bp->modelNames[ k ] ); + + if( bp->bounceMarkName[ 0 ] != '\0' ) + bp->bounceMark = trap_R_RegisterShader( bp->bounceMarkName ); + + if( bp->bounceSoundName[ 0 ] != '\0' ) + bp->bounceSound = trap_S_RegisterSound( bp->bounceSoundName, qfalse ); + + //recursively register any children + if( bp->childSystemName[ 0 ] != '\0' ) + { + //don't care about a handle for children since + //the system deals with it + CG_RegisterParticleSystem( bp->childSystemName ); + } + + if( bp->onDeathSystemName[ 0 ] != '\0' ) + { + //don't care about a handle for children since + //the system deals with it + CG_RegisterParticleSystem( bp->onDeathSystemName ); + } + + if( bp->childTrailSystemName[ 0 ] != '\0' ) + bp->childTrailSystemHandle = CG_RegisterTrailSystem( bp->childTrailSystemName ); + } + } + + if( cg_debugParticles.integer >= 1 ) + CG_Printf( "Registered particle system %s\n", name ); + + bps->registered = qtrue; + + //avoid returning 0 + return i + 1; + } + } + + CG_Printf( S_COLOR_RED "ERROR: failed to register particle system %s\n", name ); + return 0; +} + + +/* +=============== +CG_ParseValueAndVariance + +Parse a value and its random variance +=============== +*/ +static void CG_ParseValueAndVariance( char *token, float *value, float *variance, qboolean allowNegative ) +{ + char valueBuffer[ 16 ]; + char varianceBuffer[ 16 ]; + char *variancePtr = NULL, *varEndPointer = NULL; + float localValue = 0.0f; + float localVariance = 0.0f; + + Q_strncpyz( valueBuffer, token, sizeof( valueBuffer ) ); + Q_strncpyz( varianceBuffer, token, sizeof( varianceBuffer ) ); + + variancePtr = strchr( valueBuffer, '~' ); + + //variance included + if( variancePtr ) + { + variancePtr[ 0 ] = '\0'; + variancePtr++; + + localValue = atof_neg( valueBuffer, allowNegative ); + + varEndPointer = strchr( variancePtr, '%' ); + + if( varEndPointer ) + { + varEndPointer[ 0 ] = '\0'; + localVariance = atof_neg( variancePtr, qfalse ) / 100.0f; + } + else + { + if( localValue != 0.0f ) + localVariance = atof_neg( variancePtr, qfalse ) / localValue; + else + localVariance = atof_neg( variancePtr, qfalse ); + } + } + else + localValue = atof_neg( valueBuffer, allowNegative ); + + if( value != NULL ) + *value = localValue; + + if( variance != NULL ) + *variance = localVariance; +} + +/* +=============== +CG_ParseColor +=============== +*/ +static qboolean CG_ParseColor( byte *c, char **text_p ) +{ + char *token; + int i; + + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); + } + + return qtrue; +} + +/* +=============== +CG_ParseParticle + +Parse a particle section +=============== +*/ +static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) +{ + char *token; + float number, randFrac; + int i; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "bounce" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "cull" ) ) + { + bp->bounceCull = qtrue; + + bp->bounceFrac = -1.0f; + bp->bounceFracRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceFrac = number; + bp->bounceFracRandFrac = randFrac; + } + + continue; + } + else if( !Q_stricmp( token, "bounceMark" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceMarkCount = number; + bp->bounceMarkCountRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceMarkRadius = number; + bp->bounceMarkRadiusRandFrac = randFrac; + + token = COM_ParseExt( text_p, qfalse ); + if( !*token ) + break; + + Q_strncpyz( bp->bounceMarkName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "bounceSound" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceSoundCount = number; + bp->bounceSoundCountRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + Q_strncpyz( bp->bounceSoundName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "shader" ) ) + { + if( bp->numModels > 0 ) + { + CG_Printf( S_COLOR_RED "ERROR: 'shader' not allowed in " + "conjunction with 'model'\n", token ); + break; + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "sync" ) ) + bp->framerate = 0.0f; + else + bp->framerate = atof_neg( token, qfalse ); + + token = COM_ParseExt( text_p, qfalse ); + if( !*token ) + break; + + while( *token && bp->numFrames < MAX_PS_SHADER_FRAMES ) + { + Q_strncpyz( bp->shaderNames[ bp->numFrames++ ], token, MAX_QPATH ); + token = COM_ParseExt( text_p, qfalse ); + } + + continue; + } + else if( !Q_stricmp( token, "model" ) ) + { + if( bp->numFrames > 0 ) + { + CG_Printf( S_COLOR_RED "ERROR: 'model' not allowed in " + "conjunction with 'shader'\n", token ); + break; + } + + token = COM_ParseExt( text_p, qfalse ); + if( !*token ) + break; + + while( *token && bp->numModels < MAX_PS_MODELS ) + { + Q_strncpyz( bp->modelNames[ bp->numModels++ ], token, MAX_QPATH ); + token = COM_ParseExt( text_p, qfalse ); + } + + continue; + } + else if( !Q_stricmp( token, "modelAnimation" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + bp->modelAnimation.firstFrame = atoi_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !*token ) + break; + + bp->modelAnimation.numFrames = atoi( token ); + bp->modelAnimation.reversed = qfalse; + bp->modelAnimation.flipflop = qfalse; + + // if numFrames is negative the animation is reversed + if( bp->modelAnimation.numFrames < 0 ) + { + bp->modelAnimation.numFrames = -bp->modelAnimation.numFrames; + bp->modelAnimation.reversed = qtrue; + } + + token = COM_Parse( text_p ); + if( !*token ) + break; + + bp->modelAnimation.loopFrames = atoi( token ); + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "sync" ) ) + { + bp->modelAnimation.frameLerp = -1; + bp->modelAnimation.initialLerp = -1; + } + else + { + float fps = atof_neg( token, qfalse ); + + if( fps == 0.0f ) + fps = 1.0f; + + bp->modelAnimation.frameLerp = 1000 / fps; + bp->modelAnimation.initialLerp = 1000 / fps; + } + + continue; + } + /// + else if( !Q_stricmp( token, "velocityType" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "static" ) ) + bp->velMoveType = PMT_STATIC; + else if( !Q_stricmp( token, "static_transform" ) ) + bp->velMoveType = PMT_STATIC_TRANSFORM; + else if( !Q_stricmp( token, "tag" ) ) + bp->velMoveType = PMT_TAG; + else if( !Q_stricmp( token, "cent" ) ) + bp->velMoveType = PMT_CENT_ANGLES; + else if( !Q_stricmp( token, "normal" ) ) + bp->velMoveType = PMT_NORMAL; + + continue; + } + else if( !Q_stricmp( token, "velocityDir" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "linear" ) ) + bp->velMoveValues.dirType = PMD_LINEAR; + else if( !Q_stricmp( token, "point" ) ) + bp->velMoveValues.dirType = PMD_POINT; + + continue; + } + else if( !Q_stricmp( token, "velocityMagnitude" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->velMoveValues.mag = number; + bp->velMoveValues.magRandFrac = randFrac; + + continue; + } + else if( !Q_stricmp( token, "parentVelocityFraction" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->velMoveValues.parentVelFrac = number; + bp->velMoveValues.parentVelFracRandFrac = randFrac; + + continue; + } + else if( !Q_stricmp( token, "velocity" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->velMoveValues.dir[ i ] = atof_neg( token, qtrue ); + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + + bp->velMoveValues.dirRandAngle = randFrac; + + continue; + } + else if( !Q_stricmp( token, "velocityPoint" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->velMoveValues.point[ i ] = atof_neg( token, qtrue ); + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + + bp->velMoveValues.pointRandAngle = randFrac; + + continue; + } + /// + else if( !Q_stricmp( token, "accelerationType" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "static" ) ) + bp->accMoveType = PMT_STATIC; + else if( !Q_stricmp( token, "static_transform" ) ) + bp->accMoveType = PMT_STATIC_TRANSFORM; + else if( !Q_stricmp( token, "tag" ) ) + bp->accMoveType = PMT_TAG; + else if( !Q_stricmp( token, "cent" ) ) + bp->accMoveType = PMT_CENT_ANGLES; + else if( !Q_stricmp( token, "normal" ) ) + bp->accMoveType = PMT_NORMAL; + + continue; + } + else if( !Q_stricmp( token, "accelerationDir" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "linear" ) ) + bp->accMoveValues.dirType = PMD_LINEAR; + else if( !Q_stricmp( token, "point" ) ) + bp->accMoveValues.dirType = PMD_POINT; + + continue; + } + else if( !Q_stricmp( token, "accelerationMagnitude" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->accMoveValues.mag = number; + bp->accMoveValues.magRandFrac = randFrac; + + continue; + } + else if( !Q_stricmp( token, "acceleration" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->accMoveValues.dir[ i ] = atof_neg( token, qtrue ); + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + + bp->accMoveValues.dirRandAngle = randFrac; + + continue; + } + else if( !Q_stricmp( token, "accelerationPoint" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->accMoveValues.point[ i ] = atof_neg( token, qtrue ); + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + + bp->accMoveValues.pointRandAngle = randFrac; + + continue; + } + /// + else if( !Q_stricmp( token, "displacement" ) ) + { + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->displacement[ i ] = atof_neg( token, qtrue ); + } + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse ); + + bp->randDisplacement = randFrac; + + continue; + } + else if( !Q_stricmp( token, "normalDisplacement" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bp->normalDisplacement = atof_neg( token, qtrue ); + + continue; + } + else if( !Q_stricmp( token, "overdrawProtection" ) ) + { + bp->overdrawProtection = qtrue; + + continue; + } + else if( !Q_stricmp( token, "realLight" ) ) + { + bp->realLight = qtrue; + + continue; + } + else if( !Q_stricmp( token, "dynamicLight" ) ) + { + bp->dynamicLight = qtrue; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.delay = (int)number; + bp->dLightRadius.delayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.initial = number; + bp->dLightRadius.initialRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->dLightRadius.final = PARTICLES_SAME_AS_INITIAL; + bp->dLightRadius.finalRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.final = number; + bp->dLightRadius.finalRandFrac = randFrac; + } + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->dLightColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + } + + continue; + } + else if( !Q_stricmp( token, "cullOnStartSolid" ) ) + { + bp->cullOnStartSolid = qtrue; + + continue; + } + else if( !Q_stricmp( token, "radius" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->radius.delay = (int)number; + bp->radius.delayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->radius.initial = number; + bp->radius.initialRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->radius.final = PARTICLES_SAME_AS_INITIAL; + bp->radius.finalRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->radius.final = number; + bp->radius.finalRandFrac = randFrac; + } + + continue; + } + else if( !Q_stricmp( token, "alpha" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->alpha.delay = (int)number; + bp->alpha.delayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->alpha.initial = number; + bp->alpha.initialRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->alpha.final = PARTICLES_SAME_AS_INITIAL; + bp->alpha.finalRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->alpha.final = number; + bp->alpha.finalRandFrac = randFrac; + } + + continue; + } + else if( !Q_stricmp( token, "color" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->colorDelay = (int)number; + bp->colorDelayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->initialColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->finalColor[ 0 ] = bp->initialColor[ 0 ]; + bp->finalColor[ 1 ] = bp->initialColor[ 1 ]; + bp->finalColor[ 2 ] = bp->initialColor[ 2 ]; + } + else if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->finalColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + + continue; + } + else if( !Q_stricmp( token, "rotation" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->rotation.delay = (int)number; + bp->rotation.delayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); + + bp->rotation.initial = number; + bp->rotation.initialRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->rotation.final = PARTICLES_SAME_AS_INITIAL; + bp->rotation.finalRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qtrue ); + + bp->rotation.final = number; + bp->rotation.finalRandFrac = randFrac; + } + + continue; + } + else if( !Q_stricmp( token, "lifeTime" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->lifeTime = (int)number; + bp->lifeTimeRandFrac = randFrac; + + continue; + } + else if( !Q_stricmp( token, "childSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + Q_strncpyz( bp->childSystemName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "onDeathSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + Q_strncpyz( bp->onDeathSystemName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "childTrailSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + Q_strncpyz( bp->childTrailSystemName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this particle + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle\n", token ); + return qfalse; + } + } + + return qfalse; +} + +/* +=============== +CG_InitialiseBaseParticle +=============== +*/ +static void CG_InitialiseBaseParticle( baseParticle_t *bp ) +{ + memset( bp, 0, sizeof( baseParticle_t ) ); + + memset( bp->initialColor, 0xFF, sizeof( bp->initialColor ) ); + memset( bp->finalColor, 0xFF, sizeof( bp->finalColor ) ); +} + +/* +=============== +CG_ParseParticleEjector + +Parse a particle ejector section +=============== +*/ +static qboolean CG_ParseParticleEjector( baseParticleEjector_t *bpe, char **text_p ) +{ + char *token; + float number, randFrac; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "{" ) ) + { + CG_InitialiseBaseParticle( &baseParticles[ numBaseParticles ] ); + + if( !CG_ParseParticle( &baseParticles[ numBaseParticles ], text_p ) ) + { + CG_Printf( S_COLOR_RED "ERROR: failed to parse particle\n" ); + return qfalse; + } + + if( bpe->numParticles == MAX_PARTICLES_PER_EJECTOR ) + { + CG_Printf( S_COLOR_RED "ERROR: ejector has > %d particles\n", MAX_PARTICLES_PER_EJECTOR ); + return qfalse; + } + else if( numBaseParticles == MAX_BASEPARTICLES ) + { + CG_Printf( S_COLOR_RED "ERROR: maximum number of particles (%d) reached\n", MAX_BASEPARTICLES ); + return qfalse; + } + else + { + //start parsing particles again + bpe->particles[ bpe->numParticles ] = &baseParticles[ numBaseParticles ]; + bpe->numParticles++; + numBaseParticles++; + } + continue; + } + else if( !Q_stricmp( token, "delay" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bpe->eject.delay = (int)number; + bpe->eject.delayRandFrac = randFrac; + + continue; + } + else if( !Q_stricmp( token, "period" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + bpe->eject.initial = atoi_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "-" ) ) + bpe->eject.final = PARTICLES_SAME_AS_INITIAL; + else + bpe->eject.final = atoi_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !token ) + break; + + CG_ParseValueAndVariance( token, NULL, &bpe->eject.randFrac, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "count" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "infinite" ) ) + { + bpe->totalParticles = PARTICLES_INFINITE; + bpe->totalParticlesRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bpe->totalParticles = (int)number; + bpe->totalParticlesRandFrac = randFrac; + } + + continue; + } + else if( !Q_stricmp( token, "particle" ) ) //acceptable text + continue; + else if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this particle ejector + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle ejector\n", token ); + return qfalse; + } + } + + return qfalse; +} + + +/* +=============== +CG_ParseParticleSystem + +Parse a particle system section +=============== +*/ +static qboolean CG_ParseParticleSystem( baseParticleSystem_t *bps, char **text_p, const char *name ) +{ + char *token; + baseParticleEjector_t *bpe; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseParticleEjector( &baseParticleEjectors[ numBaseParticleEjectors ], text_p ) ) + { + CG_Printf( S_COLOR_RED "ERROR: failed to parse particle ejector\n" ); + return qfalse; + } + + bpe = &baseParticleEjectors[ numBaseParticleEjectors ]; + + //check for infinite count + zero period + if( bpe->totalParticles == PARTICLES_INFINITE && + ( bpe->eject.initial == 0.0f || bpe->eject.final == 0.0f ) ) + { + CG_Printf( S_COLOR_RED "ERROR: ejector with 'count infinite' potentially has zero period\n" ); + return qfalse; + } + + if( bps->numEjectors == MAX_EJECTORS_PER_SYSTEM ) + { + CG_Printf( S_COLOR_RED "ERROR: particle system has > %d ejectors\n", MAX_EJECTORS_PER_SYSTEM ); + return qfalse; + } + else if( numBaseParticleEjectors == MAX_BASEPARTICLE_EJECTORS ) + { + CG_Printf( S_COLOR_RED "ERROR: maximum number of particle ejectors (%d) reached\n", + MAX_BASEPARTICLE_EJECTORS ); + return qfalse; + } + else + { + //start parsing ejectors again + bps->ejectors[ bps->numEjectors ] = &baseParticleEjectors[ numBaseParticleEjectors ]; + bps->numEjectors++; + numBaseParticleEjectors++; + } + continue; + } + else if( !Q_stricmp( token, "thirdPersonOnly" ) ) + bps->thirdPersonOnly = qtrue; + else if( !Q_stricmp( token, "ejector" ) ) //acceptable text + continue; + else if( !Q_stricmp( token, "}" ) ) + { + if( cg_debugParticles.integer >= 1 ) + CG_Printf( "Parsed particle system %s\n", name ); + + return qtrue; //reached the end of this particle system + } + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle system %s\n", token, bps->name ); + return qfalse; + } + } + + return qfalse; +} + +/* +=============== +CG_ParseParticleFile + +Load the particle systems from a particle file +=============== +*/ +static qboolean CG_ParseParticleFile( const char *fileName ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 32000 ]; + char psName[ MAX_QPATH ]; + qboolean psNameSet = qfalse; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( fileName, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( S_COLOR_RED "ERROR: particle file %s too long\n", fileName ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( psNameSet ) + { + //check for name space clashes + for( i = 0; i < numBaseParticleSystems; i++ ) + { + if( !Q_stricmp( baseParticleSystems[ i ].name, psName ) ) + { + CG_Printf( S_COLOR_RED "ERROR: a particle system is already named %s\n", psName ); + return qfalse; + } + } + + Q_strncpyz( baseParticleSystems[ numBaseParticleSystems ].name, psName, MAX_QPATH ); + + if( !CG_ParseParticleSystem( &baseParticleSystems[ numBaseParticleSystems ], &text_p, psName ) ) + { + CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse particle system %s\n", fileName, psName ); + return qfalse; + } + + //start parsing particle systems again + psNameSet = qfalse; + + if( numBaseParticleSystems == MAX_BASEPARTICLE_SYSTEMS ) + { + CG_Printf( S_COLOR_RED "ERROR: maximum number of particle systems (%d) reached\n", + MAX_BASEPARTICLE_SYSTEMS ); + return qfalse; + } + else + numBaseParticleSystems++; + + continue; + } + else + { + CG_Printf( S_COLOR_RED "ERROR: unamed particle system\n" ); + return qfalse; + } + } + + if( !psNameSet ) + { + Q_strncpyz( psName, token, sizeof( psName ) ); + psNameSet = qtrue; + } + else + { + CG_Printf( S_COLOR_RED "ERROR: particle system already named\n" ); + return qfalse; + } + } + + return qtrue; +} + + +/* +=============== +CG_LoadParticleSystems + +Load particle systems from .particle files +=============== +*/ +void CG_LoadParticleSystems( void ) +{ + int i, j, numFiles, fileLen; + char fileList[ MAX_PARTICLE_FILES * MAX_QPATH ]; + char fileName[ MAX_QPATH ]; + char *filePtr; + + //clear out the old + numBaseParticleSystems = 0; + numBaseParticleEjectors = 0; + numBaseParticles = 0; + + for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ ) + { + baseParticleSystem_t *bps = &baseParticleSystems[ i ]; + memset( bps, 0, sizeof( baseParticleSystem_t ) ); + } + + for( i = 0; i < MAX_BASEPARTICLE_EJECTORS; i++ ) + { + baseParticleEjector_t *bpe = &baseParticleEjectors[ i ]; + memset( bpe, 0, sizeof( baseParticleEjector_t ) ); + } + + for( i = 0; i < MAX_BASEPARTICLES; i++ ) + { + baseParticle_t *bp = &baseParticles[ i ]; + memset( bp, 0, sizeof( baseParticle_t ) ); + } + + + //and bring in the new + numFiles = trap_FS_GetFileList( "scripts", ".particle", + fileList, MAX_PARTICLE_FILES * MAX_QPATH ); + filePtr = fileList; + + for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) + { + fileLen = strlen( filePtr ); + strcpy( fileName, "scripts/" ); + strcat( fileName, filePtr ); + CG_Printf( "...loading '%s'\n", fileName ); + CG_ParseParticleFile( fileName ); + } + + //connect any child systems to their psHandle + for( i = 0; i < numBaseParticles; i++ ) + { + baseParticle_t *bp = &baseParticles[ i ]; + + if( bp->childSystemName[ 0 ] ) + { + //particle class has a child, resolve the name + for( j = 0; j < numBaseParticleSystems; j++ ) + { + baseParticleSystem_t *bps = &baseParticleSystems[ j ]; + + if( !Q_stricmp( bps->name, bp->childSystemName ) ) + { + //FIXME: add checks for cycles and infinite children + + bp->childSystemHandle = j + 1; + + break; + } + } + + if( j == numBaseParticleSystems ) + { + //couldn't find named particle system + CG_Printf( S_COLOR_YELLOW "WARNING: failed to find child %s\n", bp->childSystemName ); + bp->childSystemName[ 0 ] = '\0'; + } + } + + if( bp->onDeathSystemName[ 0 ] ) + { + //particle class has a child, resolve the name + for( j = 0; j < numBaseParticleSystems; j++ ) + { + baseParticleSystem_t *bps = &baseParticleSystems[ j ]; + + if( !Q_stricmp( bps->name, bp->onDeathSystemName ) ) + { + //FIXME: add checks for cycles and infinite children + + bp->onDeathSystemHandle = j + 1; + + break; + } + } + + if( j == numBaseParticleSystems ) + { + //couldn't find named particle system + CG_Printf( S_COLOR_YELLOW "WARNING: failed to find onDeath system %s\n", bp->onDeathSystemName ); + bp->onDeathSystemName[ 0 ] = '\0'; + } + } + } +} + +/* +=============== +CG_SetParticleSystemNormal +=============== +*/ +void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal ) +{ + if( ps == NULL || !ps->valid ) + { + CG_Printf( S_COLOR_YELLOW "WARNING: tried to modify a NULL particle system\n" ); + return; + } + + ps->normalValid = qtrue; + VectorCopy( normal, ps->normal ); + VectorNormalize( ps->normal ); +} + + +/* +=============== +CG_DestroyParticleSystem + +Destroy a particle system + +This doesn't actually invalidate anything, it just stops +particle ejectors from producing new particles so the +garbage collector will eventually remove this system. +However is does set the pointer to NULL so the user is +unable to manipulate this particle system any longer. +=============== +*/ +void CG_DestroyParticleSystem( particleSystem_t **ps ) +{ + int i; + particleEjector_t *pe; + + if( *ps == NULL || !(*ps)->valid ) + { + CG_Printf( S_COLOR_YELLOW "WARNING: tried to destroy a NULL particle system\n" ); + return; + } + + if( cg_debugParticles.integer >= 1 ) + CG_Printf( "PS destroyed\n" ); + + for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) + { + pe = &particleEjectors[ i ]; + + if( pe->valid && pe->parent == *ps ) + pe->totalParticles = pe->count = 0; + } + + *ps = NULL; +} + +/* +=============== +CG_IsParticleSystemInfinite + +Test a particle system for 'count infinite' ejectors +=============== +*/ +qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps ) +{ + int i; + particleEjector_t *pe; + + if( ps == NULL ) + { + CG_Printf( S_COLOR_YELLOW "WARNING: tried to test a NULL particle system\n" ); + return qfalse; + } + + if( !ps->valid ) + { + CG_Printf( S_COLOR_YELLOW "WARNING: tried to test an invalid particle system\n" ); + return qfalse; + } + + //don't bother checking already invalid systems + if( !ps->valid ) + return qfalse; + + for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) + { + pe = &particleEjectors[ i ]; + + if( pe->valid && pe->parent == ps ) + { + if( pe->totalParticles == PARTICLES_INFINITE ) + return qtrue; + } + } + + return qfalse; +} + +/* +=============== +CG_IsParticleSystemValid + +Test a particle system for validity +=============== +*/ +qboolean CG_IsParticleSystemValid( particleSystem_t **ps ) +{ + if( *ps == NULL || ( *ps && !(*ps)->valid ) ) + { + if( *ps && !(*ps)->valid ) + *ps = NULL; + + return qfalse; + } + + return qtrue; +} + +/* +=============== +CG_GarbageCollectParticleSystems + +Destroy inactive particle systems +=============== +*/ +static void CG_GarbageCollectParticleSystems( void ) +{ + int i, j, count; + particleSystem_t *ps; + particleEjector_t *pe; + int centNum; + + for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) + { + ps = &particleSystems[ i ]; + count = 0; + + //don't bother checking already invalid systems + if( !ps->valid ) + continue; + + for( j = 0; j < MAX_PARTICLE_EJECTORS; j++ ) + { + pe = &particleEjectors[ j ]; + + if( pe->valid && pe->parent == ps ) + count++; + } + + if( !count ) + ps->valid = qfalse; + + //check systems where the parent cent has left the PVS + //( local player entity is always valid ) + if( ( centNum = CG_AttachmentCentNum( &ps->attachment ) ) >= 0 && + centNum != cg.snap->ps.clientNum ) + { + if( !cg_entities[ centNum ].valid ) + ps->lazyRemove = qtrue; + } + + if( cg_debugParticles.integer >= 1 && !ps->valid ) + CG_Printf( "PS %s garbage collected\n", ps->class->name ); + } +} + + +/* +=============== +CG_CalculateTimeFrac + +Calculate the fraction of time passed +=============== +*/ +static float CG_CalculateTimeFrac( int birth, int life, int delay ) +{ + float frac; + + frac = ( (float)cg.time - (float)( birth + delay ) ) / (float)( life - delay ); + + if( frac < 0.0f ) + frac = 0.0f; + else if( frac > 1.0f ) + frac = 1.0f; + + return frac; +} + +/* +=============== +CG_EvaluateParticlePhysics + +Compute the physics on a specific particle +=============== +*/ +static void CG_EvaluateParticlePhysics( particle_t *p ) +{ + particleSystem_t *ps = p->parent->parent; + baseParticle_t *bp = p->class; + vec3_t acceleration, newOrigin; + vec3_t mins, maxs; + float deltaTime, bounce, radius, dot; + trace_t trace; + vec3_t transform[ 3 ]; + + if( p->atRest ) + { + VectorClear( p->velocity ); + return; + } + + switch( bp->accMoveType ) + { + case PMT_STATIC: + if( bp->accMoveValues.dirType == PMD_POINT ) + VectorSubtract( bp->accMoveValues.point, p->origin, acceleration ); + else if( bp->accMoveValues.dirType == PMD_LINEAR ) + VectorCopy( bp->accMoveValues.dir, acceleration ); + + break; + + case PMT_STATIC_TRANSFORM: + if( !CG_AttachmentAxis( &ps->attachment, transform ) ) + return; + + if( bp->accMoveValues.dirType == PMD_POINT ) + { + vec3_t transPoint; + + VectorMatrixMultiply( bp->accMoveValues.point, transform, transPoint ); + VectorSubtract( transPoint, p->origin, acceleration ); + } + else if( bp->accMoveValues.dirType == PMD_LINEAR ) + VectorMatrixMultiply( bp->accMoveValues.dir, transform, acceleration ); + break; + + case PMT_TAG: + case PMT_CENT_ANGLES: + if( bp->accMoveValues.dirType == PMD_POINT ) + { + vec3_t point; + + if( !CG_AttachmentPoint( &ps->attachment, point ) ) + return; + + VectorSubtract( point, p->origin, acceleration ); + } + else if( bp->accMoveValues.dirType == PMD_LINEAR ) + { + if( !CG_AttachmentDir( &ps->attachment, acceleration ) ) + return; + } + break; + + case PMT_NORMAL: + if( !ps->normalValid ) + return; + + VectorCopy( ps->normal, acceleration ); + + break; + } + +#define MAX_ACC_RADIUS 1000.0f + + if( bp->accMoveValues.dirType == PMD_POINT ) + { + //FIXME: so this fall off is a bit... odd -- it works.. + float r2 = DotProduct( acceleration, acceleration ); // = radius^2 + float scale = ( MAX_ACC_RADIUS - r2 ) / MAX_ACC_RADIUS; + + if( scale > 1.0f ) + scale = 1.0f; + else if( scale < 0.1f ) + scale = 0.1f; + + scale *= CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ); + + VectorNormalize( acceleration ); + CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); + VectorScale( acceleration, scale, acceleration ); + } + else if( bp->accMoveValues.dirType == PMD_LINEAR ) + { + VectorNormalize( acceleration ); + CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle ); + VectorScale( acceleration, + CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ), + acceleration ); + } + + radius = CG_LerpValues( p->radius.initial, + p->radius.final, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->radius.delay ) ); + + VectorSet( mins, -radius, -radius, -radius ); + VectorSet( maxs, radius, radius, radius ); + + bounce = CG_RandomiseValue( bp->bounceFrac, bp->bounceFracRandFrac ); + + deltaTime = (float)( cg.time - p->lastEvalTime ) * 0.001; + VectorMA( p->velocity, deltaTime, acceleration, p->velocity ); + VectorMA( p->origin, deltaTime, p->velocity, newOrigin ); + p->lastEvalTime = cg.time; + + // we're not doing particle physics, but at least cull them in solids + if( !cg_bounceParticles.integer ) + { + int contents = trap_CM_PointContents( newOrigin, 0 ); + + if( ( contents & CONTENTS_SOLID ) || ( contents & CONTENTS_NODROP ) ) + CG_DestroyParticle( p, NULL ); + else + VectorCopy( newOrigin, p->origin ); + return; + } + + CG_Trace( &trace, p->origin, mins, maxs, newOrigin, + CG_AttachmentCentNum( &ps->attachment ), CONTENTS_SOLID ); + + //not hit anything or not a collider + if( trace.fraction == 1.0f || bounce == 0.0f ) + { + VectorCopy( newOrigin, p->origin ); + return; + } + + //remove particles that get into a CONTENTS_NODROP brush + if( ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) || + ( bp->cullOnStartSolid && trace.startsolid ) ) + { + CG_DestroyParticle( p, NULL ); + return; + } + else if( bp->bounceCull ) + { + CG_DestroyParticle( p, trace.plane.normal ); + return; + } + + //reflect the velocity on the trace plane + dot = DotProduct( p->velocity, trace.plane.normal ); + VectorMA( p->velocity, -2.0f * dot, trace.plane.normal, p->velocity ); + + VectorScale( p->velocity, bounce, p->velocity ); + + if( trace.plane.normal[ 2 ] > 0.5f && + ( p->velocity[ 2 ] < 40.0f || + p->velocity[ 2 ] < -cg.frametime * p->velocity[ 2 ] ) ) + p->atRest = qtrue; + + if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 ) + { + CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal, + random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse ); + p->bounceMarkCount--; + } + + if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 ) + { + trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound ); + p->bounceSoundCount--; + } + + VectorCopy( trace.endpos, p->origin ); +} + + +#define GETKEY(x,y) (((x)>>y)&0xFF) + +/* +=============== +CG_Radix +=============== +*/ +static void CG_Radix( int bits, int size, particle_t **source, particle_t **dest ) +{ + int count[ 256 ]; + int index[ 256 ]; + int i; + + memset( count, 0, sizeof( count ) ); + + for( i = 0; i < size; i++ ) + count[ GETKEY( source[ i ]->sortKey, bits ) ]++; + + index[ 0 ] = 0; + + for( i = 1; i < 256; i++ ) + index[ i ] = index[ i - 1 ] + count[ i - 1 ]; + + for( i = 0; i < size; i++ ) + dest[ index[ GETKEY( source[ i ]->sortKey, bits ) ]++ ] = source[ i ]; +} + +/* +=============== +CG_RadixSort + +Radix sort with 4 byte size buckets +=============== +*/ +static void CG_RadixSort( particle_t **source, particle_t **temp, int size ) +{ + CG_Radix( 0, size, source, temp ); + CG_Radix( 8, size, temp, source ); + CG_Radix( 16, size, source, temp ); + CG_Radix( 24, size, temp, source ); +} + +/* +=============== +CG_CompactAndSortParticles + +Depth sort the particles +=============== +*/ +static void CG_CompactAndSortParticles( void ) +{ + int i, j = 0; + int numParticles; + vec3_t delta; + + for( i = 0; i < MAX_PARTICLES; i++ ) + sortedParticles[ i ] = &particles[ i ]; + + if( !cg_depthSortParticles.integer ) + return; + + for( i = MAX_PARTICLES - 1; i >= 0; i-- ) + { + if( sortedParticles[ i ]->valid ) + { + //find the first hole + while( j < MAX_PARTICLES && sortedParticles[ j ]->valid ) + j++; + + //no more holes + if( j >= i ) + break; + + sortedParticles[ j ] = sortedParticles[ i ]; + } + } + + numParticles = i; + + //set sort keys + for( i = 0; i < numParticles; i++ ) + { + VectorSubtract( sortedParticles[ i ]->origin, cg.refdef.vieworg, delta ); + sortedParticles[ i ]->sortKey = (int)DotProduct( delta, delta ); + } + + CG_RadixSort( sortedParticles, radixBuffer, numParticles ); + + //FIXME: wtf? + //reverse order of particles array + for( i = 0; i < numParticles; i++ ) + radixBuffer[ i ] = sortedParticles[ numParticles - i - 1 ]; + + for( i = 0; i < numParticles; i++ ) + sortedParticles[ i ] = radixBuffer[ i ]; +} + +/* +=============== +CG_RenderParticle + +Actually render a particle +=============== +*/ +static void CG_RenderParticle( particle_t *p ) +{ + refEntity_t re; + float timeFrac, scale; + int index; + baseParticle_t *bp = p->class; + particleSystem_t *ps = p->parent->parent; + baseParticleSystem_t *bps = ps->class; + vec3_t alight, dlight, lightdir; + int i; + vec3_t up = { 0.0f, 0.0f, 1.0f }; + + memset( &re, 0, sizeof( refEntity_t ) ); + + timeFrac = CG_CalculateTimeFrac( p->birthTime, p->lifeTime, 0 ); + + scale = CG_LerpValues( p->radius.initial, + p->radius.final, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->radius.delay ) ); + + re.shaderTime = p->birthTime / 1000.0f; + + if( bp->numFrames ) //shader based + { + re.reType = RT_SPRITE; + + //apply environmental lighting to the particle + if( bp->realLight ) + { + trap_R_LightForPoint( p->origin, alight, dlight, lightdir ); + for( i = 0; i <= 2; i++ ) + re.shaderRGBA[ i ] = (byte)alight[ i ]; + } + else + { + vec3_t colorRange; + + VectorSubtract( bp->finalColor, + bp->initialColor, colorRange ); + + VectorMA( bp->initialColor, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->colorDelay ), + colorRange, re.shaderRGBA ); + } + + re.shaderRGBA[ 3 ] = (byte)( (float)0xFF * + CG_LerpValues( p->alpha.initial, + p->alpha.final, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->alpha.delay ) ) ); + + re.radius = scale; + + re.rotation = CG_LerpValues( p->rotation.initial, + p->rotation.final, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->rotation.delay ) ); + + // if the view would be "inside" the sprite, kill the sprite + // so it doesn't add too much overdraw + if( Distance( p->origin, cg.refdef.vieworg ) < re.radius && bp->overdrawProtection ) + return; + + if( bp->framerate == 0.0f ) + { + //sync animation time to lifeTime of particle + index = (int)( timeFrac * ( bp->numFrames + 1 ) ); + + if( index >= bp->numFrames ) + index = bp->numFrames - 1; + + re.customShader = bp->shaders[ index ]; + } + else + { + //looping animation + index = (int)( bp->framerate * timeFrac * p->lifeTime * 0.001 ) % bp->numFrames; + re.customShader = bp->shaders[ index ]; + } + + } + else if( bp->numModels ) //model based + { + re.reType = RT_MODEL; + + re.hModel = p->model; + + if( p->atRest ) + AxisCopy( p->lastAxis, re.axis ); + else + { + // convert direction of travel into axis + VectorNormalize2( p->velocity, re.axis[ 0 ] ); + + if( re.axis[ 0 ][ 0 ] == 0.0f && re.axis[ 0 ][ 1 ] == 0.0f ) + AxisCopy( axisDefault, re.axis ); + else + { + ProjectPointOnPlane( re.axis[ 2 ], up, re.axis[ 0 ] ); + VectorNormalize( re.axis[ 2 ] ); + CrossProduct( re.axis[ 2 ], re.axis[ 0 ], re.axis[ 1 ] ); + } + + AxisCopy( re.axis, p->lastAxis ); + } + + if( scale != 1.0f ) + { + VectorScale( re.axis[ 0 ], scale, re.axis[ 0 ] ); + VectorScale( re.axis[ 1 ], scale, re.axis[ 1 ] ); + VectorScale( re.axis[ 2 ], scale, re.axis[ 2 ] ); + re.nonNormalizedAxes = qtrue; + } + else + re.nonNormalizedAxes = qfalse; + + p->lf.animation = &bp->modelAnimation; + + //run animation + CG_RunLerpFrame( &p->lf ); + + re.oldframe = p->lf.oldFrame; + re.frame = p->lf.frame; + re.backlerp = p->lf.backlerp; + } + + if( bps->thirdPersonOnly && + CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum && + !cg.renderingThirdPerson ) + re.renderfx |= RF_THIRD_PERSON; + + if( bp->dynamicLight && !( re.renderfx & RF_THIRD_PERSON ) ) + { + trap_R_AddLightToScene( p->origin, + CG_LerpValues( p->dLightRadius.initial, p->dLightRadius.final, + CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->dLightRadius.delay ) ), + (float)bp->dLightColor[ 0 ] / (float)0xFF, + (float)bp->dLightColor[ 1 ] / (float)0xFF, + (float)bp->dLightColor[ 2 ] / (float)0xFF ); + } + + VectorCopy( p->origin, re.origin ); + + trap_R_AddRefEntityToScene( &re ); +} + +/* +=============== +CG_AddParticles + +Add particles to the scene +=============== +*/ +void CG_AddParticles( void ) +{ + int i; + particle_t *p; + int numPS = 0, numPE = 0, numP = 0; + + //remove expired particle systems + CG_GarbageCollectParticleSystems( ); + + //check each ejector and introduce any new particles + CG_SpawnNewParticles( ); + + //sorting + CG_CompactAndSortParticles( ); + + for( i = 0; i < MAX_PARTICLES; i++ ) + { + p = sortedParticles[ i ]; + + if( p->valid ) + { + if( p->birthTime + p->lifeTime > cg.time ) + { + //particle is active + CG_EvaluateParticlePhysics( p ); + CG_RenderParticle( p ); + } + else + CG_DestroyParticle( p, NULL ); + } + } + + if( cg_debugParticles.integer >= 2 ) + { + for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ ) + if( particleSystems[ i ].valid ) + numPS++; + + for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ ) + if( particleEjectors[ i ].valid ) + numPE++; + + for( i = 0; i < MAX_PARTICLES; i++ ) + if( particles[ i ].valid ) + numP++; + + CG_Printf( "PS: %d PE: %d P: %d\n", numPS, numPE, numP ); + } +} + +/* +=============== +CG_ParticleSystemEntity + +Particle system entity client code +=============== +*/ +void CG_ParticleSystemEntity( centity_t *cent ) +{ + entityState_t *es; + + es = ¢->currentState; + + if( es->eFlags & EF_NODRAW ) + { + if( CG_IsParticleSystemValid( ¢->entityPS ) && CG_IsParticleSystemInfinite( cent->entityPS ) ) + CG_DestroyParticleSystem( ¢->entityPS ); + + return; + } + + if( !CG_IsParticleSystemValid( ¢->entityPS ) && !cent->entityPSMissing ) + { + cent->entityPS = CG_SpawnNewParticleSystem( cgs.gameParticleSystems[ es->modelindex ] ); + + if( CG_IsParticleSystemValid( ¢->entityPS ) ) + { + CG_SetAttachmentPoint( ¢->entityPS->attachment, cent->lerpOrigin ); + CG_SetAttachmentCent( ¢->entityPS->attachment, cent ); + CG_AttachToPoint( ¢->entityPS->attachment ); + } + else + cent->entityPSMissing = qtrue; + } +} + +static particleSystem_t *testPS; +static qhandle_t testPSHandle; + +/* +=============== +CG_DestroyTestPS_f + +Destroy the test a particle system +=============== +*/ +void CG_DestroyTestPS_f( void ) +{ + if( CG_IsParticleSystemValid( &testPS ) ) + CG_DestroyParticleSystem( &testPS ); +} + +/* +=============== +CG_TestPS_f + +Test a particle system +=============== +*/ +void CG_TestPS_f( void ) +{ + vec3_t origin; + vec3_t up = { 0.0f, 0.0f, 1.0f }; + char psName[ MAX_QPATH ]; + + if( trap_Argc( ) < 2 ) + return; + + Q_strncpyz( psName, CG_Argv( 1 ), MAX_QPATH ); + testPSHandle = CG_RegisterParticleSystem( psName ); + + if( testPSHandle ) + { + CG_DestroyTestPS_f( ); + + testPS = CG_SpawnNewParticleSystem( testPSHandle ); + + VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], origin ); + + if( CG_IsParticleSystemValid( &testPS ) ) + { + CG_SetAttachmentPoint( &testPS->attachment, origin ); + CG_SetParticleSystemNormal( testPS, up ); + CG_AttachToPoint( &testPS->attachment ); + } + } +} diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c new file mode 100644 index 0000000..b594330 --- /dev/null +++ b/src/cgame/cg_players.c @@ -0,0 +1,2565 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_players.c -- handle the media and animation for player entities + + +#include "cg_local.h" + +char *cg_customSoundNames[ MAX_CUSTOM_SOUNDS ] = +{ + "*death1.wav", + "*death2.wav", + "*death3.wav", + "*jump1.wav", + "*pain25_1.wav", + "*pain50_1.wav", + "*pain75_1.wav", + "*pain100_1.wav", + "*falling1.wav", + "*gasp.wav", + "*drown.wav", + "*fall1.wav", + "*taunt.wav" +}; + + +/* +================ +CG_CustomSound + +================ +*/ +sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) +{ + clientInfo_t *ci; + int i; + + if( soundName[ 0 ] != '*' ) + return trap_S_RegisterSound( soundName, qfalse ); + + if( clientNum < 0 || clientNum >= MAX_CLIENTS ) + clientNum = 0; + + ci = &cgs.clientinfo[ clientNum ]; + + for( i = 0; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[ i ]; i++ ) + { + if( !strcmp( soundName, cg_customSoundNames[ i ] ) ) + return ci->sounds[ i ]; + } + + CG_Error( "Unknown custom sound: %s", soundName ); + return 0; +} + + + +/* +============================================================================= + +CLIENT INFO + +============================================================================= +*/ + +/* +====================== +CG_ParseAnimationFile + +Read a configuration file containing animation coutns and rates +models/players/visor/animation.cfg, etc +====================== +*/ +static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) +{ + char *text_p, *prev; + int len; + int i; + char *token; + float fps; + int skip; + char text[ 20000 ]; + fileHandle_t f; + animation_t *animations; + + animations = ci->animations; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + trap_FS_FCloseFile( f ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + skip = 0; // quite the compiler warning + + ci->footsteps = FOOTSTEP_NORMAL; + VectorClear( ci->headOffset ); + ci->gender = GENDER_MALE; + ci->fixedlegs = qfalse; + ci->fixedtorso = qfalse; + ci->nonsegmented = qfalse; + + // read optional parameters + while( 1 ) + { + prev = text_p; // so we can unget + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "footsteps" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + if( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) + ci->footsteps = FOOTSTEP_NORMAL; + else if( !Q_stricmp( token, "flesh" ) ) + ci->footsteps = FOOTSTEP_FLESH; + else if( !Q_stricmp( token, "none" ) ) + ci->footsteps = FOOTSTEP_NONE; + else if( !Q_stricmp( token, "custom" ) ) + ci->footsteps = FOOTSTEP_CUSTOM; + else + CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token ); + + continue; + } + else if( !Q_stricmp( token, "headoffset" ) ) + { + for( i = 0 ; i < 3 ; i++ ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + ci->headOffset[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "sex" ) ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( token[ 0 ] == 'f' || token[ 0 ] == 'F' ) + ci->gender = GENDER_FEMALE; + else if( token[ 0 ] == 'n' || token[ 0 ] == 'N' ) + ci->gender = GENDER_NEUTER; + else + ci->gender = GENDER_MALE; + + continue; + } + else if( !Q_stricmp( token, "fixedlegs" ) ) + { + ci->fixedlegs = qtrue; + continue; + } + else if( !Q_stricmp( token, "fixedtorso" ) ) + { + ci->fixedtorso = qtrue; + continue; + } + else if( !Q_stricmp( token, "nonsegmented" ) ) + { + ci->nonsegmented = qtrue; + continue; + } + + // if it is a number, start parsing animations + if( token[ 0 ] >= '0' && token[ 0 ] <= '9' ) + { + text_p = prev; // unget the token + break; + } + + Com_Printf( "unknown token '%s' is %s\n", token, filename ); + } + + if( !ci->nonsegmented ) + { + // read information for each frame + for( i = 0; i < MAX_PLAYER_ANIMATIONS; i++ ) + { + token = COM_Parse( &text_p ); + + if( !*token ) + { + if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) + { + animations[ i ].firstFrame = animations[ TORSO_GESTURE ].firstFrame; + animations[ i ].frameLerp = animations[ TORSO_GESTURE ].frameLerp; + animations[ i ].initialLerp = animations[ TORSO_GESTURE ].initialLerp; + animations[ i ].loopFrames = animations[ TORSO_GESTURE ].loopFrames; + animations[ i ].numFrames = animations[ TORSO_GESTURE ].numFrames; + animations[ i ].reversed = qfalse; + animations[ i ].flipflop = qfalse; + continue; + } + + break; + } + + animations[ i ].firstFrame = atoi( token ); + + // leg only frames are adjusted to not count the upper body only frames + if( i == LEGS_WALKCR ) + skip = animations[ LEGS_WALKCR ].firstFrame - animations[ TORSO_GESTURE ].firstFrame; + + if( i >= LEGS_WALKCR && inonsegmented ) + { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); + ci->legsSkin = trap_R_RegisterSkin( filename ); + if( !ci->legsSkin ) + Com_Printf( "Leg skin load failure: %s\n", filename ); + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); + ci->torsoSkin = trap_R_RegisterSkin( filename ); + if( !ci->torsoSkin ) + Com_Printf( "Torso skin load failure: %s\n", filename ); + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName ); + ci->headSkin = trap_R_RegisterSkin( filename ); + if( !ci->headSkin ) + Com_Printf( "Head skin load failure: %s\n", filename ); + + if( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) + return qfalse; + } + else + { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg_%s.skin", modelName, skinName ); + ci->nonSegSkin = trap_R_RegisterSkin( filename ); + if( !ci->nonSegSkin ) + Com_Printf( "Non-segmented skin load failure: %s\n", filename ); + + if( !ci->nonSegSkin ) + return qfalse; + } + + return qtrue; +} + +/* +========================== +CG_RegisterClientModelname +========================== +*/ +static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName ) +{ + char filename[ MAX_QPATH * 2 ]; + + // do this first so the nonsegmented property is set + // load the animations + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); + if( !CG_ParseAnimationFile( filename, ci ) ) + { + Com_Printf( "Failed to load animation file %s\n", filename ); + return qfalse; + } + + // load cmodels before models so filecache works + + if( !ci->nonsegmented ) + { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); + ci->legsModel = trap_R_RegisterModel( filename ); + if( !ci->legsModel ) + { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); + ci->torsoModel = trap_R_RegisterModel( filename ); + if( !ci->torsoModel ) + { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName ); + ci->headModel = trap_R_RegisterModel( filename ); + if( !ci->headModel ) + { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + else + { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg.md3", modelName ); + ci->nonSegModel = trap_R_RegisterModel( filename ); + if( !ci->nonSegModel ) + { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + + // if any skins failed to load, return failure + if( !CG_RegisterClientSkin( ci, modelName, skinName ) ) + { + Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName ); + return qfalse; + } + + //FIXME: skins do not load without icon present. do we want icons anyway? +/* Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName ); + ci->modelIcon = trap_R_RegisterShaderNoMip( filename ); + if( !ci->modelIcon ) + { + Com_Printf( "Failed to load icon file: %s\n", filename ); + return qfalse; + }*/ + + return qtrue; +} + +/* +==================== +CG_ColorFromString +==================== +*/ +static void CG_ColorFromString( const char *v, vec3_t color ) +{ + int val; + + VectorClear( color ); + + val = atoi( v ); + + if( val < 1 || val > 7 ) + { + VectorSet( color, 1, 1, 1 ); + return; + } + + if( val & 1 ) + color[ 2 ] = 1.0f; + + if( val & 2 ) + color[ 1 ] = 1.0f; + + if( val & 4 ) + color[ 0 ] = 1.0f; +} + + +/* +=================== +CG_LoadClientInfo + +Load it now, taking the disk hits +=================== +*/ +static void CG_LoadClientInfo( clientInfo_t *ci ) +{ + const char *dir, *fallback; + int i; + const char *s; + int clientNum; + + if( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) ) + { + if( cg_buildScript.integer ) + CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName ); + + // fall back + if( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) ) + CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL ); + } + + // sounds + dir = ci->modelName; + fallback = DEFAULT_MODEL; + + for( i = 0; i < MAX_CUSTOM_SOUNDS; i++ ) + { + s = cg_customSoundNames[ i ]; + + if( !s ) + break; + + // fanny about a bit with sounds that are missing + if( !CG_FileExists( va( "sound/player/%s/%s", dir, s + 1 ) ) ) + { + //file doesn't exist + + if( i == 11 || i == 8 ) //fall or falling + { + ci->sounds[ i ] = trap_S_RegisterSound( "sound/null.wav", qfalse ); + } + else + { + if( i == 9 ) //gasp + s = cg_customSoundNames[ 7 ]; //pain100_1 + else if( i == 10 ) //drown + s = cg_customSoundNames[ 0 ]; //death1 + + ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse ); + if( !ci->sounds[ i ] ) + ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", fallback, s + 1 ), qfalse ); + } + } + else + { + ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse ); + if( !ci->sounds[ i ] ) + ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", fallback, s + 1 ), qfalse ); + } + } + + if( ci->footsteps == FOOTSTEP_CUSTOM ) + { + for( i = 0; i < 4; i++ ) + { + ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/step%d.wav", dir, i + 1 ), qfalse ); + if( !ci->customFootsteps[ i ] ) + ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/step%d.wav", i + 1 ), qfalse ); + + ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/clank%d.wav", dir, i + 1 ), qfalse ); + if( !ci->customMetalFootsteps[ i ] ) + ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/clank%d.wav", i + 1 ), qfalse ); + } + } + + // reset any existing players and bodies, because they might be in bad + // frames for this new model + clientNum = ci - cgs.clientinfo; + for( i = 0; i < MAX_GENTITIES; i++ ) + { + if( cg_entities[ i ].currentState.clientNum == clientNum && + cg_entities[ i ].currentState.eType == ET_PLAYER ) + CG_ResetPlayerEntity( &cg_entities[ i ] ); + } +} + +/* +====================== +CG_CopyClientInfoModel +====================== +*/ +static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) +{ + VectorCopy( from->headOffset, to->headOffset ); + to->footsteps = from->footsteps; + to->gender = from->gender; + + to->legsModel = from->legsModel; + to->legsSkin = from->legsSkin; + to->torsoModel = from->torsoModel; + to->torsoSkin = from->torsoSkin; + to->headModel = from->headModel; + to->headSkin = from->headSkin; + to->nonSegModel = from->nonSegModel; + to->nonSegSkin = from->nonSegSkin; + to->nonsegmented = from->nonsegmented; + to->modelIcon = from->modelIcon; + + memcpy( to->animations, from->animations, sizeof( to->animations ) ); + memcpy( to->sounds, from->sounds, sizeof( to->sounds ) ); + memcpy( to->customFootsteps, from->customFootsteps, sizeof( to->customFootsteps ) ); + memcpy( to->customMetalFootsteps, from->customMetalFootsteps, sizeof( to->customMetalFootsteps ) ); +} + + +/* +====================== +CG_GetCorpseNum +====================== +*/ +static int CG_GetCorpseNum( pClass_t class ) +{ + int i; + clientInfo_t *match; + char *modelName; + char *skinName; + + modelName = BG_FindModelNameForClass( class ); + skinName = BG_FindSkinNameForClass( class ); + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + match = &cgs.corpseinfo[ i ]; + + if( !match->infoValid ) + continue; + + if( !Q_stricmp( modelName, match->modelName ) + && !Q_stricmp( skinName, match->skinName ) ) + { + // this clientinfo is identical, so use it's handles + return i; + } + } + + //something has gone horribly wrong + return -1; +} + + +/* +====================== +CG_ScanForExistingClientInfo +====================== +*/ +static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) +{ + int i; + clientInfo_t *match; + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + match = &cgs.corpseinfo[ i ]; + + if( !match->infoValid ) + continue; + + if( !Q_stricmp( ci->modelName, match->modelName ) && + !Q_stricmp( ci->skinName, match->skinName ) ) + { + // this clientinfo is identical, so use it's handles + CG_CopyClientInfoModel( match, ci ); + + return qtrue; + } + } + + // shouldn't happen + return qfalse; +} + + +/* +====================== +CG_PrecacheClientInfo +====================== +*/ +void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ) +{ + clientInfo_t *ci; + clientInfo_t newInfo; + + ci = &cgs.corpseinfo[ class ]; + + // the old value + memset( &newInfo, 0, sizeof( newInfo ) ); + + // model + Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) ); + Q_strncpyz( newInfo.headModelName, model, sizeof( newInfo.headModelName ) ); + + // modelName didn not include a skin name + if( !skin ) + { + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } + else + { + Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) ); + Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) ); + } + + newInfo.infoValid = qtrue; + + // actually register the models + *ci = newInfo; + CG_LoadClientInfo( ci ); +} + + +/* +====================== +CG_NewClientInfo +====================== +*/ +void CG_NewClientInfo( int clientNum ) +{ + clientInfo_t *ci; + clientInfo_t newInfo; + const char *configstring; + const char *v; + char *slash; + + ci = &cgs.clientinfo[ clientNum ]; + + configstring = CG_ConfigString( clientNum + CS_PLAYERS ); + if( !configstring[ 0 ] ) + { + memset( ci, 0, sizeof( *ci ) ); + return; // player just left + } + + // the old value + memset( &newInfo, 0, sizeof( newInfo ) ); + + // isolate the player's name + v = Info_ValueForKey( configstring, "n" ); + Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) ); + + // colors + v = Info_ValueForKey( configstring, "c1" ); + CG_ColorFromString( v, newInfo.color1 ); + + v = Info_ValueForKey( configstring, "c2" ); + CG_ColorFromString( v, newInfo.color2 ); + + // bot skill + v = Info_ValueForKey( configstring, "skill" ); + newInfo.botSkill = atoi( v ); + + // handicap + v = Info_ValueForKey( configstring, "hc" ); + newInfo.handicap = atoi( v ); + + // wins + v = Info_ValueForKey( configstring, "w" ); + newInfo.wins = atoi( v ); + + // losses + v = Info_ValueForKey( configstring, "l" ); + newInfo.losses = atoi( v ); + + // team + v = Info_ValueForKey( configstring, "t" ); + newInfo.team = atoi( v ); + + // team task + v = Info_ValueForKey( configstring, "tt" ); + newInfo.teamTask = atoi( v ); + + // team leader + v = Info_ValueForKey( configstring, "tl" ); + newInfo.teamLeader = atoi( v ); + + // model + v = Info_ValueForKey( configstring, "model" ); + Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) ); + + slash = strchr( newInfo.modelName, '/' ); + + if( !slash ) + { + // modelName didn not include a skin name + Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) ); + } + else + { + Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) ); + // truncate modelName + *slash = 0; + } + + //CG_Printf( "NCI: %s\n", v ); + + // head model + v = Info_ValueForKey( configstring, "hmodel" ); + Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) ); + + slash = strchr( newInfo.headModelName, '/' ); + + if( !slash ) + { + // modelName didn not include a skin name + Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) ); + } + else + { + Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) ); + // truncate modelName + *slash = 0; + } + + // replace whatever was there with the new one + newInfo.infoValid = qtrue; + *ci = newInfo; + + // scan for an existing clientinfo that matches this modelname + // so we can avoid loading checks if possible + if( !CG_ScanForExistingClientInfo( ci ) ) + CG_LoadClientInfo( ci ); +} + + + +/* +============================================================================= + +PLAYER ANIMATION + +============================================================================= +*/ + + +/* +=============== +CG_SetLerpFrameAnimation + +may include ANIM_TOGGLEBIT +=============== +*/ +static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) +{ + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~ANIM_TOGGLEBIT; + + if( newAnimation < 0 || newAnimation >= MAX_PLAYER_TOTALANIMATIONS ) + CG_Error( "Bad animation number: %i", newAnimation ); + + anim = &ci->animations[ newAnimation ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; + + if( cg_debugAnim.integer ) + CG_Printf( "Anim: %i\n", newAnimation ); +} + +/* +=============== +CG_RunPlayerLerpFrame + +Sets cg.snap, cg.oldFrame, and cg.backlerp +cg.time should be between oldFrameTime and frameTime after exit +=============== +*/ +static void CG_RunPlayerLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) +{ + int f, numFrames; + animation_t *anim; + + // debugging tool to get no animations + if( cg_animSpeed.integer == 0 ) + { + lf->oldFrame = lf->frame = lf->backlerp = 0; + return; + } + + // see if the animation sequence is switching + if( newAnimation != lf->animationNumber || !lf->animation ) + { + CG_SetLerpFrameAnimation( ci, lf, newAnimation ); + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if( cg.time >= lf->frameTime ) + { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if( !anim->frameLerp ) + return; // shouldn't happen + + if( cg.time < lf->animationTime ) + lf->frameTime = lf->animationTime; // initial lerp + else + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + f *= speedScale; // adjust for haste, etc + numFrames = anim->numFrames; + + if( anim->flipflop ) + numFrames *= 2; + + if( f >= numFrames ) + { + f -= numFrames; + if( anim->loopFrames ) + { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } + else + { + f = numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = cg.time; + } + } + + if( anim->reversed ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - f; + else if( anim->flipflop && f>=anim->numFrames ) + lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames ); + else + lf->frame = anim->firstFrame + f; + + if( cg.time > lf->frameTime ) + { + lf->frameTime = cg.time; + + if( cg_debugAnim.integer ) + CG_Printf( "Clamp lf->frameTime\n" ); + } + } + + if( lf->frameTime > cg.time + 200 ) + lf->frameTime = cg.time; + + if( lf->oldFrameTime > cg.time ) + lf->oldFrameTime = cg.time; + + // calculate current lerp value + if( lf->frameTime == lf->oldFrameTime ) + lf->backlerp = 0; + else + lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); +} + + +/* +=============== +CG_ClearLerpFrame +=============== +*/ +static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) +{ + lf->frameTime = lf->oldFrameTime = cg.time; + CG_SetLerpFrameAnimation( ci, lf, animationNumber ); + lf->oldFrame = lf->frame = lf->animation->firstFrame; +} + + +/* +=============== +CG_PlayerAnimation +=============== +*/ +static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp, + int *torsoOld, int *torso, float *torsoBackLerp ) +{ + clientInfo_t *ci; + int clientNum; + float speedScale = 1.0f; + + clientNum = cent->currentState.clientNum; + + if( cg_noPlayerAnims.integer ) + { + *legsOld = *legs = *torsoOld = *torso = 0; + return; + } + + ci = &cgs.clientinfo[ clientNum ]; + + // do the shuffle turn frames locally + if( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) + CG_RunPlayerLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale ); + else + CG_RunPlayerLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale ); + + *legsOld = cent->pe.legs.oldFrame; + *legs = cent->pe.legs.frame; + *legsBackLerp = cent->pe.legs.backlerp; + + CG_RunPlayerLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale ); + + *torsoOld = cent->pe.torso.oldFrame; + *torso = cent->pe.torso.frame; + *torsoBackLerp = cent->pe.torso.backlerp; +} + + +/* +=============== +CG_PlayerNonSegAnimation +=============== +*/ +static void CG_PlayerNonSegAnimation( centity_t *cent, int *nonSegOld, + int *nonSeg, float *nonSegBackLerp ) +{ + clientInfo_t *ci; + int clientNum; + float speedScale = 1.0f; + + clientNum = cent->currentState.clientNum; + + if( cg_noPlayerAnims.integer ) + { + *nonSegOld = *nonSeg = 0; + return; + } + + ci = &cgs.clientinfo[ clientNum ]; + + // do the shuffle turn frames locally + if( cent->pe.nonseg.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_STAND ) + CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, NSPA_TURN, speedScale ); + else + CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, cent->currentState.legsAnim, speedScale ); + + *nonSegOld = cent->pe.nonseg.oldFrame; + *nonSeg = cent->pe.nonseg.frame; + *nonSegBackLerp = cent->pe.nonseg.backlerp; +} + +/* +============================================================================= + +PLAYER ANGLES + +============================================================================= +*/ + +/* +================== +CG_SwingAngles +================== +*/ +static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance, + float speed, float *angle, qboolean *swinging ) +{ + float swing; + float move; + float scale; + + if( !*swinging ) + { + // see if a swing should be started + swing = AngleSubtract( *angle, destination ); + + if( swing > swingTolerance || swing < -swingTolerance ) + *swinging = qtrue; + } + + if( !*swinging ) + return; + + // modify the speed depending on the delta + // so it doesn't seem so linear + swing = AngleSubtract( destination, *angle ); + scale = fabs( swing ); + + if( scale < swingTolerance * 0.5 ) + scale = 0.5; + else if( scale < swingTolerance ) + scale = 1.0; + else + scale = 2.0; + + // swing towards the destination angle + if( swing >= 0 ) + { + move = cg.frametime * scale * speed; + + if( move >= swing ) + { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } + else if( swing < 0 ) + { + move = cg.frametime * scale * -speed; + + if( move <= swing ) + { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } + + // clamp to no more than tolerance + swing = AngleSubtract( destination, *angle ); + if( swing > clampTolerance ) + *angle = AngleMod( destination - ( clampTolerance - 1 ) ); + else if( swing < -clampTolerance ) + *angle = AngleMod( destination + ( clampTolerance - 1 ) ); +} + +/* +================= +CG_AddPainTwitch +================= +*/ +static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) +{ + int t; + float f; + + t = cg.time - cent->pe.painTime; + + if( t >= PAIN_TWITCH_TIME ) + return; + + f = 1.0 - (float)t / PAIN_TWITCH_TIME; + + if( cent->pe.painDirection ) + torsoAngles[ ROLL ] += 20 * f; + else + torsoAngles[ ROLL ] -= 20 * f; +} + + +/* +=============== +CG_PlayerAngles + +Handles seperate torso motion + + legs pivot based on direction of movement + + head always looks exactly at cent->lerpAngles + + if motion < 20 degrees, show in head only + if < 45 degrees, also show in torso +=============== +*/ +static void CG_PlayerAngles( centity_t *cent, vec3_t srcAngles, + vec3_t legs[ 3 ], vec3_t torso[ 3 ], vec3_t head[ 3 ] ) +{ + vec3_t legsAngles, torsoAngles, headAngles; + float dest; + static int movementOffsets[ 8 ] = { 0, 22, 45, -22, 0, 22, -45, -22 }; + vec3_t velocity; + float speed; + int dir, clientNum; + clientInfo_t *ci; + + VectorCopy( srcAngles, headAngles ); + headAngles[ YAW ] = AngleMod( headAngles[ YAW ] ); + VectorClear( legsAngles ); + VectorClear( torsoAngles ); + + // --------- yaw ------------- + + // allow yaw to drift a bit + if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE || + ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) + { + // if not standing still, always point all in the same direction + cent->pe.torso.yawing = qtrue; // always center + cent->pe.torso.pitching = qtrue; // always center + cent->pe.legs.yawing = qtrue; // always center + } + + // adjust legs for movement dir + if( cent->currentState.eFlags & EF_DEAD ) + { + // don't let dead bodies twitch + dir = 0; + } + else + { + // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise + dir = cent->currentState.time2; + if( dir < 0 || dir > 7 ) + CG_Error( "Bad player movement angle" ); + } + + legsAngles[ YAW ] = headAngles[ YAW ] + movementOffsets[ dir ]; + torsoAngles[ YAW ] = headAngles[ YAW ] + 0.25 * movementOffsets[ dir ]; + + // torso + if( cent->currentState.eFlags & EF_DEAD ) + { + CG_SwingAngles( torsoAngles[ YAW ], 0, 0, cg_swingSpeed.value, + ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[ YAW ], 0, 0, cg_swingSpeed.value, + ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + } + else + { + CG_SwingAngles( torsoAngles[ YAW ], 25, 90, cg_swingSpeed.value, + ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[ YAW ], 40, 90, cg_swingSpeed.value, + ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + } + + torsoAngles[ YAW ] = cent->pe.torso.yawAngle; + legsAngles[ YAW ] = cent->pe.legs.yawAngle; + + // --------- pitch ------------- + + // only show a fraction of the pitch angle in the torso + if( headAngles[ PITCH ] > 180 ) + dest = ( -360 + headAngles[ PITCH ] ) * 0.75f; + else + dest = headAngles[ PITCH ] * 0.75f; + + CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching ); + torsoAngles[ PITCH ] = cent->pe.torso.pitchAngle; + + // + clientNum = cent->currentState.clientNum; + + if( clientNum >= 0 && clientNum < MAX_CLIENTS ) + { + ci = &cgs.clientinfo[ clientNum ]; + if( ci->fixedtorso ) + torsoAngles[ PITCH ] = 0.0f; + } + + // --------- roll ------------- + + + // lean towards the direction of travel + VectorCopy( cent->currentState.pos.trDelta, velocity ); + speed = VectorNormalize( velocity ); + + if( speed ) + { + vec3_t axis[ 3 ]; + float side; + + speed *= 0.05f; + + AnglesToAxis( legsAngles, axis ); + side = speed * DotProduct( velocity, axis[ 1 ] ); + legsAngles[ ROLL ] -= side; + + side = speed * DotProduct( velocity, axis[ 0 ] ); + legsAngles[ PITCH ] += side; + } + + // + clientNum = cent->currentState.clientNum; + + if( clientNum >= 0 && clientNum < MAX_CLIENTS ) + { + ci = &cgs.clientinfo[ clientNum ]; + + if( ci->fixedlegs ) + { + legsAngles[ YAW ] = torsoAngles[ YAW ]; + legsAngles[ PITCH ] = 0.0f; + legsAngles[ ROLL ] = 0.0f; + } + } + + // pain twitch + CG_AddPainTwitch( cent, torsoAngles ); + + // pull the angles back out of the hierarchial chain + AnglesSubtract( headAngles, torsoAngles, headAngles ); + AnglesSubtract( torsoAngles, legsAngles, torsoAngles ); + AnglesToAxis( legsAngles, legs ); + AnglesToAxis( torsoAngles, torso ); + AnglesToAxis( headAngles, head ); +} + +#define MODEL_WWSMOOTHTIME 200 + +/* +=============== +CG_PlayerWWSmoothing + +Smooth the angles of transitioning wall walkers +=============== +*/ +static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 ] ) +{ + entityState_t *es = ¢->currentState; + int i; + vec3_t surfNormal, rotAxis, temp; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + float stLocal, sFraction, rotAngle; + vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ]; + + //set surfNormal + if( !(es->eFlags & EF_WALLCLIMB ) ) + VectorCopy( refNormal, surfNormal ); + else if( !( es->eFlags & EF_WALLCLIMBCEILING ) ) + VectorCopy( es->angles2, surfNormal ); + else + VectorCopy( ceilingNormal, surfNormal ); + + AxisCopy( in, inAxis ); + + if( !VectorCompare( surfNormal, cent->pe.lastNormal ) ) + { + //if we moving from the ceiling to the floor special case + //( x product of colinear vectors is undefined) + if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) && + VectorCompare( refNormal, surfNormal ) ) + { + VectorCopy( in[ 1 ], rotAxis ); + rotAngle = 180.0f; + } + else + { + AxisCopy( cent->pe.lastAxis, lastAxis ); + rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) + + DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) + + DotProduct( inAxis[ 2 ], lastAxis[ 2 ] ); + + rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) ); + + CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp ); + VectorCopy( temp, rotAxis ); + CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp ); + VectorAdd( rotAxis, temp, rotAxis ); + CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp ); + VectorAdd( rotAxis, temp, rotAxis ); + + VectorNormalize( rotAxis ); + } + + //iterate through smooth array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //found an unused index in the smooth array + if( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME < cg.time ) + { + //copy to array and stop + VectorCopy( rotAxis, cent->pe.sList[ i ].rotAxis ); + cent->pe.sList[ i ].rotAngle = rotAngle; + cent->pe.sList[ i ].time = cg.time; + break; + } + } + } + + //iterate through ops + for( i = MAXSMOOTHS - 1; i >= 0; i-- ) + { + //if this op has time remaining, perform it + if( cg.time < cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) + { + stLocal = 1.0f - ( ( ( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) - cg.time ) / MODEL_WWSMOOTHTIME ); + sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f; + + RotatePointAroundVector( outAxis[ 0 ], cent->pe.sList[ i ].rotAxis, + inAxis[ 0 ], sFraction * cent->pe.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 1 ], cent->pe.sList[ i ].rotAxis, + inAxis[ 1 ], sFraction * cent->pe.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 2 ], cent->pe.sList[ i ].rotAxis, + inAxis[ 2 ], sFraction * cent->pe.sList[ i ].rotAngle ); + + AxisCopy( outAxis, inAxis ); + } + } + + //outAxis has been copied to inAxis + AxisCopy( inAxis, out ); +} + +/* +=============== +CG_PlayerNonSegAngles + +Resolve angles for non-segmented models +=============== +*/ +static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] ) +{ + vec3_t localAngles; + vec3_t velocity; + float speed; + int dir; + entityState_t *es = ¢->currentState; + vec3_t surfNormal; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + + VectorCopy( srcAngles, localAngles ); + localAngles[ YAW ] = AngleMod( localAngles[ YAW ] ); + localAngles[ PITCH ] = 0.0f; + localAngles[ ROLL ] = 0.0f; + + //set surfNormal + if( !( es->eFlags & EF_WALLCLIMBCEILING ) ) + VectorCopy( es->angles2, surfNormal ); + else + VectorCopy( ceilingNormal, surfNormal ); + + //make sure that WW transitions don't cause the swing stuff to go nuts + if( !VectorCompare( surfNormal, cent->pe.lastNormal ) ) + { + //stop CG_SwingAngles having an eppy + cent->pe.nonseg.yawAngle = localAngles[ YAW ]; + cent->pe.nonseg.yawing = qfalse; + } + + // --------- yaw ------------- + + // allow yaw to drift a bit + if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != NSPA_STAND ) + { + // if not standing still, always point all in the same direction + cent->pe.nonseg.yawing = qtrue; // always center + } + + // adjust legs for movement dir + if( cent->currentState.eFlags & EF_DEAD ) + { + // don't let dead bodies twitch + dir = 0; + } + else + { + // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise + dir = cent->currentState.time2; + if( dir < 0 || dir > 7 ) + CG_Error( "Bad player movement angle" ); + } + + // torso + if( cent->currentState.eFlags & EF_DEAD ) + { + CG_SwingAngles( localAngles[ YAW ], 0, 0, cg_swingSpeed.value, + ¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing ); + } + else + { + CG_SwingAngles( localAngles[ YAW ], 40, 90, cg_swingSpeed.value, + ¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing ); + } + + localAngles[ YAW ] = cent->pe.nonseg.yawAngle; + + // --------- pitch ------------- + + //NO PITCH! + + + // --------- roll ------------- + + + // lean towards the direction of travel + VectorCopy( cent->currentState.pos.trDelta, velocity ); + speed = VectorNormalize( velocity ); + + if( speed ) + { + vec3_t axis[ 3 ]; + float side; + + //much less than with the regular model system + speed *= 0.01f; + + AnglesToAxis( localAngles, axis ); + side = speed * DotProduct( velocity, axis[ 1 ] ); + localAngles[ ROLL ] -= side; + + side = speed * DotProduct( velocity, axis[ 0 ] ); + localAngles[ PITCH ] += side; + } + + //FIXME: PAIN[123] animations? + // pain twitch + //CG_AddPainTwitch( cent, torsoAngles ); + + AnglesToAxis( localAngles, nonSegAxis ); +} + + +//========================================================================== + +/* +=============== +CG_PlayerUpgrade +=============== +*/ +static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso ) +{ + int held, active; + refEntity_t jetpack; + refEntity_t battpack; + refEntity_t flash; + entityState_t *es = ¢->currentState; + + held = es->modelindex; + active = es->modelindex2; + + if( held & ( 1 << UP_JETPACK ) ) + { + memset( &jetpack, 0, sizeof( jetpack ) ); + VectorCopy( torso->lightingOrigin, jetpack.lightingOrigin ); + jetpack.shadowPlane = torso->shadowPlane; + jetpack.renderfx = torso->renderfx; + + jetpack.hModel = cgs.media.jetpackModel; + + //identity matrix + AxisCopy( axisDefault, jetpack.axis ); + + //FIXME: change to tag_back when it exists + CG_PositionRotatedEntityOnTag( &jetpack, torso, torso->hModel, "tag_head" ); + + trap_R_AddRefEntityToScene( &jetpack ); + + if( active & ( 1 << UP_JETPACK ) ) + { + if( es->pos.trDelta[ 2 ] > 10.0f ) + { + if( cent->jetPackState != JPS_ASCENDING ) + { + if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + CG_DestroyParticleSystem( ¢->jetPackPS ); + + cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackAscendPS ); + cent->jetPackState = JPS_ASCENDING; + } + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, + vec3_origin, cgs.media.jetpackAscendSound ); + } + else if( es->pos.trDelta[ 2 ] < -10.0f ) + { + if( cent->jetPackState != JPS_DESCENDING ) + { + if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + CG_DestroyParticleSystem( ¢->jetPackPS ); + + cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackDescendPS ); + cent->jetPackState = JPS_DESCENDING; + } + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, + vec3_origin, cgs.media.jetpackDescendSound ); + } + else + { + if( cent->jetPackState != JPS_HOVERING ) + { + if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + CG_DestroyParticleSystem( ¢->jetPackPS ); + + cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackHoverPS ); + cent->jetPackState = JPS_HOVERING; + } + + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, + vec3_origin, cgs.media.jetpackIdleSound ); + } + + memset( &flash, 0, sizeof( flash ) ); + VectorCopy( torso->lightingOrigin, flash.lightingOrigin ); + flash.shadowPlane = torso->shadowPlane; + flash.renderfx = torso->renderfx; + + flash.hModel = cgs.media.jetpackFlashModel; + if( !flash.hModel ) + return; + + AxisCopy( axisDefault, flash.axis ); + + CG_PositionRotatedEntityOnTag( &flash, &jetpack, jetpack.hModel, "tag_flash" ); + trap_R_AddRefEntityToScene( &flash ); + + if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + { + CG_SetAttachmentTag( ¢->jetPackPS->attachment, + jetpack, jetpack.hModel, "tag_flash" ); + CG_SetAttachmentCent( ¢->jetPackPS->attachment, cent ); + CG_AttachToTag( ¢->jetPackPS->attachment ); + } + } + else if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + { + CG_DestroyParticleSystem( ¢->jetPackPS ); + cent->jetPackState = JPS_OFF; + } + } + else if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + { + CG_DestroyParticleSystem( ¢->jetPackPS ); + cent->jetPackState = JPS_OFF; + } + + if( held & ( 1 << UP_BATTPACK ) ) + { + memset( &battpack, 0, sizeof( battpack ) ); + VectorCopy( torso->lightingOrigin, battpack.lightingOrigin ); + battpack.shadowPlane = torso->shadowPlane; + battpack.renderfx = torso->renderfx; + + battpack.hModel = cgs.media.battpackModel; + + //identity matrix + AxisCopy( axisDefault, battpack.axis ); + + //FIXME: change to tag_back when it exists + CG_PositionRotatedEntityOnTag( &battpack, torso, torso->hModel, "tag_head" ); + + trap_R_AddRefEntityToScene( &battpack ); + } + + if( es->eFlags & EF_BLOBLOCKED ) + { + vec3_t temp, origin, up = { 0.0f, 0.0f, 1.0f }; + trace_t tr; + float size; + + VectorCopy( es->pos.trBase, temp ); + temp[ 2 ] -= 4096.0f; + + CG_Trace( &tr, es->pos.trBase, NULL, NULL, temp, es->number, MASK_SOLID ); + VectorCopy( tr.endpos, origin ); + + size = 32.0f; + + if( size > 0.0f ) + CG_ImpactMark( cgs.media.creepShader, origin, up, + 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue ); + } +} + + +/* +=============== +CG_PlayerFloatSprite + +Float a sprite over the player's head +=============== +*/ +static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) +{ + int rf; + refEntity_t ent; + + if( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) + rf = RF_THIRD_PERSON; // only show in mirrors + else + rf = 0; + + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( cent->lerpOrigin, ent.origin ); + ent.origin[ 2 ] += 48; + ent.reType = RT_SPRITE; + ent.customShader = shader; + ent.radius = 10; + ent.renderfx = rf; + ent.shaderRGBA[ 0 ] = 255; + ent.shaderRGBA[ 1 ] = 255; + ent.shaderRGBA[ 2 ] = 255; + ent.shaderRGBA[ 3 ] = 255; + trap_R_AddRefEntityToScene( &ent ); +} + + + +/* +=============== +CG_PlayerSprites + +Float sprites over the player's head +=============== +*/ +static void CG_PlayerSprites( centity_t *cent ) +{ + if( cent->currentState.eFlags & EF_CONNECTION ) + { + CG_PlayerFloatSprite( cent, cgs.media.connectionShader ); + return; + } + + if( cent->currentState.eFlags & EF_TALK ) + { + // the masses have decreed this to be wrong +/* CG_PlayerFloatSprite( cent, cgs.media.balloonShader ); + return;*/ + } +} + +/* +=============== +CG_PlayerShadow + +Returns the Z component of the surface being shadowed + + should it return a full plane instead of a Z? +=============== +*/ +#define SHADOW_DISTANCE 128 +static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t class ) +{ + vec3_t end, mins, maxs; + trace_t trace; + float alpha; + entityState_t *es = ¢->currentState; + vec3_t surfNormal = { 0.0f, 0.0f, 1.0f }; + + BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); + mins[ 2 ] = 0.0f; + maxs[ 2 ] = 2.0f; + + if( es->eFlags & EF_WALLCLIMB ) + { + if( es->eFlags & EF_WALLCLIMBCEILING ) + VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( es->angles2, surfNormal ); + } + + *shadowPlane = 0; + + if( cg_shadows.integer == 0 ) + return qfalse; + + // send a trace down from the player to the ground + VectorCopy( cent->lerpOrigin, end ); + VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end ); + + trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID ); + + // no shadow if too high + if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) + return qfalse; + + // FIXME: stencil shadows will be broken for walls. + // Unfortunately there isn't much that can be + // done since Q3 references only the Z coord + // of the shadowPlane + if( surfNormal[ 2 ] < 0.0f ) + *shadowPlane = trace.endpos[ 2 ] - 1.0f; + else + *shadowPlane = trace.endpos[ 2 ] + 1.0f; + + if( cg_shadows.integer != 1 ) // no mark for stencil or projection shadows + return qtrue; + + // fade the shadow out with height + alpha = 1.0 - trace.fraction; + + // add the mark as a temporary, so it goes directly to the renderer + // without taking a spot in the cg_marks array + CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal, + cent->pe.legs.yawAngle, 0.0f, 0.0f, 0.0f, alpha, qfalse, + 24.0f * BG_FindShadowScaleForClass( class ), qtrue ); + + return qtrue; +} + + +/* +=============== +CG_PlayerSplash + +Draw a mark at the water surface +=============== +*/ +static void CG_PlayerSplash( centity_t *cent, pClass_t class ) +{ + vec3_t start, end; + vec3_t mins, maxs; + trace_t trace; + int contents; + + if( !cg_shadows.integer ) + return; + + BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); + + VectorCopy( cent->lerpOrigin, end ); + end[ 2 ] += mins[ 2 ]; + + // if the feet aren't in liquid, don't make a mark + // this won't handle moving water brushes, but they wouldn't draw right anyway... + contents = trap_CM_PointContents( end, 0 ); + + if( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) + return; + + VectorCopy( cent->lerpOrigin, start ); + start[ 2 ] += 32; + + // if the head isn't out of liquid, don't make a mark + contents = trap_CM_PointContents( start, 0 ); + + if( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) + return; + + // trace down to find the surface + trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, + ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ); + + if( trace.fraction == 1.0f ) + return; + + CG_ImpactMark( cgs.media.wakeMarkShader, trace.endpos, trace.plane.normal, + cent->pe.legs.yawAngle, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, + 32.0f * BG_FindShadowScaleForClass( class ), qtrue ); +} + + +/* +================= +CG_LightVerts +================= +*/ +int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts ) +{ + int i, j; + float incoming; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + + trap_R_LightForPoint( verts[ 0 ].xyz, ambientLight, directedLight, lightDir ); + + for( i = 0; i < numVerts; i++ ) + { + incoming = DotProduct( normal, lightDir ); + + if( incoming <= 0 ) + { + verts[ i ].modulate[ 0 ] = ambientLight[ 0 ]; + verts[ i ].modulate[ 1 ] = ambientLight[ 1 ]; + verts[ i ].modulate[ 2 ] = ambientLight[ 2 ]; + verts[ i ].modulate[ 3 ] = 255; + continue; + } + + j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] ); + + if( j > 255 ) + j = 255; + + verts[ i ].modulate[ 0 ] = j; + + j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] ); + + if( j > 255 ) + j = 255; + + verts[ i ].modulate[ 1 ] = j; + + j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] ); + + if( j > 255 ) + j = 255; + + verts[ i ].modulate[ 2 ] = j; + + verts[ i ].modulate[ 3 ] = 255; + } + return qtrue; +} + + +/* +================= +CG_LightFromDirection +================= +*/ +int CG_LightFromDirection( vec3_t point, vec3_t direction ) +{ + int j; + float incoming; + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + vec3_t result; + + trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + + incoming = DotProduct( direction, lightDir ); + + if( incoming <= 0 ) + { + result[ 0 ] = ambientLight[ 0 ]; + result[ 1 ] = ambientLight[ 1 ]; + result[ 2 ] = ambientLight[ 2 ]; + return (int)( (float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); + } + + j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] ); + + if( j > 255 ) + j = 255; + + result[ 0 ] = j; + + j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] ); + + if( j > 255 ) + j = 255; + + result[ 1 ] = j; + + j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] ); + + if( j > 255 ) + j = 255; + + result[ 2 ] = j; + + return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); +} + + +/* +================= +CG_AmbientLight +================= +*/ +int CG_AmbientLight( vec3_t point ) +{ + vec3_t ambientLight; + vec3_t lightDir; + vec3_t directedLight; + vec3_t result; + + trap_R_LightForPoint( point, ambientLight, directedLight, lightDir ); + + result[ 0 ] = ambientLight[ 0 ]; + result[ 1 ] = ambientLight[ 1 ]; + result[ 2 ] = ambientLight[ 2 ]; + return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); +} + +#define TRACE_DEPTH 32.0f + +/* +=============== +CG_Player +=============== +*/ +void CG_Player( centity_t *cent ) +{ + clientInfo_t *ci; + + // NOTE: legs is used for nonsegmented models + // this helps reduce code to be changed + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + int clientNum; + int renderfx; + qboolean shadow = qfalse; + float shadowPlane; + entityState_t *es = ¢->currentState; + pClass_t class = ( es->powerups >> 8 ) & 0xFF; + float scale; + vec3_t tempAxis[ 3 ], tempAxis2[ 3 ]; + vec3_t angles; + int held = es->modelindex; + vec3_t surfNormal = { 0.0f, 0.0f, 1.0f }; + + // the client number is stored in clientNum. It can't be derived + // from the entity number, because a single client may have + // multiple corpses on the level using the same clientinfo + clientNum = es->clientNum; + if( clientNum < 0 || clientNum >= MAX_CLIENTS ) + CG_Error( "Bad clientNum on player entity" ); + + ci = &cgs.clientinfo[ clientNum ]; + + // it is possible to see corpses from disconnected players that may + // not have valid clientinfo + if( !ci->infoValid ) + return; + + //don't draw + if( es->eFlags & EF_NODRAW ) + return; + + // get the player model information + renderfx = 0; + if( es->number == cg.snap->ps.clientNum ) + { + if( !cg.renderingThirdPerson ) + renderfx = RF_THIRD_PERSON; // only draw in mirrors + else if( cg_cameraMode.integer ) + return; + } + + if( cg_drawBBOX.integer ) + { + vec3_t mins, maxs; + + BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); + CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs ); + } + + memset( &legs, 0, sizeof( legs ) ); + memset( &torso, 0, sizeof( torso ) ); + memset( &head, 0, sizeof( head ) ); + + VectorCopy( cent->lerpAngles, angles ); + AnglesToAxis( cent->lerpAngles, tempAxis ); + + //rotate lerpAngles to floor + if( es->eFlags & EF_WALLCLIMB && + BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) ) + AxisToAngles( tempAxis2, angles ); + else + VectorCopy( cent->lerpAngles, angles ); + + //normalise the pitch + if( angles[ PITCH ] < -180.0f ) + angles[ PITCH ] += 360.0f; + + // get the rotation information + if( !ci->nonsegmented ) + CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis ); + else + CG_PlayerNonSegAngles( cent, angles, legs.axis ); + + AxisCopy( legs.axis, tempAxis ); + + //rotate the legs axis to back to the wall + if( es->eFlags & EF_WALLCLIMB && + BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) ) + AxisCopy( tempAxis, legs.axis ); + + //smooth out WW transitions so the model doesn't hop around + CG_PlayerWWSmoothing( cent, legs.axis, legs.axis ); + + AxisCopy( tempAxis, cent->pe.lastAxis ); + + // get the animation state (after rotation, to allow feet shuffle) + if( !ci->nonsegmented ) + CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp, + &torso.oldframe, &torso.frame, &torso.backlerp ); + else + CG_PlayerNonSegAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp ); + + // add the talk baloon or disconnect icon + CG_PlayerSprites( cent ); + + // add the shadow + if( ( es->number == cg.snap->ps.clientNum && cg.renderingThirdPerson ) || + es->number != cg.snap->ps.clientNum ) + shadow = CG_PlayerShadow( cent, &shadowPlane, class ); + + // add a water splash if partially in and out of water + CG_PlayerSplash( cent, class ); + + if( cg_shadows.integer == 3 && shadow ) + renderfx |= RF_SHADOW_PLANE; + + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all + + // + // add the legs + // + if( !ci->nonsegmented ) + { + legs.hModel = ci->legsModel; + + if( held & ( 1 << UP_LIGHTARMOUR ) ) + legs.customSkin = cgs.media.larmourLegsSkin; + else + legs.customSkin = ci->legsSkin; + } + else + { + legs.hModel = ci->nonSegModel; + legs.customSkin = ci->nonSegSkin; + } + + VectorCopy( cent->lerpOrigin, legs.origin ); + + VectorCopy( cent->lerpOrigin, legs.lightingOrigin ); + legs.shadowPlane = shadowPlane; + legs.renderfx = renderfx; + VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + + //move the origin closer into the wall with a CapTrace + if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) ) + { + vec3_t start, end, mins, maxs; + trace_t tr; + + if( es->eFlags & EF_WALLCLIMBCEILING ) + VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( es->angles2, surfNormal ); + + BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); + + VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end ); + VectorMA( legs.origin, 1.0f, surfNormal, start ); + CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID ); + + //if the trace misses completely then just use legs.origin + //apparently capsule traces are "smaller" than box traces + if( tr.fraction != 1.0f ) + VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin ); + + VectorCopy( legs.origin, legs.lightingOrigin ); + VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + } + + //rescale the model + scale = BG_FindModelScaleForClass( class ); + + if( scale != 1.0f ) + { + VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] ); + VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] ); + VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] ); + + legs.nonNormalizedAxes = qtrue; + } + + //offset on the Z axis if required + VectorMA( legs.origin, BG_FindZOffsetForClass( class ), surfNormal, legs.origin ); + VectorCopy( legs.origin, legs.lightingOrigin ); + VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + + trap_R_AddRefEntityToScene( &legs ); + + // if the model failed, allow the default nullmodel to be displayed + if( !legs.hModel ) + return; + + if( !ci->nonsegmented ) + { + // + // add the torso + // + torso.hModel = ci->torsoModel; + + if( held & ( 1 << UP_LIGHTARMOUR ) ) + torso.customSkin = cgs.media.larmourTorsoSkin; + else + torso.customSkin = ci->torsoSkin; + + if( !torso.hModel ) + return; + + VectorCopy( cent->lerpOrigin, torso.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" ); + + torso.shadowPlane = shadowPlane; + torso.renderfx = renderfx; + + trap_R_AddRefEntityToScene( &torso ); + + // + // add the head + // + head.hModel = ci->headModel; + + if( held & ( 1 << UP_HELMET ) ) + head.customSkin = cgs.media.larmourHeadSkin; + else + head.customSkin = ci->headSkin; + + if( !head.hModel ) + return; + + VectorCopy( cent->lerpOrigin, head.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" ); + + head.shadowPlane = shadowPlane; + head.renderfx = renderfx; + + trap_R_AddRefEntityToScene( &head ); + } + + // + // add the gun / barrel / flash + // + if( es->weapon != WP_NONE ) + { + if( !ci->nonsegmented ) + CG_AddPlayerWeapon( &torso, NULL, cent ); + else + CG_AddPlayerWeapon( &legs, NULL, cent ); + } + + CG_PlayerUpgrades( cent, &torso ); + + //sanity check that particle systems are stopped when dead + if( es->eFlags & EF_DEAD ) + { + if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) + CG_DestroyParticleSystem( ¢->muzzlePS ); + + if( CG_IsParticleSystemValid( ¢->jetPackPS ) ) + CG_DestroyParticleSystem( ¢->jetPackPS ); + } + + VectorCopy( surfNormal, cent->pe.lastNormal ); +} + +/* +=============== +CG_Corpse +=============== +*/ +void CG_Corpse( centity_t *cent ) +{ + clientInfo_t *ci; + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + entityState_t *es = ¢->currentState; + int corpseNum; + int renderfx; + qboolean shadow = qfalse; + float shadowPlane; + vec3_t origin, liveZ, deadZ; + float scale; + + corpseNum = CG_GetCorpseNum( es->clientNum ); + + if( corpseNum < 0 || corpseNum >= MAX_CLIENTS ) + CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum ); + + ci = &cgs.corpseinfo[ corpseNum ]; + + // it is possible to see corpses from disconnected players that may + // not have valid clientinfo + if( !ci->infoValid ) + return; + + memset( &legs, 0, sizeof( legs ) ); + memset( &torso, 0, sizeof( torso ) ); + memset( &head, 0, sizeof( head ) ); + + VectorCopy( cent->lerpOrigin, origin ); + BG_FindBBoxForClass( es->clientNum, liveZ, NULL, NULL, deadZ, NULL ); + origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); + + VectorCopy( es->angles, cent->lerpAngles ); + + // get the rotation information + if( !ci->nonsegmented ) + CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis ); + else + CG_PlayerNonSegAngles( cent, cent->lerpAngles, legs.axis ); + + //set the correct frame (should always be dead) + if( cg_noPlayerAnims.integer ) + legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0; + else if( !ci->nonsegmented ) + { + memset( ¢->pe.legs, 0, sizeof( lerpFrame_t ) ); + CG_RunPlayerLerpFrame( ci, ¢->pe.legs, es->legsAnim, 1 ); + legs.oldframe = cent->pe.legs.oldFrame; + legs.frame = cent->pe.legs.frame; + legs.backlerp = cent->pe.legs.backlerp; + + memset( ¢->pe.torso, 0, sizeof( lerpFrame_t ) ); + CG_RunPlayerLerpFrame( ci, ¢->pe.torso, es->torsoAnim, 1 ); + torso.oldframe = cent->pe.torso.oldFrame; + torso.frame = cent->pe.torso.frame; + torso.backlerp = cent->pe.torso.backlerp; + } + else + { + memset( ¢->pe.nonseg, 0, sizeof( lerpFrame_t ) ); + CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, es->legsAnim, 1 ); + legs.oldframe = cent->pe.nonseg.oldFrame; + legs.frame = cent->pe.nonseg.frame; + legs.backlerp = cent->pe.nonseg.backlerp; + } + + // add the shadow + shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum ); + + // get the player model information + renderfx = 0; + + if( cg_shadows.integer == 3 && shadow ) + renderfx |= RF_SHADOW_PLANE; + + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all + + // + // add the legs + // + if( !ci->nonsegmented ) + { + legs.hModel = ci->legsModel; + legs.customSkin = ci->legsSkin; + } + else + { + legs.hModel = ci->nonSegModel; + legs.customSkin = ci->nonSegSkin; + } + + VectorCopy( origin, legs.origin ); + + VectorCopy( origin, legs.lightingOrigin ); + legs.shadowPlane = shadowPlane; + legs.renderfx = renderfx; + legs.origin[ 2 ] += BG_FindZOffsetForClass( es->clientNum ); + VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all + + //rescale the model + scale = BG_FindModelScaleForClass( es->clientNum ); + + if( scale != 1.0f ) + { + VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] ); + VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] ); + VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] ); + + legs.nonNormalizedAxes = qtrue; + } + + //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team ); + trap_R_AddRefEntityToScene( &legs ); + + // if the model failed, allow the default nullmodel to be displayed + if( !legs.hModel ) + return; + + if( !ci->nonsegmented ) + { + // + // add the torso + // + torso.hModel = ci->torsoModel; + if( !torso.hModel ) + return; + + torso.customSkin = ci->torsoSkin; + + VectorCopy( origin, torso.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" ); + + torso.shadowPlane = shadowPlane; + torso.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team ); + trap_R_AddRefEntityToScene( &torso ); + + // + // add the head + // + head.hModel = ci->headModel; + if( !head.hModel ) + return; + + head.customSkin = ci->headSkin; + + VectorCopy( origin, head.lightingOrigin ); + + CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head"); + + head.shadowPlane = shadowPlane; + head.renderfx = renderfx; + + //CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team ); + trap_R_AddRefEntityToScene( &head ); + } +} + + +//===================================================================== + +/* +=============== +CG_ResetPlayerEntity + +A player just came into view or teleported, so reset all animation info +=============== +*/ +void CG_ResetPlayerEntity( centity_t *cent ) +{ + cent->errorTime = -99999; // guarantee no error decay added + cent->extrapolated = qfalse; + + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], + ¢->pe.legs, cent->currentState.legsAnim ); + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], + ¢->pe.torso, cent->currentState.torsoAnim ); + CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], + ¢->pe.nonseg, cent->currentState.legsAnim ); + + BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); + BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); + + VectorCopy( cent->lerpOrigin, cent->rawOrigin ); + VectorCopy( cent->lerpAngles, cent->rawAngles ); + + memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) ); + cent->pe.legs.yawAngle = cent->rawAngles[ YAW ]; + cent->pe.legs.yawing = qfalse; + cent->pe.legs.pitchAngle = 0; + cent->pe.legs.pitching = qfalse; + + memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) ); + cent->pe.torso.yawAngle = cent->rawAngles[ YAW ]; + cent->pe.torso.yawing = qfalse; + cent->pe.torso.pitchAngle = cent->rawAngles[ PITCH ]; + cent->pe.torso.pitching = qfalse; + + memset( ¢->pe.nonseg, 0, sizeof( cent->pe.nonseg ) ); + cent->pe.nonseg.yawAngle = cent->rawAngles[ YAW ]; + cent->pe.nonseg.yawing = qfalse; + cent->pe.nonseg.pitchAngle = cent->rawAngles[ PITCH ]; + cent->pe.nonseg.pitching = qfalse; + + if( cg_debugPosition.integer ) + CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); +} + +/* +================== +CG_PlayerDisconnect + +Player disconnecting +================== +*/ +void CG_PlayerDisconnect( vec3_t org ) +{ + particleSystem_t *ps; + + trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound ); + + ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, org ); + CG_AttachToPoint( &ps->attachment ); + } +} + +/* +================= +CG_Bleed + +This is the spurt of blood when a character gets hit +================= +*/ +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ) +{ + pTeam_t team = cgs.clientinfo[ entityNum ].team; + qhandle_t bleedPS; + particleSystem_t *ps; + + if( !cg_blood.integer ) + return; + + if( team == PTE_ALIENS ) + bleedPS = cgs.media.alienBleedPS; + else if( team == PTE_HUMANS ) + bleedPS = cgs.media.humanBleedPS; + else + return; + + ps = CG_SpawnNewParticleSystem( bleedPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, origin ); + CG_SetAttachmentCent( &ps->attachment, &cg_entities[ entityNum ] ); + CG_AttachToPoint( &ps->attachment ); + + CG_SetParticleSystemNormal( ps, normal ); + } +} + +/* +=============== +CG_AtHighestClass + +Is the local client at the highest class possible? +=============== +*/ +qboolean CG_AtHighestClass( void ) +{ + int i; + qboolean superiorClasses = qfalse; + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + if( BG_ClassCanEvolveFromTo( + cg.predictedPlayerState.stats[ STAT_PCLASS ], i, + ALIEN_MAX_KILLS, 0 ) >= 0 && + BG_FindStagesForClass( i, cgs.alienStage ) && + BG_ClassIsAllowed( i ) ) + { + superiorClasses = qtrue; + break; + } + } + + return !superiorClasses; +} + diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c new file mode 100644 index 0000000..e1bcb09 --- /dev/null +++ b/src/cgame/cg_playerstate.c @@ -0,0 +1,317 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_playerstate.c -- this file acts on changes in a new playerState_t +// With normal play, this will be done after local prediction, but when +// following another player or playing back a demo, it will be checked +// when the snapshot transitions like all the other entities + + +#include "cg_local.h" + +/* +============== +CG_DamageFeedback +============== +*/ +void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) +{ + float left, front, up; + float kick; + int health; + float scale; + vec3_t dir; + vec3_t angles; + float dist; + float yaw, pitch; + + // show the attacking player's head and name in corner + cg.attackerTime = cg.time; + + // the lower on health you are, the greater the view kick will be + health = cg.snap->ps.stats[STAT_HEALTH]; + + if( health < 40 ) + scale = 1; + else + scale = 40.0 / health; + + kick = damage * scale; + + if( kick < 5 ) + kick = 5; + + if( kick > 10 ) + kick = 10; + + // if yaw and pitch are both 255, make the damage always centered (falling, etc) + if( yawByte == 255 && pitchByte == 255 ) + { + cg.damageX = 0; + cg.damageY = 0; + cg.v_dmg_roll = 0; + cg.v_dmg_pitch = -kick; + } + else + { + // positional + pitch = pitchByte / 255.0 * 360; + yaw = yawByte / 255.0 * 360; + + angles[ PITCH ] = pitch; + angles[ YAW ] = yaw; + angles[ ROLL ] = 0; + + AngleVectors( angles, dir, NULL, NULL ); + VectorSubtract( vec3_origin, dir, dir ); + + front = DotProduct( dir, cg.refdef.viewaxis[ 0 ] ); + left = DotProduct( dir, cg.refdef.viewaxis[ 1 ] ); + up = DotProduct( dir, cg.refdef.viewaxis[ 2 ] ); + + dir[ 0 ] = front; + dir[ 1 ] = left; + dir[ 2 ] = 0; + dist = VectorLength( dir ); + + if( dist < 0.1f ) + dist = 0.1f; + + cg.v_dmg_roll = kick * left; + + cg.v_dmg_pitch = -kick * front; + + if( front <= 0.1 ) + front = 0.1f; + + cg.damageX = -left / front; + cg.damageY = up / dist; + } + + // clamp the position + if( cg.damageX > 1.0 ) + cg.damageX = 1.0; + + if( cg.damageX < - 1.0 ) + cg.damageX = -1.0; + + if( cg.damageY > 1.0 ) + cg.damageY = 1.0; + + if( cg.damageY < - 1.0 ) + cg.damageY = -1.0; + + // don't let the screen flashes vary as much + if( kick > 10 ) + kick = 10; + + cg.damageValue = kick; + cg.v_dmg_time = cg.time + DAMAGE_TIME; + cg.damageTime = cg.snap->serverTime; +} + + + + +/* +================ +CG_Respawn + +A respawn happened this snapshot +================ +*/ +void CG_Respawn( void ) +{ + // no error decay on player movement + cg.thisFrameTeleport = qtrue; + + // display weapons available + cg.weaponSelectTime = cg.time; + + // select the weapon the server says we are using + cg.weaponSelect = cg.snap->ps.weapon; + + CG_ResetPainBlend( ); +} + +/* +============== +CG_CheckPlayerstateEvents + +============== +*/ +void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) +{ + int i; + int event; + centity_t *cent; + + if( ps->externalEvent && ps->externalEvent != ops->externalEvent ) + { + cent = &cg_entities[ ps->clientNum ]; + cent->currentState.event = ps->externalEvent; + cent->currentState.eventParm = ps->externalEventParm; + CG_EntityEvent( cent, cent->lerpOrigin ); + } + + cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ]; + + // go through the predictable events buffer + for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ ) + { + // if we have a new predictable event + if( i >= ops->eventSequence || + // or the server told us to play another event instead of a predicted event we already issued + // or something the server told us changed our prediction causing a different event + ( i > ops->eventSequence - MAX_PS_EVENTS && ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] != + ops->events[ i & ( MAX_PS_EVENTS - 1 ) ] ) ) + { + event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ]; + + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event; + + cg.eventSequence++; + } + } +} + + +/* +================== +CG_CheckChangedPredictableEvents +================== +*/ +void CG_CheckChangedPredictableEvents( playerState_t *ps ) +{ + int i; + int event; + centity_t *cent; + + cent = &cg.predictedPlayerEntity; + + for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ ) + { + // + if( i >= cg.eventSequence ) + continue; + + // if this event is not further back in than the maximum predictable events we remember + if( i > cg.eventSequence - MAX_PREDICTED_EVENTS ) + { + // if the new playerstate event is different from a previously predicted one + if( ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] != cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] ) + { + event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ]; + cent->currentState.event = event; + cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ]; + CG_EntityEvent( cent, cent->lerpOrigin ); + + cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event; + + if( cg_showmiss.integer ) + CG_Printf( "WARNING: changed predicted event\n" ); + } + } + } +} + +/* +================== +CG_CheckLocalSounds +================== +*/ +void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) +{ + int reward; + + // don't play the sounds if the player just changed teams + if( ps->persistant[ PERS_TEAM ] != ops->persistant[ PERS_TEAM ] ) + return; + + // health changes of more than -1 should make pain sounds + if( ps->stats[ STAT_HEALTH ] < ops->stats[ STAT_HEALTH ] - 1 ) + { + if( ps->stats[ STAT_HEALTH ] > 0 ) + CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[ STAT_HEALTH ] ); + } + + + // if we are going into the intermission, don't start any voices + if( cg.intermissionStarted ) + return; + + // reward sounds + reward = qfalse; +} + + +/* +=============== +CG_TransitionPlayerState + +=============== +*/ +void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) +{ + // check for changing follow mode + if( ps->clientNum != ops->clientNum ) + { + cg.thisFrameTeleport = qtrue; + // make sure we don't get any unwanted transition effects + *ops = *ps; + + CG_ResetPainBlend( ); + } + + // damage events (player is getting wounded) + if( ps->damageEvent != ops->damageEvent && ps->damageCount ) + CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount ); + + // respawning + if( ps->persistant[ PERS_SPAWN_COUNT ] != ops->persistant[ PERS_SPAWN_COUNT ] ) + CG_Respawn( ); + + if( cg.mapRestart ) + { + CG_Respawn( ); + cg.mapRestart = qfalse; + } + + if( cg.snap->ps.pm_type != PM_INTERMISSION && + ps->persistant[ PERS_TEAM ] != TEAM_SPECTATOR ) + CG_CheckLocalSounds( ps, ops ); + + // run events + CG_CheckPlayerstateEvents( ps, ops ); + + // smooth the ducking viewheight change + if( ps->viewheight != ops->viewheight ) + { + cg.duckChange = ps->viewheight - ops->viewheight; + cg.duckTime = cg.time; + } +} + diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c new file mode 100644 index 0000000..34f00c4 --- /dev/null +++ b/src/cgame/cg_predict.c @@ -0,0 +1,878 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_predict.c -- this file generates cg.predictedPlayerState by either +// interpolating between snapshots from the server or locally predicting +// ahead the client's movement. +// It also handles local physics interaction, like fragments bouncing off walls + + +#include "cg_local.h" + +static pmove_t cg_pmove; + +static int cg_numSolidEntities; +static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT]; +static int cg_numTriggerEntities; +static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT]; + +/* +==================== +CG_BuildSolidList + +When a new cg.snap has been set, this function builds a sublist +of the entities that are actually solid, to make for more +efficient collision detection +==================== +*/ +void CG_BuildSolidList( void ) +{ + int i; + centity_t *cent; + snapshot_t *snap; + entityState_t *ent; + + cg_numSolidEntities = 0; + cg_numTriggerEntities = 0; + + if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) + snap = cg.nextSnap; + else + snap = cg.snap; + + for( i = 0; i < snap->numEntities; i++ ) + { + cent = &cg_entities[ snap->entities[ i ].number ]; + ent = ¢->currentState; + + if( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) + { + cg_triggerEntities[ cg_numTriggerEntities ] = cent; + cg_numTriggerEntities++; + continue; + } + + if( cent->nextState.solid && ent->eType != ET_MISSILE ) + { + cg_solidEntities[ cg_numSolidEntities ] = cent; + cg_numSolidEntities++; + continue; + } + } +} + +/* +==================== +CG_ClipMoveToEntities + +==================== +*/ +static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, + const vec3_t maxs, const vec3_t end, int skipNumber, + int mask, trace_t *tr, traceType_t collisionType ) +{ + int i, j, x, zd, zu; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + vec3_t bmins, bmaxs; + vec3_t origin, angles; + centity_t *cent; + + //SUPAR HACK + //this causes a trace to collide with the local player + if( skipNumber == MAGIC_TRACE_HACK ) + j = cg_numSolidEntities + 1; + else + j = cg_numSolidEntities; + + for( i = 0; i < j; i++ ) + { + if( i < cg_numSolidEntities ) + cent = cg_solidEntities[ i ]; + else + cent = &cg.predictedPlayerEntity; + + ent = ¢->currentState; + + if( ent->number == skipNumber ) + continue; + + if( ent->solid == SOLID_BMODEL ) + { + // special value for bmodel + cmodel = trap_CM_InlineModel( ent->modelindex ); + VectorCopy( cent->lerpAngles, angles ); + BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin ); + } + else + { + // encoded bbox + x = ( ent->solid & 255 ); + zd = ( ( ent->solid >> 8 ) & 255 ); + zu = ( ( ent->solid >> 16 ) & 255 ) - 32; + + bmins[ 0 ] = bmins[ 1 ] = -x; + bmaxs[ 0 ] = bmaxs[ 1 ] = x; + bmins[ 2 ] = -zd; + bmaxs[ 2 ] = zu; + + if( i == cg_numSolidEntities ) + BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL ); + + cmodel = trap_CM_TempBoxModel( bmins, bmaxs ); + VectorCopy( vec3_origin, angles ); + VectorCopy( cent->lerpOrigin, origin ); + } + + + if( collisionType == TT_CAPSULE ) + { + trap_CM_TransformedCapsuleTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles ); + } + else if( collisionType == TT_AABB ) + { + trap_CM_TransformedBoxTrace ( &trace, start, end, + mins, maxs, cmodel, mask, origin, angles ); + } + else if( collisionType == TT_BISPHERE ) + { + trap_CM_TransformedBiSphereTrace( &trace, start, end, + mins[ 0 ], maxs[ 0 ], cmodel, mask, origin ); + } + + if( trace.allsolid || trace.fraction < tr->fraction ) + { + trace.entityNum = ent->number; + + if( tr->lateralFraction < trace.lateralFraction ) + { + float oldLateralFraction = tr->lateralFraction; + *tr = trace; + tr->lateralFraction = oldLateralFraction; + } + else + *tr = trace; + } + else if( trace.startsolid ) + tr->startsolid = qtrue; + + if( tr->allsolid ) + return; + } +} + +/* +================ +CG_Trace +================ +*/ +void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) +{ + trace_t t; + + trap_CM_BoxTrace( &t, start, end, mins, maxs, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_AABB ); + + *result = t; +} + +/* +================ +CG_CapTrace +================ +*/ +void CG_CapTrace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, + int skipNumber, int mask ) +{ + trace_t t; + + trap_CM_CapsuleTrace( &t, start, end, mins, maxs, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_CAPSULE ); + + *result = t; +} + +/* +================ +CG_BiSphereTrace +================ +*/ +void CG_BiSphereTrace( trace_t *result, const vec3_t start, const vec3_t end, + const float startRadius, const float endRadius, int skipNumber, int mask ) +{ + trace_t t; + vec3_t mins, maxs; + + mins[ 0 ] = startRadius; + maxs[ 0 ] = endRadius; + + trap_CM_BiSphereTrace( &t, start, end, startRadius, endRadius, 0, mask ); + t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE; + // check all other solid models + CG_ClipMoveToEntities( start, mins, maxs, end, skipNumber, mask, &t, TT_BISPHERE ); + + *result = t; +} + +/* +================ +CG_PointContents +================ +*/ +int CG_PointContents( const vec3_t point, int passEntityNum ) +{ + int i; + entityState_t *ent; + centity_t *cent; + clipHandle_t cmodel; + int contents; + + contents = trap_CM_PointContents (point, 0); + + for( i = 0; i < cg_numSolidEntities; i++ ) + { + cent = cg_solidEntities[ i ]; + + ent = ¢->currentState; + + if( ent->number == passEntityNum ) + continue; + + if( ent->solid != SOLID_BMODEL ) // special value for bmodel + continue; + + cmodel = trap_CM_InlineModel( ent->modelindex ); + + if( !cmodel ) + continue; + + contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles ); + } + + return contents; +} + + +/* +======================== +CG_InterpolatePlayerState + +Generates cg.predictedPlayerState by interpolating between +cg.snap->player_state and cg.nextFrame->player_state +======================== +*/ +static void CG_InterpolatePlayerState( qboolean grabAngles ) +{ + float f; + int i; + playerState_t *out; + snapshot_t *prev, *next; + + out = &cg.predictedPlayerState; + prev = cg.snap; + next = cg.nextSnap; + + *out = cg.snap->ps; + + // if we are still allowing local input, short circuit the view angles + if( grabAngles ) + { + usercmd_t cmd; + int cmdNum; + + cmdNum = trap_GetCurrentCmdNumber( ); + trap_GetUserCmd( cmdNum, &cmd ); + + PM_UpdateViewAngles( out, &cmd ); + } + + // if the next frame is a teleport, we can't lerp to it + if( cg.nextFrameTeleport ) + return; + + if( !next || next->serverTime <= prev->serverTime ) + return; + + f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime ); + + i = next->ps.bobCycle; + if( i < prev->ps.bobCycle ) + i += 256; // handle wraparound + + out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle ); + + for( i = 0; i < 3; i++ ) + { + out->origin[ i ] = prev->ps.origin[ i ] + f * ( next->ps.origin[ i ] - prev->ps.origin[ i ] ); + + if( !grabAngles ) + out->viewangles[ i ] = LerpAngle( prev->ps.viewangles[ i ], next->ps.viewangles[ i ], f ); + + out->velocity[ i ] = prev->ps.velocity[ i ] + + f * (next->ps.velocity[ i ] - prev->ps.velocity[ i ] ); + } +} + + +/* +========================= +CG_TouchTriggerPrediction + +Predict push triggers and items +========================= +*/ +static void CG_TouchTriggerPrediction( void ) +{ + int i; + trace_t trace; + entityState_t *ent; + clipHandle_t cmodel; + centity_t *cent; + qboolean spectator; + + // dead clients don't activate triggers + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR ); + + if( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) + return; + + for( i = 0; i < cg_numTriggerEntities; i++ ) + { + cent = cg_triggerEntities[ i ]; + ent = ¢->currentState; + + if( ent->solid != SOLID_BMODEL ) + continue; + + cmodel = trap_CM_InlineModel( ent->modelindex ); + if( !cmodel ) + continue; + + trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin, + cg_pmove.mins, cg_pmove.maxs, cmodel, -1 ); + + if( !trace.startsolid ) + continue; + + if( ent->eType == ET_TELEPORT_TRIGGER ) + cg.hyperspace = qtrue; + } +} + +static int CG_IsUnacceptableError( playerState_t *ps, playerState_t *pps ) +{ + vec3_t delta; + int i; + + if( pps->pm_type != ps->pm_type || + pps->pm_flags != ps->pm_flags || + pps->pm_time != ps->pm_time ) + { + return 1; + } + + VectorSubtract( pps->origin, ps->origin, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + { + if( cg_showmiss.integer ) + { + CG_Printf( "origin delta: %.2f ", VectorLength( delta ) ); + } + return 2; + } + + VectorSubtract( pps->velocity, ps->velocity, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + { + if( cg_showmiss.integer ) + { + CG_Printf( "velocity delta: %.2f ", VectorLength( delta ) ); + } + return 3; + } + + if( pps->weaponTime != ps->weaponTime || + pps->gravity != ps->gravity || + pps->speed != ps->speed || + pps->delta_angles[ 0 ] != ps->delta_angles[ 0 ] || + pps->delta_angles[ 1 ] != ps->delta_angles[ 1 ] || + pps->delta_angles[ 2 ] != ps->delta_angles[ 2 ] || + pps->groundEntityNum != ps->groundEntityNum ) + { + return 4; + } + + if( pps->legsTimer != ps->legsTimer || + pps->legsAnim != ps->legsAnim || + pps->torsoTimer != ps->torsoTimer || + pps->torsoAnim != ps->torsoAnim || + pps->movementDir != ps->movementDir ) + { + return 5; + } + + VectorSubtract( pps->grapplePoint, ps->grapplePoint, delta ); + if( VectorLengthSquared( delta ) > 0.1f * 0.1f ) + return 6; + + if( pps->eFlags != ps->eFlags ) + return 7; + + if( pps->eventSequence != ps->eventSequence ) + return 8; + + for( i = 0; i < MAX_PS_EVENTS; i++ ) + { + if ( pps->events[ i ] != ps->events[ i ] || + pps->eventParms[ i ] != ps->eventParms[ i ] ) + { + return 9; + } + } + + if( pps->externalEvent != ps->externalEvent || + pps->externalEventParm != ps->externalEventParm || + pps->externalEventTime != ps->externalEventTime ) + { + return 10; + } + + if( pps->clientNum != ps->clientNum || + pps->weapon != ps->weapon || + pps->weaponstate != ps->weaponstate ) + { + return 11; + } + + if( fabs( AngleDelta( ps->viewangles[ 0 ], pps->viewangles[ 0 ] ) ) > 1.0f || + fabs( AngleDelta( ps->viewangles[ 1 ], pps->viewangles[ 1 ] ) ) > 1.0f || + fabs( AngleDelta( ps->viewangles[ 2 ], pps->viewangles[ 2 ] ) ) > 1.0f ) + { + return 12; + } + + if( pps->viewheight != ps->viewheight ) + return 13; + + if( pps->damageEvent != ps->damageEvent || + pps->damageYaw != ps->damageYaw || + pps->damagePitch != ps->damagePitch || + pps->damageCount != ps->damageCount ) + { + return 14; + } + + for( i = 0; i < MAX_STATS; i++ ) + { + if( pps->stats[ i ] != ps->stats[ i ] ) + return 15; + } + + for( i = 0; i < MAX_PERSISTANT; i++ ) + { + if( pps->persistant[ i ] != ps->persistant[ i ] ) + return 16; + } + + for( i = 0; i < MAX_WEAPONS; i++ ) + { + if( pps->ammo[ i ] != ps->ammo[ i ] ) + return 18; + } + + if( pps->generic1 != ps->generic1 || + pps->loopSound != ps->loopSound ) + { + return 19; + } + + return 0; +} + + +/* +================= +CG_PredictPlayerState + +Generates cg.predictedPlayerState for the current cg.time +cg.predictedPlayerState is guaranteed to be valid after exiting. + +For demo playback, this will be an interpolation between two valid +playerState_t. + +For normal gameplay, it will be the result of predicted usercmd_t on +top of the most recent playerState_t received from the server. + +Each new snapshot will usually have one or more new usercmd over the last, +but we simulate all unacknowledged commands each time, not just the new ones. +This means that on an internet connection, quite a few pmoves may be issued +each frame. + +OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t +differs from the predicted one. Would require saving all intermediate +playerState_t during prediction. + +We detect prediction errors and allow them to be decayed off over several frames +to ease the jerk. +================= +*/ +void CG_PredictPlayerState( void ) +{ + int cmdNum, current, i; + playerState_t oldPlayerState; + qboolean moved; + usercmd_t oldestCmd; + usercmd_t latestCmd; + int stateIndex = 0, predictCmd = 0; + + cg.hyperspace = qfalse; // will be set if touching a trigger_teleport + + // if this is the first frame we must guarantee + // predictedPlayerState is valid even if there is some + // other error condition + if( !cg.validPPS ) + { + cg.validPPS = qtrue; + cg.predictedPlayerState = cg.snap->ps; + } + + + // demo playback just copies the moves + if( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) + { + CG_InterpolatePlayerState( qfalse ); + return; + } + + // non-predicting local movement will grab the latest angles + if( cg_nopredict.integer || cg_synchronousClients.integer ) + { + CG_InterpolatePlayerState( qtrue ); + return; + } + + // prepare for pmove + cg_pmove.ps = &cg.predictedPlayerState; + cg_pmove.pmext = &cg.pmext; + cg_pmove.trace = CG_Trace; + cg_pmove.pointcontents = CG_PointContents; + cg_pmove.debugLevel = cg_debugMove.integer; + + if( cg_pmove.ps->pm_type == PM_DEAD ) + cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY; + else + cg_pmove.tracemask = MASK_PLAYERSOLID; + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies + + cg_pmove.noFootsteps = 0; + + // save the state before the pmove so we can detect transitions + oldPlayerState = cg.predictedPlayerState; + + current = trap_GetCurrentCmdNumber( ); + + // if we don't have the commands right after the snapshot, we + // can't accurately predict a current position, so just freeze at + // the last good position we had + cmdNum = current - CMD_BACKUP + 1; + trap_GetUserCmd( cmdNum, &oldestCmd ); + + if( oldestCmd.serverTime > cg.snap->ps.commandTime && + oldestCmd.serverTime < cg.time ) + { // special check for map_restart + if( cg_showmiss.integer ) + CG_Printf( "exceeded PACKET_BACKUP on commands\n" ); + + return; + } + + // get the latest command so we can know which commands are from previous map_restarts + trap_GetUserCmd( current, &latestCmd ); + + // get the most recent information we have, even if + // the server time is beyond our current cg.time, + // because predicted player positions are going to + // be ahead of everything else anyway + if( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) + { + cg.predictedPlayerState = cg.nextSnap->ps; + cg.physicsTime = cg.nextSnap->serverTime; + } + else + { + cg.predictedPlayerState = cg.snap->ps; + cg.physicsTime = cg.snap->serverTime; + } + + if( pmove_msec.integer < 8 ) + trap_Cvar_Set( "pmove_msec", "8" ); + else if( pmove_msec.integer > 33 ) + trap_Cvar_Set( "pmove_msec", "33" ); + + cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer; + cg_pmove.pmove_msec = pmove_msec.integer; + + // Like the comments described above, a player's state is entirely + // re-predicted from the last valid snapshot every client frame, which + // can be really, really, really slow. Every old command has to be + // run again. For every client frame that is *not* directly after a + // snapshot, this is unnecessary, since we have no new information. + // For those, we'll play back the predictions from the last frame and + // predict only the newest commands. Essentially, we'll be doing + // an incremental predict instead of a full predict. + // + // If we have a new snapshot, we can compare its player state's command + // time to the command times in the queue to find a match. If we find + // a matching state, and the predicted version has not deviated, we can + // use the predicted state as a base - and also do an incremental predict. + // + // With this method, we get incremental predicts on every client frame + // except a frame following a new snapshot in which there was a prediction + // error. This yeilds anywhere from a 15% to 40% performance increase, + // depending on how much of a bottleneck the CPU is. + if( cg_optimizePrediction.integer ) + { + if( cg.nextFrameTeleport || cg.thisFrameTeleport ) + { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + // cg.physicsTime is the current snapshot's serverTime if it's the same + // as the last one + else if( cg.physicsTime == cg.lastServerTime ) + { + // we have no new information, so do an incremental predict + predictCmd = cg.lastPredictedCommand + 1; + } + else + { + // we have a new snapshot + int i; + int errorcode; + qboolean error = qtrue; + + // loop through the saved states queue + for( i = cg.stateHead; i != cg.stateTail; + i = ( i + 1 ) % NUM_SAVED_STATES ) + { + // if we find a predicted state whose commandTime matches the snapshot + // player state's commandTime + if( cg.savedPmoveStates[ i ].commandTime != + cg.predictedPlayerState.commandTime ) + { + continue; + } + // make sure the state differences are acceptable + errorcode = CG_IsUnacceptableError( &cg.predictedPlayerState, + &cg.savedPmoveStates[ i ] ); + + if( errorcode ) + { + if( cg_showmiss.integer ) + CG_Printf("errorcode %d at %d\n", errorcode, cg.time); + break; + } + + // this one is almost exact, so we'll copy it in as the starting point + *cg_pmove.ps = cg.savedPmoveStates[ i ]; + // advance the head + cg.stateHead = ( i + 1 ) % NUM_SAVED_STATES; + + // set the next command to predict + predictCmd = cg.lastPredictedCommand + 1; + + // a saved state matched, so flag it + error = qfalse; + break; + } + + // if no saved states matched + if( error ) + { + // do a full predict + cg.lastPredictedCommand = 0; + cg.stateTail = cg.stateHead; + predictCmd = current - CMD_BACKUP + 1; + } + } + + // keep track of the server time of the last snapshot so we + // know when we're starting from a new one in future calls + cg.lastServerTime = cg.physicsTime; + stateIndex = cg.stateHead; + } + + // run cmds + moved = qfalse; + + for( cmdNum = current - CMD_BACKUP + 1; cmdNum <= current; cmdNum++ ) + { + // get the command + trap_GetUserCmd( cmdNum, &cg_pmove.cmd ); + + if( cg_pmove.pmove_fixed ) + PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd ); + + // don't do anything if the time is before the snapshot player time + if( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) + continue; + + // don't do anything if the command was from a previous map_restart + if( cg_pmove.cmd.serverTime > latestCmd.serverTime ) + continue; + + // check for a prediction error from last frame + // on a lan, this will often be the exact value + // from the snapshot, but on a wan we will have + // to predict several commands to get to the point + // we want to compare + if( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) + { + vec3_t delta; + float len; + + if( cg.thisFrameTeleport ) + { + // a teleport will not cause an error decay + VectorClear( cg.predictedError ); + + if( cg_showmiss.integer ) + CG_Printf( "PredictionTeleport\n" ); + + cg.thisFrameTeleport = qfalse; + } + else + { + vec3_t adjusted; + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted ); + + if( cg_showmiss.integer ) + { + if( !VectorCompare( oldPlayerState.origin, adjusted ) ) + CG_Printf("prediction error\n"); + } + + VectorSubtract( oldPlayerState.origin, adjusted, delta ); + len = VectorLength( delta ); + + if( len > 0.1 ) + { + if( cg_showmiss.integer ) + CG_Printf( "Prediction miss: %f\n", len ); + + if( cg_errorDecay.integer ) + { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + + if( f < 0 ) + f = 0; + + if( f > 0 && cg_showmiss.integer ) + CG_Printf( "Double prediction decay: %f\n", f ); + + VectorScale( cg.predictedError, f, cg.predictedError ); + } + else + VectorClear( cg.predictedError ); + + VectorAdd( delta, cg.predictedError, cg.predictedError ); + cg.predictedErrorTime = cg.oldTime; + } + } + } + + // don't predict gauntlet firing, which is only supposed to happen + // when it actually inflicts damage + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + cg_pmove.autoWeaponHit[ i ] = qfalse; + + if( cg_pmove.pmove_fixed ) + cg_pmove.cmd.serverTime = ( ( cg_pmove.cmd.serverTime + pmove_msec.integer - 1 ) / + pmove_msec.integer ) * pmove_msec.integer; + + if( !cg_optimizePrediction.integer ) + { + Pmove( &cg_pmove ); + } + else if( cg_optimizePrediction.integer && ( cmdNum >= predictCmd || + ( stateIndex + 1 ) % NUM_SAVED_STATES == cg.stateHead ) ) + { + Pmove( &cg_pmove ); + // record the last predicted command + cg.lastPredictedCommand = cmdNum; + + // if we haven't run out of space in the saved states queue + if( ( stateIndex + 1 ) % NUM_SAVED_STATES != cg.stateHead ) + { + // save the state for the false case ( of cmdNum >= predictCmd ) + // in later calls to this function + cg.savedPmoveStates[ stateIndex ] = *cg_pmove.ps; + stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; + cg.stateTail = stateIndex; + } + } + else + { + *cg_pmove.ps = cg.savedPmoveStates[ stateIndex ]; + stateIndex = ( stateIndex + 1 ) % NUM_SAVED_STATES; + } + + moved = qtrue; + + // add push trigger movement effects + CG_TouchTriggerPrediction( ); + + // check for predictable events that changed from previous predictions + //CG_CheckChangedPredictableEvents(&cg.predictedPlayerState); + } + + // adjust for the movement of the groundentity + CG_AdjustPositionForMover( cg.predictedPlayerState.origin, + cg.predictedPlayerState.groundEntityNum, + cg.physicsTime, cg.time, cg.predictedPlayerState.origin ); + + + // fire events and other transition triggered things + CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState ); + + +} diff --git a/src/cgame/cg_ptr.c b/src/cgame/cg_ptr.c new file mode 100644 index 0000000..1881087 --- /dev/null +++ b/src/cgame/cg_ptr.c @@ -0,0 +1,81 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_ptr.c -- post timeout restoration handling + + +#include "cg_local.h" + +#define PTRC_FILE "ptrc.cfg" + +/* +=============== +CG_ReadPTRCode + +Read a PTR code from disk +=============== +*/ +int CG_ReadPTRCode( void ) +{ + int len; + char text[ 16 ]; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( PTRC_FILE, &f, FS_READ ); + if( len <= 0 ) + return 0; + + // should never happen - malformed write + if( len >= sizeof( text ) - 1 ) + return 0; + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + return atoi( text ); +} + +/* +=============== +CG_WritePTRCode + +Write a PTR code to disk +=============== +*/ +void CG_WritePTRCode( int code ) +{ + char text[ 16 ]; + fileHandle_t f; + + Com_sprintf( text, 16, "%d", code ); + + // open file + if( trap_FS_FOpenFile( PTRC_FILE, &f, FS_WRITE ) < 0 ) + return; + + // write the code + trap_FS_Write( text, strlen( text ), f ); + + trap_FS_FCloseFile( f ); +} diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c new file mode 100644 index 0000000..ab98b23 --- /dev/null +++ b/src/cgame/cg_scanner.c @@ -0,0 +1,365 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + + +#include "cg_local.h" + +static entityPos_t entityPositions; + +#define HUMAN_SCANNER_UPDATE_PERIOD 700 + +/* +============= +CG_UpdateEntityPositions + +Update this client's perception of entity positions +============= +*/ +void CG_UpdateEntityPositions( void ) +{ + centity_t *cent = NULL; + int i; + + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + if( entityPositions.lastUpdateTime + HUMAN_SCANNER_UPDATE_PERIOD > cg.time ) + return; + } + + VectorCopy( cg.refdef.vieworg, entityPositions.origin ); + VectorCopy( cg.refdefViewAngles, entityPositions.vangles ); + entityPositions.lastUpdateTime = cg.time; + + entityPositions.numAlienBuildables = 0; + entityPositions.numHumanBuildables = 0; + entityPositions.numAlienClients = 0; + entityPositions.numHumanClients = 0; + + for( i = 0; i < cg.snap->numEntities; i++ ) + { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + + if( cent->currentState.eType == ET_BUILDABLE ) + { + //TA: add to list of item positions (for creep) + if( cent->currentState.modelindex2 == BIT_ALIENS ) + { + VectorCopy( cent->lerpOrigin, entityPositions.alienBuildablePos[ + entityPositions.numAlienBuildables ] ); + entityPositions.alienBuildableTimes[ + entityPositions.numAlienBuildables ] = cent->miscTime; + + if( entityPositions.numAlienBuildables < MAX_GENTITIES ) + entityPositions.numAlienBuildables++; + } + else if( cent->currentState.modelindex2 == BIT_HUMANS ) + { + VectorCopy( cent->lerpOrigin, entityPositions.humanBuildablePos[ + entityPositions.numHumanBuildables ] ); + + if( entityPositions.numHumanBuildables < MAX_GENTITIES ) + entityPositions.numHumanBuildables++; + } + } + else if( cent->currentState.eType == ET_PLAYER ) + { + int team = cent->currentState.powerups & 0x00FF; + + if( team == PTE_ALIENS ) + { + VectorCopy( cent->lerpOrigin, entityPositions.alienClientPos[ + entityPositions.numAlienClients ] ); + + if( entityPositions.numAlienClients < MAX_CLIENTS ) + entityPositions.numAlienClients++; + } + else if( team == PTE_HUMANS ) + { + VectorCopy( cent->lerpOrigin, entityPositions.humanClientPos[ + entityPositions.numHumanClients ] ); + + if( entityPositions.numHumanClients < MAX_CLIENTS ) + entityPositions.numHumanClients++; + } + } + } +} + +#define STALKWIDTH 2.0f +#define BLIPX 16.0f +#define BLIPY 8.0f +#define FAR_ALPHA 0.8f +#define NEAR_ALPHA 1.2f + +/* +============= +CG_DrawBlips + +Draw blips and stalks for the human scanner +============= +*/ +static void CG_DrawBlips( rectDef_t *rect, vec3_t origin, vec4_t colour ) +{ + vec3_t drawOrigin; + vec3_t up = { 0, 0, 1 }; + float alphaMod = 1.0f; + float timeFractionSinceRefresh = 1.0f - + ( (float)( cg.time - entityPositions.lastUpdateTime ) / + (float)HUMAN_SCANNER_UPDATE_PERIOD ); + vec4_t localColour; + + Vector4Copy( colour, localColour ); + + RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 ); + drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w ); + drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h ); + drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w ); + + alphaMod = FAR_ALPHA + + ( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA ); + + localColour[ 3 ] *= alphaMod; + localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) ); + + if( localColour[ 3 ] > 1.0f ) + localColour[ 3 ] = 1.0f; + else if( localColour[ 3 ] < 0.0f ) + localColour[ 3 ] = 0.0f; + + trap_R_SetColor( localColour ); + + if( drawOrigin[ 2 ] > 0 ) + CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ], + rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ], + STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader ); + else + CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ], + rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ], + STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader ); + + CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ], + rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ], + BLIPX, BLIPY, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); +} + +#define BLIPX2 24.0f +#define BLIPY2 24.0f + +/* +============= +CG_DrawDir + +Draw dot marking the direction to an enemy +============= +*/ +static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour ) +{ + vec3_t drawOrigin; + vec3_t noZOrigin; + vec3_t normal, antinormal, normalDiff; + vec3_t view, noZview; + vec3_t up = { 0.0f, 0.0f, 1.0f }; + vec3_t top = { 0.0f, -1.0f, 0.0f }; + float angle; + playerState_t *ps = &cg.snap->ps; + + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + AngleVectors( entityPositions.vangles, view, NULL, NULL ); + + ProjectPointOnPlane( noZOrigin, origin, normal ); + ProjectPointOnPlane( noZview, view, normal ); + VectorNormalize( noZOrigin ); + VectorNormalize( noZview ); + + //calculate the angle between the images of the blip and the view + angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) ); + CrossProduct( noZOrigin, noZview, antinormal ); + VectorNormalize( antinormal ); + + //decide which way to rotate + VectorSubtract( normal, antinormal, normalDiff ); + if( VectorLength( normalDiff ) < 1.0f ) + angle = 360.0f - angle; + + RotatePointAroundVector( drawOrigin, up, top, angle ); + + trap_R_SetColor( colour ); + CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ), + rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ), + BLIPX2, BLIPY2, cgs.media.scannerBlipShader ); + trap_R_SetColor( NULL ); +} + +/* +============= +CG_AlienSense +============= +*/ +void CG_AlienSense( rectDef_t *rect ) +{ + int i; + vec3_t origin; + vec3_t relOrigin; + vec4_t buildable = { 1.0f, 0.0f, 0.0f, 0.7f }; + vec4_t client = { 0.0f, 0.0f, 1.0f, 0.7f }; + + VectorCopy( entityPositions.origin, origin ); + + //draw human buildables + for( i = 0; i < entityPositions.numHumanBuildables; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) + CG_DrawDir( rect, relOrigin, buildable ); + } + + //draw human clients + for( i = 0; i < entityPositions.numHumanClients; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < ALIENSENSE_RANGE ) + CG_DrawDir( rect, relOrigin, client ); + } +} + +/* +============= +CG_Scanner +============= +*/ +void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color ) +{ + int i; + vec3_t origin; + vec3_t relOrigin; + vec4_t hIabove; + vec4_t hIbelow; + vec4_t aIabove = { 1.0f, 0.0f, 0.0f, 0.75f }; + vec4_t aIbelow = { 1.0f, 0.0f, 0.0f, 0.5f }; + + Vector4Copy( color, hIabove ); + hIabove[ 3 ] *= 1.5f; + Vector4Copy( color, hIbelow ); + + VectorCopy( entityPositions.origin, origin ); + + //draw human buildables below scanner plane + for( i = 0; i < entityPositions.numHumanBuildables; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) + CG_DrawBlips( rect, relOrigin, hIbelow ); + } + + //draw alien buildables below scanner plane + for( i = 0; i < entityPositions.numAlienBuildables; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) + CG_DrawBlips( rect, relOrigin, aIbelow ); + } + + //draw human clients below scanner plane + for( i = 0; i < entityPositions.numHumanClients; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) + CG_DrawBlips( rect, relOrigin, hIbelow ); + } + + //draw alien buildables below scanner plane + for( i = 0; i < entityPositions.numAlienClients; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) ) + CG_DrawBlips( rect, relOrigin, aIbelow ); + } + + if( !cg_disableScannerPlane.integer ) + { + trap_R_SetColor( color ); + CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); + trap_R_SetColor( NULL ); + } + + //draw human buildables above scanner plane + for( i = 0; i < entityPositions.numHumanBuildables; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) + CG_DrawBlips( rect, relOrigin, hIabove ); + } + + //draw alien buildables above scanner plane + for( i = 0; i < entityPositions.numAlienBuildables; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) + CG_DrawBlips( rect, relOrigin, aIabove ); + } + + //draw human clients above scanner plane + for( i = 0; i < entityPositions.numHumanClients; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) + CG_DrawBlips( rect, relOrigin, hIabove ); + } + + //draw alien clients above scanner plane + for( i = 0; i < entityPositions.numAlienClients; i++ ) + { + VectorClear( relOrigin ); + VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin ); + + if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) ) + CG_DrawBlips( rect, relOrigin, aIabove ); + } +} diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c new file mode 100644 index 0000000..7fb3e06 --- /dev/null +++ b/src/cgame/cg_servercmds.c @@ -0,0 +1,1016 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_servercmds.c -- reliably sequenced text commands sent by the server +// these are processed at snapshot transition time, so there will definately +// be a valid snapshot this frame + + +#include "cg_local.h" + +/* +================= +CG_ParseScores + +================= +*/ +static void CG_ParseScores( void ) +{ + int i; + + cg.numScores = atoi( CG_Argv( 1 ) ); + + if( cg.numScores > MAX_CLIENTS ) + cg.numScores = MAX_CLIENTS; + + cg.teamScores[ 0 ] = atoi( CG_Argv( 2 ) ); + cg.teamScores[ 1 ] = atoi( CG_Argv( 3 ) ); + + memset( cg.scores, 0, sizeof( cg.scores ) ); + + if( cg_debugRandom.integer ) + CG_Printf( "cg.numScores: %d\n", cg.numScores ); + + for( i = 0; i < cg.numScores; i++ ) + { + // + cg.scores[ i ].client = atoi( CG_Argv( i * 6 + 4 ) ); + cg.scores[ i ].score = atoi( CG_Argv( i * 6 + 5 ) ); + cg.scores[ i ].ping = atoi( CG_Argv( i * 6 + 6 ) ); + cg.scores[ i ].time = atoi( CG_Argv( i * 6 + 7 ) ); + cg.scores[ i ].weapon = atoi( CG_Argv( i * 6 + 8 ) ); + cg.scores[ i ].upgrade = atoi( CG_Argv( i * 6 + 9 ) ); + + if( cg.scores[ i ].client < 0 || cg.scores[ i ].client >= MAX_CLIENTS ) + cg.scores[ i ].client = 0; + + cgs.clientinfo[ cg.scores[ i ].client ].score = cg.scores[ i ].score; + cgs.clientinfo[ cg.scores[ i ].client ].powerups = 0; + + cg.scores[ i ].team = cgs.clientinfo[ cg.scores[ i ].client ].team; + } +} + +/* +================= +CG_ParseTeamInfo + +================= +*/ +static void CG_ParseTeamInfo( void ) +{ + int i; + int client; + + numSortedTeamPlayers = atoi( CG_Argv( 1 ) ); + + for( i = 0; i < numSortedTeamPlayers; i++ ) + { + client = atoi( CG_Argv( i * 6 + 2 ) ); + + sortedTeamPlayers[ i ] = client; + + cgs.clientinfo[ client ].location = atoi( CG_Argv( i * 6 + 3 ) ); + cgs.clientinfo[ client ].health = atoi( CG_Argv( i * 6 + 4 ) ); + cgs.clientinfo[ client ].armor = atoi( CG_Argv( i * 6 + 5 ) ); + cgs.clientinfo[ client ].curWeapon = atoi( CG_Argv( i * 6 + 6 ) ); + cgs.clientinfo[ client ].powerups = atoi( CG_Argv( i * 6 + 7 ) ); + } +} + + +/* +================ +CG_ParseServerinfo + +This is called explicitly when the gamestate is first received, +and whenever the server updates any serverinfo flagged cvars +================ +*/ +void CG_ParseServerinfo( void ) +{ + const char *info; + char *mapname; + + info = CG_ConfigString( CS_SERVERINFO ); + cgs.timelimit = atoi( Info_ValueForKey( info, "timelimit" ) ); + cgs.maxclients = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); + cgs.markDeconstruct = atoi( Info_ValueForKey( info, "g_markDeconstruct" ) ); + mapname = Info_ValueForKey( info, "mapname" ); + Com_sprintf( cgs.mapname, sizeof( cgs.mapname ), "maps/%s.bsp", mapname ); +} + +/* +================== +CG_ParseWarmup +================== +*/ +static void CG_ParseWarmup( void ) +{ + const char *info; + int warmup; + + info = CG_ConfigString( CS_WARMUP ); + + warmup = atoi( info ); + cg.warmupCount = -1; + + if( warmup == 0 && cg.warmup ) + { + } + + cg.warmup = warmup; +} + +/* +================ +CG_SetConfigValues + +Called on load to set the initial values from configure strings +================ +*/ +void CG_SetConfigValues( void ) +{ + sscanf( CG_ConfigString( CS_BUILDPOINTS ), + "%d %d %d %d %d", &cgs.alienBuildPoints, + &cgs.alienBuildPointsTotal, + &cgs.humanBuildPoints, + &cgs.humanBuildPointsTotal, + &cgs.humanBuildPointsPowered ); + + sscanf( CG_ConfigString( CS_STAGES ), "%d %d %d %d %d %d", &cgs.alienStage, &cgs.humanStage, + &cgs.alienKills, &cgs.humanKills, &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold ); + sscanf( CG_ConfigString( CS_SPAWNS ), "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns ); + + cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) ); + cg.warmup = atoi( CG_ConfigString( CS_WARMUP ) ); +} + + +/* +===================== +CG_ShaderStateChanged +===================== +*/ +void CG_ShaderStateChanged( void ) +{ + char originalShader[ MAX_QPATH ]; + char newShader[ MAX_QPATH ]; + char timeOffset[ 16 ]; + const char *o; + char *n, *t; + + o = CG_ConfigString( CS_SHADERSTATE ); + + while( o && *o ) + { + n = strstr( o, "=" ); + + if( n && *n ) + { + strncpy( originalShader, o, n - o ); + originalShader[ n - o ] = 0; + n++; + t = strstr( n, ":" ); + + if( t && *t ) + { + strncpy( newShader, n, t - n ); + newShader[ t - n ] = 0; + } + else + break; + + t++; + o = strstr( t, "@" ); + + if( o ) + { + strncpy( timeOffset, t, o - t ); + timeOffset[ o - t ] = 0; + o++; + trap_R_RemapShader( originalShader, newShader, timeOffset ); + } + } + else + break; + } +} + +/* +================ +CG_AnnounceAlienStageTransistion +================ +*/ +static void CG_AnnounceAlienStageTransistion( stage_t from, stage_t to ) +{ + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_ALIENS ) + return; + + trap_S_StartLocalSound( cgs.media.alienStageTransition, CHAN_ANNOUNCER ); + CG_CenterPrint( "We have evolved!", 200, GIANTCHAR_WIDTH * 4 ); +} + +/* +================ +CG_AnnounceHumanStageTransistion +================ +*/ +static void CG_AnnounceHumanStageTransistion( stage_t from, stage_t to ) +{ + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_HUMANS ) + return; + + trap_S_StartLocalSound( cgs.media.humanStageTransition, CHAN_ANNOUNCER ); + CG_CenterPrint( "Reinforcements have arrived!", 200, GIANTCHAR_WIDTH * 4 ); +} + +/* +================ +CG_ConfigStringModified + +================ +*/ +static void CG_ConfigStringModified( void ) +{ + const char *str; + int num; + + num = atoi( CG_Argv( 1 ) ); + + // get the gamestate from the client system, which will have the + // new configstring already integrated + trap_GetGameState( &cgs.gameState ); + + // look up the individual string that was modified + str = CG_ConfigString( num ); + + // do something with it if necessary + if( num == CS_MUSIC ) + CG_StartMusic( ); + else if( num == CS_SERVERINFO ) + CG_ParseServerinfo( ); + else if( num == CS_WARMUP ) + CG_ParseWarmup( ); + else if( num == CS_BUILDPOINTS ) + sscanf( str, "%d %d %d %d %d", &cgs.alienBuildPoints, + &cgs.alienBuildPointsTotal, + &cgs.humanBuildPoints, + &cgs.humanBuildPointsTotal, + &cgs.humanBuildPointsPowered ); + else if( num == CS_STAGES ) + { + stage_t oldAlienStage = cgs.alienStage; + stage_t oldHumanStage = cgs.humanStage; + + sscanf( str, "%d %d %d %d %d %d", + &cgs.alienStage, &cgs.humanStage, + &cgs.alienKills, &cgs.humanKills, + &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold ); + + if( cgs.alienStage != oldAlienStage ) + CG_AnnounceAlienStageTransistion( oldAlienStage, cgs.alienStage ); + + if( cgs.humanStage != oldHumanStage ) + CG_AnnounceHumanStageTransistion( oldHumanStage, cgs.humanStage ); + } + else if( num == CS_SPAWNS ) + sscanf( str, "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns ); + else if( num == CS_LEVEL_START_TIME ) + cgs.levelStartTime = atoi( str ); + else if( num == CS_VOTE_TIME ) + { + cgs.voteTime = atoi( str ); + cgs.voteModified = qtrue; + + if( cgs.voteTime ) + trap_Cvar_Set( "ui_voteActive", "1" ); + else + trap_Cvar_Set( "ui_voteActive", "0" ); + } + else if( num == CS_VOTE_YES ) + { + cgs.voteYes = atoi( str ); + cgs.voteModified = qtrue; + } + else if( num == CS_VOTE_NO ) + { + cgs.voteNo = atoi( str ); + cgs.voteModified = qtrue; + } + else if( num == CS_VOTE_STRING ) + Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) ); + else if( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1 ) + { + int cs_offset = num - CS_TEAMVOTE_TIME; + + cgs.teamVoteTime[ cs_offset ] = atoi( str ); + cgs.teamVoteModified[ cs_offset ] = qtrue; + + if( cs_offset == 0 ) + { + if( cgs.teamVoteTime[ cs_offset ] ) + trap_Cvar_Set( "ui_humanTeamVoteActive", "1" ); + else + trap_Cvar_Set( "ui_humanTeamVoteActive", "0" ); + } + else if( cs_offset == 1 ) + { + if( cgs.teamVoteTime[ cs_offset ] ) + trap_Cvar_Set( "ui_alienTeamVoteActive", "1" ); + else + trap_Cvar_Set( "ui_alienTeamVoteActive", "0" ); + } + } + else if( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1 ) + { + cgs.teamVoteYes[ num - CS_TEAMVOTE_YES ] = atoi( str ); + cgs.teamVoteModified[ num - CS_TEAMVOTE_YES ] = qtrue; + } + else if( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1 ) + { + cgs.teamVoteNo[ num - CS_TEAMVOTE_NO ] = atoi( str ); + cgs.teamVoteModified[ num - CS_TEAMVOTE_NO ] = qtrue; + } + else if( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1 ) + { + Q_strncpyz( cgs.teamVoteString[ num - CS_TEAMVOTE_STRING ], str, + sizeof( cgs.teamVoteString[ num - CS_TEAMVOTE_STRING ] ) ); + } + else if( num == CS_INTERMISSION ) + cg.intermissionStarted = atoi( str ); + else if( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) + cgs.gameModels[ num - CS_MODELS ] = trap_R_RegisterModel( str ); + else if( num >= CS_SHADERS && num < CS_SHADERS+MAX_GAME_SHADERS ) + cgs.gameShaders[ num - CS_SHADERS ] = trap_R_RegisterShader( str ); + else if( num >= CS_PARTICLE_SYSTEMS && num < CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS ) + cgs.gameParticleSystems[ num - CS_PARTICLE_SYSTEMS ] = CG_RegisterParticleSystem( (char *)str ); + else if( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) + { + if( str[ 0 ] != '*' ) + { // player specific sounds don't register here + cgs.gameSounds[ num - CS_SOUNDS ] = trap_S_RegisterSound( str, qfalse ); + } + } + else if( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) + { + CG_NewClientInfo( num - CS_PLAYERS ); + CG_BuildSpectatorString( ); + } + else if( num == CS_WINNER ) + { + trap_Cvar_Set( "ui_winner", str ); + } + else if( num == CS_SHADERSTATE ) + { + CG_ShaderStateChanged( ); + } +} + + +/* +=============== +CG_MapRestart + +The server has issued a map_restart, so the next snapshot +is completely new and should not be interpolated to. + +A tournement restart will clear everything, but doesn't +require a reload of all the media +=============== +*/ +static void CG_MapRestart( void ) +{ + if( cg_showmiss.integer ) + CG_Printf( "CG_MapRestart\n" ); + + CG_InitMarkPolys( ); + + // make sure the "3 frags left" warnings play again + cg.fraglimitWarnings = 0; + + cg.timelimitWarnings = 0; + + cg.intermissionStarted = qfalse; + + cgs.voteTime = 0; + + cg.mapRestart = qtrue; + + CG_StartMusic( ); + + trap_S_ClearLoopingSounds( qtrue ); + + // we really should clear more parts of cg here and stop sounds + + // play the "fight" sound if this is a restart without warmup + if( cg.warmup == 0 ) + CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH * 2 ); + + trap_Cvar_Set( "cg_thirdPerson", "0" ); +} + +/* +================= +CG_RemoveChatEscapeChar +================= +*/ +static void CG_RemoveChatEscapeChar( char *text ) +{ + int i, l; + + l = 0; + for( i = 0; text[ i ]; i++ ) + { + if( text[ i ] == '\x19' ) + continue; + + text[ l++ ] = text[ i ]; + } + + text[ l ] = '\0'; +} + +/* +=============== +CG_SetUIVars + +Set some cvars used by the UI +=============== +*/ +static void CG_SetUIVars( void ) +{ + int i; + char carriageCvar[ MAX_TOKEN_CHARS ]; + + *carriageCvar = 0; + + //determine what the player is carrying + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) && + BG_FindPurchasableForWeapon( i ) ) + strcat( carriageCvar, va( "W%d ", i ) ); + } + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) && + BG_FindPurchasableForUpgrade( i ) ) + strcat( carriageCvar, va( "U%d ", i ) ); + } + strcat( carriageCvar, "$" ); + + trap_Cvar_Set( "ui_carriage", carriageCvar ); + + trap_Cvar_Set( "ui_stages", va( "%d %d", cgs.alienStage, cgs.humanStage ) ); +} + + +/* +============== +CG_Menu +============== +*/ +void CG_Menu( int menu ) +{ + const char *cmd = NULL; // command to send + const char *longMsg = NULL; // command parameter + const char *shortMsg = NULL; // non-modal version of message + CG_SetUIVars( ); + + // string literals have static storage duration, this is safe, + // cleaner and much more readable. + switch( menu ) + { + case MN_TEAM: + cmd = "menu tremulous_teamselect\n"; + break; + + case MN_A_CLASS: + cmd = "menu tremulous_alienclass\n"; + break; + + case MN_H_SPAWN: + cmd = "menu tremulous_humanitem\n"; + break; + + case MN_A_BUILD: + cmd = "menu tremulous_alienbuild\n"; + break; + + case MN_H_BUILD: + cmd = "menu tremulous_humanbuild\n"; + break; + + case MN_H_ARMOURY: + cmd = "menu tremulous_humanarmoury\n"; + break; + + case MN_A_TEAMFULL: + longMsg = "The alien team has too many players. Please wait until slots " + "become available or join the human team."; + shortMsg = "The alien team has too many players\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_H_TEAMFULL: + longMsg = "The human team has too many players. Please wait until slots " + "become available or join the alien team."; + shortMsg = "The human team has too many players\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_A_TEAMCHANGEBUILDTIMER: + longMsg = "You cannot leave the Alien team until your build timer " + "has expired."; + shortMsg = "You cannot change teams until your build timer expires.\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_H_TEAMCHANGEBUILDTIMER: + longMsg = "You cannot leave the Human team until your build timer " + "has expired."; + shortMsg = "You cannot change teams until your build timer expires.\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + //=============================== + + case MN_H_NOROOM: + longMsg = "There is no room to build here. Move until the buildable turns " + "translucent green indicating a valid build location."; + shortMsg = "There is no room to build here\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOPOWER: + longMsg = "There is no power remaining. Free up power by destroying " + "existing buildable objects."; + shortMsg = "There is no power remaining\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOTPOWERED: + longMsg = "This buildable is not powered. Build a Reactor and/or Repeater " + "in order to power it."; + shortMsg = "This buildable is not powered\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NORMAL: + longMsg = "Cannot build on this surface. The surface is too steep or " + "unsuitable to build on. Please choose another site for this " + "structure."; + shortMsg = "Cannot build on this surface\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_REACTOR: + longMsg = "There can only be one Reactor. Destroy the existing one if you " + "wish to move it."; + shortMsg = "There can only be one Reactor\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_REPEATER: + longMsg = "There is no power here. If available, a Repeater may be used to " + "transmit power to this location."; + shortMsg = "There is no power here\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NODCC: + longMsg = "There is no Defense Computer. A Defense Computer is needed to " + "build this."; + shortMsg = "There is no Defense Computer\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_TNODEWARN: + longMsg = "WARNING: This Telenode will not be powered. Build near a power " + "structure to prevent seeing this message again."; + shortMsg = "This Telenode will not be powered\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_RPTWARN: + longMsg = "WARNING: This Repeater will not be powered as there is no parent " + "Reactor providing power. Build a Reactor."; + shortMsg = "This Repeater will not be powered\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_RPTWARN2: + longMsg = "This area already has power. A Repeater is not required here."; + shortMsg = "This area already has power\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOSLOTS: + longMsg = "You have no room to carry this. Please sell any conflicting " + "upgrades before purchasing this item."; + shortMsg = "You have no room to carry this\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOFUNDS: + longMsg = "Insufficient funds. You do not have enough credits to perform " + "this action."; + shortMsg = "Insufficient funds\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_ITEMHELD: + longMsg = "You already hold this item. It is not possible to carry multiple " + "items of the same type."; + shortMsg = "You already hold this item\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOARMOURYHERE: + longMsg = "You must be near a powered Armoury in order to purchase " + "weapons, upgrades or non-energy ammunition."; + shortMsg = "You must be near a powered Armoury\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOENERGYAMMOHERE: + longMsg = "You must be near an Armoury, Reactor or Repeater in order " + "to purchase energy ammunition."; + shortMsg = "You must be near an Armoury, Reactor or Repeater\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOROOMBSUITON: + longMsg = "There is not enough room here to put on a Battle Suit. " + "Make sure you have enough head room to climb in."; + shortMsg = "Not enough room here to put on a Battle Suit\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_NOROOMBSUITOFF: + longMsg = "There is not enough room here to take off your Battle Suit. " + "Make sure you have enough head room to climb out."; + shortMsg = "Not enough room here to take off your Battle Suit\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + case MN_H_ARMOURYBUILDTIMER: + longMsg = "You are not allowed to buy or sell weapons until your " + "build timer has expired."; + shortMsg = "You can not buy or sell weapos until your build timer " + "expires\n"; + cmd = "menu tremulous_human_dialog\n"; + break; + + + //=============================== + + case MN_A_NOROOM: + longMsg = "There is no room to build here. Move until the structure turns " + "translucent green indicating a valid build location."; + shortMsg = "There is no room to build here\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NOCREEP: + longMsg = "There is no creep here. You must build near existing Eggs or " + "the Overmind. Alien structures will not support themselves."; + shortMsg = "There is no creep here\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NOOVMND: + longMsg = "There is no Overmind. An Overmind must be built to control " + "the structure you tried to place"; + shortMsg = "There is no Overmind\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_OVERMIND: + longMsg = "There can only be one Overmind. Destroy the existing one if you " + "wish to move it."; + shortMsg = "There can only be one Overmind\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_HOVEL: + longMsg = "There can only be one Hovel. Destroy the existing one if you " + "wish to move it."; + shortMsg = "There can only be one Hovel\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NOASSERT: + longMsg = "The Overmind cannot control any more structures. Destroy existing " + "structures to build more."; + shortMsg = "The Overmind cannot control any more structures\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_SPWNWARN: + longMsg = "WARNING: This spawn will not be controlled by an Overmind. " + "Build an Overmind to prevent seeing this message again."; + shortMsg = "This spawn will not be controlled by an Overmind\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NORMAL: + longMsg = "Cannot build on this surface. This surface is too steep or " + "unsuitable to build on. Please choose another site for this " + "structure."; + shortMsg = "Cannot build on this surface\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NOEROOM: + longMsg = "There is no room to evolve here. Move away from walls or other " + "nearby objects and try again."; + cmd = "menu tremulous_alien_dialog\n"; + shortMsg = "There is no room to evolve here\n"; + break; + + case MN_A_TOOCLOSE: + longMsg = "This location is too close to the enemy to evolve. Move away " + "until you are no longer aware of the enemy's presence and try " + "again."; + shortMsg = "This location is too close to the enemy to evolve\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_NOOVMND_EVOLVE: + longMsg = "There is no Overmind. An Overmind must be built to allow " + "you to upgrade."; + shortMsg = "There is no Overmind\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_EVOLVEBUILDTIMER: + longMsg = "You cannot Evolve until your build timer has expired."; + shortMsg = "You cannot Evolve until your build timer expires\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_HOVEL_OCCUPIED: + longMsg = "This Hovel is already occupied by another builder."; + shortMsg = "This Hovel is already occupied by another builder\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_HOVEL_BLOCKED: + longMsg = "The exit to this Hovel is currently blocked. Please wait until it " + "becomes clear then try again."; + shortMsg = "The exit to this Hovel is currently blocked\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_HOVEL_EXIT: + longMsg = "The exit to this Hovel would always be blocked. Please choose " + "a more suitable location."; + shortMsg = "The exit to this Hovel would always be blocked\n"; + cmd = "menu tremulous_alien_dialog\n"; + break; + + case MN_A_INFEST: + trap_Cvar_Set( "ui_currentClass", va( "%d %d", cg.snap->ps.stats[ STAT_PCLASS ], + cg.snap->ps.persistant[ PERS_CREDIT ] ) ); + cmd = "menu tremulous_alienupgrade\n"; + break; + + default: + Com_Printf( "cgame: debug: no such menu %d\n", menu ); + } + + if( !cg_disableWarningDialogs.integer || !shortMsg ) + { + // Player either wants dialog window or there's no short message + if( cmd ) + { + if( longMsg ) + trap_Cvar_Set( "ui_dialog", longMsg ); + + trap_SendConsoleCommand( cmd ); + } + } + else + { + // There is short message and player wants it + CG_Printf( shortMsg ); + } +} + +/* +================= +CG_ServerCommand + +The string has been tokenized and can be retrieved with +Cmd_Argc() / Cmd_Argv() +================= +*/ +static void CG_ServerCommand( void ) +{ + const char *cmd; + char text[ MAX_SAY_TEXT ]; + + cmd = CG_Argv( 0 ); + + if( !cmd[ 0 ] ) + { + // server claimed the command + return; + } + + if( !strcmp( cmd, "cp" ) ) + { + CG_CenterPrint( CG_Argv( 1 ), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH ); + return; + } + + if( !strcmp( cmd, "cs" ) ) + { + CG_ConfigStringModified( ); + return; + } + + if( !strcmp( cmd, "print" ) ) + { + CG_Printf( "%s", CG_Argv( 1 ) ); + return; + } + + if( !strcmp( cmd, "chat" ) ) + { + if( !cg_teamChatsOnly.integer ) + { + Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT ); + if( Q_stricmpn( text, "[skipnotify]", 12 ) ) + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + CG_RemoveChatEscapeChar( text ); + CG_Printf( "%s\n", text ); + } + + return; + } + + if( !strcmp( cmd, "tchat" ) ) + { + Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT ); + if( Q_stricmpn( text, "[skipnotify]", 12 ) ) + { + if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) + trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND ); + else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) + trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND ); + else + trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND ); + } + CG_RemoveChatEscapeChar( text ); + CG_Printf( "%s\n", text ); + return; + } + + if( !strcmp( cmd, "scores" ) ) + { + CG_ParseScores( ); + return; + } + + if( !strcmp( cmd, "tinfo" ) ) + { + CG_ParseTeamInfo( ); + return; + } + + if( !strcmp( cmd, "map_restart" ) ) + { + CG_MapRestart( ); + return; + } + + if( Q_stricmp( cmd, "remapShader" ) == 0 ) + { + if( trap_Argc( ) == 4 ) + trap_R_RemapShader( CG_Argv( 1 ), CG_Argv( 2 ), CG_Argv( 3 ) ); + } + + // clientLevelShot is sent before taking a special screenshot for + // the menu system during development + if( !strcmp( cmd, "clientLevelShot" ) ) + { + cg.levelShot = qtrue; + return; + } + + //the server has triggered a menu + if( !strcmp( cmd, "servermenu" ) ) + { + if( trap_Argc( ) == 2 && !cg.demoPlayback ) + CG_Menu( atoi( CG_Argv( 1 ) ) ); + + return; + } + + //the server thinks this client should close all menus + if( !strcmp( cmd, "serverclosemenus" ) ) + { + trap_SendConsoleCommand( "closemenus\n" ); + return; + } + + //poison cloud effect needs to be reliable + if( !strcmp( cmd, "poisoncloud" ) ) + { + cg.poisonedTime = cg.time; + + if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) ) + { + cg.poisonCloudPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS ); + CG_SetAttachmentCent( &cg.poisonCloudPS->attachment, &cg.predictedPlayerEntity ); + CG_AttachToCent( &cg.poisonCloudPS->attachment ); + } + + return; + } + + if( !strcmp( cmd, "weaponswitch" ) ) + { + CG_Printf( "client weaponswitch\n" ); + if( trap_Argc( ) == 2 ) + { + cg.weaponSelect = atoi( CG_Argv( 1 ) ); + cg.weaponSelectTime = cg.time; + } + + return; + } + + // server requests a ptrc + if( !strcmp( cmd, "ptrcrequest" ) ) + { + int code = CG_ReadPTRCode( ); + + trap_SendClientCommand( va( "ptrcverify %d", code ) ); + return; + } + + // server issues a ptrc + if( !strcmp( cmd, "ptrcissue" ) ) + { + if( trap_Argc( ) == 2 ) + { + int code = atoi( CG_Argv( 1 ) ); + + CG_WritePTRCode( code ); + } + + return; + } + + // reply to ptrcverify + if( !strcmp( cmd, "ptrcconfirm" ) ) + { + trap_SendConsoleCommand( "menu ptrc_popmenu\n" ); + + return; + } + + CG_Printf( "Unknown client game command: %s\n", cmd ); +} + + +/* +==================== +CG_ExecuteNewServerCommands + +Execute all of the server commands that were received along +with this this snapshot. +==================== +*/ +void CG_ExecuteNewServerCommands( int latestSequence ) +{ + while( cgs.serverCommandSequence < latestSequence ) + { + if( trap_GetServerCommand( ++cgs.serverCommandSequence ) ) + CG_ServerCommand( ); + } +} diff --git a/src/cgame/cg_snapshot.c b/src/cgame/cg_snapshot.c new file mode 100644 index 0000000..f439a69 --- /dev/null +++ b/src/cgame/cg_snapshot.c @@ -0,0 +1,411 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_snapshot.c -- things that happen on snapshot transition, +// not necessarily every single rendered frame + + +#include "cg_local.h" + +/* +================== +CG_ResetEntity +================== +*/ +static void CG_ResetEntity( centity_t *cent ) +{ + // if the previous snapshot this entity was updated in is at least + // an event window back in time then we can reset the previous event + if( cent->snapShotTime < cg.time - EVENT_VALID_MSEC ) + cent->previousEvent = 0; + + cent->trailTime = cg.snap->serverTime; + + VectorCopy( cent->currentState.origin, cent->lerpOrigin ); + VectorCopy( cent->currentState.angles, cent->lerpAngles ); + + if( cent->currentState.eType == ET_PLAYER ) + CG_ResetPlayerEntity( cent ); +} + +/* +=============== +CG_TransitionEntity + +cent->nextState is moved to cent->currentState and events are fired +=============== +*/ +static void CG_TransitionEntity( centity_t *cent ) +{ + cent->currentState = cent->nextState; + cent->currentValid = qtrue; + + // reset if the entity wasn't in the last frame or was teleported + if( !cent->interpolate ) + CG_ResetEntity( cent ); + + // clear the next state. if will be set by the next CG_SetNextSnap + cent->interpolate = qfalse; + + // check for events + CG_CheckEvents( cent ); +} + + +/* +================== +CG_SetInitialSnapshot + +This will only happen on the very first snapshot, or +on tourney restarts. All other times will use +CG_TransitionSnapshot instead. + +FIXME: Also called by map_restart? +================== +*/ +void CG_SetInitialSnapshot( snapshot_t *snap ) +{ + int i; + centity_t *cent; + entityState_t *state; + + cg.snap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].currentState, qfalse ); + + // sort out solid entities + CG_BuildSolidList( ); + + CG_ExecuteNewServerCommands( snap->serverCommandSequence ); + + // set our local weapon selection pointer to + // what the server has indicated the current weapon is + CG_Respawn( ); + + for( i = 0; i < cg.snap->numEntities; i++ ) + { + state = &cg.snap->entities[ i ]; + cent = &cg_entities[ state->number ]; + + memcpy( ¢->currentState, state, sizeof( entityState_t ) ); + //cent->currentState = *state; + cent->interpolate = qfalse; + cent->currentValid = qtrue; + + CG_ResetEntity( cent ); + + // check for events + CG_CheckEvents( cent ); + } +} + + +/* +=================== +CG_TransitionSnapshot + +The transition point from snap to nextSnap has passed +=================== +*/ +static void CG_TransitionSnapshot( void ) +{ + centity_t *cent; + snapshot_t *oldFrame; + int i; + + if( !cg.snap ) + CG_Error( "CG_TransitionSnapshot: NULL cg.snap" ); + + if( !cg.nextSnap ) + CG_Error( "CG_TransitionSnapshot: NULL cg.nextSnap" ); + + // execute any server string commands before transitioning entities + CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence ); + + // if we had a map_restart, set everthing with initial + if( !cg.snap ) { } //TA: ? + + // clear the currentValid flag for all entities in the existing snapshot + for( i = 0; i < cg.snap->numEntities; i++ ) + { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + cent->currentValid = qfalse; + } + + // move nextSnap to snap and do the transitions + oldFrame = cg.snap; + cg.snap = cg.nextSnap; + + BG_PlayerStateToEntityState( &cg.snap->ps, &cg_entities[ cg.snap->ps.clientNum ].currentState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse; + + for( i = 0; i < cg.snap->numEntities; i++ ) + { + cent = &cg_entities[ cg.snap->entities[ i ].number ]; + CG_TransitionEntity( cent ); + + // remember time of snapshot this entity was last updated in + cent->snapShotTime = cg.snap->serverTime; + } + + cg.nextSnap = NULL; + + // check for playerstate transition events + if( oldFrame ) + { + playerState_t *ops, *ps; + + ops = &oldFrame->ps; + ps = &cg.snap->ps; + // teleporting checks are irrespective of prediction + if( ( ps->eFlags ^ ops->eFlags ) & EF_TELEPORT_BIT ) + cg.thisFrameTeleport = qtrue; // will be cleared by prediction code + + // if we are not doing client side movement prediction for any + // reason, then the client events and view changes will be issued now + if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) || + cg_nopredict.integer || cg_synchronousClients.integer ) + CG_TransitionPlayerState( ps, ops ); + } +} + + +/* +=================== +CG_SetNextSnap + +A new snapshot has just been read in from the client system. +=================== +*/ +static void CG_SetNextSnap( snapshot_t *snap ) +{ + int num; + entityState_t *es; + centity_t *cent; + + cg.nextSnap = snap; + + BG_PlayerStateToEntityState( &snap->ps, &cg_entities[ snap->ps.clientNum ].nextState, qfalse ); + cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue; + + // check for extrapolation errors + for( num = 0 ; num < snap->numEntities ; num++ ) + { + es = &snap->entities[ num ]; + cent = &cg_entities[ es->number ]; + + memcpy( ¢->nextState, es, sizeof( entityState_t ) ); + //cent->nextState = *es; + + // if this frame is a teleport, or the entity wasn't in the + // previous frame, don't interpolate + if( !cent->currentValid || ( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ) + cent->interpolate = qfalse; + else + cent->interpolate = qtrue; + } + + // if the next frame is a teleport for the playerstate, we + // can't interpolate during demos + if( cg.snap && ( ( snap->ps.eFlags ^ cg.snap->ps.eFlags ) & EF_TELEPORT_BIT ) ) + cg.nextFrameTeleport = qtrue; + else + cg.nextFrameTeleport = qfalse; + + // if changing follow mode, don't interpolate + if( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) + cg.nextFrameTeleport = qtrue; + + // if changing server restarts, don't interpolate + if( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) + cg.nextFrameTeleport = qtrue; + + // sort out solid entities + CG_BuildSolidList( ); +} + + +/* +======================== +CG_ReadNextSnapshot + +This is the only place new snapshots are requested +This may increment cgs.processedSnapshotNum multiple +times if the client system fails to return a +valid snapshot. +======================== +*/ +static snapshot_t *CG_ReadNextSnapshot( void ) +{ + qboolean r; + snapshot_t *dest; + + if( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) + { + CG_Printf( "WARNING: CG_ReadNextSnapshot: way out of range, %i > %i", + cg.latestSnapshotNum, cgs.processedSnapshotNum ); + } + + while( cgs.processedSnapshotNum < cg.latestSnapshotNum ) + { + // decide which of the two slots to load it into + if( cg.snap == &cg.activeSnapshots[ 0 ] ) + dest = &cg.activeSnapshots[ 1 ]; + else + dest = &cg.activeSnapshots[ 0 ]; + + // try to read the snapshot from the client system + cgs.processedSnapshotNum++; + r = trap_GetSnapshot( cgs.processedSnapshotNum, dest ); + + // FIXME: why would trap_GetSnapshot return a snapshot with the same server time + if( cg.snap && r && dest->serverTime == cg.snap->serverTime ) + { + //continue; + } + + // if it succeeded, return + if( r ) + { + CG_AddLagometerSnapshotInfo( dest ); + return dest; + } + + // a GetSnapshot will return failure if the snapshot + // never arrived, or is so old that its entities + // have been shoved off the end of the circular + // buffer in the client system. + + // record as a dropped packet + CG_AddLagometerSnapshotInfo( NULL ); + + // If there are additional snapshots, continue trying to + // read them. + } + + // nothing left to read + return NULL; +} + + +/* +============ +CG_ProcessSnapshots + +We are trying to set up a renderable view, so determine +what the simulated time is, and try to get snapshots +both before and after that time if available. + +If we don't have a valid cg.snap after exiting this function, +then a 3D game view cannot be rendered. This should only happen +right after the initial connection. After cg.snap has been valid +once, it will never turn invalid. + +Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot +hasn't arrived yet (it becomes an extrapolating situation instead +of an interpolating one) + +============ +*/ +void CG_ProcessSnapshots( void ) +{ + snapshot_t *snap; + int n; + + // see what the latest snapshot the client system has is + trap_GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime ); + + if( n != cg.latestSnapshotNum ) + { + if( n < cg.latestSnapshotNum ) + { + // this should never happen + CG_Error( "CG_ProcessSnapshots: n < cg.latestSnapshotNum" ); + } + + cg.latestSnapshotNum = n; + } + + // If we have yet to receive a snapshot, check for it. + // Once we have gotten the first snapshot, cg.snap will + // always have valid data for the rest of the game + while( !cg.snap ) + { + snap = CG_ReadNextSnapshot( ); + + if( !snap ) + { + // we can't continue until we get a snapshot + return; + } + + // set our weapon selection to what + // the playerstate is currently using + if( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) + CG_SetInitialSnapshot( snap ); + } + + // loop until we either have a valid nextSnap with a serverTime + // greater than cg.time to interpolate towards, or we run + // out of available snapshots + do + { + // if we don't have a nextframe, try and read a new one in + if( !cg.nextSnap ) + { + snap = CG_ReadNextSnapshot( ); + + // if we still don't have a nextframe, we will just have to + // extrapolate + if( !snap ) + break; + + CG_SetNextSnap( snap ); + + // if time went backwards, we have a level restart + if( cg.nextSnap->serverTime < cg.snap->serverTime ) + CG_Error( "CG_ProcessSnapshots: Server time went backwards" ); + } + + // if our time is < nextFrame's, we have a nice interpolating state + if( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) + break; + + // we have passed the transition from nextFrame to frame + CG_TransitionSnapshot( ); + } while( 1 ); + + // assert our valid conditions upon exiting + if( cg.snap == NULL ) + CG_Error( "CG_ProcessSnapshots: cg.snap == NULL" ); + + if( cg.time < cg.snap->serverTime ) + { + // this can happen right after a vid_restart + cg.time = cg.snap->serverTime; + } + + if( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) + CG_Error( "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" ); +} + diff --git a/src/cgame/cg_syscalls.asm b/src/cgame/cg_syscalls.asm new file mode 100644 index 0000000..0893ebc --- /dev/null +++ b/src/cgame/cg_syscalls.asm @@ -0,0 +1,115 @@ +code + +equ trap_Print -1 +equ trap_Error -2 +equ trap_Milliseconds -3 +equ trap_Cvar_Register -4 +equ trap_Cvar_Update -5 +equ trap_Cvar_Set -6 +equ trap_Cvar_VariableStringBuffer -7 +equ trap_Argc -8 +equ trap_Argv -9 +equ trap_Args -10 +equ trap_FS_FOpenFile -11 +equ trap_FS_Read -12 +equ trap_FS_Write -13 +equ trap_FS_FCloseFile -14 +equ trap_SendConsoleCommand -15 +equ trap_AddCommand -16 +equ trap_SendClientCommand -17 +equ trap_UpdateScreen -18 +equ trap_CM_LoadMap -19 +equ trap_CM_NumInlineModels -20 +equ trap_CM_InlineModel -21 +equ trap_CM_LoadModel -22 +equ trap_CM_TempBoxModel -23 +equ trap_CM_PointContents -24 +equ trap_CM_TransformedPointContents -25 +equ trap_CM_BoxTrace -26 +equ trap_CM_TransformedBoxTrace -27 +equ trap_CM_MarkFragments -28 +equ trap_S_StartSound -29 +equ trap_S_StartLocalSound -30 +equ trap_S_ClearLoopingSounds -31 +equ trap_S_AddLoopingSound -32 +equ trap_S_UpdateEntityPosition -33 +equ trap_S_Respatialize -34 +equ trap_S_RegisterSound -35 +equ trap_S_StartBackgroundTrack -36 +equ trap_R_LoadWorldMap -37 +equ trap_R_RegisterModel -38 +equ trap_R_RegisterSkin -39 +equ trap_R_RegisterShader -40 +equ trap_R_ClearScene -41 +equ trap_R_AddRefEntityToScene -42 +equ trap_R_AddPolyToScene -43 +equ trap_R_AddLightToScene -44 +equ trap_R_RenderScene -45 +equ trap_R_SetColor -46 +equ trap_R_DrawStretchPic -47 +equ trap_R_ModelBounds -48 +equ trap_R_LerpTag -49 +equ trap_GetGlconfig -50 +equ trap_GetGameState -51 +equ trap_GetCurrentSnapshotNumber -52 +equ trap_GetSnapshot -53 +equ trap_GetServerCommand -54 +equ trap_GetCurrentCmdNumber -55 +equ trap_GetUserCmd -56 +equ trap_SetUserCmdValue -57 +equ trap_R_RegisterShaderNoMip -58 +equ trap_MemoryRemaining -59 +equ trap_R_RegisterFont -60 +equ trap_Key_IsDown -61 +equ trap_Key_GetCatcher -62 +equ trap_Key_SetCatcher -63 +equ trap_Key_GetKey -64 +equ trap_Parse_AddGlobalDefine -65 +equ trap_Parse_LoadSource -66 +equ trap_Parse_FreeSource -67 +equ trap_Parse_ReadToken -68 +equ trap_Parse_SourceFileAndLine -69 +equ trap_S_StopBackgroundTrack -70 +equ trap_RealTime -71 +equ trap_SnapVector -72 +equ trap_RemoveCommand -73 +equ trap_R_LightForPoint -74 +equ trap_CIN_PlayCinematic -75 +equ trap_CIN_StopCinematic -76 +equ trap_CIN_RunCinematic -77 +equ trap_CIN_DrawCinematic -78 +equ trap_CIN_SetExtents -79 +equ trap_R_RemapShader -80 +equ trap_S_AddRealLoopingSound -81 +equ trap_S_StopLoopingSound -82 +equ trap_CM_TempCapsuleModel -83 +equ trap_CM_CapsuleTrace -84 +equ trap_CM_TransformedCapsuleTrace -85 +equ trap_R_AddAdditiveLightToScene -86 +equ trap_GetEntityToken -87 +equ trap_R_AddPolysToScene -88 +equ trap_R_inPVS -89 +equ trap_FS_Seek -90 +equ trap_FS_GetFileList -91 +equ trap_LiteralArgs -92 +equ trap_CM_BiSphereTrace -93 +equ trap_CM_TransformedBiSphereTrace -94 +equ trap_GetDemoState -95 +equ trap_GetDemoPos -96 +equ trap_GetDemoName -97 +equ trap_Key_KeynumToStringBuf -98 +equ trap_Key_GetBindingBuf -99 +equ trap_Key_SetBinding -100 + +equ memset -201 +equ memcpy -202 +equ strncpy -203 +equ sin -204 +equ cos -205 +equ atan2 -206 +equ sqrt -207 +equ floor -208 +equ ceil -209 +equ testPrintInt -210 +equ testPrintFloat -211 + diff --git a/src/cgame/cg_syscalls.c b/src/cgame/cg_syscalls.c new file mode 100644 index 0000000..43afc2c --- /dev/null +++ b/src/cgame/cg_syscalls.c @@ -0,0 +1,570 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_syscalls.c -- this file is only included when building a dll +// cg_syscalls.asm is included instead when building a qvm + + +#include "cg_local.h" + +static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1; + + +void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) +{ + syscall = syscallptr; +} + + +int PASSFLOAT( float x ) +{ + float floatTemp; + floatTemp = x; + return *(int *)&floatTemp; +} + +void trap_Print( const char *fmt ) +{ + syscall( CG_PRINT, fmt ); +} + +void trap_Error( const char *fmt ) +{ + syscall( CG_ERROR, fmt ); +} + +int trap_Milliseconds( void ) +{ + return syscall( CG_MILLISECONDS ); +} + +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ) +{ + syscall( CG_CVAR_REGISTER, vmCvar, varName, defaultValue, flags ); +} + +void trap_Cvar_Update( vmCvar_t *vmCvar ) +{ + syscall( CG_CVAR_UPDATE, vmCvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) +{ + syscall( CG_CVAR_SET, var_name, value ); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) +{ + syscall( CG_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); +} + +int trap_Argc( void ) +{ + return syscall( CG_ARGC ); +} + +void trap_Argv( int n, char *buffer, int bufferLength ) +{ + syscall( CG_ARGV, n, buffer, bufferLength ); +} + +void trap_Args( char *buffer, int bufferLength ) +{ + syscall( CG_ARGS, buffer, bufferLength ); +} + +void trap_LiteralArgs( char *buffer, int bufferLength ) +{ + syscall( CG_LITERAL_ARGS, buffer, bufferLength ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) +{ + return syscall( CG_FS_FOPENFILE, qpath, f, mode ); +} + +void trap_FS_Read( void *buffer, int len, fileHandle_t f ) +{ + syscall( CG_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) +{ + syscall( CG_FS_WRITE, buffer, len, f ); +} + +void trap_FS_FCloseFile( fileHandle_t f ) +{ + syscall( CG_FS_FCLOSEFILE, f ); +} + +void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ) +{ + syscall( CG_FS_SEEK, f, offset, origin ); +} + +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) +{ + return syscall( CG_FS_GETFILELIST, path, extension, listbuf, bufsize ); +} + +void trap_SendConsoleCommand( const char *text ) +{ + syscall( CG_SENDCONSOLECOMMAND, text ); +} + +void trap_AddCommand( const char *cmdName ) +{ + syscall( CG_ADDCOMMAND, cmdName ); +} + +void trap_RemoveCommand( const char *cmdName ) +{ + syscall( CG_REMOVECOMMAND, cmdName ); +} + +void trap_SendClientCommand( const char *s ) +{ + syscall( CG_SENDCLIENTCOMMAND, s ); +} + +void trap_UpdateScreen( void ) +{ + syscall( CG_UPDATESCREEN ); +} + +void trap_CM_LoadMap( const char *mapname ) +{ + syscall( CG_CM_LOADMAP, mapname ); +} + +int trap_CM_NumInlineModels( void ) +{ + return syscall( CG_CM_NUMINLINEMODELS ); +} + +clipHandle_t trap_CM_InlineModel( int index ) +{ + return syscall( CG_CM_INLINEMODEL, index ); +} + +clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs ) +{ + return syscall( CG_CM_TEMPBOXMODEL, mins, maxs ); +} + +clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs ) +{ + return syscall( CG_CM_TEMPCAPSULEMODEL, mins, maxs ); +} + +int trap_CM_PointContents( const vec3_t p, clipHandle_t model ) +{ + return syscall( CG_CM_POINTCONTENTS, p, model ); +} + +int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, + const vec3_t angles ) +{ + return syscall( CG_CM_TRANSFORMEDPOINTCONTENTS, p, model, origin, angles ); +} + +void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ) +{ + syscall( CG_CM_BOXTRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void trap_CM_CapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask ) +{ + syscall( CG_CM_CAPSULETRACE, results, start, end, mins, maxs, model, brushmask ); +} + +void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ) +{ + syscall( CG_CM_TRANSFORMEDBOXTRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +void trap_CM_TransformedCapsuleTrace( trace_t *results, const vec3_t start, const vec3_t end, + const vec3_t mins, const vec3_t maxs, + clipHandle_t model, int brushmask, + const vec3_t origin, const vec3_t angles ) +{ + syscall( CG_CM_TRANSFORMEDCAPSULETRACE, results, start, end, mins, maxs, model, brushmask, origin, angles ); +} + +void trap_CM_BiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask ) +{ + syscall( CG_CM_BISPHERETRACE, results, start, end, + PASSFLOAT( startRad ), PASSFLOAT( endRad ), model, mask ); +} + +void trap_CM_TransformedBiSphereTrace( trace_t *results, const vec3_t start, + const vec3_t end, float startRad, float endRad, + clipHandle_t model, int mask, + const vec3_t origin ) +{ + syscall( CG_CM_TRANSFORMEDBISPHERETRACE, results, start, end, PASSFLOAT( startRad ), + PASSFLOAT( endRad ), model, mask, origin ); +} + +int trap_CM_MarkFragments( int numPoints, const vec3_t *points, + const vec3_t projection, + int maxPoints, vec3_t pointBuffer, + int maxFragments, markFragment_t *fragmentBuffer ) +{ + return syscall( CG_CM_MARKFRAGMENTS, numPoints, points, projection, maxPoints, + pointBuffer, maxFragments, fragmentBuffer ); +} + +void trap_S_StartSound( vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx ) +{ + syscall( CG_S_STARTSOUND, origin, entityNum, entchannel, sfx ); +} + +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) +{ + syscall( CG_S_STARTLOCALSOUND, sfx, channelNum ); +} + +void trap_S_ClearLoopingSounds( qboolean killall ) +{ + syscall( CG_S_CLEARLOOPINGSOUNDS, killall ); +} + +void trap_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) +{ + syscall( CG_S_ADDLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_AddRealLoopingSound( int entityNum, const vec3_t origin, const vec3_t velocity, sfxHandle_t sfx ) +{ + syscall( CG_S_ADDREALLOOPINGSOUND, entityNum, origin, velocity, sfx ); +} + +void trap_S_StopLoopingSound( int entityNum ) +{ + syscall( CG_S_STOPLOOPINGSOUND, entityNum ); +} + +void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin ) +{ + syscall( CG_S_UPDATEENTITYPOSITION, entityNum, origin ); +} + +void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater ) +{ + syscall( CG_S_RESPATIALIZE, entityNum, origin, axis, inwater ); +} + +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) +{ + return syscall( CG_S_REGISTERSOUND, sample, compressed ); +} + +void trap_S_StartBackgroundTrack( const char *intro, const char *loop ) +{ + syscall( CG_S_STARTBACKGROUNDTRACK, intro, loop ); +} + +void trap_R_LoadWorldMap( const char *mapname ) +{ + syscall( CG_R_LOADWORLDMAP, mapname ); +} + +qhandle_t trap_R_RegisterModel( const char *name ) +{ + return syscall( CG_R_REGISTERMODEL, name ); +} + +qhandle_t trap_R_RegisterSkin( const char *name ) +{ + return syscall( CG_R_REGISTERSKIN, name ); +} + +qhandle_t trap_R_RegisterShader( const char *name ) +{ + return syscall( CG_R_REGISTERSHADER, name ); +} + +qhandle_t trap_R_RegisterShaderNoMip( const char *name ) +{ + return syscall( CG_R_REGISTERSHADERNOMIP, name ); +} + +void trap_R_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font ) +{ + syscall(CG_R_REGISTERFONT, fontName, pointSize, font ); +} + +void trap_R_ClearScene( void ) +{ + syscall( CG_R_CLEARSCENE ); +} + +void trap_R_AddRefEntityToScene( const refEntity_t *re ) +{ + syscall( CG_R_ADDREFENTITYTOSCENE, re ); +} + +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) +{ + syscall( CG_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); +} + +void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num ) +{ + syscall( CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num ); +} + +int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir ) +{ + return syscall( CG_R_LIGHTFORPOINT, point, ambientLight, directedLight, lightDir ); +} + +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) +{ + syscall( CG_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b ) +{ + syscall( CG_R_ADDADDITIVELIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_RenderScene( const refdef_t *fd ) +{ + syscall( CG_R_RENDERSCENE, fd ); +} + +void trap_R_SetColor( const float *rgba ) +{ + syscall( CG_R_SETCOLOR, rgba ); +} + +void trap_R_DrawStretchPic( float x, float y, float w, float h, + float s1, float t1, float s2, float t2, qhandle_t hShader ) +{ + syscall( CG_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), + PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); +} + +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { + syscall( CG_R_MODELBOUNDS, model, mins, maxs ); +} + +int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, + float frac, const char *tagName ) +{ + return syscall( CG_R_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); +} + +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) +{ + syscall( CG_R_REMAP_SHADER, oldShader, newShader, timeOffset ); +} + +void trap_GetGlconfig( glconfig_t *glconfig ) +{ + syscall( CG_GETGLCONFIG, glconfig ); +} + +void trap_GetGameState( gameState_t *gamestate ) +{ + syscall( CG_GETGAMESTATE, gamestate ); +} + +void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) +{ + syscall( CG_GETCURRENTSNAPSHOTNUMBER, snapshotNumber, serverTime ); +} + +qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) +{ + return syscall( CG_GETSNAPSHOT, snapshotNumber, snapshot ); +} + +qboolean trap_GetServerCommand( int serverCommandNumber ) +{ + return syscall( CG_GETSERVERCOMMAND, serverCommandNumber ); +} + +int trap_GetCurrentCmdNumber( void ) +{ + return syscall( CG_GETCURRENTCMDNUMBER ); +} + +qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) +{ + return syscall( CG_GETUSERCMD, cmdNumber, ucmd ); +} + +void trap_SetUserCmdValue( int stateValue, float sensitivityScale ) +{ + syscall( CG_SETUSERCMDVALUE, stateValue, PASSFLOAT( sensitivityScale ) ); +} + +void testPrintInt( char *string, int i ) +{ + syscall( CG_TESTPRINTINT, string, i ); +} + +void testPrintFloat( char *string, float f ) +{ + syscall( CG_TESTPRINTFLOAT, string, PASSFLOAT(f) ); +} + +int trap_MemoryRemaining( void ) +{ + return syscall( CG_MEMORY_REMAINING ); +} + +qboolean trap_Key_IsDown( int keynum ) +{ + return syscall( CG_KEY_ISDOWN, keynum ); +} + +int trap_Key_GetCatcher( void ) +{ + return syscall( CG_KEY_GETCATCHER ); +} + +void trap_Key_SetCatcher( int catcher ) +{ + syscall( CG_KEY_SETCATCHER, catcher ); +} + +int trap_Key_GetKey( const char *binding ) +{ + return syscall( CG_KEY_GETKEY, binding ); +} + +int trap_Parse_AddGlobalDefine( char *define ) +{ + return syscall( CG_PARSE_ADD_GLOBAL_DEFINE, define ); +} + +int trap_Parse_LoadSource( const char *filename ) +{ + return syscall( CG_PARSE_LOAD_SOURCE, filename ); +} + +int trap_Parse_FreeSource( int handle ) +{ + return syscall( CG_PARSE_FREE_SOURCE, handle ); +} + +int trap_Parse_ReadToken( int handle, pc_token_t *pc_token ) +{ + return syscall( CG_PARSE_READ_TOKEN, handle, pc_token ); +} + +int trap_Parse_SourceFileAndLine( int handle, char *filename, int *line ) +{ + return syscall( CG_PARSE_SOURCE_FILE_AND_LINE, handle, filename, line ); +} + +void trap_S_StopBackgroundTrack( void ) +{ + syscall( CG_S_STOPBACKGROUNDTRACK ); +} + +int trap_RealTime(qtime_t *qtime) +{ + return syscall( CG_REAL_TIME, qtime ); +} + +void trap_SnapVector( float *v ) +{ + syscall( CG_SNAPVECTOR, v ); +} + +// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits ) +{ + return syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); +} + +// stops playing the cinematic and ends it. should always return FMV_EOF +// cinematics must be stopped in reverse order of when they are started +e_status trap_CIN_StopCinematic( int handle ) +{ + return syscall(CG_CIN_STOPCINEMATIC, handle); +} + + +// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. +e_status trap_CIN_RunCinematic( int handle ) +{ + return syscall(CG_CIN_RUNCINEMATIC, handle); +} + + +// draws the current frame +void trap_CIN_DrawCinematic( int handle ) +{ + syscall(CG_CIN_DRAWCINEMATIC, handle); +} + + +// allows you to resize the animation dynamically +void trap_CIN_SetExtents( int handle, int x, int y, int w, int h ) +{ + syscall(CG_CIN_SETEXTENTS, handle, x, y, w, h); +} + +int trap_GetDemoState( void ) +{ + return syscall( CG_GETDEMOSTATE ); +} + +int trap_GetDemoPos( void ) +{ + return syscall( CG_GETDEMOPOS ); +} + +void trap_GetDemoName( char *buffer, int size ) +{ + syscall( CG_GETDEMONAME, buffer, size ); +} + +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ) { + syscall( CG_KEY_KEYNUMTOSTRINGBUF, keynum, buf, buflen ); +} + +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ) { + syscall( CG_KEY_GETBINDINGBUF, keynum, buf, buflen ); +} + +void trap_Key_SetBinding( int keynum, const char *binding ) { + syscall( CG_KEY_SETBINDING, keynum, binding ); +} + diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c new file mode 100644 index 0000000..c8943ed --- /dev/null +++ b/src/cgame/cg_trails.c @@ -0,0 +1,1500 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_trails.c -- the trail system + + +#include "cg_local.h" + +static baseTrailSystem_t baseTrailSystems[ MAX_BASETRAIL_SYSTEMS ]; +static baseTrailBeam_t baseTrailBeams[ MAX_BASETRAIL_BEAMS ]; +static int numBaseTrailSystems = 0; +static int numBaseTrailBeams = 0; + +static trailSystem_t trailSystems[ MAX_TRAIL_SYSTEMS ]; +static trailBeam_t trailBeams[ MAX_TRAIL_BEAMS ]; + +/* +=============== +CG_CalculateBeamNodeProperties + +Fills in trailBeamNode_t.textureCoord +=============== +*/ +static void CG_CalculateBeamNodeProperties( trailBeam_t *tb ) +{ + trailBeamNode_t *i = NULL; + trailSystem_t *ts; + baseTrailBeam_t *btb; + float nodeDistances[ MAX_TRAIL_BEAM_NODES ]; + float totalDistance = 0.0f, position = 0.0f; + int j, numNodes = 0; + float TCRange, widthRange, alphaRange; + vec3_t colorRange; + float fadeAlpha = 1.0f; + + if( !tb || !tb->nodes ) + return; + + ts = tb->parent; + btb = tb->class; + + if( ts->destroyTime > 0 && btb->fadeOutTime ) + { + fadeAlpha -= ( cg.time - ts->destroyTime ) / btb->fadeOutTime; + + if( fadeAlpha < 0.0f ) + fadeAlpha = 0.0f; + } + + TCRange = tb->class->backTextureCoord - + tb->class->frontTextureCoord; + widthRange = tb->class->backWidth - + tb->class->frontWidth; + alphaRange = tb->class->backAlpha - + tb->class->frontAlpha; + VectorSubtract( tb->class->backColor, + tb->class->frontColor, colorRange ); + + for( i = tb->nodes; i && i->next; i = i->next ) + { + nodeDistances[ numNodes++ ] = + Distance( i->position, i->next->position ); + } + + for( j = 0; j < numNodes; j++ ) + totalDistance += nodeDistances[ j ]; + + for( j = 0, i = tb->nodes; i; i = i->next, j++ ) + { + if( tb->class->textureType == TBTT_STRETCH ) + { + i->textureCoord = tb->class->frontTextureCoord + + ( ( position / totalDistance ) * TCRange ); + } + else if( tb->class->textureType == TBTT_REPEAT ) + { + if( tb->class->clampToBack ) + i->textureCoord = ( totalDistance - position ) / + tb->class->repeatLength; + else + i->textureCoord = position / tb->class->repeatLength; + } + + i->halfWidth = ( tb->class->frontWidth + + ( ( position / totalDistance ) * widthRange ) ) / 2.0f; + i->alpha = (byte)( (float)0xFF * ( tb->class->frontAlpha + + ( ( position / totalDistance ) * alphaRange ) ) * fadeAlpha ); + VectorMA( tb->class->frontColor, ( position / totalDistance ), + colorRange, i->color ); + + position += nodeDistances[ j ]; + } +} + +/* +=============== +CG_LightVertex + +Lights a particular vertex +=============== +*/ +static void CG_LightVertex( vec3_t point, byte alpha, byte *rgba ) +{ + int i; + vec3_t alight, dlight, lightdir; + + trap_R_LightForPoint( point, alight, dlight, lightdir ); + for( i = 0; i <= 2; i++ ) + rgba[ i ] = (int)alight[ i ]; + + rgba[ 3 ] = alpha; +} + +/* +=============== +CG_RenderBeam + +Renders a beam +=============== +*/ +static void CG_RenderBeam( trailBeam_t *tb ) +{ + trailBeamNode_t *i = NULL; + trailBeamNode_t *prev = NULL; + trailBeamNode_t *next = NULL; + vec3_t up; + polyVert_t verts[ ( MAX_TRAIL_BEAM_NODES - 1 ) * 4 ]; + int numVerts = 0; + baseTrailBeam_t *btb; + trailSystem_t *ts; + baseTrailSystem_t *bts; + + if( !tb || !tb->nodes ) + return; + + btb = tb->class; + ts = tb->parent; + bts = ts->class; + + if( bts->thirdPersonOnly && + ( CG_AttachmentCentNum( &ts->frontAttachment ) == cg.snap->ps.clientNum || + CG_AttachmentCentNum( &ts->backAttachment ) == cg.snap->ps.clientNum ) && + !cg.renderingThirdPerson ) + return; + + CG_CalculateBeamNodeProperties( tb ); + + i = tb->nodes; + + do + { + prev = i->prev; + next = i->next; + + if( prev && next ) + { + //this node has two neighbours + GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up ); + } + else if( !prev && next ) + { + //this is the front + GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up ); + } + else if( prev && !next ) + { + //this is the back + GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up ); + } + else + break; + + if( prev ) + { + VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz ); + verts[ numVerts ].st[ 0 ] = i->textureCoord; + verts[ numVerts ].st[ 1 ] = 1.0f; + + if( btb->realLight ) + CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); + else + { + VectorCopy( i->color, verts[ numVerts ].modulate ); + verts[ numVerts ].modulate[ 3 ] = i->alpha; + } + + numVerts++; + + VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz ); + verts[ numVerts ].st[ 0 ] = i->textureCoord; + verts[ numVerts ].st[ 1 ] = 0.0f; + + if( btb->realLight ) + CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); + else + { + VectorCopy( i->color, verts[ numVerts ].modulate ); + verts[ numVerts ].modulate[ 3 ] = i->alpha; + } + + numVerts++; + } + + if( next ) + { + VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz ); + verts[ numVerts ].st[ 0 ] = i->textureCoord; + verts[ numVerts ].st[ 1 ] = 0.0f; + + if( btb->realLight ) + CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); + else + { + VectorCopy( i->color, verts[ numVerts ].modulate ); + verts[ numVerts ].modulate[ 3 ] = i->alpha; + } + + numVerts++; + + VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz ); + verts[ numVerts ].st[ 0 ] = i->textureCoord; + verts[ numVerts ].st[ 1 ] = 1.0f; + + if( btb->realLight ) + CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate ); + else + { + VectorCopy( i->color, verts[ numVerts ].modulate ); + verts[ numVerts ].modulate[ 3 ] = i->alpha; + } + + numVerts++; + } + + i = i->next; + } while( i ); + + trap_R_AddPolysToScene( tb->class->shader, 4, &verts[ 0 ], numVerts / 4 ); +} + +/* +=============== +CG_AllocateBeamNode + +Allocates a trailBeamNode_t from a trailBeam_t's nodePool +=============== +*/ +static trailBeamNode_t *CG_AllocateBeamNode( trailBeam_t *tb ) +{ + baseTrailBeam_t *btb = tb->class; + int i; + trailBeamNode_t *tbn; + + for( i = 0; i < MAX_TRAIL_BEAM_NODES; i++ ) + { + tbn = &tb->nodePool[ i ]; + if( !tbn->used ) + { + tbn->timeLeft = btb->segmentTime; + tbn->prev = NULL; + tbn->next = NULL; + tbn->used = qtrue; + return tbn; + } + } + + // no space left + return NULL; +} + +/* +=============== +CG_DestroyBeamNode + +Removes a node from a beam +Returns the new head +=============== +*/ +static trailBeamNode_t *CG_DestroyBeamNode( trailBeamNode_t *tbn ) +{ + trailBeamNode_t *newHead = NULL; + + if( tbn->prev ) + { + if( tbn->next ) + { + // node is in the middle + tbn->prev->next = tbn->next; + tbn->next->prev = tbn->prev; + } + else // node is at the back + tbn->prev->next = NULL; + + // find the new head (shouldn't have changed) + newHead = tbn->prev; + + while( newHead->prev ) + newHead = newHead->prev; + } + else if( tbn->next ) + { + //node is at the front + tbn->next->prev = NULL; + newHead = tbn->next; + } + + tbn->prev = NULL; + tbn->next = NULL; + tbn->used = qfalse; + + return newHead; +} + +/* +=============== +CG_FindLastBeamNode + +Returns the last beam node in a beam +=============== +*/ +static trailBeamNode_t *CG_FindLastBeamNode( trailBeam_t *tb ) +{ + trailBeamNode_t *i = tb->nodes; + + while( i && i->next ) + i = i->next; + + return i; +} + +/* +=============== +CG_CountBeamNodes + +Returns the number of nodes in a beam +=============== +*/ +static int CG_CountBeamNodes( trailBeam_t *tb ) +{ + trailBeamNode_t *i = tb->nodes; + int numNodes = 0; + + while( i ) + { + numNodes++; + i = i->next; + } + + return numNodes; +} + +/* +=============== +CG_PrependBeamNode + +Prepend a new beam node to the front of a beam +Returns the new node +=============== +*/ +static trailBeamNode_t *CG_PrependBeamNode( trailBeam_t *tb ) +{ + trailBeamNode_t *i; + + if( tb->nodes ) + { + // prepend another node + i = CG_AllocateBeamNode( tb ); + + if( i ) + { + i->next = tb->nodes; + tb->nodes->prev = i; + tb->nodes = i; + } + } + else //add first node + { + i = CG_AllocateBeamNode( tb ); + + if( i ) + tb->nodes = i; + } + + return i; +} + +/* +=============== +CG_AppendBeamNode + +Append a new beam node to the back of a beam +Returns the new node +=============== +*/ +static trailBeamNode_t *CG_AppendBeamNode( trailBeam_t *tb ) +{ + trailBeamNode_t *last, *i; + + if( tb->nodes ) + { + // append another node + last = CG_FindLastBeamNode( tb ); + i = CG_AllocateBeamNode( tb ); + + if( i ) + { + last->next = i; + i->prev = last; + i->next = NULL; + } + } + else //add first node + { + i = CG_AllocateBeamNode( tb ); + + if( i ) + tb->nodes = i; + } + + return i; +} + +/* +=============== +CG_ApplyJitters +=============== +*/ +static void CG_ApplyJitters( trailBeam_t *tb ) +{ + trailBeamNode_t *i = NULL; + int j; + baseTrailBeam_t *btb; + trailSystem_t *ts; + trailBeamNode_t *start; + trailBeamNode_t *end; + + if( !tb || !tb->nodes ) + return; + + btb = tb->class; + ts = tb->parent; + + for( j = 0; j < btb->numJitters; j++ ) + { + if( tb->nextJitterTimes[ j ] <= cg.time ) + { + for( i = tb->nodes; i; i = i->next ) + { + i->jitters[ j ][ 0 ] = ( crandom( ) * btb->jitters[ j ].magnitude ); + i->jitters[ j ][ 1 ] = ( crandom( ) * btb->jitters[ j ].magnitude ); + } + + tb->nextJitterTimes[ j ] = cg.time + btb->jitters[ j ].period; + } + } + + start = tb->nodes; + end = CG_FindLastBeamNode( tb ); + + if( !btb->jitterAttachments ) + { + if( CG_Attached( &ts->frontAttachment ) && start->next ) + start = start->next; + + if( CG_Attached( &ts->backAttachment ) && end->prev ) + end = end->prev; + } + + for( i = start; i; i = i->next ) + { + vec3_t forward, right, up; + trailBeamNode_t *prev; + trailBeamNode_t *next; + float upJitter = 0.0f, rightJitter = 0.0f; + + prev = i->prev; + next = i->next; + + if( prev && next ) + { + //this node has two neighbours + GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up ); + VectorSubtract( next->position, prev->position, forward ); + } + else if( !prev && next ) + { + //this is the front + GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up ); + VectorSubtract( next->position, i->position, forward ); + } + else if( prev && !next ) + { + //this is the back + GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up ); + VectorSubtract( i->position, prev->position, forward ); + } + + VectorNormalize( forward ); + CrossProduct( forward, up, right ); + VectorNormalize( right ); + + for( j = 0; j < btb->numJitters; j++ ) + { + upJitter += i->jitters[ j ][ 0 ]; + rightJitter += i->jitters[ j ][ 1 ]; + } + + VectorMA( i->position, upJitter, up, i->position ); + VectorMA( i->position, rightJitter, right, i->position ); + + if( i == end ) + break; + } +} + +/* +=============== +CG_UpdateBeam + +Updates a beam +=============== +*/ +static void CG_UpdateBeam( trailBeam_t *tb ) +{ + baseTrailBeam_t *btb; + trailSystem_t *ts; + trailBeamNode_t *i; + int deltaTime; + int nodesToAdd; + int j; + int numNodes; + + if( !tb ) + return; + + btb = tb->class; + ts = tb->parent; + + deltaTime = cg.time - tb->lastEvalTime; + tb->lastEvalTime = cg.time; + + // first make sure this beam has enough nodes + if( ts->destroyTime <= 0 ) + { + nodesToAdd = btb->numSegments - CG_CountBeamNodes( tb ) + 1; + + while( nodesToAdd-- ) + { + i = CG_AppendBeamNode( tb ); + + if( !tb->nodes->next && CG_Attached( &ts->frontAttachment ) ) + { + // this is the first node to be added + if( !CG_AttachmentPoint( &ts->frontAttachment, i->refPosition ) ) + CG_DestroyTrailSystem( &ts ); + } + else + VectorCopy( i->prev->refPosition, i->refPosition ); + } + } + + numNodes = CG_CountBeamNodes( tb ); + + for( i = tb->nodes; i; i = i->next ) + VectorCopy( i->refPosition, i->position ); + + if( CG_Attached( &ts->frontAttachment ) && CG_Attached( &ts->backAttachment ) ) + { + // beam between two attachments + vec3_t dir, front, back; + + if( ts->destroyTime > 0 && ( cg.time - ts->destroyTime ) >= btb->fadeOutTime ) + { + tb->valid = qfalse; + return; + } + + if( !CG_AttachmentPoint( &ts->frontAttachment, front ) ) + CG_DestroyTrailSystem( &ts ); + + if( !CG_AttachmentPoint( &ts->backAttachment, back ) ) + CG_DestroyTrailSystem( &ts ); + + VectorSubtract( back, front, dir ); + + for( j = 0, i = tb->nodes; i; i = i->next, j++ ) + { + float scale = (float)j / (float)( numNodes - 1 ); + + VectorMA( front, scale, dir, i->position ); + } + } + else if( CG_Attached( &ts->frontAttachment ) ) + { + // beam from one attachment + + // cull the trail tail + i = CG_FindLastBeamNode( tb ); + + if( i && i->timeLeft >= 0 ) + { + i->timeLeft -= deltaTime; + + if( i->timeLeft < 0 ) + { + tb->nodes = CG_DestroyBeamNode( i ); + + if( !tb->nodes ) + { + tb->valid = qfalse; + return; + } + + // if the ts has been destroyed, stop creating new nodes + if( ts->destroyTime <= 0 ) + CG_PrependBeamNode( tb ); + } + else if( i->timeLeft >= 0 && i->prev ) + { + vec3_t dir; + float length; + + VectorSubtract( i->refPosition, i->prev->refPosition, dir ); + length = VectorNormalize( dir ) * + ( (float)i->timeLeft / (float)tb->class->segmentTime ); + + VectorMA( i->prev->refPosition, length, dir, i->position ); + } + } + + if( tb->nodes ) + { + if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) ) + CG_DestroyTrailSystem( &ts ); + + VectorCopy( tb->nodes->refPosition, tb->nodes->position ); + } + } + + CG_ApplyJitters( tb ); +} + +/* +=============== +CG_ParseTrailBeamColor +=============== +*/ +static qboolean CG_ParseTrailBeamColor( byte *c, char **text_p ) +{ + char *token; + int i; + + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); + } + + return qtrue; +} + +/* +=============== +CG_ParseTrailBeam + +Parse a trail beam +=============== +*/ +static qboolean CG_ParseTrailBeam( baseTrailBeam_t *btb, char **text_p ) +{ + char *token; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "segments" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->numSegments = atoi_neg( token, qfalse ); + + if( btb->numSegments >= MAX_TRAIL_BEAM_NODES ) + { + btb->numSegments = MAX_TRAIL_BEAM_NODES - 1; + CG_Printf( S_COLOR_YELLOW "WARNING: too many segments in trail beam\n" ); + } + continue; + } + else if( !Q_stricmp( token, "width" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->frontWidth = atof_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "-" ) ) + btb->backWidth = btb->frontWidth; + else + btb->backWidth = atof_neg( token, qfalse ); + continue; + } + else if( !Q_stricmp( token, "alpha" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->frontAlpha = atof_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "-" ) ) + btb->backAlpha = btb->frontAlpha; + else + btb->backAlpha = atof_neg( token, qfalse ); + continue; + } + else if( !Q_stricmp( token, "color" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseTrailBeamColor( btb->frontColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + btb->backColor[ 0 ] = btb->frontColor[ 0 ]; + btb->backColor[ 1 ] = btb->frontColor[ 1 ]; + btb->backColor[ 2 ] = btb->frontColor[ 2 ]; + } + else if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseTrailBeamColor( btb->backColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + + continue; + } + else if( !Q_stricmp( token, "segmentTime" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->segmentTime = atoi_neg( token, qfalse ); + continue; + } + else if( !Q_stricmp( token, "fadeOutTime" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->fadeOutTime = atoi_neg( token, qfalse ); + continue; + } + else if( !Q_stricmp( token, "shader" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + Q_strncpyz( btb->shaderName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "textureType" ) ) + { + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "stretch" ) ) + { + btb->textureType = TBTT_STRETCH; + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->frontTextureCoord = atof_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->backTextureCoord = atof_neg( token, qfalse ); + } + else if( !Q_stricmp( token, "repeat" ) ) + { + btb->textureType = TBTT_REPEAT; + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "front" ) ) + btb->clampToBack = qfalse; + else if( !Q_stricmp( token, "back" ) ) + btb->clampToBack = qtrue; + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown textureType clamp \"%s\"\n", token ); + break; + } + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->repeatLength = atof_neg( token, qfalse ); + } + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown textureType \"%s\"\n", token ); + break; + } + + continue; + } + else if( !Q_stricmp( token, "realLight" ) ) + { + btb->realLight = qtrue; + + continue; + } + else if( !Q_stricmp( token, "jitter" ) ) + { + if( btb->numJitters == MAX_TRAIL_BEAM_JITTERS ) + { + CG_Printf( S_COLOR_RED "ERROR: too many jitters\n", token ); + break; + } + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->jitters[ btb->numJitters ].magnitude = atof_neg( token, qfalse ); + + token = COM_Parse( text_p ); + if( !Q_stricmp( token, "" ) ) + break; + + btb->jitters[ btb->numJitters ].period = atoi_neg( token, qfalse ); + + btb->numJitters++; + + continue; + } + else if( !Q_stricmp( token, "jitterAttachments" ) ) + { + btb->jitterAttachments = qtrue; + + continue; + } + else if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this trail beam + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail beam\n", token ); + return qfalse; + } + } + + return qfalse; +} + +/* +=============== +CG_InitialiseBaseTrailBeam +=============== +*/ +static void CG_InitialiseBaseTrailBeam( baseTrailBeam_t *btb ) +{ + memset( btb, 0, sizeof( baseTrailBeam_t ) ); + + btb->numSegments = 1; + btb->frontWidth = btb->backWidth = 1.0f; + btb->frontAlpha = btb->backAlpha = 1.0f; + memset( btb->frontColor, 0xFF, sizeof( btb->frontColor ) ); + memset( btb->backColor, 0xFF, sizeof( btb->backColor ) ); + + btb->segmentTime = 100; + + btb->textureType = TBTT_STRETCH; + btb->frontTextureCoord = 0.0f; + btb->backTextureCoord = 1.0f; +} + +/* +=============== +CG_ParseTrailSystem + +Parse a trail system section +=============== +*/ +static qboolean CG_ParseTrailSystem( baseTrailSystem_t *bts, char **text_p, const char *name ) +{ + char *token; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "{" ) ) + { + CG_InitialiseBaseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] ); + + if( !CG_ParseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ], text_p ) ) + { + CG_Printf( S_COLOR_RED "ERROR: failed to parse trail beam\n" ); + return qfalse; + } + + if( bts->numBeams == MAX_BEAMS_PER_SYSTEM ) + { + CG_Printf( S_COLOR_RED "ERROR: trail system has > %d beams\n", MAX_BEAMS_PER_SYSTEM ); + return qfalse; + } + else if( numBaseTrailBeams == MAX_BASETRAIL_BEAMS ) + { + CG_Printf( S_COLOR_RED "ERROR: maximum number of trail beams (%d) reached\n", + MAX_BASETRAIL_BEAMS ); + return qfalse; + } + else + { + //start parsing beams again + bts->beams[ bts->numBeams ] = &baseTrailBeams[ numBaseTrailBeams ]; + bts->numBeams++; + numBaseTrailBeams++; + } + continue; + } + else if( !Q_stricmp( token, "thirdPersonOnly" ) ) + bts->thirdPersonOnly = qtrue; + else if( !Q_stricmp( token, "beam" ) ) //acceptable text + continue; + else if( !Q_stricmp( token, "}" ) ) + { + if( cg_debugTrails.integer >= 1 ) + CG_Printf( "Parsed trail system %s\n", name ); + + return qtrue; //reached the end of this trail system + } + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail system %s\n", token, bts->name ); + return qfalse; + } + } + + return qfalse; +} + +/* +=============== +CG_ParseTrailFile + +Load the trail systems from a trail file +=============== +*/ +static qboolean CG_ParseTrailFile( const char *fileName ) +{ + char *text_p; + int i; + int len; + char *token; + char text[ 32000 ]; + char tsName[ MAX_QPATH ]; + qboolean tsNameSet = qfalse; + fileHandle_t f; + + // load the file + len = trap_FS_FOpenFile( fileName, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( S_COLOR_RED "ERROR: trail file %s too long\n", fileName ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( tsNameSet ) + { + //check for name space clashes + for( i = 0; i < numBaseTrailSystems; i++ ) + { + if( !Q_stricmp( baseTrailSystems[ i ].name, tsName ) ) + { + CG_Printf( S_COLOR_RED "ERROR: a trail system is already named %s\n", tsName ); + return qfalse; + } + } + + Q_strncpyz( baseTrailSystems[ numBaseTrailSystems ].name, tsName, MAX_QPATH ); + + if( !CG_ParseTrailSystem( &baseTrailSystems[ numBaseTrailSystems ], &text_p, tsName ) ) + { + CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse trail system %s\n", fileName, tsName ); + return qfalse; + } + + //start parsing trail systems again + tsNameSet = qfalse; + + if( numBaseTrailSystems == MAX_BASETRAIL_SYSTEMS ) + { + CG_Printf( S_COLOR_RED "ERROR: maximum number of trail systems (%d) reached\n", + MAX_BASETRAIL_SYSTEMS ); + return qfalse; + } + else + numBaseTrailSystems++; + + continue; + } + else + { + CG_Printf( S_COLOR_RED "ERROR: unamed trail system\n" ); + return qfalse; + } + } + + if( !tsNameSet ) + { + Q_strncpyz( tsName, token, sizeof( tsName ) ); + tsNameSet = qtrue; + } + else + { + CG_Printf( S_COLOR_RED "ERROR: trail system already named\n" ); + return qfalse; + } + } + + return qtrue; +} + +/* +=============== +CG_LoadTrailSystems + +Load trail system templates +=============== +*/ +void CG_LoadTrailSystems( void ) +{ + int i, numFiles, fileLen; + char fileList[ MAX_TRAIL_FILES * MAX_QPATH ]; + char fileName[ MAX_QPATH ]; + char *filePtr; + + //clear out the old + numBaseTrailSystems = 0; + numBaseTrailBeams = 0; + + for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ ) + { + baseTrailSystem_t *bts = &baseTrailSystems[ i ]; + memset( bts, 0, sizeof( baseTrailSystem_t ) ); + } + + for( i = 0; i < MAX_BASETRAIL_BEAMS; i++ ) + { + baseTrailBeam_t *btb = &baseTrailBeams[ i ]; + memset( btb, 0, sizeof( baseTrailBeam_t ) ); + } + + //and bring in the new + numFiles = trap_FS_GetFileList( "scripts", ".trail", + fileList, MAX_TRAIL_FILES * MAX_QPATH ); + filePtr = fileList; + + for( i = 0; i < numFiles; i++, filePtr += fileLen + 1 ) + { + fileLen = strlen( filePtr ); + strcpy( fileName, "scripts/" ); + strcat( fileName, filePtr ); + CG_Printf( "...loading '%s'\n", fileName ); + CG_ParseTrailFile( fileName ); + } +} + +/* +=============== +CG_RegisterTrailSystem + +Load the media that a trail system needs +=============== +*/ +qhandle_t CG_RegisterTrailSystem( char *name ) +{ + int i, j; + baseTrailSystem_t *bts; + baseTrailBeam_t *btb; + + for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ ) + { + bts = &baseTrailSystems[ i ]; + + if( !Q_stricmp( bts->name, name ) ) + { + //already registered + if( bts->registered ) + return i + 1; + + for( j = 0; j < bts->numBeams; j++ ) + { + btb = bts->beams[ j ]; + + btb->shader = trap_R_RegisterShader( btb->shaderName ); + } + + if( cg_debugTrails.integer >= 1 ) + CG_Printf( "Registered trail system %s\n", name ); + + bts->registered = qtrue; + + //avoid returning 0 + return i + 1; + } + } + + CG_Printf( S_COLOR_RED "ERROR: failed to register trail system %s\n", name ); + return 0; +} + + +/* +=============== +CG_SpawnNewTrailBeam + +Allocate a new trail beam +=============== +*/ +static trailBeam_t *CG_SpawnNewTrailBeam( baseTrailBeam_t *btb, + trailSystem_t *parent ) +{ + int i; + trailBeam_t *tb = NULL; + trailSystem_t *ts = parent; + + for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) + { + tb = &trailBeams[ i ]; + + if( !tb->valid ) + { + memset( tb, 0, sizeof( trailBeam_t ) ); + + //found a free slot + tb->class = btb; + tb->parent = ts; + + tb->valid = qtrue; + + if( cg_debugTrails.integer >= 1 ) + CG_Printf( "TB %s created\n", ts->class->name ); + + break; + } + } + + return tb; +} + + +/* +=============== +CG_SpawnNewTrailSystem + +Spawns a new trail system +=============== +*/ +trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle ) +{ + int i, j; + trailSystem_t *ts = NULL; + baseTrailSystem_t *bts = &baseTrailSystems[ psHandle - 1 ]; + + if( !bts->registered ) + { + CG_Printf( S_COLOR_RED "ERROR: a trail system has not been registered yet\n" ); + return NULL; + } + + for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) + { + ts = &trailSystems[ i ]; + + if( !ts->valid ) + { + memset( ts, 0, sizeof( trailSystem_t ) ); + + //found a free slot + ts->class = bts; + + ts->valid = qtrue; + ts->destroyTime = -1; + + for( j = 0; j < bts->numBeams; j++ ) + CG_SpawnNewTrailBeam( bts->beams[ j ], ts ); + + if( cg_debugTrails.integer >= 1 ) + CG_Printf( "TS %s created\n", bts->name ); + + break; + } + } + + return ts; +} + +/* +=============== +CG_DestroyTrailSystem + +Destroy a trail system +=============== +*/ +void CG_DestroyTrailSystem( trailSystem_t **ts ) +{ + (*ts)->destroyTime = cg.time; + + if( CG_Attached( &(*ts)->frontAttachment ) && + !CG_Attached( &(*ts)->backAttachment ) ) + { + vec3_t v; + + // attach the trail head to a static point + CG_AttachmentPoint( &(*ts)->frontAttachment, v ); + CG_SetAttachmentPoint( &(*ts)->frontAttachment, v ); + CG_AttachToPoint( &(*ts)->frontAttachment ); + + (*ts)->frontAttachment.centValid = qfalse; // a bit naughty + } + + ts = NULL; +} + +/* +=============== +CG_IsTrailSystemValid + +Test a trail system for validity +=============== +*/ +qboolean CG_IsTrailSystemValid( trailSystem_t **ts ) +{ + if( *ts == NULL || ( *ts && !(*ts)->valid ) ) + { + if( *ts && !(*ts)->valid ) + *ts = NULL; + + return qfalse; + } + + return qtrue; +} + +/* +=============== +CG_GarbageCollectTrailSystems + +Destroy inactive trail systems +=============== +*/ +static void CG_GarbageCollectTrailSystems( void ) +{ + int i, j, count; + trailSystem_t *ts; + trailBeam_t *tb; + int centNum; + + for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) + { + ts = &trailSystems[ i ]; + count = 0; + + //don't bother checking already invalid systems + if( !ts->valid ) + continue; + + for( j = 0; j < MAX_TRAIL_BEAMS; j++ ) + { + tb = &trailBeams[ j ]; + + if( tb->valid && tb->parent == ts ) + count++; + } + + if( !count ) + ts->valid = qfalse; + + //check systems where the parent cent has left the PVS + //( local player entity is always valid ) + if( ( centNum = CG_AttachmentCentNum( &ts->frontAttachment ) ) >= 0 && + centNum != cg.snap->ps.clientNum ) + { + trailSystem_t *tempTS = ts; + + if( !cg_entities[ centNum ].valid ) + CG_DestroyTrailSystem( &tempTS ); + } + + if( ( centNum = CG_AttachmentCentNum( &ts->backAttachment ) ) >= 0 && + centNum != cg.snap->ps.clientNum ) + { + trailSystem_t *tempTS = ts; + + if( !cg_entities[ centNum ].valid ) + CG_DestroyTrailSystem( &tempTS ); + } + + if( cg_debugTrails.integer >= 1 && !ts->valid ) + CG_Printf( "TS %s garbage collected\n", ts->class->name ); + } +} + +/* +=============== +CG_AddTrails + +Add trails to the scene +=============== +*/ +void CG_AddTrails( void ) +{ + int i; + trailBeam_t *tb; + int numTS = 0, numTB = 0; + + //remove expired trail systems + CG_GarbageCollectTrailSystems( ); + + for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) + { + tb = &trailBeams[ i ]; + + if( tb->valid ) + { + CG_UpdateBeam( tb ); + CG_RenderBeam( tb ); + } + } + + if( cg_debugTrails.integer >= 2 ) + { + for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ ) + if( trailSystems[ i ].valid ) + numTS++; + + for( i = 0; i < MAX_TRAIL_BEAMS; i++ ) + if( trailBeams[ i ].valid ) + numTB++; + + CG_Printf( "TS: %d TB: %d\n", numTS, numTB ); + } +} + +static trailSystem_t *testTS; +static qhandle_t testTSHandle; + +/* +=============== +CG_DestroyTestTS_f + +Destroy the test a trail system +=============== +*/ +void CG_DestroyTestTS_f( void ) +{ + if( CG_IsTrailSystemValid( &testTS ) ) + CG_DestroyTrailSystem( &testTS ); +} + +/* +=============== +CG_TestTS_f + +Test a trail system +=============== +*/ +void CG_TestTS_f( void ) +{ + char tsName[ MAX_QPATH ]; + + if( trap_Argc( ) < 2 ) + return; + + Q_strncpyz( tsName, CG_Argv( 1 ), MAX_QPATH ); + testTSHandle = CG_RegisterTrailSystem( tsName ); + + if( testTSHandle ) + { + CG_DestroyTestTS_f( ); + + testTS = CG_SpawnNewTrailSystem( testTSHandle ); + + if( CG_IsTrailSystemValid( &testTS ) ) + { + CG_SetAttachmentCent( &testTS->frontAttachment, &cg_entities[ 0 ] ); + CG_AttachToCent( &testTS->frontAttachment ); + } + } +} diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c new file mode 100644 index 0000000..5ad29b7 --- /dev/null +++ b/src/cgame/cg_tutorial.c @@ -0,0 +1,663 @@ +/* +=========================================================================== +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_tutorial.c -- the tutorial system + +#include "cg_local.h" + +typedef struct +{ + char *command; + char *humanName; + keyNum_t keys[ 2 ]; +} bind_t; + +static bind_t bindings[ ] = +{ + { "+button2", "Activate Upgrade", { -1, -1 } }, + { "+speed", "Run/Walk", { -1, -1 } }, + { "boost", "Sprint", { -1, -1 } }, + { "+moveup", "Jump", { -1, -1 } }, + { "+movedown", "Crouch", { -1, -1 } }, + { "+attack", "Primary Attack", { -1, -1 } }, + { "+button5", "Secondary Attack", { -1, -1 } }, + { "reload", "Reload", { -1, -1 } }, + { "buy ammo", "Buy Ammo", { -1, -1 } }, + { "itemact medkit", "Use Medkit", { -1, -1 } }, + { "+button7", "Use Structure/Evolve", { -1, -1 } }, + { "deconstruct", "Deconstruct Structure", { -1, -1 } }, + { "weapprev", "Previous Upgrade", { -1, -1 } }, + { "weapnext", "Next Upgrade", { -1, -1 } } +}; + +static const int numBindings = sizeof( bindings ) / sizeof( bind_t ); + +/* +================= +CG_GetBindings +================= +*/ +static void CG_GetBindings( void ) +{ + int i, j, numKeys; + char buffer[ MAX_STRING_CHARS ]; + + for( i = 0; i < numBindings; i++ ) + { + bindings[ i ].keys[ 0 ] = bindings[ i ].keys[ 1 ] = K_NONE; + numKeys = 0; + + for( j = 0; j < K_LAST_KEY; j++ ) + { + trap_Key_GetBindingBuf( j, buffer, MAX_STRING_CHARS ); + + if( buffer[ 0 ] == 0 ) + continue; + + if( !Q_stricmp( buffer, bindings[ i ].command ) ) + { + bindings[ i ].keys[ numKeys++ ] = j; + + if( numKeys > 1 ) + break; + } + } + } +} + +/* +=============== +CG_KeyNameForCommand +=============== +*/ +static const char *CG_KeyNameForCommand( const char *command ) +{ + int i, j; + static char buffer[ MAX_STRING_CHARS ]; + int firstKeyLength; + + buffer[ 0 ] = '\0'; + + for( i = 0; i < numBindings; i++ ) + { + if( !Q_stricmp( command, bindings[ i ].command ) ) + { + if( bindings[ i ].keys[ 0 ] != K_NONE ) + { + trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 0 ], + buffer, MAX_STRING_CHARS ); + firstKeyLength = strlen( buffer ); + + for( j = 0; j < firstKeyLength; j++ ) + buffer[ j ] = toupper( buffer[ j ] ); + + if( bindings[ i ].keys[ 1 ] != K_NONE ) + { + Q_strcat( buffer, MAX_STRING_CHARS, " or " ); + trap_Key_KeynumToStringBuf( bindings[ i ].keys[ 1 ], + buffer + strlen( buffer ), MAX_STRING_CHARS - strlen( buffer ) ); + + for( j = firstKeyLength + 4; j < strlen( buffer ); j++ ) + buffer[ j ] = toupper( buffer[ j ] ); + } + } + else + { + Q_strncpyz( buffer, va( "\"%s\"", bindings[ i ].humanName ), + MAX_STRING_CHARS ); + Q_strcat( buffer, MAX_STRING_CHARS, " (unbound)" ); + } + + return buffer; + } + } + + return ""; +} + +#define MAX_TUTORIAL_TEXT 4096 + +/* +=============== +CG_BuildableInRange +=============== +*/ +static entityState_t *CG_BuildableInRange( playerState_t *ps, float *healthFraction ) +{ + vec3_t view, point; + trace_t trace; + entityState_t *es; + int health; + + AngleVectors( cg.refdefViewAngles, view, NULL, NULL ); + VectorMA( cg.refdef.vieworg, 64, view, point ); + CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL, + point, ps->clientNum, MASK_SHOT ); + + es = &cg_entities[ trace.entityNum ].currentState; + + if( healthFraction ) + { + health = es->generic1 & B_HEALTH_MASK; + *healthFraction = (float)health / B_HEALTH_MASK; + } + + if( es->eType == ET_BUILDABLE && + ps->stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) ) + return es; + else + return NULL; +} + +/* +=============== +CG_AlienBuilderText +=============== +*/ +static void CG_AlienBuilderText( char *text, playerState_t *ps ) +{ + buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; + entityState_t *es; + + if( buildable > BA_NONE ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to place the %s\n", + CG_KeyNameForCommand( "+attack" ), + BG_FindHumanNameForBuildable( buildable ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to cancel placing the %s\n", + CG_KeyNameForCommand( "+button5" ), + BG_FindHumanNameForBuildable( buildable ) ) ); + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to build a structure\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + if( ( es = CG_BuildableInRange( ps, NULL ) ) ) + { + if( cgs.markDeconstruct ) + { + if( es->generic1 & B_MARKED_TOGGLEBIT ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to unmark this structure\n", + CG_KeyNameForCommand( "deconstruct" ) ) ); + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to mark this structure\n", + CG_KeyNameForCommand( "deconstruct" ) ) ); + } + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to destroy this structure\n", + CG_KeyNameForCommand( "deconstruct" ) ) ); + } + } + } + + if( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0_UPG ) + { + if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) == BA_NONE ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to swipe\n", + CG_KeyNameForCommand( "+button5" ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to launch a projectile\n", + CG_KeyNameForCommand( "+button2" ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to walk on walls\n", + CG_KeyNameForCommand( "+movedown" ) ) ); + } +} + +/* +=============== +CG_AlienLevel0Text +=============== +*/ +static void CG_AlienLevel0Text( char *text, playerState_t *ps ) +{ + Q_strcat( text, MAX_TUTORIAL_TEXT, + "Touch a human to damage it\n" ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to walk on walls\n", + CG_KeyNameForCommand( "+movedown" ) ) ); +} + +/* +=============== +CG_AlienLevel1Text +=============== +*/ +static void CG_AlienLevel1Text( char *text, playerState_t *ps ) +{ + Q_strcat( text, MAX_TUTORIAL_TEXT, + "Touch a human to grab it\n" ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to swipe\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + if( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL1_UPG ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to spray poisonous gas\n", + CG_KeyNameForCommand( "+button5" ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to walk on walls\n", + CG_KeyNameForCommand( "+movedown" ) ) ); +} + +/* +=============== +CG_AlienLevel2Text +=============== +*/ +static void CG_AlienLevel2Text( char *text, playerState_t *ps ) +{ + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to bite\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + if( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL2_UPG ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to invoke an electrical attack\n", + CG_KeyNameForCommand( "+button5" ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold down %s then touch a wall to wall jump\n", + CG_KeyNameForCommand( "+moveup" ) ) ); +} + +/* +=============== +CG_AlienLevel3Text +=============== +*/ +static void CG_AlienLevel3Text( char *text, playerState_t *ps ) +{ + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to bite\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + if( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_LEVEL3_UPG ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to launch a projectile\n", + CG_KeyNameForCommand( "+button2" ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold down and release %s to pounce\n", + CG_KeyNameForCommand( "+button5" ) ) ); +} + +/* +=============== +CG_AlienLevel4Text +=============== +*/ +static void CG_AlienLevel4Text( char *text, playerState_t *ps ) +{ + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to swipe\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold down and release %s to charge\n", + CG_KeyNameForCommand( "+button5" ) ) ); +} + +/* +=============== +CG_HumanCkitText +=============== +*/ +static void CG_HumanCkitText( char *text, playerState_t *ps ) +{ + buildable_t buildable = ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT; + float health; + + if( buildable > BA_NONE ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to place the %s\n", + CG_KeyNameForCommand( "+attack" ), + BG_FindHumanNameForBuildable( buildable ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to cancel placing the %s\n", + CG_KeyNameForCommand( "+button5" ), + BG_FindHumanNameForBuildable( buildable ) ) ); + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to build a structure\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + if( CG_BuildableInRange( ps, &health ) ) + { + if( health < 1.0f ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold %s to repair this structure\n", + CG_KeyNameForCommand( "+button5" ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to destroy this structure\n", + CG_KeyNameForCommand( "deconstruct" ) ) ); + } + } +} + +/* +=============== +CG_HumanText +=============== +*/ +static void CG_HumanText( char *text, playerState_t *ps ) +{ + char *name; + int ammo, clips; + upgrade_t upgrade = UP_NONE; + + if( cg.weaponSelect <= 32 ) + name = cg_weapons[ cg.weaponSelect ].humanName; + else if( cg.weaponSelect > 32 ) + { + name = cg_upgrades[ cg.weaponSelect - 32 ].humanName; + upgrade = cg.weaponSelect - 32; + } + + BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &ammo, &clips ); + + if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( ps->weapon ) ) + { + //no ammo + switch( ps->weapon ) + { + case WP_MACHINEGUN: + case WP_CHAINGUN: + case WP_SHOTGUN: + case WP_FLAMER: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Find an Armoury and press %s for more ammo\n", + CG_KeyNameForCommand( "buy ammo" ) ) ); + break; + + case WP_LAS_GUN: + case WP_PULSE_RIFLE: + case WP_MASS_DRIVER: + case WP_LUCIFER_CANNON: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Find a Reactor or Repeater and press %s for more ammo\n", + CG_KeyNameForCommand( "buy ammo" ) ) ); + break; + + default: + break; + } + } + else + { + switch( ps->weapon ) + { + case WP_BLASTER: + case WP_MACHINEGUN: + case WP_SHOTGUN: + case WP_LAS_GUN: + case WP_CHAINGUN: + case WP_PULSE_RIFLE: + case WP_FLAMER: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to fire the %s\n", + CG_KeyNameForCommand( "+attack" ), + BG_FindHumanNameForWeapon( ps->weapon ) ) ); + break; + + case WP_MASS_DRIVER: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to fire the %s\n", + CG_KeyNameForCommand( "+attack" ), + BG_FindHumanNameForWeapon( ps->weapon ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold %s to zoom\n", + CG_KeyNameForCommand( "+button5" ) ) ); + break; + + case WP_PAIN_SAW: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold %s to activate the %s\n", + CG_KeyNameForCommand( "+attack" ), + BG_FindHumanNameForWeapon( ps->weapon ) ) ); + break; + + case WP_LUCIFER_CANNON: + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Hold and release %s to fire a charged shot\n", + CG_KeyNameForCommand( "+attack" ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to fire the %s\n", + CG_KeyNameForCommand( "+button5" ), + BG_FindHumanNameForWeapon( ps->weapon ) ) ); + break; + + case WP_HBUILD: + case WP_HBUILD2: + CG_HumanCkitText( text, ps ); + break; + + default: + break; + } + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s and ", + CG_KeyNameForCommand( "weapprev" ) ) ); + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "%s to select an upgrade\n", + CG_KeyNameForCommand( "weapnext" ) ) ); + + if( upgrade == UP_NONE || + ( upgrade > UP_NONE && BG_FindUsableForUpgrade( upgrade ) ) ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to use the %s\n", + CG_KeyNameForCommand( "+button2" ), + name ) ); + } + + if( ps->stats[ STAT_HEALTH ] <= 35 && + BG_InventoryContainsUpgrade( UP_MEDKIT, ps->stats ) ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to use your %s\n", + CG_KeyNameForCommand( "itemact medkit" ), + BG_FindHumanNameForUpgrade( UP_MEDKIT ) ) ); + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to use a structure\n", + CG_KeyNameForCommand( "+button7" ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to sprint\n", + CG_KeyNameForCommand( "boost" ) ) ); +} + +/* +=============== +CG_SpectatorText +=============== +*/ +static void CG_SpectatorText( char *text, playerState_t *ps ) +{ + if( cgs.clientinfo[ cg.clientNum ].team != PTE_NONE ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to spawn\n", CG_KeyNameForCommand( "+attack" ) ) ); + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to join a team\n", CG_KeyNameForCommand( "+attack" ) ) ); + } + + if( ps->pm_flags & PMF_FOLLOW ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to stop following\n", + CG_KeyNameForCommand( "+button2" ) ) ); + + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s or ", CG_KeyNameForCommand( "weapprev" ) ) ); + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "%s to change player\n", CG_KeyNameForCommand( "weapnext" ) ) ); + } + else + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to follow a %s\n", CG_KeyNameForCommand( "+button2" ), + ( cgs.clientinfo[ cg.clientNum ].team == PTE_NONE ) + ? "player" : "teammate" ) ); + } +} + +/* +=============== +CG_TutorialText + +Returns context help for the current class/weapon +=============== +*/ +const char *CG_TutorialText( void ) +{ + playerState_t *ps; + static char text[ MAX_TUTORIAL_TEXT ]; + + CG_GetBindings( ); + + text[ 0 ] = '\0'; + ps = &cg.snap->ps; + + if( !cg.intermissionStarted && !cg.demoPlayback ) + { + if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR || + ps->pm_flags & PMF_FOLLOW ) + { + CG_SpectatorText( text, ps ); + } + else if( ps->stats[ STAT_HEALTH ] > 0 ) + { + switch( ps->stats[ STAT_PCLASS ] ) + { + case PCL_ALIEN_BUILDER0: + case PCL_ALIEN_BUILDER0_UPG: + CG_AlienBuilderText( text, ps ); + break; + + case PCL_ALIEN_LEVEL0: + CG_AlienLevel0Text( text, ps ); + break; + + case PCL_ALIEN_LEVEL1: + case PCL_ALIEN_LEVEL1_UPG: + CG_AlienLevel1Text( text, ps ); + break; + + case PCL_ALIEN_LEVEL2: + case PCL_ALIEN_LEVEL2_UPG: + CG_AlienLevel2Text( text, ps ); + break; + + case PCL_ALIEN_LEVEL3: + case PCL_ALIEN_LEVEL3_UPG: + CG_AlienLevel3Text( text, ps ); + break; + + case PCL_ALIEN_LEVEL4: + CG_AlienLevel4Text( text, ps ); + break; + + case PCL_HUMAN: + CG_HumanText( text, ps ); + break; + + default: + break; + } + + if( ps->stats[ STAT_PTEAM ] == PTE_ALIENS ) + { + entityState_t *es = CG_BuildableInRange( ps, NULL ); + + if( ps->stats[ STAT_STATE ] & SS_HOVELING ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to exit the hovel\n", + CG_KeyNameForCommand( "+button7" ) ) ); + } + else if( es && es->modelindex == BA_A_HOVEL && + es->generic1 & B_SPAWNED_TOGGLEBIT && + ( ps->stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0 || + ps->stats[ STAT_PCLASS ] == PCL_ALIEN_BUILDER0_UPG ) ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to enter the hovel\n", + CG_KeyNameForCommand( "+button7" ) ) ); + } + else if( BG_UpgradeClassAvailable( ps ) ) + { + Q_strcat( text, MAX_TUTORIAL_TEXT, + va( "Press %s to evolve\n", + CG_KeyNameForCommand( "+button7" ) ) ); + } + } + } + + Q_strcat( text, MAX_TUTORIAL_TEXT, "Press ESC for the menu" ); + } + + return text; +} diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c new file mode 100644 index 0000000..477196c --- /dev/null +++ b/src/cgame/cg_view.c @@ -0,0 +1,1340 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_view.c -- setup all the parameters (position, angle, etc) +// for a 3D rendering + + +#include "cg_local.h" + + +/* +============================================================================= + + MODEL TESTING + +The viewthing and gun positioning tools from Q2 have been integrated and +enhanced into a single model testing facility. + +Model viewing can begin with either "testmodel " or "testgun ". + +The names must be the full pathname after the basedir, like +"models/weapons/v_launch/tris.md3" or "players/male/tris.md3" + +Testmodel will create a fake entity 100 units in front of the current view +position, directly facing the viewer. It will remain immobile, so you can +move around it to view it from different angles. + +Testgun will cause the model to follow the player around and supress the real +view weapon model. The default frame 0 of most guns is completely off screen, +so you will probably have to cycle a couple frames to see it. + +"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the +frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in +q3default.cfg. + +If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let +you adjust the positioning. + +Note that none of the model testing features update while the game is paused, so +it may be convenient to test with deathmatch set to 1 so that bringing down the +console doesn't pause the game. + +============================================================================= +*/ + +/* +================= +CG_TestModel_f + +Creates an entity in front of the current position, which +can then be moved around +================= +*/ +void CG_TestModel_f( void ) +{ + vec3_t angles; + + memset( &cg.testModelEntity, 0, sizeof( cg.testModelEntity ) ); + memset( &cg.testModelBarrelEntity, 0, sizeof( cg.testModelBarrelEntity ) ); + + if( trap_Argc( ) < 2 ) + return; + + Q_strncpyz( cg.testModelName, CG_Argv( 1 ), MAX_QPATH ); + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + + Q_strncpyz( cg.testModelBarrelName, CG_Argv( 1 ), MAX_QPATH ); + cg.testModelBarrelName[ strlen( cg.testModelBarrelName ) - 4 ] = '\0'; + Q_strcat( cg.testModelBarrelName, MAX_QPATH, "_barrel.md3" ); + cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName ); + + if( trap_Argc( ) == 3 ) + { + cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) ); + cg.testModelEntity.frame = 1; + cg.testModelEntity.oldframe = 0; + } + + if( !cg.testModelEntity.hModel ) + { + CG_Printf( "Can't register model\n" ); + return; + } + + VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], cg.testModelEntity.origin ); + + angles[ PITCH ] = 0; + angles[ YAW ] = 180 + cg.refdefViewAngles[ 1 ]; + angles[ ROLL ] = 0; + + AnglesToAxis( angles, cg.testModelEntity.axis ); + cg.testGun = qfalse; + + if( cg.testModelBarrelEntity.hModel ) + { + angles[ YAW ] = 0; + angles[ PITCH ] = 0; + angles[ ROLL ] = 0; + AnglesToAxis( angles, cg.testModelBarrelEntity.axis ); + } +} + +/* +================= +CG_TestGun_f + +Replaces the current view weapon with the given model +================= +*/ +void CG_TestGun_f( void ) +{ + CG_TestModel_f( ); + cg.testGun = qtrue; + cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON; +} + + +void CG_TestModelNextFrame_f( void ) +{ + cg.testModelEntity.frame++; + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelPrevFrame_f( void ) +{ + cg.testModelEntity.frame--; + + if( cg.testModelEntity.frame < 0 ) + cg.testModelEntity.frame = 0; + + CG_Printf( "frame %i\n", cg.testModelEntity.frame ); +} + +void CG_TestModelNextSkin_f( void ) +{ + cg.testModelEntity.skinNum++; + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +void CG_TestModelPrevSkin_f( void ) +{ + cg.testModelEntity.skinNum--; + + if( cg.testModelEntity.skinNum < 0 ) + cg.testModelEntity.skinNum = 0; + + CG_Printf( "skin %i\n", cg.testModelEntity.skinNum ); +} + +static void CG_AddTestModel( void ) +{ + int i; + + // re-register the model, because the level may have changed + cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName ); + cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName ); + + if( !cg.testModelEntity.hModel ) + { + CG_Printf( "Can't register model\n" ); + return; + } + + // if testing a gun, set the origin reletive to the view origin + if( cg.testGun ) + { + VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin ); + VectorCopy( cg.refdef.viewaxis[ 0 ], cg.testModelEntity.axis[ 0 ] ); + VectorCopy( cg.refdef.viewaxis[ 1 ], cg.testModelEntity.axis[ 1 ] ); + VectorCopy( cg.refdef.viewaxis[ 2 ], cg.testModelEntity.axis[ 2 ] ); + + // allow the position to be adjusted + for( i = 0; i < 3; i++ ) + { + cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 0 ][ i ] * cg_gun_x.value; + cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 1 ][ i ] * cg_gun_y.value; + cg.testModelEntity.origin[ i ] += cg.refdef.viewaxis[ 2 ][ i ] * cg_gun_z.value; + } + } + + trap_R_AddRefEntityToScene( &cg.testModelEntity ); + + if( cg.testModelBarrelEntity.hModel ) + { + CG_PositionEntityOnTag( &cg.testModelBarrelEntity, &cg.testModelEntity, + cg.testModelEntity.hModel, "tag_barrel" ); + + trap_R_AddRefEntityToScene( &cg.testModelBarrelEntity ); + } +} + + + +//============================================================================ + + +/* +================= +CG_CalcVrect + +Sets the coordinates of the rendered window +================= +*/ +static void CG_CalcVrect( void ) +{ + int size; + + // the intermission should allways be full screen + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + size = 100; + else + { + // bound normal viewsize + if( cg_viewsize.integer < 30 ) + { + trap_Cvar_Set( "cg_viewsize", "30" ); + size = 30; + } + else if( cg_viewsize.integer > 100 ) + { + trap_Cvar_Set( "cg_viewsize","100" ); + size = 100; + } + else + size = cg_viewsize.integer; + } + + cg.refdef.width = cgs.glconfig.vidWidth * size / 100; + cg.refdef.width &= ~1; + + cg.refdef.height = cgs.glconfig.vidHeight * size / 100; + cg.refdef.height &= ~1; + + cg.refdef.x = ( cgs.glconfig.vidWidth - cg.refdef.width ) / 2; + cg.refdef.y = ( cgs.glconfig.vidHeight - cg.refdef.height ) / 2; +} + +//============================================================================== + + +/* +=============== +CG_OffsetThirdPersonView + +=============== +*/ +#define FOCUS_DISTANCE 512 +static void CG_OffsetThirdPersonView( void ) +{ + vec3_t forward, right, up; + vec3_t view; + vec3_t focusAngles; + trace_t trace; + static vec3_t mins = { -8, -8, -8 }; + static vec3_t maxs = { 8, 8, 8 }; + vec3_t focusPoint; + float focusDist; + float forwardScale, sideScale; + vec3_t surfNormal; + + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal ); + } + else + VectorSet( surfNormal, 0.0f, 0.0f, 1.0f ); + + VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg ); + + VectorCopy( cg.refdefViewAngles, focusAngles ); + + // if dead, look at killer + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + { + focusAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ]; + cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ]; + } + + //if ( focusAngles[PITCH] > 45 ) { + // focusAngles[PITCH] = 45; // don't go too far overhead + //} + AngleVectors( focusAngles, forward, NULL, NULL ); + + VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint ); + + VectorCopy( cg.refdef.vieworg, view ); + + VectorMA( view, 12, surfNormal, view ); + + //cg.refdefViewAngles[PITCH] *= 0.5; + + AngleVectors( cg.refdefViewAngles, forward, right, up ); + + forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI ); + sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI ); + VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view ); + VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view ); + + // trace a ray from the origin to the viewpoint to make sure the view isn't + // in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything + + if( !cg_cameraMode.integer ) + { + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + + if( trace.fraction != 1.0 ) + { + VectorCopy( trace.endpos, view ); + view[ 2 ] += ( 1.0 - trace.fraction ) * 32; + // try another trace to this position, because a tunnel may have the ceiling + // close enogh that this is poking out + + CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID ); + VectorCopy( trace.endpos, view ); + } + } + + VectorCopy( view, cg.refdef.vieworg ); + + // select pitch to look at focus point from vieword + VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint ); + focusDist = sqrt( focusPoint[ 0 ] * focusPoint[ 0 ] + focusPoint[ 1 ] * focusPoint[ 1 ] ); + if ( focusDist < 1 ) { + focusDist = 1; // should never happen + } + cg.refdefViewAngles[ PITCH ] = -180 / M_PI * atan2( focusPoint[ 2 ], focusDist ); + cg.refdefViewAngles[ YAW ] -= cg_thirdPersonAngle.value; +} + + +// this causes a compiler bug on mac MrC compiler +static void CG_StepOffset( void ) +{ + float steptime; + int timeDelta; + vec3_t normal; + playerState_t *ps = &cg.predictedPlayerState; + + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] ); + + // smooth out stair climbing + timeDelta = cg.time - cg.stepTime; + if( timeDelta < steptime ) + { + float stepChange = cg.stepChange + * (steptime - timeDelta) / steptime; + + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg ); + else + cg.refdef.vieworg[ 2 ] -= stepChange; + } +} + +#define PCLOUD_ROLL_AMPLITUDE 25.0f +#define PCLOUD_ROLL_FREQUENCY 0.4f +#define PCLOUD_ZOOM_AMPLITUDE 15 +#define PCLOUD_ZOOM_FREQUENCY 0.7f + + +/* +=============== +CG_OffsetFirstPersonView + +=============== +*/ +static void CG_OffsetFirstPersonView( void ) +{ + float *origin; + float *angles; + float bob; + float ratio; + float delta; + float speed; + float f; + vec3_t predictedVelocity; + int timeDelta; + float bob2; + vec3_t normal, baseOrigin; + playerState_t *ps = &cg.predictedPlayerState; + + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); + + + if( cg.snap->ps.pm_type == PM_INTERMISSION ) + return; + + origin = cg.refdef.vieworg; + angles = cg.refdefViewAngles; + + VectorCopy( origin, baseOrigin ); + + // if dead, fix the angle and don't add any kick + if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) + { + angles[ ROLL ] = 40; + angles[ PITCH ] = -15; + angles[ YAW ] = cg.snap->ps.stats[ STAT_VIEWLOCK ]; + origin[ 2 ] += cg.predictedPlayerState.viewheight; + return; + } + + // add angles based on weapon kick + VectorAdd( angles, cg.kick_angles, angles ); + + // add angles based on damage kick + if( cg.damageTime ) + { + ratio = cg.time - cg.damageTime; + if( ratio < DAMAGE_DEFLECT_TIME ) + { + ratio /= DAMAGE_DEFLECT_TIME; + angles[ PITCH ] += ratio * cg.v_dmg_pitch; + angles[ ROLL ] += ratio * cg.v_dmg_roll; + } + else + { + ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME; + if( ratio > 0 ) + { + angles[ PITCH ] += ratio * cg.v_dmg_pitch; + angles[ ROLL ] += ratio * cg.v_dmg_roll; + } + } + } + + // add pitch based on fall kick +#if 0 + ratio = ( cg.time - cg.landTime) / FALL_TIME; + if (ratio < 0) + ratio = 0; + angles[PITCH] += ratio * cg.fall_value; +#endif + + // add angles based on velocity + VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity ); + + delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 0 ] ); + angles[ PITCH ] += delta * cg_runpitch.value; + + delta = DotProduct( predictedVelocity, cg.refdef.viewaxis[ 1 ] ); + angles[ ROLL ] -= delta * cg_runroll.value; + + // add angles based on bob + // bob amount is class dependant + + if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) + bob2 = 0.0f; + else + bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); + + +#define LEVEL4_FEEDBACK 10.0f + + //give a charging player some feedback + if( ps->weapon == WP_ALEVEL4 ) + { + if( ps->stats[ STAT_MISC ] > 0 ) + { + float fraction = (float)ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME; + + if( fraction > 1.0f ) + fraction = 1.0f; + + bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK ); + } + } + + if( bob2 != 0.0f ) + { + // make sure the bob is visible even at low speeds + speed = cg.xyspeed > 200 ? cg.xyspeed : 200; + + delta = cg.bobfracsin * ( bob2 ) * speed; + if( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) + delta *= 3; // crouching + + angles[ PITCH ] += delta; + delta = cg.bobfracsin * ( bob2 ) * speed; + if( cg.predictedPlayerState.pm_flags & PMF_DUCKED ) + delta *= 3; // crouching accentuates roll + + if( cg.bobcycle & 1 ) + delta = -delta; + + angles[ ROLL ] += delta; + } + +#define LEVEL3_FEEDBACK 20.0f + + //provide some feedback for pouncing + if( cg.predictedPlayerState.weapon == WP_ALEVEL3 || + cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG ) + { + if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 ) + { + float fraction1, fraction2; + vec3_t forward; + + AngleVectors( angles, forward, NULL, NULL ); + VectorNormalize( forward ); + + fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)LEVEL3_POUNCE_CHARGE_TIME; + + if( fraction1 > 1.0f ) + fraction1 = 1.0f; + + fraction2 = -sin( fraction1 * M_PI / 2 ); + + VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin ); + } + } + +#define STRUGGLE_DIST 5.0f +#define STRUGGLE_TIME 250 + + //allow the player to struggle a little whilst grabbed + if( cg.predictedPlayerState.pm_type == PM_GRABBED ) + { + vec3_t forward, right, up; + usercmd_t cmd; + int cmdNum; + float fFraction, rFraction, uFraction; + float fFraction2, rFraction2, uFraction2; + + cmdNum = trap_GetCurrentCmdNumber(); + trap_GetUserCmd( cmdNum, &cmd ); + + AngleVectors( angles, forward, right, up ); + + fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME; + rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME; + uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME; + + if( fFraction > 1.0f ) + fFraction = 1.0f; + if( rFraction > 1.0f ) + rFraction = 1.0f; + if( uFraction > 1.0f ) + uFraction = 1.0f; + + fFraction2 = -sin( fFraction * M_PI / 2 ); + rFraction2 = -sin( rFraction * M_PI / 2 ); + uFraction2 = -sin( uFraction * M_PI / 2 ); + + if( cmd.forwardmove > 0 ) + VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin ); + else if( cmd.forwardmove < 0 ) + VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin ); + else + cg.forwardMoveTime = cg.time; + + if( cmd.rightmove > 0 ) + VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin ); + else if( cmd.rightmove < 0 ) + VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin ); + else + cg.rightMoveTime = cg.time; + + if( cmd.upmove > 0 ) + VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin ); + else if( cmd.upmove < 0 ) + VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin ); + else + cg.upMoveTime = cg.time; + } + + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED && + !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + { + float fraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 2 * PCLOUD_ROLL_FREQUENCY ); + float pitchFraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 5 * PCLOUD_ROLL_FREQUENCY ); + + fraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); + pitchFraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); + + angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE; + angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE; + angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f; + } + + // this *feels* more realisitic for humans + if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS ) + { + angles[PITCH] += cg.bobfracsin * bob2 * 0.5; + + // heavy breathing effects //FIXME: sound + if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ) + { + float deltaBreath = (float)( + cg.predictedPlayerState.stats[ STAT_STAMINA ] < 0 ? + -cg.predictedPlayerState.stats[ STAT_STAMINA ] : + cg.predictedPlayerState.stats[ STAT_STAMINA ] ) / 200.0; + float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath; + + deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5; + + angles[ PITCH ] -= deltaAngle; + } + } + +//=================================== + + // add view height + // when wall climbing the viewheight is not straight up + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( origin, ps->viewheight, normal, origin ); + else + origin[ 2 ] += cg.predictedPlayerState.viewheight; + + // smooth out duck height changes + timeDelta = cg.time - cg.duckTime; + if( timeDelta < DUCK_TIME) + { + cg.refdef.vieworg[ 2 ] -= cg.duckChange + * ( DUCK_TIME - timeDelta ) / DUCK_TIME; + } + + // add bob height + bob = cg.bobfracsin * cg.xyspeed * bob2; + + if( bob > 6 ) + bob = 6; + + // likewise for bob + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) + VectorMA( origin, bob, normal, origin ); + else + origin[ 2 ] += bob; + + + // add fall height + delta = cg.time - cg.landTime; + + if( delta < LAND_DEFLECT_TIME ) + { + f = delta / LAND_DEFLECT_TIME; + cg.refdef.vieworg[ 2 ] += cg.landChange * f; + } + else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) + { + delta -= LAND_DEFLECT_TIME; + f = 1.0 - ( delta / LAND_RETURN_TIME ); + cg.refdef.vieworg[ 2 ] += cg.landChange * f; + } + + // add step offset + CG_StepOffset( ); + + // add kick offset + + VectorAdd (origin, cg.kick_origin, origin); +} + +//====================================================================== + +/* +==================== +CG_CalcFov + +Fixed fov at intermissions, otherwise account for fov variable and zooms. +==================== +*/ +#define WAVE_AMPLITUDE 1 +#define WAVE_FREQUENCY 0.4 + +#define FOVWARPTIME 400.0 + +static int CG_CalcFov( void ) +{ + float x; + float phase; + float v; + int contents; + float fov_x, fov_y; + float zoomFov; + float f; + int inwater; + int attribFov; + usercmd_t cmd; + int cmdNum; + + cmdNum = trap_GetCurrentCmdNumber( ); + trap_GetUserCmd( cmdNum, &cmd ); + + if( cg.predictedPlayerState.pm_type == PM_INTERMISSION || + ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) ) + { + // if in intermission, use a fixed value + fov_x = 90; + } + else + { + // don't lock the fov globally - we need to be able to change it + attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); + fov_x = attribFov; + + if ( fov_x < 1 ) + fov_x = 1; + else if ( fov_x > 160 ) + fov_x = 160; + + if( cg.spawnTime > ( cg.time - FOVWARPTIME ) && + BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) ) + { + float temp, temp2; + + temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME; + temp2 = ( 170 - fov_x ) * temp; + + //Com_Printf( "%f %f\n", temp*100, temp2*100 ); + + fov_x = 170 - temp2; + } + + // account for zooms + zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon ); + if ( zoomFov < 1 ) + zoomFov = 1; + else if ( zoomFov > attribFov ) + zoomFov = attribFov; + + // only do all the zoom stuff if the client CAN zoom + // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2 + if( BG_WeaponCanZoom( cg.predictedPlayerState.weapon ) ) + { + if ( cg.zoomed ) + { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + + if ( f > 1.0 ) + fov_x = zoomFov; + else + fov_x = fov_x + f * ( zoomFov - fov_x ); + + // BUTTON_ATTACK2 isn't held so unzoom next time + if( !( cmd.buttons & BUTTON_ATTACK2 ) ) + { + cg.zoomed = qfalse; + cg.zoomTime = cg.time; + } + } + else + { + f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; + + if ( f > 1.0 ) + fov_x = fov_x; + else + fov_x = zoomFov + f * ( fov_x - zoomFov ); + + // BUTTON_ATTACK2 is held so zoom next time + if( cmd.buttons & BUTTON_ATTACK2 ) + { + cg.zoomed = qtrue; + cg.zoomTime = cg.time; + } + } + } + } + + x = cg.refdef.width / tan( fov_x / 360 * M_PI ); + fov_y = atan2( cg.refdef.height, x ); + fov_y = fov_y * 360 / M_PI; + + // warp if underwater + contents = CG_PointContents( cg.refdef.vieworg, -1 ); + + if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) + { + phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; + v = WAVE_AMPLITUDE * sin( phase ); + fov_x += v; + fov_y -= v; + inwater = qtrue; + } + else + inwater = qfalse; + + if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED && + cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && + !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + { + phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2; + v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ); + v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); + fov_x += v; + fov_y += v; + } + + + // set it + cg.refdef.fov_x = fov_x; + cg.refdef.fov_y = fov_y; + + if( !cg.zoomed ) + cg.zoomSensitivity = 1; + else + cg.zoomSensitivity = cg.refdef.fov_y / 75.0; + + return inwater; +} + + + +#define NORMAL_HEIGHT 64.0f +#define NORMAL_WIDTH 6.0f + +/* +=============== +CG_DrawSurfNormal + +Draws a vector against +the surface player is looking at +=============== +*/ +static void CG_DrawSurfNormal( void ) +{ + trace_t tr; + vec3_t end, temp; + polyVert_t normal[ 4 ]; + vec4_t color = { 0.0f, 255.0f, 0.0f, 128.0f }; + + VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end ); + + CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID ); + + VectorCopy( tr.endpos, normal[ 0 ].xyz ); + normal[ 0 ].st[ 0 ] = 0; + normal[ 0 ].st[ 1 ] = 0; + Vector4Copy( color, normal[ 0 ].modulate ); + + VectorMA( tr.endpos, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp ); + VectorCopy( temp, normal[ 1 ].xyz); + normal[ 1 ].st[ 0 ] = 0; + normal[ 1 ].st[ 1 ] = 1; + Vector4Copy( color, normal[ 1 ].modulate ); + + VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp ); + VectorMA( temp, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp ); + VectorCopy( temp, normal[ 2 ].xyz ); + normal[ 2 ].st[ 0 ] = 1; + normal[ 2 ].st[ 1 ] = 1; + Vector4Copy( color, normal[ 2 ].modulate ); + + VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp ); + VectorCopy( temp, normal[ 3 ].xyz ); + normal[ 3 ].st[ 0 ] = 1; + normal[ 3 ].st[ 1 ] = 0; + Vector4Copy( color, normal[ 3 ].modulate ); + + trap_R_AddPolyToScene( cgs.media.outlineShader, 4, normal ); +} + +/* +=============== +CG_addSmoothOp +=============== +*/ +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ) +{ + int i; + + //iterate through smooth array + for( i = 0; i < MAXSMOOTHS; i++ ) + { + //found an unused index in the smooth array + if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time ) + { + //copy to array and stop + VectorCopy( rotAxis, cg.sList[ i ].rotAxis ); + cg.sList[ i ].rotAngle = rotAngle; + cg.sList[ i ].time = cg.time; + cg.sList[ i ].timeMod = timeMod; + return; + } + } + + //no free indices in the smooth array +} + +/* +=============== +CG_smoothWWTransitions +=============== +*/ +static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out ) +{ + vec3_t surfNormal, rotAxis, temp; + vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; + int i; + float stLocal, sFraction, rotAngle; + float smoothTime, timeMod; + qboolean performed = qfalse; + vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ]; + + if( cg.snap->ps.pm_flags & PMF_FOLLOW ) + { + VectorCopy( in, out ); + return; + } + + //set surfNormal + if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) ) + VectorCopy( ps->grapplePoint, surfNormal ); + else + VectorCopy( ceilingNormal, surfNormal ); + + AnglesToAxis( in, inAxis ); + + //if we are moving from one surface to another smooth the transition + if( !VectorCompare( surfNormal, cg.lastNormal ) ) + { + //if we moving from the ceiling to the floor special case + //( x product of colinear vectors is undefined) + if( VectorCompare( ceilingNormal, cg.lastNormal ) && + VectorCompare( refNormal, surfNormal ) ) + { + AngleVectors( in, temp, NULL, NULL ); + ProjectPointOnPlane( rotAxis, temp, refNormal ); + VectorNormalize( rotAxis ); + rotAngle = 180.0f; + timeMod = 1.5f; + } + else + { + AnglesToAxis( cg.lastVangles, lastAxis ); + rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) + + DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) + + DotProduct( inAxis[ 2 ], lastAxis[ 2 ] ); + + rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) ); + + CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp ); + VectorCopy( temp, rotAxis ); + CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp ); + VectorAdd( rotAxis, temp, rotAxis ); + CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp ); + VectorAdd( rotAxis, temp, rotAxis ); + + VectorNormalize( rotAxis ); + + timeMod = 1.0f; + } + + //add the op + CG_addSmoothOp( rotAxis, rotAngle, timeMod ); + } + + //iterate through ops + for( i = MAXSMOOTHS - 1; i >= 0; i-- ) + { + smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod ); + + //if this op has time remaining, perform it + if( cg.time < cg.sList[ i ].time + smoothTime ) + { + stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime ); + sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f; + + RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, + inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, + inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, + inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); + + AxisCopy( outAxis, inAxis ); + performed = qtrue; + } + } + + //if we performed any ops then return the smoothed angles + //otherwise simply return the in angles + if( performed ) + AxisToAngles( outAxis, out ); + else + VectorCopy( in, out ); + + //copy the current normal to the lastNormal + VectorCopy( in, cg.lastVangles ); + VectorCopy( surfNormal, cg.lastNormal ); +} + +/* +=============== +CG_smoothWJTransitions +=============== +*/ +static void CG_smoothWJTransitions( playerState_t *ps, const vec3_t in, vec3_t out ) +{ + int i; + float stLocal, sFraction; + qboolean performed = qfalse; + vec3_t inAxis[ 3 ], outAxis[ 3 ]; + + if( cg.snap->ps.pm_flags & PMF_FOLLOW ) + { + VectorCopy( in, out ); + return; + } + + AnglesToAxis( in, inAxis ); + + //iterate through ops + for( i = MAXSMOOTHS - 1; i >= 0; i-- ) + { + //if this op has time remaining, perform it + if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer ) + { + stLocal = ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer; + sFraction = 1.0f - ( ( cos( stLocal * M_PI * 2.0f ) + 1.0f ) / 2.0f ); + + RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, + inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis, + inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle ); + RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis, + inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle ); + + AxisCopy( outAxis, inAxis ); + performed = qtrue; + } + } + + //if we performed any ops then return the smoothed angles + //otherwise simply return the in angles + if( performed ) + AxisToAngles( outAxis, out ); + else + VectorCopy( in, out ); +} + + +/* +=============== +CG_CalcViewValues + +Sets cg.refdef view values +=============== +*/ +static int CG_CalcViewValues( void ) +{ + playerState_t *ps; + + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + + // calculate size of 3D view + CG_CalcVrect( ); + + ps = &cg.predictedPlayerState; + + // intermission view + if( ps->pm_type == PM_INTERMISSION ) + { + VectorCopy( ps->origin, cg.refdef.vieworg ); + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + + return CG_CalcFov( ); + } + + cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; + cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); + cg.xyspeed = sqrt( ps->velocity[ 0 ] * ps->velocity[ 0 ] + + ps->velocity[ 1 ] * ps->velocity[ 1 ] ); + + VectorCopy( ps->origin, cg.refdef.vieworg ); + + if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) ) + CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles ); + else if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles ); + else + VectorCopy( ps->viewangles, cg.refdefViewAngles ); + + //clumsy logic, but it needs to be this way round because the CS propogation + //delay screws things up otherwise + if( !BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) ) + { + if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) ) + VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f ); + } + + // add error decay + if( cg_errorDecay.value > 0 ) + { + int t; + float f; + + t = cg.time - cg.predictedErrorTime; + f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; + + if( f > 0 && f < 1 ) + VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); + else + cg.predictedErrorTime = 0; + } + + //shut off the poison cloud effect if it's still on the go + if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ) + { + if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) ) + CG_DestroyParticleSystem( &cg.poisonCloudPS ); + } + + if( cg.renderingThirdPerson ) + { + // back away from character + CG_OffsetThirdPersonView( ); + } + else + { + // offset for local bobbing and kicks + CG_OffsetFirstPersonView( ); + } + + // position eye reletive to origin + AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); + + if( cg.hyperspace ) + cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; + + //draw the surface normal looking at + if( cg_drawSurfNormal.integer ) + CG_DrawSurfNormal( ); + + // field of view + return CG_CalcFov( ); +} + +/* +===================== +CG_AddBufferedSound +===================== +*/ +void CG_AddBufferedSound( sfxHandle_t sfx ) +{ + if( !sfx ) + return; + + cg.soundBuffer[ cg.soundBufferIn ] = sfx; + cg.soundBufferIn = ( cg.soundBufferIn + 1 ) % MAX_SOUNDBUFFER; + + if( cg.soundBufferIn == cg.soundBufferOut ) + cg.soundBufferOut++; +} + +/* +===================== +CG_PlayBufferedSounds +===================== +*/ +static void CG_PlayBufferedSounds( void ) +{ + if( cg.soundTime < cg.time ) + { + if( cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[ cg.soundBufferOut ] ) + { + trap_S_StartLocalSound( cg.soundBuffer[ cg.soundBufferOut ], CHAN_ANNOUNCER ); + cg.soundBuffer[ cg.soundBufferOut ] = 0; + cg.soundBufferOut = ( cg.soundBufferOut + 1 ) % MAX_SOUNDBUFFER; + cg.soundTime = cg.time + 750; + } + } +} + +//========================================================================= + +/* +================= +CG_DrawActiveFrame + +Generates and draws a game scene and status information at the given time. +================= +*/ +void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) +{ + int inwater; + + cg.time = serverTime; + cg.demoPlayback = demoPlayback; + + // update cvars + CG_UpdateCvars( ); + + // if we are only updating the screen as a loading + // pacifier, don't even try to read snapshots + if( cg.infoScreenText[ 0 ] != 0 ) + { + CG_DrawLoadingScreen( ); + return; + } + + // any looped sounds will be respecified as entities + // are added to the render list + trap_S_ClearLoopingSounds( qfalse ); + + // clear all the render lists + trap_R_ClearScene( ); + + // set up cg.snap and possibly cg.nextSnap + CG_ProcessSnapshots( ); + + // if we haven't received any snapshots yet, all + // we can draw is the information screen + if( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) + { + CG_DrawLoadingScreen( ); + return; + } + + // let the client system know what our weapon and zoom settings are + trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity ); + + // this counter will be bumped for every valid scene we generate + cg.clientFrame++; + + // update cg.predictedPlayerState + CG_PredictPlayerState( ); + + // decide on third person view + cg.renderingThirdPerson = cg_thirdPerson.integer || ( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 ); + + // build cg.refdef + inwater = CG_CalcViewValues( ); + + // build the render lists + if( !cg.hyperspace ) + { + CG_AddPacketEntities( ); // after calcViewValues, so predicted player state is correct + CG_AddMarks( ); + } + + CG_AddViewWeapon( &cg.predictedPlayerState ); + + //after CG_AddViewWeapon + if( !cg.hyperspace ) + { + CG_AddParticles( ); + CG_AddTrails( ); + } + + // add buffered sounds + CG_PlayBufferedSounds( ); + + // finish up the rest of the refdef + if( cg.testModelEntity.hModel ) + CG_AddTestModel( ); + + cg.refdef.time = cg.time; + memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) ); + + //remove expired console lines + if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 ) + CG_RemoveNotifyLine( ); + + // update audio positions + trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater ); + + // make sure the lagometerSample and frame timing isn't done twice when in stereo + if( stereoView != STEREO_RIGHT ) + { + cg.frametime = cg.time - cg.oldTime; + + if( cg.frametime < 0 ) + cg.frametime = 0; + + cg.oldTime = cg.time; + CG_AddLagometerFrameInfo( ); + } + + if( cg_timescale.value != cg_timescaleFadeEnd.value ) + { + if( cg_timescale.value < cg_timescaleFadeEnd.value ) + { + cg_timescale.value += cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000; + if( cg_timescale.value > cg_timescaleFadeEnd.value ) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + else + { + cg_timescale.value -= cg_timescaleFadeSpeed.value * ( (float)cg.frametime ) / 1000; + if( cg_timescale.value < cg_timescaleFadeEnd.value ) + cg_timescale.value = cg_timescaleFadeEnd.value; + } + + if( cg_timescaleFadeSpeed.value ) + trap_Cvar_Set( "timescale", va( "%f", cg_timescale.value ) ); + } + + // actually issue the rendering calls + CG_DrawActive( stereoView ); + + if( cg_stats.integer ) + CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame ); +} + diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c new file mode 100644 index 0000000..deae4e0 --- /dev/null +++ b/src/cgame/cg_weapons.c @@ -0,0 +1,1845 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// cg_weapons.c -- events and effects dealing with weapons + + +#include "cg_local.h" + +/* +================= +CG_RegisterUpgrade + +The server says this item is used on this level +================= +*/ +void CG_RegisterUpgrade( int upgradeNum ) +{ + upgradeInfo_t *upgradeInfo; + char *icon; + + upgradeInfo = &cg_upgrades[ upgradeNum ]; + + if( upgradeNum == 0 ) + return; + + if( upgradeInfo->registered ) + return; + + memset( upgradeInfo, 0, sizeof( *upgradeInfo ) ); + upgradeInfo->registered = qtrue; + + if( !BG_FindNameForUpgrade( upgradeNum ) ) + CG_Error( "Couldn't find upgrade %i", upgradeNum ); + + upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum ); + + //la la la la la, i'm not listening! + if( upgradeNum == UP_GRENADE ) + upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon; + else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) ) + upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); +} + +/* +=============== +CG_InitUpgrades + +Precaches upgrades +=============== +*/ +void CG_InitUpgrades( void ) +{ + int i; + + memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + CG_RegisterUpgrade( i ); +} + + +/* +=============== +CG_ParseWeaponModeSection + +Parse a weapon mode section +=============== +*/ +static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p ) +{ + char *token; + int i; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + if( !Q_stricmp( token, "missileModel" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileModel = trap_R_RegisterModel( token ); + + if( !wim->missileModel ) + CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "missileSprite" ) ) + { + int size = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + size = atoi( token ); + + if( size < 0 ) + size = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileSprite = trap_R_RegisterShader( token ); + wim->missileSpriteSize = size; + wim->usesSpriteMissle = qtrue; + + if( !wim->missileSprite ) + CG_Printf( S_COLOR_RED "ERROR: missile sprite not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "missileRotates" ) ) + { + wim->missileRotates = qtrue; + + continue; + } + else if( !Q_stricmp( token, "missileAnimates" ) ) + { + wim->missileAnimates = qtrue; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileAnimStartFrame = atoi( token ); + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileAnimNumFrames = atoi( token ); + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileAnimFrameRate = atoi( token ); + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileAnimLooping = atoi( token ); + + continue; + } + else if( !Q_stricmp( token, "missileParticleSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileParticleSystem = CG_RegisterParticleSystem( token ); + + if( !wim->missileParticleSystem ) + CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "missileTrailSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileTrailSystem = CG_RegisterTrailSystem( token ); + + if( !wim->missileTrailSystem ) + CG_Printf( S_COLOR_RED "ERROR: missile trail system not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "muzzleParticleSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->muzzleParticleSystem = CG_RegisterParticleSystem( token ); + + if( !wim->muzzleParticleSystem ) + CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "impactParticleSystem" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->impactParticleSystem = CG_RegisterParticleSystem( token ); + + if( !wim->impactParticleSystem ) + CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "impactMark" ) ) + { + int size = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + size = atoi( token ); + + if( size < 0 ) + size = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->impactMark = trap_R_RegisterShader( token ); + wim->impactMarkSize = size; + + if( !wim->impactMark ) + CG_Printf( S_COLOR_RED "ERROR: impact mark shader not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "impactSound" ) ) + { + int index = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + index = atoi( token ); + + if( index < 0 ) + index = 0; + else if( index > 3 ) + index = 3; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->impactSound[ index ] = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "impactFleshSound" ) ) + { + int index = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + index = atoi( token ); + + if( index < 0 ) + index = 0; + else if( index > 3 ) + index = 3; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->impactFleshSound[ index ] = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "alwaysImpact" ) ) + { + wim->alwaysImpact = qtrue; + + continue; + } + else if( !Q_stricmp( token, "flashDLightColor" ) ) + { + for( i = 0 ; i < 3 ; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->flashDlightColor[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "continuousFlash" ) ) + { + wim->continuousFlash = qtrue; + + continue; + } + else if( !Q_stricmp( token, "missileDlightColor" ) ) + { + for( i = 0 ; i < 3 ; i++ ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileDlightColor[ i ] = atof( token ); + } + + continue; + } + else if( !Q_stricmp( token, "missileDlight" ) ) + { + int size = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + size = atoi( token ); + + if( size < 0 ) + size = 0; + + wim->missileDlight = size; + + continue; + } + else if( !Q_stricmp( token, "firingSound" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->firingSound = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "missileSound" ) ) + { + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->missileSound = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "flashSound" ) ) + { + int index = 0; + + token = COM_Parse( text_p ); + if( !token ) + break; + + index = atoi( token ); + + if( index < 0 ) + index = 0; + else if( index > 3 ) + index = 3; + + token = COM_Parse( text_p ); + if( !token ) + break; + + wim->flashSound[ index ] = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "}" ) ) + return qtrue; //reached the end of this weapon section + else + { + CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in weapon section\n", token ); + return qfalse; + } + } + + return qfalse; +} + + +/* +====================== +CG_ParseWeaponFile + +Parses a configuration file describing a weapon +====================== +*/ +static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) +{ + char *text_p; + int len; + char *token; + char text[ 20000 ]; + fileHandle_t f; + weaponMode_t weaponMode = WPM_NONE; + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if( len <= 0 ) + return qfalse; + + if( len >= sizeof( text ) - 1 ) + { + CG_Printf( "File %s too long\n", filename ); + return qfalse; + } + + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + // parse the text + text_p = text; + + // read optional parameters + while( 1 ) + { + token = COM_Parse( &text_p ); + + if( !token ) + break; + + if( !Q_stricmp( token, "" ) ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( weaponMode == WPM_NONE ) + { + CG_Printf( S_COLOR_RED "ERROR: weapon mode section started without a declaration\n" ); + return qfalse; + } + else if( !CG_ParseWeaponModeSection( &wi->wim[ weaponMode ], &text_p ) ) + { + CG_Printf( S_COLOR_RED "ERROR: failed to parse weapon mode section\n" ); + return qfalse; + } + + //start parsing ejectors again + weaponMode = WPM_NONE; + + continue; + } + else if( !Q_stricmp( token, "primary" ) ) + { + weaponMode = WPM_PRIMARY; + continue; + } + else if( !Q_stricmp( token, "secondary" ) ) + { + weaponMode = WPM_SECONDARY; + continue; + } + else if( !Q_stricmp( token, "tertiary" ) ) + { + weaponMode = WPM_TERTIARY; + continue; + } + else if( !Q_stricmp( token, "weaponModel" ) ) + { + char path[ MAX_QPATH ]; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->weaponModel = trap_R_RegisterModel( token ); + + if( !wi->weaponModel ) + CG_Printf( S_COLOR_RED "ERROR: weapon model not found %s\n", token ); + + strcpy( path, token ); + COM_StripExtension( path, path, MAX_QPATH ); + strcat( path, "_flash.md3" ); + wi->flashModel = trap_R_RegisterModel( path ); + + strcpy( path, token ); + COM_StripExtension( path, path, MAX_QPATH ); + strcat( path, "_barrel.md3" ); + wi->barrelModel = trap_R_RegisterModel( path ); + + strcpy( path, token ); + COM_StripExtension( path, path, MAX_QPATH ); + strcat( path, "_hand.md3" ); + wi->handsModel = trap_R_RegisterModel( path ); + + if( !wi->handsModel ) + wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); + + continue; + } + else if( !Q_stricmp( token, "idleSound" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->readySound = trap_S_RegisterSound( token, qfalse ); + + continue; + } + else if( !Q_stricmp( token, "icon" ) ) + { + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->weaponIcon = wi->ammoIcon = trap_R_RegisterShader( token ); + + if( !wi->weaponIcon ) + CG_Printf( S_COLOR_RED "ERROR: weapon icon not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "crosshair" ) ) + { + int size = 0; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + size = atoi( token ); + + if( size < 0 ) + size = 0; + + token = COM_Parse( &text_p ); + if( !token ) + break; + + wi->crossHair = trap_R_RegisterShader( token ); + wi->crossHairSize = size; + + if( !wi->crossHair ) + CG_Printf( S_COLOR_RED "ERROR: weapon crosshair not found %s\n", token ); + + continue; + } + else if( !Q_stricmp( token, "disableIn3rdPerson" ) ) + { + wi->disableIn3rdPerson = qtrue; + + continue; + } + + Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); + return qfalse; + } + + return qtrue; +} + +/* +================= +CG_RegisterWeapon +================= +*/ +void CG_RegisterWeapon( int weaponNum ) +{ + weaponInfo_t *weaponInfo; + char path[ MAX_QPATH ]; + vec3_t mins, maxs; + int i; + + weaponInfo = &cg_weapons[ weaponNum ]; + + if( weaponNum == 0 ) + return; + + if( weaponInfo->registered ) + return; + + memset( weaponInfo, 0, sizeof( *weaponInfo ) ); + weaponInfo->registered = qtrue; + + if( !BG_FindNameForWeapon( weaponNum ) ) + CG_Error( "Couldn't find weapon %i", weaponNum ); + + Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) ); + + weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum ); + + if( !CG_ParseWeaponFile( path, weaponInfo ) ) + Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path ); + + // calc midpoint for rotation + trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs ); + for( i = 0 ; i < 3 ; i++ ) + weaponInfo->weaponMidpoint[ i ] = mins[ i ] + 0.5 * ( maxs[ i ] - mins[ i ] ); + + //FIXME: + for( i = WPM_NONE + 1; i < WPM_NUM_WEAPONMODES; i++ ) + weaponInfo->wim[ i ].loopFireSound = qfalse; +} + +/* +=============== +CG_InitWeapons + +Precaches weapons +=============== +*/ +void CG_InitWeapons( void ) +{ + int i; + + memset( cg_weapons, 0, sizeof( cg_weapons ) ); + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + CG_RegisterWeapon( i ); + + cgs.media.level2ZapTS = CG_RegisterTrailSystem( "models/weapons/lev2zap/lightning" ); +} + + +/* +======================================================================================== + +VIEW WEAPON + +======================================================================================== +*/ + +/* +================= +CG_MapTorsoToWeaponFrame + +================= +*/ +static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) +{ + + // change weapon + if( frame >= ci->animations[ TORSO_DROP ].firstFrame && + frame < ci->animations[ TORSO_DROP ].firstFrame + 9 ) + return frame - ci->animations[ TORSO_DROP ].firstFrame + 6; + + // stand attack + if( frame >= ci->animations[ TORSO_ATTACK ].firstFrame && + frame < ci->animations[ TORSO_ATTACK ].firstFrame + 6 ) + return 1 + frame - ci->animations[ TORSO_ATTACK ].firstFrame; + + // stand attack 2 + if( frame >= ci->animations[ TORSO_ATTACK2 ].firstFrame && + frame < ci->animations[ TORSO_ATTACK2 ].firstFrame + 6 ) + return 1 + frame - ci->animations[ TORSO_ATTACK2 ].firstFrame; + + return 0; +} + + +/* +============== +CG_CalculateWeaponPosition +============== +*/ +static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) +{ + float scale; + int delta; + float fracsin; + float bob; + + VectorCopy( cg.refdef.vieworg, origin ); + VectorCopy( cg.refdefViewAngles, angles ); + + // on odd legs, invert some angles + if( cg.bobcycle & 1 ) + scale = -cg.xyspeed; + else + scale = cg.xyspeed; + + // gun angles from bobbing + // bob amount is class dependant + bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); + + if( bob != 0 ) + { + angles[ ROLL ] += scale * cg.bobfracsin * 0.005; + angles[ YAW ] += scale * cg.bobfracsin * 0.01; + angles[ PITCH ] += cg.xyspeed * cg.bobfracsin * 0.005; + } + + // drop the weapon when landing + if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) ) + { + delta = cg.time - cg.landTime; + if( delta < LAND_DEFLECT_TIME ) + origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; + else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) + origin[ 2 ] += cg.landChange*0.25 * + ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; + + // idle drift + scale = cg.xyspeed + 40; + fracsin = sin( cg.time * 0.001 ); + angles[ ROLL ] += scale * fracsin * 0.01; + angles[ YAW ] += scale * fracsin * 0.01; + angles[ PITCH ] += scale * fracsin * 0.01; + } +} + + +/* +====================== +CG_MachinegunSpinAngle +====================== +*/ +#define SPIN_SPEED 0.9 +#define COAST_TIME 1000 +static float CG_MachinegunSpinAngle( centity_t *cent, qboolean firing ) +{ + int delta; + float angle; + float speed; + + delta = cg.time - cent->pe.barrelTime; + if( cent->pe.barrelSpinning ) + angle = cent->pe.barrelAngle + delta * SPIN_SPEED; + else + { + if( delta > COAST_TIME ) + delta = COAST_TIME; + + speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); + angle = cent->pe.barrelAngle + delta * speed; + } + + if( cent->pe.barrelSpinning == !firing ) + { + cent->pe.barrelTime = cg.time; + cent->pe.barrelAngle = AngleMod( angle ); + cent->pe.barrelSpinning = firing; + } + + return angle; +} + + +/* +============= +CG_AddPlayerWeapon + +Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) +The main player will have this called for BOTH cases, so effects like light and +sound should only be done on the world model case. +============= +*/ +void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ) +{ + refEntity_t gun; + refEntity_t barrel; + refEntity_t flash; + vec3_t angles; + weapon_t weaponNum; + weaponMode_t weaponMode; + weaponInfo_t *weapon; + qboolean noGunModel; + qboolean firing; + + weaponNum = cent->currentState.weapon; + weaponMode = cent->currentState.generic1; + + if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) + weaponMode = WPM_PRIMARY; + + if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) || + ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) || + ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) ) + firing = qtrue; + else + firing = qfalse; + + CG_RegisterWeapon( weaponNum ); + weapon = &cg_weapons[ weaponNum ]; + + // add the weapon + memset( &gun, 0, sizeof( gun ) ); + VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); + gun.shadowPlane = parent->shadowPlane; + gun.renderfx = parent->renderfx; + + // set custom shading for railgun refire rate + if( ps ) + { + gun.shaderRGBA[ 0 ] = 255; + gun.shaderRGBA[ 1 ] = 255; + gun.shaderRGBA[ 2 ] = 255; + gun.shaderRGBA[ 3 ] = 255; + + //set weapon[1/2]Time when respective buttons change state + if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) ) + { + cg.weapon1Time = cg.time; + cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING ); + } + + if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) ) + { + cg.weapon2Time = cg.time; + cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 ); + } + + if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) ) + { + cg.weapon3Time = cg.time; + cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 ); + } + } + + gun.hModel = weapon->weaponModel; + + noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel; + + if( !ps ) + { + // add weapon ready sound + if( firing && weapon->wim[ weaponMode ].firingSound ) + { + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, + weapon->wim[ weaponMode ].firingSound ); + } + else if( weapon->readySound ) + trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); + } + + if( !noGunModel ) + { + CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); + + trap_R_AddRefEntityToScene( &gun ); + + // add the spinning barrel + if( weapon->barrelModel ) + { + memset( &barrel, 0, sizeof( barrel ) ); + VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); + barrel.shadowPlane = parent->shadowPlane; + barrel.renderfx = parent->renderfx; + + barrel.hModel = weapon->barrelModel; + angles[ YAW ] = 0; + angles[ PITCH ] = 0; + angles[ ROLL ] = CG_MachinegunSpinAngle( cent, firing ); + AnglesToAxis( angles, barrel.axis ); + + CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); + + trap_R_AddRefEntityToScene( &barrel ); + } + } + + if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) + { + if( ps || cg.renderingThirdPerson || + cent->currentState.number != cg.predictedPlayerState.clientNum ) + { + if( noGunModel ) + CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); + else + CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); + } + + //if the PS is infinite disable it when not firing + if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) ) + CG_DestroyParticleSystem( ¢->muzzlePS ); + } + + // add the flash + if( !weapon->wim[ weaponMode ].continuousFlash || !firing ) + { + // impulse flash + if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) + return; + } + + memset( &flash, 0, sizeof( flash ) ); + VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); + flash.shadowPlane = parent->shadowPlane; + flash.renderfx = parent->renderfx; + + flash.hModel = weapon->flashModel; + if( flash.hModel ) + { + angles[ YAW ] = 0; + angles[ PITCH ] = 0; + angles[ ROLL ] = crandom( ) * 10; + AnglesToAxis( angles, flash.axis ); + + if( noGunModel ) + CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" ); + else + CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" ); + + trap_R_AddRefEntityToScene( &flash ); + } + + if( ps || cg.renderingThirdPerson || + cent->currentState.number != cg.predictedPlayerState.clientNum ) + { + if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) + { + cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem ); + + if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) + { + if( noGunModel ) + CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); + else + CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); + + CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); + CG_AttachToTag( ¢->muzzlePS->attachment ); + } + + cent->muzzlePsTrigger = qfalse; + } + + // make a dlight for the flash + if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] || + weapon->wim[ weaponMode ].flashDlightColor[ 1 ] || + weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ) + { + trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ), + weapon->wim[ weaponMode ].flashDlightColor[ 0 ], + weapon->wim[ weaponMode ].flashDlightColor[ 1 ], + weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ); + } + } +} + +/* +============== +CG_AddViewWeapon + +Add the weapon, and flash for the player's view +============== +*/ +void CG_AddViewWeapon( playerState_t *ps ) +{ + refEntity_t hand; + centity_t *cent; + clientInfo_t *ci; + float fovOffset; + vec3_t angles; + weaponInfo_t *wi; + weapon_t weapon = ps->weapon; + weaponMode_t weaponMode = ps->generic1; + + if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) + weaponMode = WPM_PRIMARY; + + CG_RegisterWeapon( weapon ); + wi = &cg_weapons[ weapon ]; + cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; + + if( ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) || + ( ps->stats[ STAT_STATE ] & SS_INFESTING ) || + ( ps->stats[ STAT_STATE ] & SS_HOVELING ) ) + return; + + // no weapon carried - can't draw it + if( weapon == WP_NONE ) + return; + + if( ps->pm_type == PM_INTERMISSION ) + return; + + // draw a prospective buildable infront of the player + if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) + CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); + + if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) + { + if( ps->stats[ STAT_MISC ] > ( LCANNON_TOTAL_CHARGE - ( LCANNON_TOTAL_CHARGE / 3 ) ) ) + trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, cgs.media.lCannonWarningSound ); + } + + // no gun if in third person view + if( cg.renderingThirdPerson ) + return; + + // allow the gun to be completely removed + if( !cg_drawGun.integer ) + { + vec3_t origin; + + VectorCopy( cg.refdef.vieworg, origin ); + VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin ); + + if( cent->muzzlePS ) + CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); + + //check for particle systems + if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) + { + cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem ); + + if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) + { + CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); + CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); + CG_AttachToPoint( ¢->muzzlePS->attachment ); + } + cent->muzzlePsTrigger = qfalse; + } + + return; + } + + // don't draw if testing a gun model + if( cg.testGun ) + return; + + // drop gun lower at higher fov + if( cg.refdef.fov_y > 90 ) + fovOffset = -0.4 * ( cg.refdef.fov_y - 90 ); + else + fovOffset = 0; + + memset( &hand, 0, sizeof( hand ) ); + + // set up gun position + CG_CalculateWeaponPosition( hand.origin, angles ); + + VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin ); + VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin ); + VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin ); + + if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) + { + float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE; + + VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin ); + VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin ); + } + + AnglesToAxis( angles, hand.axis ); + + // map torso animations to weapon animations + if( cg_gun_frame.integer ) + { + // development tool + hand.frame = hand.oldframe = cg_gun_frame.integer; + hand.backlerp = 0; + } + else + { + // get clientinfo for animation map + ci = &cgs.clientinfo[ cent->currentState.clientNum ]; + hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame ); + hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame ); + hand.backlerp = cent->pe.torso.backlerp; + } + + hand.hModel = wi->handsModel; + hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; + + // add everything onto the hand + CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); +} + +/* +============================================================================== + +WEAPON SELECTION + +============================================================================== +*/ + +/* +=============== +CG_WeaponSelectable +=============== +*/ +static qboolean CG_WeaponSelectable( weapon_t weapon ) +{ + //int ammo, clips; + // + //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); + // + // this is a pain in the ass + //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) + // return qfalse; + + if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) ) + return qfalse; + + return qtrue; +} + + +/* +=============== +CG_UpgradeSelectable +=============== +*/ +static qboolean CG_UpgradeSelectable( upgrade_t upgrade ) +{ + if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) ) + return qfalse; + + return BG_FindUsableForUpgrade( upgrade ); +} + + +#define ICON_BORDER 4 + +/* +=================== +CG_DrawItemSelect +=================== +*/ +void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) +{ + int i; + int x = rect->x; + int y = rect->y; + int width = rect->w; + int height = rect->h; + int iconsize; + int items[ 64 ]; + int numItems = 0, selectedItem = 0; + int length; + int selectWindow; + qboolean vertical; + centity_t *cent; + playerState_t *ps; + + int colinfo[ 64 ]; + + cent = &cg_entities[ cg.snap->ps.clientNum ]; + ps = &cg.snap->ps; + + // don't display if dead + if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) + return; + + if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) + { + // first make sure that whatever it selected is actually selectable + if( cg.weaponSelect <= 32 && !CG_WeaponSelectable( cg.weaponSelect ) ) + CG_NextWeapon_f( ); + else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) + CG_NextWeapon_f( ); + } + + // showing weapon select clears pickup item display, but not the blend blob + cg.itemPickupTime = 0; + + if( height > width ) + { + vertical = qtrue; + iconsize = width; + length = height / width; + } + else if( height <= width ) + { + vertical = qfalse; + iconsize = height; + length = width / height; + } + + selectWindow = length / 2; + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) ) + continue; + + { + int ammo, clips; + + BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); + + if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) + colinfo[ numItems ] = 1; + else + colinfo[ numItems ] = 0; + + } + + if( i == cg.weaponSelect ) + selectedItem = numItems; + + CG_RegisterWeapon( i ); + items[ numItems ] = i; + numItems++; + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) ) + continue; + colinfo[ numItems ] = 0; + if( !BG_FindUsableForUpgrade ( i ) ) + colinfo[ numItems ] = 2; + + + if( i == cg.weaponSelect - 32 ) + selectedItem = numItems; + + CG_RegisterUpgrade( i ); + items[ numItems ] = i + 32; + numItems++; + } + + for( i = 0; i < length; i++ ) + { + int displacement = i - selectWindow; + int item = displacement + selectedItem; + + if( ( item >= 0 ) && ( item < numItems ) ) + { + switch( colinfo[ item ] ) + { + case 0: + color = colorCyan; + break; + case 1: + color = colorRed; + break; + case 2: + color = colorMdGrey; + break; + } + color[3] = 0.5; + + trap_R_SetColor( color ); + + if( items[ item ] <= 32 ) + CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon ); + else if( items[ item ] > 32 ) + CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon ); + + trap_R_SetColor( NULL ); + } + + if( vertical ) + y += iconsize; + else + x += iconsize; + } +} + + +/* +=================== +CG_DrawItemSelectText +=================== +*/ +void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle ) +{ + int x, w; + char *name; + float *color; + + color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME ); + if( !color ) + return; + + trap_R_SetColor( color ); + + // draw the selected name + if( cg.weaponSelect <= 32 ) + { + if( cg_weapons[ cg.weaponSelect ].registered && + BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) ) + { + if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) + { + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); + } + } + } + else if( cg.weaponSelect > 32 ) + { + if( cg_upgrades[ cg.weaponSelect - 32 ].registered && + BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) ) + { + if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) ) + { + w = CG_Text_Width( name, scale, 0 ); + x = rect->x + rect->w / 2; + CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); + } + } + } + + trap_R_SetColor( NULL ); +} + + +/* +=============== +CG_NextWeapon_f +=============== +*/ +void CG_NextWeapon_f( void ) +{ + int i; + int original; + + if( !cg.snap ) + return; + + if( cg.snap->ps.pm_flags & PMF_FOLLOW ) + { + trap_SendClientCommand( "followprev\n" ); + return; + } + + cg.weaponSelectTime = cg.time; + original = cg.weaponSelect; + + for( i = 0; i < 64; i++ ) + { + cg.weaponSelect++; + if( cg.weaponSelect == 64 ) + cg.weaponSelect = 0; + + if( cg.weaponSelect <= 32 ) + { + if( CG_WeaponSelectable( cg.weaponSelect ) ) + break; + } + else if( cg.weaponSelect > 32 ) + { + if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) + break; + } + } + + if( i == 64 ) + cg.weaponSelect = original; +} + +/* +=============== +CG_PrevWeapon_f +=============== +*/ +void CG_PrevWeapon_f( void ) +{ + int i; + int original; + + if( !cg.snap ) + return; + + if( cg.snap->ps.pm_flags & PMF_FOLLOW ) + { + trap_SendClientCommand( "follownext\n" ); + return; + } + + cg.weaponSelectTime = cg.time; + original = cg.weaponSelect; + + for( i = 0; i < 64; i++ ) + { + cg.weaponSelect--; + if( cg.weaponSelect == -1 ) + cg.weaponSelect = 63; + + if( cg.weaponSelect <= 32 ) + { + if( CG_WeaponSelectable( cg.weaponSelect ) ) + break; + } + else if( cg.weaponSelect > 32 ) + { + if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) + break; + } + } + + if( i == 64 ) + cg.weaponSelect = original; +} + +/* +=============== +CG_Weapon_f +=============== +*/ +void CG_Weapon_f( void ) +{ + int num; + + if( !cg.snap ) + return; + + if( cg.snap->ps.pm_flags & PMF_FOLLOW ) + return; + + num = atoi( CG_Argv( 1 ) ); + + if( num < 1 || num > 31 ) + return; + + cg.weaponSelectTime = cg.time; + + if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) ) + return; // don't have the weapon + + cg.weaponSelect = num; +} + + +/* +=================================================================================================== + +WEAPON EVENTS + +=================================================================================================== +*/ + +/* +================ +CG_FireWeapon + +Caused by an EV_FIRE_WEAPON event +================ +*/ +void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ) +{ + entityState_t *es; + int c; + weaponInfo_t *wi; + weapon_t weaponNum; + + es = ¢->currentState; + + weaponNum = es->weapon; + + if( weaponNum == WP_NONE ) + return; + + if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) + weaponMode = WPM_PRIMARY; + + if( weaponNum >= WP_NUM_WEAPONS ) + { + CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); + return; + } + + wi = &cg_weapons[ weaponNum ]; + + // mark the entity as muzzle flashing, so when it is added it will + // append the flash to the weapon model + cent->muzzleFlashTime = cg.time; + + if( wi->wim[ weaponMode ].muzzleParticleSystem ) + { + if( !CG_IsParticleSystemValid( ¢->muzzlePS ) || + !CG_IsParticleSystemInfinite( cent->muzzlePS ) ) + cent->muzzlePsTrigger = qtrue; + } + + // play a sound + for( c = 0; c < 4; c++ ) + { + if( !wi->wim[ weaponMode ].flashSound[ c ] ) + break; + } + + if( c > 0 ) + { + c = rand( ) % c; + if( wi->wim[ weaponMode ].flashSound[ c ] ) + trap_S_StartSound( NULL, es->number, CHAN_WEAPON, wi->wim[ weaponMode ].flashSound[ c ] ); + } +} + + +/* +================= +CG_MissileHitWall + +Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing +================= +*/ +void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum, + vec3_t origin, vec3_t dir, impactSound_t soundType ) +{ + qhandle_t mark = 0; + qhandle_t ps = 0; + int c; + float radius = 1.0f; + weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; + + if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) + weaponMode = WPM_PRIMARY; + + mark = weapon->wim[ weaponMode ].impactMark; + radius = weapon->wim[ weaponMode ].impactMarkSize; + ps = weapon->wim[ weaponMode ].impactParticleSystem; + + if( soundType == IMPACTSOUND_FLESH ) + { + //flesh sound + for( c = 0; c < 4; c++ ) + { + if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] ) + break; + } + + if( c > 0 ) + { + c = rand( ) % c; + if( weapon->wim[ weaponMode ].impactFleshSound[ c ] ) + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] ); + } + } + else + { + //normal sound + for( c = 0; c < 4; c++ ) + { + if( !weapon->wim[ weaponMode ].impactSound[ c ] ) + break; + } + + if( c > 0 ) + { + c = rand( ) % c; + if( weapon->wim[ weaponMode ].impactSound[ c ] ) + trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] ); + } + } + + //create impact particle system + if( ps ) + { + particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps ); + + if( CG_IsParticleSystemValid( &partSystem ) ) + { + CG_SetAttachmentPoint( &partSystem->attachment, origin ); + CG_SetParticleSystemNormal( partSystem, dir ); + CG_AttachToPoint( &partSystem->attachment ); + } + } + + // + // impact mark + // + if( radius > 0.0f ) + CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse ); +} + + +/* +================= +CG_MissileHitPlayer +================= +*/ +void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, + vec3_t origin, vec3_t dir, int entityNum ) +{ + vec3_t normal; + weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; + + VectorCopy( dir, normal ); + VectorInverse( normal ); + + CG_Bleed( origin, normal, entityNum ); + + if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) + weaponMode = WPM_PRIMARY; + + if( weapon->wim[ weaponMode ].alwaysImpact ) + CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH ); +} + + +/* +============================================================================ + +BULLETS + +============================================================================ +*/ + + +/* +=============== +CG_Tracer +=============== +*/ +void CG_Tracer( vec3_t source, vec3_t dest ) +{ + vec3_t forward, right; + polyVert_t verts[ 4 ]; + vec3_t line; + float len, begin, end; + vec3_t start, finish; + vec3_t midpoint; + + // tracer + VectorSubtract( dest, source, forward ); + len = VectorNormalize( forward ); + + // start at least a little ways from the muzzle + if( len < 100 ) + return; + + begin = 50 + random( ) * ( len - 60 ); + end = begin + cg_tracerLength.value; + if( end > len ) + end = len; + + VectorMA( source, begin, forward, start ); + VectorMA( source, end, forward, finish ); + + line[ 0 ] = DotProduct( forward, cg.refdef.viewaxis[ 1 ] ); + line[ 1 ] = DotProduct( forward, cg.refdef.viewaxis[ 2 ] ); + + VectorScale( cg.refdef.viewaxis[ 1 ], line[ 1 ], right ); + VectorMA( right, -line[ 0 ], cg.refdef.viewaxis[ 2 ], right ); + VectorNormalize( right ); + + VectorMA( finish, cg_tracerWidth.value, right, verts[ 0 ].xyz ); + verts[ 0 ].st[ 0 ] = 0; + verts[ 0 ].st[ 1 ] = 1; + verts[ 0 ].modulate[ 0 ] = 255; + verts[ 0 ].modulate[ 1 ] = 255; + verts[ 0 ].modulate[ 2 ] = 255; + verts[ 0 ].modulate[ 3 ] = 255; + + VectorMA( finish, -cg_tracerWidth.value, right, verts[ 1 ].xyz ); + verts[ 1 ].st[ 0 ] = 1; + verts[ 1 ].st[ 1 ] = 0; + verts[ 1 ].modulate[ 0 ] = 255; + verts[ 1 ].modulate[ 1 ] = 255; + verts[ 1 ].modulate[ 2 ] = 255; + verts[ 1 ].modulate[ 3 ] = 255; + + VectorMA( start, -cg_tracerWidth.value, right, verts[ 2 ].xyz ); + verts[ 2 ].st[ 0 ] = 1; + verts[ 2 ].st[ 1 ] = 1; + verts[ 2 ].modulate[ 0 ] = 255; + verts[ 2 ].modulate[ 1 ] = 255; + verts[ 2 ].modulate[ 2 ] = 255; + verts[ 2 ].modulate[ 3 ] = 255; + + VectorMA( start, cg_tracerWidth.value, right, verts[ 3 ].xyz ); + verts[ 3 ].st[ 0 ] = 0; + verts[ 3 ].st[ 1 ] = 0; + verts[ 3 ].modulate[ 0 ] = 255; + verts[ 3 ].modulate[ 1 ] = 255; + verts[ 3 ].modulate[ 2 ] = 255; + verts[ 3 ].modulate[ 3 ] = 255; + + trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts ); + + midpoint[ 0 ] = ( start[ 0 ] + finish[ 0 ] ) * 0.5; + midpoint[ 1 ] = ( start[ 1 ] + finish[ 1 ] ) * 0.5; + midpoint[ 2 ] = ( start[ 2 ] + finish[ 2 ] ) * 0.5; + + // add the tracer sound + trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound ); +} + + +/* +====================== +CG_CalcMuzzlePoint +====================== +*/ +static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) +{ + vec3_t forward; + centity_t *cent; + int anim; + + if( entityNum == cg.snap->ps.clientNum ) + { + VectorCopy( cg.snap->ps.origin, muzzle ); + muzzle[ 2 ] += cg.snap->ps.viewheight; + AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL ); + VectorMA( muzzle, 14, forward, muzzle ); + return qtrue; + } + + cent = &cg_entities[entityNum]; + + if( !cent->currentValid ) + return qfalse; + + VectorCopy( cent->currentState.pos.trBase, muzzle ); + + AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL ); + anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT; + + if( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) + muzzle[ 2 ] += CROUCH_VIEWHEIGHT; + else + muzzle[ 2 ] += DEFAULT_VIEWHEIGHT; + + VectorMA( muzzle, 14, forward, muzzle ); + + return qtrue; + +} + + +/* +====================== +CG_Bullet + +Renders bullet effects. +====================== +*/ +void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) +{ + vec3_t start; + + // if the shooter is currently valid, calc a source point and possibly + // do trail effects + if( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) + { + if( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) + { + // draw a tracer + if( random( ) < cg_tracerChance.value ) + CG_Tracer( start, end ); + } + } + + // impact splash and mark + if( flesh ) + CG_Bleed( end, normal, fleshEntityNum ); + else + CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT ); +} + +/* +============================================================================ + +SHOTGUN TRACING + +============================================================================ +*/ + +/* +================ +CG_ShotgunPattern + +Perform the same traces the server did to locate the +hit splashes +================ +*/ +static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) +{ + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + trace_t tr; + + // derive the right and up vectors from the forward vector, because + // the client won't have any other information + VectorNormalize2( origin2, forward ); + PerpendicularVector( right, forward ); + CrossProduct( forward, right, up ); + + // generate the "random" spread pattern + for( i = 0; i < SHOTGUN_PELLETS; i++ ) + { + r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; + VectorMA( origin, 8192 * 16, forward, end ); + VectorMA( end, r, right, end ); + VectorMA( end, u, up, end ); + + CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT ); + + if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) + { + if( cg_entities[ tr.entityNum ].currentState.eType == ET_PLAYER ) + CG_MissileHitPlayer( WP_SHOTGUN, WPM_PRIMARY, tr.endpos, tr.plane.normal, tr.entityNum ); + else if( tr.surfaceFlags & SURF_METALSTEPS ) + CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL ); + else + CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT ); + } + } +} + +/* +============== +CG_ShotgunFire +============== +*/ +void CG_ShotgunFire( entityState_t *es ) +{ + vec3_t v; + + VectorSubtract( es->origin2, es->pos.trBase, v ); + VectorNormalize( v ); + VectorScale( v, 32, v ); + VectorAdd( es->pos.trBase, v, v ); + + CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); +} + diff --git a/src/client/keycodes.h b/src/client/keycodes.h new file mode 100644 index 0000000..ae6f189 --- /dev/null +++ b/src/client/keycodes.h @@ -0,0 +1,278 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#ifndef __KEYCODES_H__ +#define __KEYCODES_H__ + +// +// these are the key numbers that should be passed to KeyEvent +// + +// normal keys should be passed as lowercased ascii + +typedef enum { + K_NONE = -1, + K_TAB = 9, + K_ENTER = 13, + K_ESCAPE = 27, + K_SPACE = 32, + + K_BACKSPACE = 127, + + K_COMMAND = 128, + K_CAPSLOCK, + K_POWER, + K_PAUSE, + + K_UPARROW, + K_DOWNARROW, + K_LEFTARROW, + K_RIGHTARROW, + + K_ALT, + K_CTRL, + K_SHIFT, + K_INS, + K_DEL, + K_PGDN, + K_PGUP, + K_HOME, + K_END, + + K_F1, + K_F2, + K_F3, + K_F4, + K_F5, + K_F6, + K_F7, + K_F8, + K_F9, + K_F10, + K_F11, + K_F12, + K_F13, + K_F14, + K_F15, + + K_KP_HOME, + K_KP_UPARROW, + K_KP_PGUP, + K_KP_LEFTARROW, + K_KP_5, + K_KP_RIGHTARROW, + K_KP_END, + K_KP_DOWNARROW, + K_KP_PGDN, + K_KP_ENTER, + K_KP_INS, + K_KP_DEL, + K_KP_SLASH, + K_KP_MINUS, + K_KP_PLUS, + K_KP_NUMLOCK, + K_KP_STAR, + K_KP_EQUALS, + + K_MOUSE1, + K_MOUSE2, + K_MOUSE3, + K_MOUSE4, + K_MOUSE5, + + K_MWHEELDOWN, + K_MWHEELUP, + + K_JOY1, + K_JOY2, + K_JOY3, + K_JOY4, + K_JOY5, + K_JOY6, + K_JOY7, + K_JOY8, + K_JOY9, + K_JOY10, + K_JOY11, + K_JOY12, + K_JOY13, + K_JOY14, + K_JOY15, + K_JOY16, + K_JOY17, + K_JOY18, + K_JOY19, + K_JOY20, + K_JOY21, + K_JOY22, + K_JOY23, + K_JOY24, + K_JOY25, + K_JOY26, + K_JOY27, + K_JOY28, + K_JOY29, + K_JOY30, + K_JOY31, + K_JOY32, + + K_AUX1, + K_AUX2, + K_AUX3, + K_AUX4, + K_AUX5, + K_AUX6, + K_AUX7, + K_AUX8, + K_AUX9, + K_AUX10, + K_AUX11, + K_AUX12, + K_AUX13, + K_AUX14, + K_AUX15, + K_AUX16, + + K_WORLD_0, + K_WORLD_1, + K_WORLD_2, + K_WORLD_3, + K_WORLD_4, + K_WORLD_5, + K_WORLD_6, + K_WORLD_7, + K_WORLD_8, + K_WORLD_9, + K_WORLD_10, + K_WORLD_11, + K_WORLD_12, + K_WORLD_13, + K_WORLD_14, + K_WORLD_15, + K_WORLD_16, + K_WORLD_17, + K_WORLD_18, + K_WORLD_19, + K_WORLD_20, + K_WORLD_21, + K_WORLD_22, + K_WORLD_23, + K_WORLD_24, + K_WORLD_25, + K_WORLD_26, + K_WORLD_27, + K_WORLD_28, + K_WORLD_29, + K_WORLD_30, + K_WORLD_31, + K_WORLD_32, + K_WORLD_33, + K_WORLD_34, + K_WORLD_35, + K_WORLD_36, + K_WORLD_37, + K_WORLD_38, + K_WORLD_39, + K_WORLD_40, + K_WORLD_41, + K_WORLD_42, + K_WORLD_43, + K_WORLD_44, + K_WORLD_45, + K_WORLD_46, + K_WORLD_47, + K_WORLD_48, + K_WORLD_49, + K_WORLD_50, + K_WORLD_51, + K_WORLD_52, + K_WORLD_53, + K_WORLD_54, + K_WORLD_55, + K_WORLD_56, + K_WORLD_57, + K_WORLD_58, + K_WORLD_59, + K_WORLD_60, + K_WORLD_61, + K_WORLD_62, + K_WORLD_63, + K_WORLD_64, + K_WORLD_65, + K_WORLD_66, + K_WORLD_67, + K_WORLD_68, + K_WORLD_69, + K_WORLD_70, + K_WORLD_71, + K_WORLD_72, + K_WORLD_73, + K_WORLD_74, + K_WORLD_75, + K_WORLD_76, + K_WORLD_77, + K_WORLD_78, + K_WORLD_79, + K_WORLD_80, + K_WORLD_81, + K_WORLD_82, + K_WORLD_83, + K_WORLD_84, + K_WORLD_85, + K_WORLD_86, + K_WORLD_87, + K_WORLD_88, + K_WORLD_89, + K_WORLD_90, + K_WORLD_91, + K_WORLD_92, + K_WORLD_93, + K_WORLD_94, + K_WORLD_95, + + K_SUPER, + K_COMPOSE, + K_MODE, + K_HELP, + K_PRINT, + K_SYSREQ, + K_SCROLLOCK, + K_BREAK, + K_MENU, + K_EURO, + K_UNDO, + + MAX_KEYS +} keyNum_t; + +// MAX_KEYS replaces K_LAST_KEY, however some mods may have used K_LAST_KEY +// in detecting binds, so we leave it defined to the old hardcoded value +// of maxiumum keys to prevent mods from crashing older versions of the engine +#define K_LAST_KEY 256 + +// The menu code needs to get both key and char events, but +// to avoid duplicating the paths, the char events are just +// distinguished by or'ing in K_CHAR_FLAG (ugly) +#define K_CHAR_FLAG 1024 + +#endif diff --git a/src/renderer/tr_types.h b/src/renderer/tr_types.h new file mode 100644 index 0000000..5aa08ae --- /dev/null +++ b/src/renderer/tr_types.h @@ -0,0 +1,239 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +#ifndef __TR_TYPES_H +#define __TR_TYPES_H + + +#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces +#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing + +// renderfx flags +#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items) +#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites) +#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob) +#define RF_DEPTHHACK 8 // for view weapon Z crunching +#define RF_NOSHADOW 64 // don't add stencil shadows + +#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin + // for lighting. This allows entities to sink into the floor + // with their origin going solid, and allows all parts of a + // player to get the same lighting +#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane +#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous + // animation without needing to know the frame count + +// refdef flags +#define RDF_NOWORLDMODEL 1 // used for player configuration screen +#define RDF_HYPERSPACE 4 // teleportation effect + +typedef struct { + vec3_t xyz; + float st[2]; + byte modulate[4]; +} polyVert_t; + +typedef struct poly_s { + qhandle_t hShader; + int numVerts; + polyVert_t *verts; +} poly_t; + +typedef enum { + RT_MODEL, + RT_POLY, + RT_SPRITE, + RT_BEAM, + RT_RAIL_CORE, + RT_RAIL_RINGS, + RT_LIGHTNING, + RT_PORTALSURFACE, // doesn't draw anything, just info for portals + + RT_MAX_REF_ENTITY_TYPE +} refEntityType_t; + +typedef struct { + refEntityType_t reType; + int renderfx; + + qhandle_t hModel; // opaque type outside refresh + + // most recent data + vec3_t lightingOrigin; // so multi-part models can be lit identically (RF_LIGHTING_ORIGIN) + float shadowPlane; // projection shadows go here, stencils go slightly lower + + vec3_t axis[3]; // rotation vectors + qboolean nonNormalizedAxes; // axis are not normalized, i.e. they have scale + float origin[3]; // also used as MODEL_BEAM's "from" + int frame; // also used as MODEL_BEAM's diameter + + // previous data for frame interpolation + float oldorigin[3]; // also used as MODEL_BEAM's "to" + int oldframe; + float backlerp; // 0.0 = current, 1.0 = old + + // texturing + int skinNum; // inline skin index + qhandle_t customSkin; // NULL for default skin + qhandle_t customShader; // use one image for the entire thing + + // misc + byte shaderRGBA[4]; // colors used by rgbgen entity shaders + float shaderTexCoord[2]; // texture coordinates used by tcMod entity modifiers + float shaderTime; // subtracted from refdef time to control effect start times + + // extra sprite information + float radius; + float rotation; +} refEntity_t; + + +#define MAX_RENDER_STRINGS 8 +#define MAX_RENDER_STRING_LENGTH 32 + +typedef struct { + int x, y, width, height; + float fov_x, fov_y; + vec3_t vieworg; + vec3_t viewaxis[3]; // transformation matrix + + // time in milliseconds for shader effects and other time dependent rendering issues + int time; + + int rdflags; // RDF_NOWORLDMODEL, etc + + // 1 bits will prevent the associated area from rendering at all + byte areamask[MAX_MAP_AREA_BYTES]; + + // text messages for deform text shaders + char text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH]; +} refdef_t; + + +typedef enum { + STEREO_CENTER, + STEREO_LEFT, + STEREO_RIGHT +} stereoFrame_t; + + +/* +** glconfig_t +** +** Contains variables specific to the OpenGL configuration +** being run right now. These are constant once the OpenGL +** subsystem is initialized. +*/ +typedef enum { + TC_NONE, + TC_S3TC +} textureCompression_t; + +typedef enum { + GLDRV_ICD, // driver is integrated with window system + // WARNING: there are tests that check for + // > GLDRV_ICD for minidriverness, so this + // should always be the lowest value in this + // enum set + GLDRV_STANDALONE, // driver is a non-3Dfx standalone driver + GLDRV_VOODOO // driver is a 3Dfx standalone driver +} glDriverType_t; + +typedef enum { + GLHW_GENERIC, // where everthing works the way it should + GLHW_3DFX_2D3D, // Voodoo Banshee or Voodoo3, relevant since if this is + // the hardware type then there can NOT exist a secondary + // display adapter + GLHW_RIVA128, // where you can't interpolate alpha + GLHW_RAGEPRO, // where you can't modulate alpha on alpha textures + GLHW_PERMEDIA2 // where you don't have src*dst +} glHardwareType_t; + +typedef struct { + char renderer_string[MAX_STRING_CHARS]; + char vendor_string[MAX_STRING_CHARS]; + char version_string[MAX_STRING_CHARS]; + char extensions_string[BIG_INFO_STRING]; + + int maxTextureSize; // queried from GL + int maxActiveTextures; // multitexture ability + + int colorBits, depthBits, stencilBits; + + glDriverType_t driverType; + glHardwareType_t hardwareType; + + qboolean deviceSupportsGamma; + textureCompression_t textureCompression; + qboolean textureEnvAddAvailable; + + int vidWidth, vidHeight; + // aspect is the screen's physical width / height, which may be different + // than scrWidth / scrHeight if the pixels are non-square + // normal screens should be 4/3, but wide aspect monitors may be 16/9 + float windowAspect; + + int displayFrequency; + + // synonymous with "does rendering consume the entire screen?", therefore + // a Voodoo or Voodoo2 will have this set to TRUE, as will a Win32 ICD that + // used CDS. + qboolean isFullscreen; + qboolean stereoEnabled; + qboolean smpActive; // dual processor + + qboolean textureFilterAnisotropic; + int maxAnisotropy; + +} glconfig_t; + +// FIXME: VM should be OS agnostic .. in theory + +/* +#ifdef Q3_VM + +#define _3DFX_DRIVER_NAME "Voodoo" +#define OPENGL_DRIVER_NAME "Default" + +#elif defined(_WIN32) +*/ + +#if defined(Q3_VM) || defined(_WIN32) + +#define _3DFX_DRIVER_NAME "3dfxvgl" +#define OPENGL_DRIVER_NAME "opengl32" + +#elif defined(MACOS_X) + +#define _3DFX_DRIVER_NAME "libMesaVoodooGL.dylib" +#define OPENGL_DRIVER_NAME "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib" + +#else + +#define _3DFX_DRIVER_NAME "libMesaVoodooGL.so" +// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524 +#define OPENGL_DRIVER_NAME "libGL.so.1" + +#endif // !defined _WIN32 + +#endif // __TR_TYPES_H diff --git a/src/ui/menudef.h b/src/ui/menudef.h new file mode 100644 index 0000000..d4ed0b2 --- /dev/null +++ b/src/ui/menudef.h @@ -0,0 +1,362 @@ + +#define ITEM_TYPE_TEXT 0 // simple text +#define ITEM_TYPE_BUTTON 1 // button, basically text with a border +#define ITEM_TYPE_RADIOBUTTON 2 // toggle button, may be grouped +#define ITEM_TYPE_CHECKBOX 3 // check box +#define ITEM_TYPE_EDITFIELD 4 // editable text, associated with a cvar +#define ITEM_TYPE_COMBO 5 // drop down list +#define ITEM_TYPE_LISTBOX 6 // scrollable list +#define ITEM_TYPE_MODEL 7 // model +#define ITEM_TYPE_OWNERDRAW 8 // owner draw, name specs what it is +#define ITEM_TYPE_NUMERICFIELD 9 // editable text, associated with a cvar +#define ITEM_TYPE_SLIDER 10 // mouse speed, volume, etc. +#define ITEM_TYPE_YESNO 11 // yes no cvar setting +#define ITEM_TYPE_MULTI 12 // multiple list setting, enumerated +#define ITEM_TYPE_BIND 13 // multiple list setting, enumerated + +#define ITEM_ALIGN_LEFT 0 // left alignment +#define ITEM_ALIGN_CENTER 1 // center alignment +#define ITEM_ALIGN_RIGHT 2 // right alignment + +#define ITEM_TEXTSTYLE_NORMAL 0 // normal text +#define ITEM_TEXTSTYLE_BLINK 1 // fast blinking +#define ITEM_TEXTSTYLE_PULSE 2 // slow pulsing +#define ITEM_TEXTSTYLE_SHADOWED 3 // drop shadow ( need a color for this ) +#define ITEM_TEXTSTYLE_OUTLINED 4 // drop shadow ( need a color for this ) +#define ITEM_TEXTSTYLE_OUTLINESHADOWED 5 // drop shadow ( need a color for this ) +#define ITEM_TEXTSTYLE_SHADOWEDMORE 6 // drop shadow ( need a color for this ) +#define ITEM_TEXTSTYLE_NEON 7 // drop shadow ( need a color for this ) + +#define WINDOW_BORDER_NONE 0 // no border +#define WINDOW_BORDER_FULL 1 // full border based on border color ( single pixel ) +#define WINDOW_BORDER_HORZ 2 // horizontal borders only +#define WINDOW_BORDER_VERT 3 // vertical borders only +#define WINDOW_BORDER_KCGRADIENT 4 // horizontal border using the gradient bars + +#define WINDOW_STYLE_EMPTY 0 // no background +#define WINDOW_STYLE_FILLED 1 // filled with background color +#define WINDOW_STYLE_GRADIENT 2 // gradient bar based on background color +#define WINDOW_STYLE_SHADER 3 // gradient bar based on background color +#define WINDOW_STYLE_TEAMCOLOR 4 // team color +#define WINDOW_STYLE_CINEMATIC 5 // cinematic + +#define MENU_TRUE 1 // uh.. true +#define MENU_FALSE 0 // and false + +#define HUD_VERTICAL 0x00 +#define HUD_HORIZONTAL 0x01 + +// list box element types +#define LISTBOX_TEXT 0x00 +#define LISTBOX_IMAGE 0x01 + +// list feeders +#define FEEDER_HEADS 0x00 // model heads +#define FEEDER_MAPS 0x01 // text maps based on game type +#define FEEDER_SERVERS 0x02 // servers +#define FEEDER_CLANS 0x03 // clan names +#define FEEDER_ALLMAPS 0x04 // all maps available, in graphic format +#define FEEDER_ALIENTEAM_LIST 0x05 // red team members +#define FEEDER_HUMANTEAM_LIST 0x06 // blue team members +#define FEEDER_PLAYER_LIST 0x07 // players +#define FEEDER_TEAM_LIST 0x08 // team members for team voting +#define FEEDER_MODS 0x09 // team members for team voting +#define FEEDER_DEMOS 0x0a // team members for team voting +#define FEEDER_SCOREBOARD 0x0b // team members for team voting +#define FEEDER_Q3HEADS 0x0c // model heads +#define FEEDER_SERVERSTATUS 0x0d // server status +#define FEEDER_FINDPLAYER 0x0e // find player +#define FEEDER_CINEMATICS 0x0f // cinematics + +//TA: tremulous menus +#define FEEDER_TREMTEAMS 0x10 //teams +#define FEEDER_TREMALIENCLASSES 0x11 //alien classes +#define FEEDER_TREMHUMANITEMS 0x12 //human items +#define FEEDER_TREMHUMANARMOURYBUY 0x13 //human buy +#define FEEDER_TREMHUMANARMOURYSELL 0x14 //human sell +#define FEEDER_TREMALIENUPGRADE 0x15 //alien upgrade +#define FEEDER_TREMALIENBUILD 0x16 //alien buildables +#define FEEDER_TREMHUMANBUILD 0x17 //human buildables +//TA: tremulous menus +#define FEEDER_IGNORE_LIST 0x18 //ignored players + +// display flags +#define CG_SHOW_BLUE_TEAM_HAS_REDFLAG 0x00000001 +#define CG_SHOW_RED_TEAM_HAS_BLUEFLAG 0x00000002 +#define CG_SHOW_ANYTEAMGAME 0x00000004 +#define CG_SHOW_HARVESTER 0x00000008 +#define CG_SHOW_ONEFLAG 0x00000010 +#define CG_SHOW_CTF 0x00000020 +#define CG_SHOW_OBELISK 0x00000040 +#define CG_SHOW_HEALTHCRITICAL 0x00000080 +#define CG_SHOW_SINGLEPLAYER 0x00000100 +#define CG_SHOW_TOURNAMENT 0x00000200 +#define CG_SHOW_DURINGINCOMINGVOICE 0x00000400 +#define CG_SHOW_IF_PLAYER_HAS_FLAG 0x00000800 +#define CG_SHOW_LANPLAYONLY 0x00001000 +#define CG_SHOW_MINED 0x00002000 +#define CG_SHOW_HEALTHOK 0x00004000 +#define CG_SHOW_TEAMINFO 0x00008000 +#define CG_SHOW_NOTEAMINFO 0x00010000 +#define CG_SHOW_OTHERTEAMHASFLAG 0x00020000 +#define CG_SHOW_YOURTEAMHASENEMYFLAG 0x00040000 +#define CG_SHOW_ANYNONTEAMGAME 0x00080000 +#define CG_SHOW_2DONLY 0x10000000 + + +#define UI_SHOW_LEADER 0x00000001 +#define UI_SHOW_NOTLEADER 0x00000002 +#define UI_SHOW_FAVORITESERVERS 0x00000004 +#define UI_SHOW_ANYNONTEAMGAME 0x00000008 +#define UI_SHOW_ANYTEAMGAME 0x00000010 +#define UI_SHOW_NEWHIGHSCORE 0x00000020 +#define UI_SHOW_DEMOAVAILABLE 0x00000040 +#define UI_SHOW_NEWBESTTIME 0x00000080 +#define UI_SHOW_FFA 0x00000100 +#define UI_SHOW_NOTFFA 0x00000200 +#define UI_SHOW_NETANYNONTEAMGAME 0x00000400 +#define UI_SHOW_NETANYTEAMGAME 0x00000800 +#define UI_SHOW_NOTFAVORITESERVERS 0x00001000 + +#define UI_SHOW_VOTEACTIVE 0x00002000 +#define UI_SHOW_CANVOTE 0x00004000 +#define UI_SHOW_TEAMVOTEACTIVE 0x00008000 +#define UI_SHOW_CANTEAMVOTE 0x00010000 + +#define UI_SHOW_NOTSPECTATING 0x00020000 + +// owner draw types +// ideally these should be done outside of this file but +// this makes it much easier for the macro expansion to +// convert them for the designers ( from the .menu files ) +#define CG_OWNERDRAW_BASE 1 +#define CG_PLAYER_ARMOR_ICON 1 +#define CG_PLAYER_ARMOR_VALUE 2 +#define CG_PLAYER_HEAD 3 +#define CG_PLAYER_HEALTH 4 +#define CG_PLAYER_HEALTH_BAR 92 +#define CG_PLAYER_HEALTH_CROSS 99 +#define CG_PLAYER_AMMO_ICON 5 +#define CG_PLAYER_AMMO_VALUE 6 +#define CG_PLAYER_CLIPS_VALUE 70 +#define CG_PLAYER_BUILD_TIMER 115 +#define CG_PLAYER_CREDITS_VALUE 71 +#define CG_PLAYER_BANK_VALUE 72 +#define CG_PLAYER_CREDITS_VALUE_NOPAD 106 +#define CG_PLAYER_BANK_VALUE_NOPAD 107 +#define CG_PLAYER_STAMINA 73 +#define CG_PLAYER_STAMINA_1 93 +#define CG_PLAYER_STAMINA_2 94 +#define CG_PLAYER_STAMINA_3 95 +#define CG_PLAYER_STAMINA_4 96 +#define CG_PLAYER_STAMINA_BOLT 97 +#define CG_PLAYER_BOOST_BOLT 112 +#define CG_PLAYER_CLIPS_RING 98 +#define CG_PLAYER_BUILD_TIMER_RING 113 +#define CG_PLAYER_SELECT 74 +#define CG_PLAYER_SELECTTEXT 75 +#define CG_PLAYER_WEAPONICON 111 +#define CG_PLAYER_WALLCLIMBING 103 +#define CG_PLAYER_BOOSTED 104 +#define CG_PLAYER_POISON_BARBS 105 +#define CG_PLAYER_ALIEN_SENSE 108 +#define CG_PLAYER_HUMAN_SCANNER 109 +#define CG_PLAYER_USABLE_BUILDABLE 110 +#define CG_SELECTEDPLAYER_HEAD 7 +#define CG_SELECTEDPLAYER_NAME 8 +#define CG_SELECTEDPLAYER_LOCATION 9 +#define CG_SELECTEDPLAYER_STATUS 10 +#define CG_SELECTEDPLAYER_WEAPON 11 +#define CG_SELECTEDPLAYER_POWERUP 12 + +#define CG_FLAGCARRIER_HEAD 13 +#define CG_FLAGCARRIER_NAME 14 +#define CG_FLAGCARRIER_LOCATION 15 +#define CG_FLAGCARRIER_STATUS 16 +#define CG_FLAGCARRIER_WEAPON 17 +#define CG_FLAGCARRIER_POWERUP 18 + +#define CG_PLAYER_ITEM 19 +#define CG_PLAYER_SCORE 20 + +#define CG_BLUE_FLAGHEAD 21 +#define CG_BLUE_FLAGSTATUS 22 +#define CG_BLUE_FLAGNAME 23 +#define CG_RED_FLAGHEAD 24 +#define CG_RED_FLAGSTATUS 25 +#define CG_RED_FLAGNAME 26 + +#define CG_BLUE_SCORE 27 +#define CG_RED_SCORE 28 +#define CG_RED_NAME 29 +#define CG_BLUE_NAME 30 +#define CG_HARVESTER_SKULLS 31 // only shows in harvester +#define CG_ONEFLAG_STATUS 32 // only shows in one flag +#define CG_PLAYER_LOCATION 33 +#define CG_TEAM_COLOR 34 +#define CG_CTF_POWERUP 35 + +#define CG_AREA_POWERUP 36 +#define CG_AREA_LAGOMETER 37 // painted with old system +#define CG_PLAYER_HASFLAG 38 +#define CG_GAME_TYPE 39 // not done + +#define CG_SELECTEDPLAYER_ARMOR 40 +#define CG_SELECTEDPLAYER_HEALTH 41 +#define CG_PLAYER_STATUS 42 +#define CG_FRAGGED_MSG 43 // painted with old system +#define CG_PROXMINED_MSG 44 // painted with old system +#define CG_AREA_FPSINFO 45 // painted with old system +#define CG_GAME_STATUS 49 +#define CG_KILLER 50 +#define CG_PLAYER_ARMOR_ICON2D 51 +#define CG_PLAYER_AMMO_ICON2D 52 +#define CG_ACCURACY 53 +#define CG_ASSISTS 54 +#define CG_DEFEND 55 +#define CG_EXCELLENT 56 +#define CG_IMPRESSIVE 57 +#define CG_PERFECT 58 +#define CG_GAUNTLET 59 +#define CG_SPECTATORS 60 +#define CG_TEAMINFO 61 +#define CG_VOICE_HEAD 62 +#define CG_VOICE_NAME 63 +#define CG_PLAYER_HASFLAG2D 64 +#define CG_HARVESTER_SKULLS2D 65 // only shows in harvester +#define CG_CAPFRAGLIMIT 66 +#define CG_1STPLACE 67 +#define CG_2NDPLACE 68 +#define CG_CAPTURES 69 + +//TA: loading screen +#define CG_LOAD_LEVELSHOT 76 +#define CG_LOAD_MEDIA 77 +#define CG_LOAD_MEDIA_LABEL 78 +#define CG_LOAD_BUILDABLES 79 +#define CG_LOAD_BUILDABLES_LABEL 80 +#define CG_LOAD_CHARMODEL 81 +#define CG_LOAD_CHARMODEL_LABEL 82 +#define CG_LOAD_OVERALL 83 +#define CG_LOAD_LEVELNAME 84 +#define CG_LOAD_MOTD 85 +#define CG_LOAD_HOSTNAME 86 + +#define CG_FPS 87 +#define CG_FPS_FIXED 100 +#define CG_TIMER 88 +#define CG_TIMER_MINS 101 +#define CG_TIMER_SECS 102 +#define CG_SNAPSHOT 89 +#define CG_LAGOMETER 90 +#define CG_PLAYER_CROSSHAIRNAMES 114 +#define CG_STAGE_REPORT_TEXT 116 +#define CG_DEMO_PLAYBACK 117 +#define CG_DEMO_RECORDING 118 + +#define CG_CONSOLE 91 +#define CG_TUTORIAL 119 +#define CG_CLOCK 120 + + + +#define UI_OWNERDRAW_BASE 200 +#define UI_HANDICAP 200 +#define UI_PLAYERMODEL 202 +#define UI_CLANNAME 203 +#define UI_CLANLOGO 204 +#define UI_GAMETYPE 205 +#define UI_MAPPREVIEW 206 +#define UI_SKILL 207 +#define UI_BLUETEAMNAME 208 +#define UI_REDTEAMNAME 209 +#define UI_BLUETEAM1 210 +#define UI_BLUETEAM2 211 +#define UI_BLUETEAM3 212 +#define UI_BLUETEAM4 213 +#define UI_BLUETEAM5 214 +#define UI_REDTEAM1 215 +#define UI_REDTEAM2 216 +#define UI_REDTEAM3 217 +#define UI_REDTEAM4 218 +#define UI_REDTEAM5 219 +#define UI_NETSOURCE 220 +#define UI_NETMAPPREVIEW 221 +#define UI_NETFILTER 222 +#define UI_TIER 223 +#define UI_OPPONENTMODEL 224 +#define UI_TIERMAP1 225 +#define UI_TIERMAP2 226 +#define UI_TIERMAP3 227 +#define UI_PLAYERLOGO 228 +#define UI_OPPONENTLOGO 229 +#define UI_PLAYERLOGO_METAL 230 +#define UI_OPPONENTLOGO_METAL 231 +#define UI_PLAYERLOGO_NAME 232 +#define UI_OPPONENTLOGO_NAME 233 +#define UI_TIER_MAPNAME 234 +#define UI_TIER_GAMETYPE 235 +#define UI_ALLMAPS_SELECTION 236 +#define UI_OPPONENT_NAME 237 +#define UI_VOTE_KICK 238 +#define UI_BOTNAME 239 +#define UI_BOTSKILL 240 +#define UI_REDBLUE 241 +#define UI_SELECTEDPLAYER 243 +#define UI_MAPCINEMATIC 244 +#define UI_NETGAMETYPE 245 +#define UI_NETMAPCINEMATIC 246 +#define UI_SERVERREFRESHDATE 247 +#define UI_SERVERMOTD 248 +#define UI_GLINFO 249 +#define UI_KEYBINDSTATUS 250 +#define UI_CLANCINEMATIC 251 +#define UI_MAP_TIMETOBEAT 252 +#define UI_JOINGAMETYPE 253 +#define UI_PREVIEWCINEMATIC 254 +#define UI_STARTMAPCINEMATIC 255 +#define UI_MAPS_SELECTION 256 + +//TA: +//#define UI_DIALOG 257 +#define UI_TEAMINFOPANE 258 +#define UI_ACLASSINFOPANE 259 +#define UI_AUPGRADEINFOPANE 260 +#define UI_HITEMINFOPANE 261 +#define UI_HBUYINFOPANE 262 +#define UI_HSELLINFOPANE 263 +#define UI_ABUILDINFOPANE 264 +#define UI_HBUILDINFOPANE 265 + +#define UI_PLAYERLIST_SELECTION 266 +#define UI_TEAMLIST_SELECTION 267 + +#define VOICECHAT_GETFLAG "getflag" // command someone to get the flag +#define VOICECHAT_OFFENSE "offense" // command someone to go on offense +#define VOICECHAT_DEFEND "defend" // command someone to go on defense +#define VOICECHAT_DEFENDFLAG "defendflag" // command someone to defend the flag +#define VOICECHAT_PATROL "patrol" // command someone to go on patrol (roam) +#define VOICECHAT_CAMP "camp" // command someone to camp (we don't have sounds for this one) +#define VOICECHAT_FOLLOWME "followme" // command someone to follow you +#define VOICECHAT_RETURNFLAG "returnflag" // command someone to return our flag +#define VOICECHAT_FOLLOWFLAGCARRIER "followflagcarrier" // command someone to follow the flag carrier +#define VOICECHAT_YES "yes" // yes, affirmative, etc. +#define VOICECHAT_NO "no" // no, negative, etc. +#define VOICECHAT_ONGETFLAG "ongetflag" // I'm getting the flag +#define VOICECHAT_ONOFFENSE "onoffense" // I'm on offense +#define VOICECHAT_ONDEFENSE "ondefense" // I'm on defense +#define VOICECHAT_ONPATROL "onpatrol" // I'm on patrol (roaming) +#define VOICECHAT_ONCAMPING "oncamp" // I'm camping somewhere +#define VOICECHAT_ONFOLLOW "onfollow" // I'm following +#define VOICECHAT_ONFOLLOWCARRIER "onfollowcarrier" // I'm following the flag carrier +#define VOICECHAT_ONRETURNFLAG "onreturnflag" // I'm returning our flag +#define VOICECHAT_INPOSITION "inposition" // I'm in position +#define VOICECHAT_IHAVEFLAG "ihaveflag" // I have the flag +#define VOICECHAT_BASEATTACK "baseattack" // the base is under attack +#define VOICECHAT_ENEMYHASFLAG "enemyhasflag" // the enemy has our flag (CTF) +#define VOICECHAT_STARTLEADER "startleader" // I'm the leader +#define VOICECHAT_STOPLEADER "stopleader" // I resign leadership +#define VOICECHAT_TRASH "trash" // lots of trash talk +#define VOICECHAT_WHOISLEADER "whoisleader" // who is the team leader +#define VOICECHAT_WANTONDEFENSE "wantondefense" // I want to be on defense +#define VOICECHAT_WANTONOFFENSE "wantonoffense" // I want to be on offense diff --git a/src/ui/ui_atoms.c b/src/ui/ui_atoms.c new file mode 100644 index 0000000..64efa91 --- /dev/null +++ b/src/ui/ui_atoms.c @@ -0,0 +1,519 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/********************************************************************** + UI_ATOMS.C + + User interface building blocks and support functions. +**********************************************************************/ +#include "ui_local.h" + +qboolean m_entersound; // after a frame, so caching won't disrupt the sound + +void QDECL Com_Error( int level, const char *error, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, error); + vsprintf (text, error, argptr); + va_end (argptr); + + trap_Error( va("%s", text) ); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + trap_Print( va("%s", text) ); +} + +qboolean newUI = qfalse; + + +/* +================= +UI_ClampCvar +================= +*/ +float UI_ClampCvar( float min, float max, float value ) +{ + if ( value < min ) return min; + if ( value > max ) return max; + return value; +} + +/* +================= +UI_StartDemoLoop +================= +*/ +void UI_StartDemoLoop( void ) { + trap_Cmd_ExecuteText( EXEC_APPEND, "d1\n" ); +} + +char *UI_Argv( int arg ) { + static char buffer[MAX_STRING_CHARS]; + + trap_Argv( arg, buffer, sizeof( buffer ) ); + + return buffer; +} + + +char *UI_Cvar_VariableString( const char *var_name ) { + static char buffer[MAX_STRING_CHARS]; + + trap_Cvar_VariableStringBuffer( var_name, buffer, sizeof( buffer ) ); + + return buffer; +} + + + +void UI_SetBestScores(postGameInfo_t *newInfo, qboolean postGame) { + trap_Cvar_Set("ui_scoreAccuracy", va("%i%%", newInfo->accuracy)); + trap_Cvar_Set("ui_scoreImpressives", va("%i", newInfo->impressives)); + trap_Cvar_Set("ui_scoreExcellents", va("%i", newInfo->excellents)); + trap_Cvar_Set("ui_scoreDefends", va("%i", newInfo->defends)); + trap_Cvar_Set("ui_scoreAssists", va("%i", newInfo->assists)); + trap_Cvar_Set("ui_scoreGauntlets", va("%i", newInfo->gauntlets)); + trap_Cvar_Set("ui_scoreScore", va("%i", newInfo->score)); + trap_Cvar_Set("ui_scorePerfect", va("%i", newInfo->perfects)); + trap_Cvar_Set("ui_scoreTeam", va("%i to %i", newInfo->redScore, newInfo->blueScore)); + trap_Cvar_Set("ui_scoreBase", va("%i", newInfo->baseScore)); + trap_Cvar_Set("ui_scoreTimeBonus", va("%i", newInfo->timeBonus)); + trap_Cvar_Set("ui_scoreSkillBonus", va("%i", newInfo->skillBonus)); + trap_Cvar_Set("ui_scoreShutoutBonus", va("%i", newInfo->shutoutBonus)); + trap_Cvar_Set("ui_scoreTime", va("%02i:%02i", newInfo->time / 60, newInfo->time % 60)); + trap_Cvar_Set("ui_scoreCaptures", va("%i", newInfo->captures)); + if (postGame) { + trap_Cvar_Set("ui_scoreAccuracy2", va("%i%%", newInfo->accuracy)); + trap_Cvar_Set("ui_scoreImpressives2", va("%i", newInfo->impressives)); + trap_Cvar_Set("ui_scoreExcellents2", va("%i", newInfo->excellents)); + trap_Cvar_Set("ui_scoreDefends2", va("%i", newInfo->defends)); + trap_Cvar_Set("ui_scoreAssists2", va("%i", newInfo->assists)); + trap_Cvar_Set("ui_scoreGauntlets2", va("%i", newInfo->gauntlets)); + trap_Cvar_Set("ui_scoreScore2", va("%i", newInfo->score)); + trap_Cvar_Set("ui_scorePerfect2", va("%i", newInfo->perfects)); + trap_Cvar_Set("ui_scoreTeam2", va("%i to %i", newInfo->redScore, newInfo->blueScore)); + trap_Cvar_Set("ui_scoreBase2", va("%i", newInfo->baseScore)); + trap_Cvar_Set("ui_scoreTimeBonus2", va("%i", newInfo->timeBonus)); + trap_Cvar_Set("ui_scoreSkillBonus2", va("%i", newInfo->skillBonus)); + trap_Cvar_Set("ui_scoreShutoutBonus2", va("%i", newInfo->shutoutBonus)); + trap_Cvar_Set("ui_scoreTime2", va("%02i:%02i", newInfo->time / 60, newInfo->time % 60)); + trap_Cvar_Set("ui_scoreCaptures2", va("%i", newInfo->captures)); + } +} + +void UI_LoadBestScores(const char *map, int game) { + char fileName[MAX_QPATH]; + fileHandle_t f; + postGameInfo_t newInfo; + memset(&newInfo, 0, sizeof(postGameInfo_t)); + Com_sprintf(fileName, MAX_QPATH, "games/%s_%i.game", map, game); + if (trap_FS_FOpenFile(fileName, &f, FS_READ) >= 0) { + int size = 0; + trap_FS_Read(&size, sizeof(int), f); + if (size == sizeof(postGameInfo_t)) { + trap_FS_Read(&newInfo, sizeof(postGameInfo_t), f); + } + trap_FS_FCloseFile(f); + } + UI_SetBestScores(&newInfo, qfalse); + + Com_sprintf(fileName, MAX_QPATH, "demos/%s_%d.dm_%d", map, game, (int)trap_Cvar_VariableValue("protocol")); + uiInfo.demoAvailable = qfalse; + if (trap_FS_FOpenFile(fileName, &f, FS_READ) >= 0) { + uiInfo.demoAvailable = qtrue; + trap_FS_FCloseFile(f); + } +} + +/* +=============== +UI_ClearScores +=============== +*/ +void UI_ClearScores( void ) { + char gameList[4096]; + char *gameFile; + int i, len, count, size; + fileHandle_t f; + postGameInfo_t newInfo; + + count = trap_FS_GetFileList( "games", "game", gameList, sizeof(gameList) ); + + size = sizeof(postGameInfo_t); + memset(&newInfo, 0, size); + + if (count > 0) { + gameFile = gameList; + for ( i = 0; i < count; i++ ) { + len = strlen(gameFile); + if (trap_FS_FOpenFile(va("games/%s",gameFile), &f, FS_WRITE) >= 0) { + trap_FS_Write(&size, sizeof(int), f); + trap_FS_Write(&newInfo, size, f); + trap_FS_FCloseFile(f); + } + gameFile += len + 1; + } + } + + UI_SetBestScores(&newInfo, qfalse); + +} + + + +static void UI_Cache_f( void ) { + Display_CacheAll(); +} + +/* +======================= +UI_CalcPostGameStats +======================= +*/ +static void UI_CalcPostGameStats( void ) { + char map[MAX_QPATH]; + char fileName[MAX_QPATH]; + char info[MAX_INFO_STRING]; + fileHandle_t f; + int size, game, time, adjustedTime; + postGameInfo_t oldInfo; + postGameInfo_t newInfo; + qboolean newHigh = qfalse; + + trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ); + Q_strncpyz( map, Info_ValueForKey( info, "mapname" ), sizeof(map) ); + game = atoi(Info_ValueForKey(info, "g_gametype")); + + // compose file name + Com_sprintf(fileName, MAX_QPATH, "games/%s_%i.game", map, game); + // see if we have one already + memset(&oldInfo, 0, sizeof(postGameInfo_t)); + if (trap_FS_FOpenFile(fileName, &f, FS_READ) >= 0) { + // if so load it + size = 0; + trap_FS_Read(&size, sizeof(int), f); + if (size == sizeof(postGameInfo_t)) { + trap_FS_Read(&oldInfo, sizeof(postGameInfo_t), f); + } + trap_FS_FCloseFile(f); + } + + newInfo.accuracy = atoi(UI_Argv(3)); + newInfo.impressives = atoi(UI_Argv(4)); + newInfo.excellents = atoi(UI_Argv(5)); + newInfo.defends = atoi(UI_Argv(6)); + newInfo.assists = atoi(UI_Argv(7)); + newInfo.gauntlets = atoi(UI_Argv(8)); + newInfo.baseScore = atoi(UI_Argv(9)); + newInfo.perfects = atoi(UI_Argv(10)); + newInfo.redScore = atoi(UI_Argv(11)); + newInfo.blueScore = atoi(UI_Argv(12)); + time = atoi(UI_Argv(13)); + newInfo.captures = atoi(UI_Argv(14)); + + newInfo.time = (time - trap_Cvar_VariableValue("ui_matchStartTime")) / 1000; + adjustedTime = uiInfo.mapList[ui_currentMap.integer].timeToBeat[game]; + if (newInfo.time < adjustedTime) { + newInfo.timeBonus = (adjustedTime - newInfo.time) * 10; + } else { + newInfo.timeBonus = 0; + } + + if (newInfo.redScore > newInfo.blueScore && newInfo.blueScore <= 0) { + newInfo.shutoutBonus = 100; + } else { + newInfo.shutoutBonus = 0; + } + + newInfo.skillBonus = trap_Cvar_VariableValue("g_spSkill"); + if (newInfo.skillBonus <= 0) { + newInfo.skillBonus = 1; + } + newInfo.score = newInfo.baseScore + newInfo.shutoutBonus + newInfo.timeBonus; + newInfo.score *= newInfo.skillBonus; + + // see if the score is higher for this one + newHigh = (newInfo.redScore > newInfo.blueScore && newInfo.score > oldInfo.score); + + if (newHigh) { + // if so write out the new one + uiInfo.newHighScoreTime = uiInfo.uiDC.realTime + 20000; + if (trap_FS_FOpenFile(fileName, &f, FS_WRITE) >= 0) { + size = sizeof(postGameInfo_t); + trap_FS_Write(&size, sizeof(int), f); + trap_FS_Write(&newInfo, sizeof(postGameInfo_t), f); + trap_FS_FCloseFile(f); + } + } + + if (newInfo.time < oldInfo.time) { + uiInfo.newBestTime = uiInfo.uiDC.realTime + 20000; + } + + // put back all the ui overrides + trap_Cvar_Set("capturelimit", UI_Cvar_VariableString("ui_saveCaptureLimit")); + trap_Cvar_Set("fraglimit", UI_Cvar_VariableString("ui_saveFragLimit")); + trap_Cvar_Set("cg_drawTimer", UI_Cvar_VariableString("ui_drawTimer")); + trap_Cvar_Set("g_doWarmup", UI_Cvar_VariableString("ui_doWarmup")); + trap_Cvar_Set("g_Warmup", UI_Cvar_VariableString("ui_Warmup")); + trap_Cvar_Set("sv_pure", UI_Cvar_VariableString("ui_pure")); + trap_Cvar_Set("g_friendlyFire", UI_Cvar_VariableString("ui_friendlyFire")); + + UI_SetBestScores(&newInfo, qtrue); + UI_ShowPostGame(newHigh); + + +} + + +/* +================= +UI_ConsoleCommand +================= +*/ +qboolean UI_ConsoleCommand( int realTime ) +{ + char *cmd; + char *arg1; + + uiInfo.uiDC.frameTime = realTime - uiInfo.uiDC.realTime; + uiInfo.uiDC.realTime = realTime; + + cmd = UI_Argv( 0 ); + + // ensure minimum menu data is available + //Menu_Cache(); + + if ( Q_stricmp (cmd, "ui_test") == 0 ) { + UI_ShowPostGame(qtrue); + } + + if ( Q_stricmp (cmd, "ui_report") == 0 ) { + UI_Report(); + return qtrue; + } + + if ( Q_stricmp (cmd, "ui_load") == 0 ) { + UI_Load(); + return qtrue; + } + + if ( Q_stricmp (cmd, "remapShader") == 0 ) { + if (trap_Argc() == 4) { + char shader1[MAX_QPATH]; + char shader2[MAX_QPATH]; + Q_strncpyz(shader1, UI_Argv(1), sizeof(shader1)); + Q_strncpyz(shader2, UI_Argv(2), sizeof(shader2)); + trap_R_RemapShader(shader1, shader2, UI_Argv(3)); + return qtrue; + } + } + + if ( Q_stricmp (cmd, "postgame") == 0 ) { + UI_CalcPostGameStats(); + return qtrue; + } + + if ( Q_stricmp (cmd, "ui_cache") == 0 ) { + UI_Cache_f(); + return qtrue; + } + + if ( Q_stricmp (cmd, "ui_teamOrders") == 0 ) { + //UI_TeamOrdersMenu_f(); + return qtrue; + } + + if( Q_stricmp ( cmd, "menu" ) == 0 ) + { + arg1 = UI_Argv( 1 ); + + if( Menu_Count( ) > 0 ) + { + trap_Key_SetCatcher( KEYCATCH_UI ); + Menus_ActivateByName( arg1 ); + return qtrue; + } + } + + if( Q_stricmp ( cmd, "closemenus" ) == 0 ) + { + if( Menu_Count( ) > 0 ) + { + trap_Key_SetCatcher( trap_Key_GetCatcher( ) & ~KEYCATCH_UI ); + trap_Key_ClearStates( ); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll( ); + return qtrue; + } + } + + return qfalse; +} + +/* +================= +UI_Shutdown +================= +*/ +void UI_Shutdown( void ) { +} + +/* +================ +UI_AdjustFrom640 + +Adjusted for resolution and screen aspect ratio +================ +*/ +void UI_AdjustFrom640( float *x, float *y, float *w, float *h ) { + // expect valid pointers +#if 0 + *x = *x * uiInfo.uiDC.scale + uiInfo.uiDC.bias; + *y *= uiInfo.uiDC.scale; + *w *= uiInfo.uiDC.scale; + *h *= uiInfo.uiDC.scale; +#endif + + *x *= uiInfo.uiDC.xscale; + *y *= uiInfo.uiDC.yscale; + *w *= uiInfo.uiDC.xscale; + *h *= uiInfo.uiDC.yscale; + +} + +void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ) { + qhandle_t hShader; + + hShader = trap_R_RegisterShaderNoMip( picname ); + UI_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader ); +} + +void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ) { + float s0; + float s1; + float t0; + float t1; + + if( w < 0 ) { // flip about vertical + w = -w; + s0 = 1; + s1 = 0; + } + else { + s0 = 0; + s1 = 1; + } + + if( h < 0 ) { // flip about horizontal + h = -h; + t0 = 1; + t1 = 0; + } + else { + t0 = 0; + t1 = 1; + } + + UI_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, h, s0, t0, s1, t1, hShader ); +} + +/* +================ +UI_FillRect + +Coordinates are 640*480 virtual values +================= +*/ +void UI_FillRect( float x, float y, float width, float height, const float *color ) { + trap_R_SetColor( color ); + + UI_AdjustFrom640( &x, &y, &width, &height ); + trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); + + trap_R_SetColor( NULL ); +} + +void UI_DrawSides(float x, float y, float w, float h) { + UI_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, 1, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); + trap_R_DrawStretchPic( x + w - 1, y, 1, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); +} + +void UI_DrawTopBottom(float x, float y, float w, float h) { + UI_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, 1, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); + trap_R_DrawStretchPic( x, y + h - 1, w, 1, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); +} +/* +================ +UI_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void UI_DrawRect( float x, float y, float width, float height, const float *color ) { + trap_R_SetColor( color ); + + UI_DrawTopBottom(x, y, width, height); + UI_DrawSides(x, y, width, height); + + trap_R_SetColor( NULL ); +} + +void UI_SetColor( const float *rgba ) { + trap_R_SetColor( rgba ); +} + +void UI_UpdateScreen( void ) { + trap_UpdateScreen(); +} + + +void UI_DrawTextBox (int x, int y, int width, int lines) +{ + UI_FillRect( x + BIGCHAR_WIDTH/2, y + BIGCHAR_HEIGHT/2, ( width + 1 ) * BIGCHAR_WIDTH, ( lines + 1 ) * BIGCHAR_HEIGHT, colorBlack ); + UI_DrawRect( x + BIGCHAR_WIDTH/2, y + BIGCHAR_HEIGHT/2, ( width + 1 ) * BIGCHAR_WIDTH, ( lines + 1 ) * BIGCHAR_HEIGHT, colorWhite ); +} + +qboolean UI_CursorInRect (int x, int y, int width, int height) +{ + if (uiInfo.uiDC.cursorx < x || + uiInfo.uiDC.cursory < y || + uiInfo.uiDC.cursorx > x+width || + uiInfo.uiDC.cursory > y+height) + return qfalse; + + return qtrue; +} diff --git a/src/ui/ui_gameinfo.c b/src/ui/ui_gameinfo.c new file mode 100644 index 0000000..43639e5 --- /dev/null +++ b/src/ui/ui_gameinfo.c @@ -0,0 +1,333 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// +// gameinfo.c +// + +#include "ui_local.h" + + +// +// arena and bot info +// + + +int ui_numBots; +static char *ui_botInfos[MAX_BOTS]; + +static int ui_numArenas; +static char *ui_arenaInfos[MAX_ARENAS]; + +/* +=============== +UI_ParseInfos +=============== +*/ +int UI_ParseInfos( char *buf, int max, char *infos[] ) { + char *token; + int count; + char key[MAX_TOKEN_CHARS]; + char info[MAX_INFO_STRING]; + + count = 0; + + while ( 1 ) { + token = COM_Parse( &buf ); + if ( !token[0] ) { + break; + } + if ( strcmp( token, "{" ) ) { + Com_Printf( "Missing { in info file\n" ); + break; + } + + if ( count == max ) { + Com_Printf( "Max infos exceeded\n" ); + break; + } + + info[0] = '\0'; + while ( 1 ) { + token = COM_ParseExt( &buf, qtrue ); + if ( !token[0] ) { + Com_Printf( "Unexpected end of info file\n" ); + break; + } + if ( !strcmp( token, "}" ) ) { + break; + } + Q_strncpyz( key, token, sizeof( key ) ); + + token = COM_ParseExt( &buf, qfalse ); + if ( !token[0] ) { + strcpy( token, "" ); + } + Info_SetValueForKey( info, key, token ); + } + //NOTE: extra space for arena number + infos[count] = UI_Alloc(strlen(info) + strlen("\\num\\") + strlen(va("%d", MAX_ARENAS)) + 1); + if (infos[count]) { + strcpy(infos[count], info); + count++; + } + } + return count; +} + +/* +=============== +UI_LoadArenasFromFile +=============== +*/ +static void UI_LoadArenasFromFile( char *filename ) { + int len; + fileHandle_t f; + char buf[MAX_ARENAS_TEXT]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "file not found: %s\n", filename ) ); + return; + } + if ( len >= MAX_ARENAS_TEXT ) { + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_ARENAS_TEXT ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + ui_numArenas += UI_ParseInfos( buf, MAX_ARENAS - ui_numArenas, &ui_arenaInfos[ui_numArenas] ); +} + +/* +================= +UI_MapNameCompare +================= +*/ +static int UI_MapNameCompare( const void *a, const void *b ) +{ + mapInfo *A = (mapInfo *)a; + mapInfo *B = (mapInfo *)b; + + return Q_stricmp( A->mapName, B->mapName ); +} + +/* +=============== +UI_LoadArenas +=============== +*/ +void UI_LoadArenas( void ) { + int numdirs; + char filename[128]; + char dirlist[1024]; + char* dirptr; + int i, n; + int dirlen; + char *type; + + ui_numArenas = 0; + uiInfo.mapCount = 0; + + // get all arenas from .arena files + numdirs = trap_FS_GetFileList("scripts", ".arena", dirlist, 1024 ); + dirptr = dirlist; + for (i = 0; i < numdirs; i++, dirptr += dirlen+1) { + dirlen = strlen(dirptr); + strcpy(filename, "scripts/"); + strcat(filename, dirptr); + UI_LoadArenasFromFile(filename); + } + trap_Print( va( "[skipnotify]%i arenas parsed\n", ui_numArenas ) ); + if (UI_OutOfMemory()) { + trap_Print(S_COLOR_YELLOW"WARNING: not anough memory in pool to load all arenas\n"); + } + + for( n = 0; n < ui_numArenas; n++ ) + { + // determine type + type = Info_ValueForKey( ui_arenaInfos[ n ], "type" ); + // if no type specified, it will be treated as "ffa" + + if( *type && strstr( type, "tremulous" ) ) + uiInfo.mapList[ uiInfo.mapCount ].typeBits |= ( 1 << 0 ); + else + continue; //not a trem map + + uiInfo.mapList[uiInfo.mapCount].cinematic = -1; + uiInfo.mapList[uiInfo.mapCount].mapLoadName = String_Alloc(Info_ValueForKey(ui_arenaInfos[n], "map")); + uiInfo.mapList[uiInfo.mapCount].mapName = String_Alloc(Info_ValueForKey(ui_arenaInfos[n], "longname")); + uiInfo.mapList[uiInfo.mapCount].levelShot = -1; + uiInfo.mapList[uiInfo.mapCount].imageName = String_Alloc(va("levelshots/%s", uiInfo.mapList[uiInfo.mapCount].mapLoadName)); + + uiInfo.mapCount++; + if( uiInfo.mapCount >= MAX_MAPS ) + break; + } + + qsort( uiInfo.mapList, uiInfo.mapCount, sizeof( mapInfo ), UI_MapNameCompare ); +} + + +/* +=============== +UI_LoadBotsFromFile +=============== +*/ +static void UI_LoadBotsFromFile( char *filename ) { + int len; + fileHandle_t f; + char buf[MAX_BOTS_TEXT]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "file not found: %s\n", filename ) ); + return; + } + if ( len >= MAX_BOTS_TEXT ) { + trap_Print( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_BOTS_TEXT ) ); + trap_FS_FCloseFile( f ); + return; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + + COM_Compress(buf); + + ui_numBots += UI_ParseInfos( buf, MAX_BOTS - ui_numBots, &ui_botInfos[ui_numBots] ); +} + +/* +=============== +UI_LoadBots +=============== +*/ +void UI_LoadBots( void ) { + vmCvar_t botsFile; + int numdirs; + char filename[128]; + char dirlist[1024]; + char* dirptr; + int i; + int dirlen; + + ui_numBots = 0; + + trap_Cvar_Register( &botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM ); + if( *botsFile.string ) { + UI_LoadBotsFromFile(botsFile.string); + } + else { + UI_LoadBotsFromFile("scripts/bots.txt"); + } + + // get all bots from .bot files + numdirs = trap_FS_GetFileList("scripts", ".bot", dirlist, 1024 ); + dirptr = dirlist; + for (i = 0; i < numdirs; i++, dirptr += dirlen+1) { + dirlen = strlen(dirptr); + strcpy(filename, "scripts/"); + strcat(filename, dirptr); + UI_LoadBotsFromFile(filename); + } + trap_Print( va( "%i bots parsed\n", ui_numBots ) ); +} + + +/* +=============== +UI_GetBotInfoByNumber +=============== +*/ +char *UI_GetBotInfoByNumber( int num ) { + if( num < 0 || num >= ui_numBots ) { + trap_Print( va( S_COLOR_RED "Invalid bot number: %i\n", num ) ); + return NULL; + } + return ui_botInfos[num]; +} + + +/* +=============== +UI_GetBotInfoByName +=============== +*/ +char *UI_GetBotInfoByName( const char *name ) { + int n; + char *value; + + for ( n = 0; n < ui_numBots ; n++ ) { + value = Info_ValueForKey( ui_botInfos[n], "name" ); + if ( !Q_stricmp( value, name ) ) { + return ui_botInfos[n]; + } + } + + return NULL; +} + +int UI_GetNumBots() { + return ui_numBots; +} + + +char *UI_GetBotNameByNumber( int num ) { + char *info = UI_GetBotInfoByNumber(num); + if (info) { + return Info_ValueForKey( info, "name" ); + } + return "Sarge"; +} + +void UI_ServerInfo( void ) +{ + char info[ MAX_INFO_VALUE ]; + + info[0] = '\0'; + if( trap_GetConfigString( CS_SERVERINFO, info, sizeof( info ) ) ) + { + trap_Cvar_Set( "ui_serverinfo_mapname", + Info_ValueForKey( info, "mapname" ) ); + trap_Cvar_Set( "ui_serverinfo_timelimit", + Info_ValueForKey( info, "timelimit" ) ); + trap_Cvar_Set( "ui_serverinfo_sd", + Info_ValueForKey( info, "g_suddenDeathTime" ) ); + trap_Cvar_Set( "ui_serverinfo_hostname", + Info_ValueForKey( info, "sv_hostname" ) ); + trap_Cvar_Set( "ui_serverinfo_maxclients", + Info_ValueForKey( info, "sv_maxclients" ) ); + trap_Cvar_Set( "ui_serverinfo_version", + Info_ValueForKey( info, "version" ) ); + trap_Cvar_Set( "ui_serverinfo_unlagged", + Info_ValueForKey( info, "g_unlagged" ) ); + trap_Cvar_Set( "ui_serverinfo_ff", + Info_ValueForKey( info, "ff" ) ); + } +} diff --git a/src/ui/ui_local.h b/src/ui/ui_local.h new file mode 100644 index 0000000..7afdf65 --- /dev/null +++ b/src/ui/ui_local.h @@ -0,0 +1,1207 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#ifndef __UI_LOCAL_H__ +#define __UI_LOCAL_H__ + +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "ui_public.h" +#include "../client/keycodes.h" +#include "../game/bg_public.h" +#include "ui_shared.h" + +// global display context + +extern vmCvar_t ui_ffa_fraglimit; +extern vmCvar_t ui_ffa_timelimit; + +extern vmCvar_t ui_tourney_fraglimit; +extern vmCvar_t ui_tourney_timelimit; + +extern vmCvar_t ui_team_fraglimit; +extern vmCvar_t ui_team_timelimit; +extern vmCvar_t ui_team_friendly; + +extern vmCvar_t ui_ctf_capturelimit; +extern vmCvar_t ui_ctf_timelimit; +extern vmCvar_t ui_ctf_friendly; + +extern vmCvar_t ui_arenasFile; +extern vmCvar_t ui_botsFile; +extern vmCvar_t ui_spScores1; +extern vmCvar_t ui_spScores2; +extern vmCvar_t ui_spScores3; +extern vmCvar_t ui_spScores4; +extern vmCvar_t ui_spScores5; +extern vmCvar_t ui_spAwards; +extern vmCvar_t ui_spVideos; +extern vmCvar_t ui_spSkill; + +extern vmCvar_t ui_spSelection; + +extern vmCvar_t ui_browserMaster; +extern vmCvar_t ui_browserGameType; +extern vmCvar_t ui_browserSortKey; +extern vmCvar_t ui_browserShowFull; +extern vmCvar_t ui_browserShowEmpty; + +extern vmCvar_t ui_brassTime; +extern vmCvar_t ui_drawCrosshair; +extern vmCvar_t ui_drawCrosshairNames; +extern vmCvar_t ui_marks; + +extern vmCvar_t ui_server1; +extern vmCvar_t ui_server2; +extern vmCvar_t ui_server3; +extern vmCvar_t ui_server4; +extern vmCvar_t ui_server5; +extern vmCvar_t ui_server6; +extern vmCvar_t ui_server7; +extern vmCvar_t ui_server8; +extern vmCvar_t ui_server9; +extern vmCvar_t ui_server10; +extern vmCvar_t ui_server11; +extern vmCvar_t ui_server12; +extern vmCvar_t ui_server13; +extern vmCvar_t ui_server14; +extern vmCvar_t ui_server15; +extern vmCvar_t ui_server16; + +extern vmCvar_t ui_captureLimit; +extern vmCvar_t ui_fragLimit; +extern vmCvar_t ui_gameType; +extern vmCvar_t ui_netGameType; +extern vmCvar_t ui_actualNetGameType; +extern vmCvar_t ui_joinGameType; +extern vmCvar_t ui_netSource; +extern vmCvar_t ui_serverFilterType; +extern vmCvar_t ui_dedicated; +extern vmCvar_t ui_opponentName; +extern vmCvar_t ui_menuFiles; +extern vmCvar_t ui_currentTier; +extern vmCvar_t ui_currentMap; +extern vmCvar_t ui_currentNetMap; +extern vmCvar_t ui_mapIndex; +extern vmCvar_t ui_currentOpponent; +extern vmCvar_t ui_selectedPlayer; +extern vmCvar_t ui_selectedPlayerName; +extern vmCvar_t ui_lastServerRefresh_0; +extern vmCvar_t ui_lastServerRefresh_1; +extern vmCvar_t ui_lastServerRefresh_2; +extern vmCvar_t ui_lastServerRefresh_3; +extern vmCvar_t ui_singlePlayerActive; +extern vmCvar_t ui_scoreAccuracy; +extern vmCvar_t ui_scoreImpressives; +extern vmCvar_t ui_scoreExcellents; +extern vmCvar_t ui_scoreDefends; +extern vmCvar_t ui_scoreAssists; +extern vmCvar_t ui_scoreGauntlets; +extern vmCvar_t ui_scoreScore; +extern vmCvar_t ui_scorePerfect; +extern vmCvar_t ui_scoreTeam; +extern vmCvar_t ui_scoreBase; +extern vmCvar_t ui_scoreTimeBonus; +extern vmCvar_t ui_scoreSkillBonus; +extern vmCvar_t ui_scoreShutoutBonus; +extern vmCvar_t ui_scoreTime; +extern vmCvar_t ui_smallFont; +extern vmCvar_t ui_bigFont; +extern vmCvar_t ui_serverStatusTimeOut; + +//TA: bank values +extern vmCvar_t ui_bank; + + +// +// ui_qmenu.c +// + +#define RCOLUMN_OFFSET ( BIGCHAR_WIDTH ) +#define LCOLUMN_OFFSET (-BIGCHAR_WIDTH ) + +#define SLIDER_RANGE 10 +#define MAX_EDIT_LINE 256 + +#define MAX_MENUDEPTH 8 +#define MAX_MENUITEMS 128 + +#define MTYPE_NULL 0 +#define MTYPE_SLIDER 1 +#define MTYPE_ACTION 2 +#define MTYPE_SPINCONTROL 3 +#define MTYPE_FIELD 4 +#define MTYPE_RADIOBUTTON 5 +#define MTYPE_BITMAP 6 +#define MTYPE_TEXT 7 +#define MTYPE_SCROLLLIST 8 +#define MTYPE_PTEXT 9 +#define MTYPE_BTEXT 10 + +#define QMF_BLINK 0x00000001 +#define QMF_SMALLFONT 0x00000002 +#define QMF_LEFT_JUSTIFY 0x00000004 +#define QMF_CENTER_JUSTIFY 0x00000008 +#define QMF_RIGHT_JUSTIFY 0x00000010 +#define QMF_NUMBERSONLY 0x00000020 // edit field is only numbers +#define QMF_HIGHLIGHT 0x00000040 +#define QMF_HIGHLIGHT_IF_FOCUS 0x00000080 // steady focus +#define QMF_PULSEIFFOCUS 0x00000100 // pulse if focus +#define QMF_HASMOUSEFOCUS 0x00000200 +#define QMF_NOONOFFTEXT 0x00000400 +#define QMF_MOUSEONLY 0x00000800 // only mouse input allowed +#define QMF_HIDDEN 0x00001000 // skips drawing +#define QMF_GRAYED 0x00002000 // grays and disables +#define QMF_INACTIVE 0x00004000 // disables any input +#define QMF_NODEFAULTINIT 0x00008000 // skip default initialization +#define QMF_OWNERDRAW 0x00010000 +#define QMF_PULSE 0x00020000 +#define QMF_LOWERCASE 0x00040000 // edit field is all lower case +#define QMF_UPPERCASE 0x00080000 // edit field is all upper case +#define QMF_SILENT 0x00100000 + +// callback notifications +#define QM_GOTFOCUS 1 +#define QM_LOSTFOCUS 2 +#define QM_ACTIVATED 3 + +typedef struct _tag_menuframework +{ + int cursor; + int cursor_prev; + + int nitems; + void *items[MAX_MENUITEMS]; + + void (*draw) (void); + sfxHandle_t (*key) (int key); + + qboolean wrapAround; + qboolean fullscreen; + qboolean showlogo; +} menuframework_s; + +typedef struct +{ + int type; + const char *name; + int id; + int x, y; + int left; + int top; + int right; + int bottom; + menuframework_s *parent; + int menuPosition; + unsigned flags; + + void (*callback)( void *self, int event ); + void (*statusbar)( void *self ); + void (*ownerdraw)( void *self ); +} menucommon_s; + +typedef struct { + int cursor; + int scroll; + int widthInChars; + char buffer[MAX_EDIT_LINE]; + int maxchars; +} mfield_t; + +typedef struct +{ + menucommon_s generic; + mfield_t field; +} menufield_s; + +typedef struct +{ + menucommon_s generic; + + float minvalue; + float maxvalue; + float curvalue; + + float range; +} menuslider_s; + +typedef struct +{ + menucommon_s generic; + + int oldvalue; + int curvalue; + int numitems; + int top; + + const char **itemnames; + + int width; + int height; + int columns; + int seperation; +} menulist_s; + +typedef struct +{ + menucommon_s generic; +} menuaction_s; + +typedef struct +{ + menucommon_s generic; + int curvalue; +} menuradiobutton_s; + +typedef struct +{ + menucommon_s generic; + char* focuspic; + char* errorpic; + qhandle_t shader; + qhandle_t focusshader; + int width; + int height; + float* focuscolor; +} menubitmap_s; + +typedef struct +{ + menucommon_s generic; + char* string; + int style; + float* color; +} menutext_s; + +extern void Menu_Cache( void ); +extern void Menu_Focus( menucommon_s *m ); +extern void Menu_AddItem( menuframework_s *menu, void *item ); +extern void Menu_AdjustCursor( menuframework_s *menu, int dir ); +extern void Menu_Draw( menuframework_s *menu ); +extern void *Menu_ItemAtCursor( menuframework_s *m ); +extern sfxHandle_t Menu_ActivateItem( menuframework_s *s, menucommon_s* item ); +extern void Menu_SetCursor( menuframework_s *s, int cursor ); +extern void Menu_SetCursorToItem( menuframework_s *m, void* ptr ); +extern sfxHandle_t Menu_DefaultKey( menuframework_s *s, int key ); +extern void Bitmap_Init( menubitmap_s *b ); +extern void Bitmap_Draw( menubitmap_s *b ); +extern void ScrollList_Draw( menulist_s *l ); +extern sfxHandle_t ScrollList_Key( menulist_s *l, int key ); +extern sfxHandle_t menu_in_sound; +extern sfxHandle_t menu_move_sound; +extern sfxHandle_t menu_out_sound; +extern sfxHandle_t menu_buzz_sound; +extern sfxHandle_t menu_null_sound; +extern sfxHandle_t weaponChangeSound; +extern vec4_t menu_text_color; +extern vec4_t menu_grayed_color; +extern vec4_t menu_dark_color; +extern vec4_t menu_highlight_color; +extern vec4_t menu_red_color; +extern vec4_t menu_black_color; +extern vec4_t menu_dim_color; +extern vec4_t color_black; +extern vec4_t color_white; +extern vec4_t color_yellow; +extern vec4_t color_blue; +extern vec4_t color_orange; +extern vec4_t color_red; +extern vec4_t color_dim; +extern vec4_t name_color; +extern vec4_t list_color; +extern vec4_t listbar_color; +extern vec4_t text_color_disabled; +extern vec4_t text_color_normal; +extern vec4_t text_color_highlight; + +extern char *ui_medalNames[]; +extern char *ui_medalPicNames[]; +extern char *ui_medalSounds[]; + +// +// ui_mfield.c +// +extern void MField_Clear( mfield_t *edit ); +extern void MField_KeyDownEvent( mfield_t *edit, int key ); +extern void MField_CharEvent( mfield_t *edit, int ch ); +extern void MField_Draw( mfield_t *edit, int x, int y, int style, vec4_t color ); +extern void MenuField_Init( menufield_s* m ); +extern void MenuField_Draw( menufield_s *f ); +extern sfxHandle_t MenuField_Key( menufield_s* m, int* key ); + +// +// ui_main.c +// +void UI_Report( void ); +void UI_Load( void ); +void UI_LoadMenus(const char *menuFile, qboolean reset); +void _UI_SetActiveMenu( uiMenuCommand_t menu ); +int UI_AdjustTimeByGame(int time); +void UI_ShowPostGame(qboolean newHigh); +void UI_ClearScores( void ); +void UI_LoadArenas(void); +void UI_ServerInfo(void); + +// +// ui_menu.c +// +extern void MainMenu_Cache( void ); +extern void UI_MainMenu(void); +extern void UI_RegisterCvars( void ); +extern void UI_UpdateCvars( void ); + +// +// ui_credits.c +// +extern void UI_CreditMenu( void ); + +// +// ui_ingame.c +// +extern void InGame_Cache( void ); +extern void UI_InGameMenu(void); + +// +// ui_confirm.c +// +extern void ConfirmMenu_Cache( void ); +extern void UI_ConfirmMenu( const char *question, void (*draw)( void ), void (*action)( qboolean result ) ); + +// +// ui_setup.c +// +extern void UI_SetupMenu_Cache( void ); +extern void UI_SetupMenu(void); + +// +// ui_team.c +// +extern void UI_TeamMainMenu( void ); +extern void TeamMain_Cache( void ); + +// +// ui_connect.c +// +extern void UI_DrawConnectScreen( qboolean overlay ); + +// +// ui_controls2.c +// +extern void UI_ControlsMenu( void ); +extern void Controls_Cache( void ); + +// +// ui_demo2.c +// +extern void UI_DemosMenu( void ); +extern void Demos_Cache( void ); + +// +// ui_cinematics.c +// +extern void UI_CinematicsMenu( void ); +extern void UI_CinematicsMenu_f( void ); +extern void UI_CinematicsMenu_Cache( void ); + +// +// ui_mods.c +// +extern void UI_ModsMenu( void ); +extern void UI_ModsMenu_Cache( void ); + +// +// ui_playermodel.c +// +extern void UI_PlayerModelMenu( void ); +extern void PlayerModel_Cache( void ); + +// +// ui_playersettings.c +// +extern void UI_PlayerSettingsMenu( void ); +extern void PlayerSettings_Cache( void ); + +// +// ui_preferences.c +// +extern void UI_PreferencesMenu( void ); +extern void Preferences_Cache( void ); + +// +// ui_specifyleague.c +// +extern void UI_SpecifyLeagueMenu( void ); +extern void SpecifyLeague_Cache( void ); + +// +// ui_specifyserver.c +// +extern void UI_SpecifyServerMenu( void ); +extern void SpecifyServer_Cache( void ); + +// +// ui_servers2.c +// +#define MAX_FAVORITESERVERS 16 + +extern void UI_ArenaServersMenu( void ); +extern void ArenaServers_Cache( void ); + +// +// ui_startserver.c +// +extern void UI_StartServerMenu( qboolean multiplayer ); +extern void StartServer_Cache( void ); +extern void ServerOptions_Cache( void ); +extern void UI_BotSelectMenu( char *bot ); +extern void UI_BotSelectMenu_Cache( void ); + +// +// ui_serverinfo.c +// +extern void UI_ServerInfoMenu( void ); +extern void ServerInfo_Cache( void ); + +// +// ui_video.c +// +extern void UI_GraphicsOptionsMenu( void ); +extern void GraphicsOptions_Cache( void ); +extern void DriverInfo_Cache( void ); + +// +// ui_players.c +// + +//FIXME ripped from cg_local.h +typedef struct { + int oldFrame; + int oldFrameTime; // time when ->oldFrame was exactly on + + int frame; + int frameTime; // time when ->frame will be exactly on + + float backlerp; + + float yawAngle; + qboolean yawing; + float pitchAngle; + qboolean pitching; + + int animationNumber; // may include ANIM_TOGGLEBIT + animation_t *animation; + int animationTime; // time when the first frame of the animation will be exact +} lerpFrame_t; + +typedef struct { + // model info + qhandle_t legsModel; + qhandle_t legsSkin; + lerpFrame_t legs; + + qhandle_t torsoModel; + qhandle_t torsoSkin; + lerpFrame_t torso; + + qhandle_t headModel; + qhandle_t headSkin; + + animation_t animations[MAX_PLAYER_TOTALANIMATIONS]; + + qhandle_t weaponModel; + qhandle_t barrelModel; + qhandle_t flashModel; + vec3_t flashDlightColor; + int muzzleFlashTime; + + // currently in use drawing parms + vec3_t viewAngles; + vec3_t moveAngles; + weapon_t currentWeapon; + int legsAnim; + int torsoAnim; + + // animation vars + weapon_t weapon; + weapon_t lastWeapon; + weapon_t pendingWeapon; + int weaponTimer; + int pendingLegsAnim; + int torsoAnimationTimer; + + int pendingTorsoAnim; + int legsAnimationTimer; + + qboolean chat; + qboolean newModel; + + qboolean barrelSpinning; + float barrelAngle; + int barrelTime; + + int realWeapon; +} playerInfo_t; + +void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ); +void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ); +void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat ); +qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName , const char *headName, const char *teamName); + +// +// ui_atoms.c +// +// this is only used in the old ui, the new ui has it's own version +typedef struct { + int frametime; + int realtime; + int cursorx; + int cursory; + glconfig_t glconfig; + qboolean debug; + qhandle_t whiteShader; + qhandle_t charset; + qhandle_t charsetProp; + qhandle_t charsetPropGlow; + qhandle_t charsetPropB; + qhandle_t cursor; + qhandle_t rb_on; + qhandle_t rb_off; + float scale; + float bias; + qboolean demoversion; + qboolean firstdraw; +} uiStatic_t; + + +// new ui stuff +#define UI_NUMFX 7 +#define MAX_HEADS 64 +#define MAX_ALIASES 64 +#define MAX_HEADNAME 32 +#define MAX_TEAMS 64 +#define MAX_GAMETYPES 16 +#define MAX_MAPS 128 +#define MAX_SPMAPS 16 +#define PLAYERS_PER_TEAM 5 +#define MAX_PINGREQUESTS 32 +#define MAX_ADDRESSLENGTH 64 +#define MAX_HOSTNAMELENGTH 22 +#define MAX_MAPNAMELENGTH 16 +#define MAX_STATUSLENGTH 64 +#define MAX_LISTBOXWIDTH 59 +#define UI_FONT_THRESHOLD 0.1 +#define MAX_DISPLAY_SERVERS 2048 +#define MAX_SERVERSTATUS_LINES 128 +#define MAX_SERVERSTATUS_TEXT 1024 +#define MAX_FOUNDPLAYER_SERVERS 16 +#define TEAM_MEMBERS 5 +#define GAMES_ALL 0 +#define GAMES_FFA 1 +#define GAMES_TEAMPLAY 2 +#define GAMES_TOURNEY 3 +#define GAMES_CTF 4 +#define MAPS_PER_TIER 3 +#define MAX_TIERS 16 +#define MAX_MODS 64 +#define MAX_DEMOS 256 +#define MAX_MOVIES 256 +#define MAX_PLAYERMODELS 256 + + +typedef struct { + const char *name; + const char *imageName; + qhandle_t headImage; + const char *base; + qboolean active; + int reference; +} characterInfo; + +typedef struct { + const char *name; + const char *ai; + const char *action; +} aliasInfo; + +typedef struct { + const char *teamName; + const char *imageName; + const char *teamMembers[TEAM_MEMBERS]; + qhandle_t teamIcon; + qhandle_t teamIcon_Metal; + qhandle_t teamIcon_Name; + int cinematic; +} teamInfo; + +typedef struct { + const char *gameType; + int gtEnum; +} gameTypeInfo; + +typedef struct { + const char *mapName; + const char *mapLoadName; + const char *imageName; + const char *opponentName; + int teamMembers; + int typeBits; + int cinematic; + int timeToBeat[MAX_GAMETYPES]; + qhandle_t levelShot; + qboolean active; +} mapInfo; + +typedef struct { + const char *tierName; + const char *maps[MAPS_PER_TIER]; + int gameTypes[MAPS_PER_TIER]; + qhandle_t mapHandles[MAPS_PER_TIER]; +} tierInfo; + +typedef struct serverFilter_s { + const char *description; + const char *basedir; +} serverFilter_t; + +typedef struct { + char adrstr[MAX_ADDRESSLENGTH]; + int start; +} pinglist_t; + + +typedef struct serverStatus_s { + pinglist_t pingList[MAX_PINGREQUESTS]; + int numqueriedservers; + int currentping; + int nextpingtime; + int maxservers; + int refreshtime; + int numServers; + int sortKey; + int sortDir; + qboolean sorted; + int lastCount; + qboolean refreshActive; + int currentServer; + int displayServers[MAX_DISPLAY_SERVERS]; + int numDisplayServers; + int numPlayersOnServers; + int nextDisplayRefresh; + int nextSortTime; + qhandle_t currentServerPreview; + int currentServerCinematic; + int motdLen; + int motdWidth; + int motdPaintX; + int motdPaintX2; + int motdOffset; + int motdTime; + char motd[MAX_STRING_CHARS]; +} serverStatus_t; + + +typedef struct { + char adrstr[MAX_ADDRESSLENGTH]; + char name[MAX_ADDRESSLENGTH]; + int startTime; + int serverNum; + qboolean valid; +} pendingServer_t; + +typedef struct { + int num; + pendingServer_t server[MAX_SERVERSTATUSREQUESTS]; +} pendingServerStatus_t; + +typedef struct { + char address[MAX_ADDRESSLENGTH]; + char *lines[MAX_SERVERSTATUS_LINES][4]; + char text[MAX_SERVERSTATUS_TEXT]; + char pings[MAX_CLIENTS * 3]; + int numLines; +} serverStatusInfo_t; + +typedef struct { + const char *modName; + const char *modDescr; +} modInfo_t; + +//TA: tremulous menus +#define MAX_INFOPANE_TEXT 4096 +#define MAX_INFOPANE_GRAPHICS 16 +#define MAX_INFOPANES 128 + +typedef enum +{ + INFOPANE_TOP, + INFOPANE_BOTTOM, + INFOPANE_LEFT, + INFOPANE_RIGHT +} tremIPSide_t; + +typedef struct +{ + qhandle_t graphic; + + tremIPSide_t side; + int offset; + + int width, height; +} tremIPGraphic_t; + +typedef struct +{ + const char *name; + char text[ MAX_INFOPANE_TEXT ]; + int align; + + tremIPGraphic_t graphics[ MAX_INFOPANE_GRAPHICS ]; + int numGraphics; +} tremInfoPane_t; + +typedef struct +{ + const char *text; + const char *cmd; + tremInfoPane_t *infopane; +} tremMenuItem_t; +//TA: tremulous menus + +typedef struct { + displayContextDef_t uiDC; + int newHighScoreTime; + int newBestTime; + int showPostGameTime; + qboolean newHighScore; + qboolean demoAvailable; + qboolean soundHighScore; + + int characterCount; + int botIndex; + characterInfo characterList[MAX_HEADS]; + + int aliasCount; + aliasInfo aliasList[MAX_ALIASES]; + + int teamCount; + teamInfo teamList[MAX_TEAMS]; + + int numGameTypes; + gameTypeInfo gameTypes[MAX_GAMETYPES]; + + int numJoinGameTypes; + gameTypeInfo joinGameTypes[MAX_GAMETYPES]; + + int redBlue; + int playerCount; + int myTeamCount; + int teamIndex; + int playerRefresh; + int playerIndex; + int playerNumber; + int myPlayerIndex; + int ignoreIndex; + qboolean teamLeader; + char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH]; + char rawPlayerNames[MAX_CLIENTS][MAX_NAME_LENGTH]; + char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH]; + char rawTeamNames[MAX_CLIENTS][MAX_NAME_LENGTH]; + int clientNums[MAX_CLIENTS]; + int teamClientNums[MAX_CLIENTS]; + clientList_t ignoreList[MAX_CLIENTS]; + + int mapCount; + mapInfo mapList[MAX_MAPS]; + + + int tierCount; + tierInfo tierList[MAX_TIERS]; + + int skillIndex; + + modInfo_t modList[MAX_MODS]; + int modCount; + int modIndex; + + const char *demoList[MAX_DEMOS]; + int demoCount; + int demoIndex; + + const char *movieList[MAX_MOVIES]; + int movieCount; + int movieIndex; + int previewMovie; + + tremInfoPane_t tremInfoPanes[ MAX_INFOPANES ]; + int tremInfoPaneCount; + +//TA: tremulous menus + tremMenuItem_t tremTeamList[ 4 ]; + int tremTeamCount; + int tremTeamIndex; + + tremMenuItem_t tremAlienClassList[ 3 ]; + int tremAlienClassCount; + int tremAlienClassIndex; + + tremMenuItem_t tremHumanItemList[ 3 ]; + int tremHumanItemCount; + int tremHumanItemIndex; + + tremMenuItem_t tremHumanArmouryBuyList[ 32 ]; + int tremHumanArmouryBuyCount; + int tremHumanArmouryBuyIndex; + + tremMenuItem_t tremHumanArmourySellList[ 32 ]; + int tremHumanArmourySellCount; + int tremHumanArmourySellIndex; + + tremMenuItem_t tremAlienUpgradeList[ 16 ]; + int tremAlienUpgradeCount; + int tremAlienUpgradeIndex; + + tremMenuItem_t tremAlienBuildList[ 32 ]; + int tremAlienBuildCount; + int tremAlienBuildIndex; + + tremMenuItem_t tremHumanBuildList[ 32 ]; + int tremHumanBuildCount; + int tremHumanBuildIndex; +//TA: tremulous menus + + serverStatus_t serverStatus; + + // for the showing the status of a server + char serverStatusAddress[MAX_ADDRESSLENGTH]; + serverStatusInfo_t serverStatusInfo; + int nextServerStatusRefresh; + + // to retrieve the status of server to find a player + pendingServerStatus_t pendingServerStatus; + char findPlayerName[MAX_STRING_CHARS]; + char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH]; + char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH]; + int currentFoundPlayerServer; + int numFoundPlayerServers; + int nextFindPlayerRefresh; + + int currentCrosshair; + int startPostGameTime; + sfxHandle_t newHighScoreSound; + + int q3HeadCount; + char q3HeadNames[MAX_PLAYERMODELS][64]; + qhandle_t q3HeadIcons[MAX_PLAYERMODELS]; + int q3SelectedHead; + + int effectsColor; + + qboolean inGameLoad; +} uiInfo_t; + +extern uiInfo_t uiInfo; + + +extern void UI_Init( void ); +extern void UI_Shutdown( void ); +extern void UI_KeyEvent( int key ); +extern void UI_MouseEvent( int dx, int dy ); +extern void UI_Refresh( int realtime ); +extern qboolean UI_ConsoleCommand( int realTime ); +extern float UI_ClampCvar( float min, float max, float value ); +extern void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname ); +extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader ); +extern void UI_FillRect( float x, float y, float width, float height, const float *color ); +extern void UI_DrawRect( float x, float y, float width, float height, const float *color ); +extern void UI_DrawTopBottom(float x, float y, float w, float h); +extern void UI_DrawSides(float x, float y, float w, float h); +extern void UI_UpdateScreen( void ); +extern void UI_SetColor( const float *rgba ); +extern void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); +extern void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ); +extern float UI_ProportionalSizeScale( int style ); +extern void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ); +extern int UI_ProportionalStringWidth( const char* str ); +extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color ); +extern void UI_DrawChar( int x, int y, int ch, int style, vec4_t color ); +extern qboolean UI_CursorInRect (int x, int y, int width, int height); +extern void UI_AdjustFrom640( float *x, float *y, float *w, float *h ); +extern void UI_DrawTextBox (int x, int y, int width, int lines); +extern qboolean UI_IsFullscreen( void ); +extern void UI_SetActiveMenu( uiMenuCommand_t menu ); +extern void UI_PushMenu ( menuframework_s *menu ); +extern void UI_PopMenu (void); +extern void UI_ForceMenuOff (void); +extern char *UI_Argv( int arg ); +extern char *UI_Cvar_VariableString( const char *var_name ); +extern void UI_Refresh( int time ); +extern void UI_KeyEvent( int key ); +extern void UI_StartDemoLoop( void ); +extern qboolean m_entersound; +void UI_LoadBestScores(const char *map, int game); +extern uiStatic_t uis; + +// +// ui_spLevel.c +// +void UI_SPLevelMenu_Cache( void ); +void UI_SPLevelMenu( void ); +void UI_SPLevelMenu_f( void ); +void UI_SPLevelMenu_ReInit( void ); + +// +// ui_spArena.c +// +void UI_SPArena_Start( const char *arenaInfo ); + +// +// ui_spPostgame.c +// +void UI_SPPostgameMenu_Cache( void ); +void UI_SPPostgameMenu_f( void ); + +// +// ui_spSkill.c +// +void UI_SPSkillMenu( const char *arenaInfo ); +void UI_SPSkillMenu_Cache( void ); + +// +// ui_syscalls.c +// +void trap_Print( const char *string ); +void trap_Error( const char *string ); +int trap_Milliseconds( void ); +void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); +void trap_Cvar_Update( vmCvar_t *vmCvar ); +void trap_Cvar_Set( const char *var_name, const char *value ); +float trap_Cvar_VariableValue( const char *var_name ); +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); +void trap_Cvar_SetValue( const char *var_name, float value ); +void trap_Cvar_Reset( const char *name ); +void trap_Cvar_Create( const char *var_name, const char *var_value, int flags ); +void trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize ); +int trap_Argc( void ); +void trap_Argv( int n, char *buffer, int bufferLength ); +void trap_Cmd_ExecuteText( int exec_when, const char *text ); // don't use EXEC_NOW! +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); +void trap_FS_Read( void *buffer, int len, fileHandle_t f ); +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); +void trap_FS_FCloseFile( fileHandle_t f ); +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); +int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t +qhandle_t trap_R_RegisterModel( const char *name ); +qhandle_t trap_R_RegisterSkin( const char *name ); +qhandle_t trap_R_RegisterShaderNoMip( const char *name ); +void trap_R_ClearScene( void ); +void trap_R_AddRefEntityToScene( const refEntity_t *re ); +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ); +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ); +void trap_R_RenderScene( const refdef_t *fd ); +void trap_R_SetColor( const float *rgba ); +void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ); +void trap_UpdateScreen( void ); +int trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName ); +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ); +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ); +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ); +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ); +void trap_Key_SetBinding( int keynum, const char *binding ); +qboolean trap_Key_IsDown( int keynum ); +qboolean trap_Key_GetOverstrikeMode( void ); +void trap_Key_SetOverstrikeMode( qboolean state ); +void trap_Key_ClearStates( void ); +int trap_Key_GetCatcher( void ); +void trap_Key_SetCatcher( int catcher ); +void trap_GetClipboardData( char *buf, int bufsize ); +void trap_GetClientState( uiClientState_t *state ); +void trap_GetGlconfig( glconfig_t *glconfig ); +int trap_GetConfigString( int index, char* buff, int buffsize ); +int trap_LAN_GetServerCount( int source ); +void trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen ); +void trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen ); +int trap_LAN_GetServerPing( int source, int n ); +int trap_LAN_GetPingQueueCount( void ); +void trap_LAN_ClearPing( int n ); +void trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime ); +void trap_LAN_GetPingInfo( int n, char *buf, int buflen ); +void trap_LAN_LoadCachedServers( void ); +void trap_LAN_SaveCachedServers( void ); +void trap_LAN_MarkServerVisible(int source, int n, qboolean visible); +int trap_LAN_ServerIsVisible( int source, int n); +qboolean trap_LAN_UpdateVisiblePings( int source ); +int trap_LAN_AddServer(int source, const char *name, const char *addr); +void trap_LAN_RemoveServer(int source, const char *addr); +void trap_LAN_ResetPings(int n); +int trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen ); +int trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 ); +int trap_MemoryRemaining( void ); +void trap_R_RegisterFont(const char *pFontname, int pointSize, fontInfo_t *font); +void trap_S_StopBackgroundTrack( void ); +void trap_S_StartBackgroundTrack( const char *intro, const char *loop); +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits); +e_status trap_CIN_StopCinematic(int handle); +e_status trap_CIN_RunCinematic (int handle); +void trap_CIN_DrawCinematic (int handle); +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h); +int trap_RealTime(qtime_t *qtime); +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ); + +void trap_SetPbClStatus( int status ); + +// +// ui_addbots.c +// +void UI_AddBots_Cache( void ); +void UI_AddBotsMenu( void ); + +// +// ui_removebots.c +// +void UI_RemoveBots_Cache( void ); +void UI_RemoveBotsMenu( void ); + +// +// ui_teamorders.c +// +extern void UI_TeamOrdersMenu( void ); +extern void UI_TeamOrdersMenu_f( void ); +extern void UI_TeamOrdersMenu_Cache( void ); + +// +// ui_loadconfig.c +// +void UI_LoadConfig_Cache( void ); +void UI_LoadConfigMenu( void ); + +// +// ui_saveconfig.c +// +void UI_SaveConfigMenu_Cache( void ); +void UI_SaveConfigMenu( void ); + +// +// ui_display.c +// +void UI_DisplayOptionsMenu_Cache( void ); +void UI_DisplayOptionsMenu( void ); + +// +// ui_sound.c +// +void UI_SoundOptionsMenu_Cache( void ); +void UI_SoundOptionsMenu( void ); + +// +// ui_network.c +// +void UI_NetworkOptionsMenu_Cache( void ); +void UI_NetworkOptionsMenu( void ); + +// +// ui_gameinfo.c +// +typedef enum { + AWARD_ACCURACY, + AWARD_IMPRESSIVE, + AWARD_EXCELLENT, + AWARD_GAUNTLET, + AWARD_FRAGS, + AWARD_PERFECT +} awardType_t; + +const char *UI_GetArenaInfoByNumber( int num ); +const char *UI_GetArenaInfoByMap( const char *map ); +const char *UI_GetSpecialArenaInfo( const char *tag ); +int UI_GetNumArenas( void ); +int UI_GetNumSPArenas( void ); +int UI_GetNumSPTiers( void ); + +char *UI_GetBotInfoByNumber( int num ); +char *UI_GetBotInfoByName( const char *name ); +int UI_GetNumBots( void ); +void UI_LoadBots( void ); +char *UI_GetBotNameByNumber( int num ); + +void UI_GetBestScore( int level, int *score, int *skill ); +void UI_SetBestScore( int level, int score ); +int UI_TierCompleted( int levelWon ); +qboolean UI_ShowTierVideo( int tier ); +qboolean UI_CanShowTierVideo( int tier ); +int UI_GetCurrentGame( void ); +void UI_NewGame( void ); +void UI_LogAwardData( int award, int data ); +int UI_GetAwardLevel( int award ); + +void UI_SPUnlock_f( void ); +void UI_SPUnlockMedals_f( void ); + +void UI_InitGameinfo( void ); + +// +// ui_login.c +// +void Login_Cache( void ); +void UI_LoginMenu( void ); + +// +// ui_signup.c +// +void Signup_Cache( void ); +void UI_SignupMenu( void ); + +// +// ui_rankstatus.c +// +void RankStatus_Cache( void ); +void UI_RankStatusMenu( void ); + + +// new ui + +#define ASSET_BACKGROUND "uiBackground" + +// for tracking sp game info in Team Arena +typedef struct postGameInfo_s { + int score; + int redScore; + int blueScore; + int perfects; + int accuracy; + int impressives; + int excellents; + int defends; + int assists; + int gauntlets; + int captures; + int time; + int timeBonus; + int shutoutBonus; + int skillBonus; + int baseScore; +} postGameInfo_t; + + + +#endif diff --git a/src/ui/ui_main.c b/src/ui/ui_main.c new file mode 100644 index 0000000..b193f4f --- /dev/null +++ b/src/ui/ui_main.c @@ -0,0 +1,6500 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +/* +======================================================================= + +USER INTERFACE MAIN + +======================================================================= +*/ + +// use this to get a demo build without an explicit demo build, i.e. to get the demo ui files to build +//#define PRE_RELEASE_TADEMO + +#include "ui_local.h" + +uiInfo_t uiInfo; + +static const char *MonthAbbrev[] = { + "Jan","Feb","Mar", + "Apr","May","Jun", + "Jul","Aug","Sep", + "Oct","Nov","Dec" +}; + + +static const char *skillLevels[] = { + "I Can Win", + "Bring It On", + "Hurt Me Plenty", + "Hardcore", + "Nightmare" +}; + +static const int numSkillLevels = sizeof(skillLevels) / sizeof(const char*); + + +static const char *netSources[] = { + "LAN", + "Mplayer", + "Internet", + "Favorites" +}; +static const int numNetSources = sizeof(netSources) / sizeof(const char*); + +static const serverFilter_t serverFilters[] = { + {"All", "" }, + {"Quake 3 Arena", "" }, + {"Team Arena", "missionpack" }, + {"Rocket Arena", "arena" }, + {"Alliance", "alliance20" }, + {"Weapons Factory Arena", "wfa" }, + {"OSP", "osp" }, +}; + +static const char *teamArenaGameTypes[] = { + "FFA", + "TOURNAMENT", + "SP", + "TEAM DM", + "CTF", + "1FCTF", + "OVERLOAD", + "HARVESTER", + "TEAMTOURNAMENT" +}; + +static int const numTeamArenaGameTypes = sizeof(teamArenaGameTypes) / sizeof(const char*); + + +static const char *teamArenaGameNames[] = { + "Free For All", + "Tournament", + "Single Player", + "Team Deathmatch", + "Capture the Flag", + "One Flag CTF", + "Overload", + "Harvester", + "Team Tournament", +}; + +static int const numTeamArenaGameNames = sizeof(teamArenaGameNames) / sizeof(const char*); + + +static const int numServerFilters = sizeof(serverFilters) / sizeof(serverFilter_t); + +static const char *sortKeys[] = { + "Server Name", + "Map Name", + "Open Player Spots", + "Game Type", + "Ping Time" +}; +static const int numSortKeys = sizeof(sortKeys) / sizeof(const char*); + +static char* netnames[] = { + "???", + "UDP", + "IPX", + NULL +}; + +static int gamecodetoui[] = {4,2,3,0,5,1,6}; + + +static void UI_StartServerRefresh(qboolean full); +static void UI_StopServerRefresh( void ); +static void UI_DoServerRefresh( void ); +static void UI_FeederSelection(float feederID, int index); +static void UI_BuildServerDisplayList(qboolean force); +static void UI_BuildServerStatus(qboolean force); +static void UI_BuildFindPlayerList(qboolean force); +static int QDECL UI_ServersQsortCompare( const void *arg1, const void *arg2 ); +static int UI_MapCountByGameType(qboolean singlePlayer); +static int UI_HeadCountByTeam( void ); +static const char *UI_SelectedMap(int index, int *actual); +static const char *UI_SelectedHead(int index, int *actual); +static int UI_GetIndexFromSelection(int actual); + +int ProcessNewUI( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .qvm file +================ +*/ +vmCvar_t ui_new; +vmCvar_t ui_debug; +vmCvar_t ui_initialized; +vmCvar_t ui_teamArenaFirstRun; + +void _UI_Init( qboolean ); +void _UI_Shutdown( void ); +void _UI_KeyEvent( int key, qboolean down ); +void _UI_MouseEvent( int dx, int dy ); +void _UI_Refresh( int realtime ); +qboolean _UI_IsFullscreen( void ); +intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, + int arg4, int arg5, int arg6, int arg7, + int arg8, int arg9, int arg10, int arg11 ) { + switch ( command ) { + case UI_GETAPIVERSION: + return UI_API_VERSION; + + case UI_INIT: + _UI_Init(arg0); + return 0; + + case UI_SHUTDOWN: + _UI_Shutdown(); + return 0; + + case UI_KEY_EVENT: + _UI_KeyEvent( arg0, arg1 ); + return 0; + + case UI_MOUSE_EVENT: + _UI_MouseEvent( arg0, arg1 ); + return 0; + + case UI_REFRESH: + _UI_Refresh( arg0 ); + return 0; + + case UI_IS_FULLSCREEN: + return _UI_IsFullscreen(); + + case UI_SET_ACTIVE_MENU: + _UI_SetActiveMenu( arg0 ); + return 0; + + case UI_CONSOLE_COMMAND: + return UI_ConsoleCommand(arg0); + + case UI_DRAW_CONNECT_SCREEN: + UI_DrawConnectScreen( arg0 ); + return 0; + } + + return -1; +} + + + +void AssetCache( void ) { + uiInfo.uiDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); + uiInfo.uiDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); + uiInfo.uiDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); + uiInfo.uiDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); + uiInfo.uiDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); + uiInfo.uiDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); + uiInfo.uiDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); + uiInfo.uiDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); + uiInfo.uiDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); +} + +void _UI_DrawSides(float x, float y, float w, float h, float size) { + UI_AdjustFrom640( &x, &y, &w, &h ); + size *= uiInfo.uiDC.xscale; + trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); + trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); +} + +void _UI_DrawTopBottom(float x, float y, float w, float h, float size) { + UI_AdjustFrom640( &x, &y, &w, &h ); + size *= uiInfo.uiDC.yscale; + trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); + trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, uiInfo.uiDC.whiteShader ); +} +/* +================ +UI_DrawRect + +Coordinates are 640*480 virtual values +================= +*/ +void _UI_DrawRect( float x, float y, float width, float height, float size, const float *color ) { + trap_R_SetColor( color ); + + _UI_DrawTopBottom(x, y, width, height, size); + _UI_DrawSides(x, y, width, height, size); + + trap_R_SetColor( NULL ); +} + + + + +int Text_Width(const char *text, float scale, int limit) { + int count,len; + float out; + glyphInfo_t *glyph; + float useScale; + const char *s = text; + fontInfo_t *font = &uiInfo.uiDC.Assets.textFont; + if (scale <= ui_smallFont.value) { + font = &uiInfo.uiDC.Assets.smallFont; + } else if (scale >= ui_bigFont.value) { + font = &uiInfo.uiDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + out = 0; + if (text) { + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + if ( Q_IsColorString(s) ) { + s += 2; + continue; + } else { + glyph = &font->glyphs[(int)*s]; + out += glyph->xSkip; + s++; + count++; + } + } + } + return out * useScale; +} + +int Text_Height(const char *text, float scale, int limit) { + int len, count; + float max; + glyphInfo_t *glyph; + float useScale; + const char *s = text; // bk001206 - unsigned + fontInfo_t *font = &uiInfo.uiDC.Assets.textFont; + if (scale <= ui_smallFont.value) { + font = &uiInfo.uiDC.Assets.smallFont; + } else if (scale >= ui_bigFont.value) { + font = &uiInfo.uiDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + max = 0; + if (text) { + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + if ( Q_IsColorString(s) ) { + s += 2; + continue; + } else { + glyph = &font->glyphs[(int)*s]; + if (max < glyph->height) { + max = glyph->height; + } + s++; + count++; + } + } + } + return max * useScale; +} + +void Text_PaintChar(float x, float y, float width, float height, float scale, float s, float t, float s2, float t2, qhandle_t hShader) { + float w, h; + w = width * scale; + h = height * scale; + UI_AdjustFrom640( &x, &y, &w, &h ); + trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader ); +} + +void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style) { + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + float useScale; + fontInfo_t *font = &uiInfo.uiDC.Assets.textFont; + if (scale <= ui_smallFont.value) { + font = &uiInfo.uiDC.Assets.smallFont; + } else if (scale >= ui_bigFont.value) { + font = &uiInfo.uiDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + if (text) { + const char *s = text; // bk001206 - unsigned + trap_R_SetColor( color ); + memcpy(&newColor[0], &color[0], sizeof(vec4_t)); + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + glyph = &font->glyphs[(int)*s]; + //int yadj = Assets.textFont.glyphs[text[i]].bottom + Assets.textFont.glyphs[text[i]].top; + //float yadj = scale * (Assets.textFont.glyphs[text[i]].imageHeight - Assets.textFont.glyphs[text[i]].height); + if ( Q_IsColorString( s ) ) { + memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) ); + newColor[3] = color[3]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } else { + float yadj = useScale * glyph->top; + if (style == ITEM_TEXTSTYLE_SHADOWED || style == ITEM_TEXTSTYLE_SHADOWEDMORE) { + int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; + colorBlack[3] = newColor[3]; + trap_R_SetColor( colorBlack ); + Text_PaintChar(x + ofs, y - yadj + ofs, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + trap_R_SetColor( newColor ); + colorBlack[3] = 1.0; + } + else if( style == ITEM_TEXTSTYLE_NEON ) + { + vec4_t glow, outer, inner, white; + + glow[ 0 ] = newColor[ 0 ] * 0.5; + glow[ 1 ] = newColor[ 1 ] * 0.5; + glow[ 2 ] = newColor[ 2 ] * 0.5; + glow[ 3 ] = newColor[ 3 ] * 0.2; + + outer[ 0 ] = newColor[ 0 ]; + outer[ 1 ] = newColor[ 1 ]; + outer[ 2 ] = newColor[ 2 ]; + outer[ 3 ] = newColor[ 3 ]; + + inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5; + inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5; + inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5; + inner[ 3 ] = newColor[ 3 ]; + + white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f; + + trap_R_SetColor( glow ); + Text_PaintChar( x - 1.5, y - yadj - 1.5, + glyph->imageWidth + 3, + glyph->imageHeight + 3, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( outer ); + Text_PaintChar( x - 1, y - yadj - 1, + glyph->imageWidth + 2, + glyph->imageHeight + 2, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( inner ); + Text_PaintChar( x - 0.5, y - yadj - 0.5, + glyph->imageWidth + 1, + glyph->imageHeight + 1, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( white ); + } + + Text_PaintChar(x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + + x += (glyph->xSkip * useScale) + adjust; + s++; + count++; + } + } + trap_R_SetColor( NULL ); + } +} + +void Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style) { + int len, count; + vec4_t newColor; + glyphInfo_t *glyph, *glyph2; + float yadj; + float useScale; + fontInfo_t *font = &uiInfo.uiDC.Assets.textFont; + if (scale <= ui_smallFont.value) { + font = &uiInfo.uiDC.Assets.smallFont; + } else if (scale >= ui_bigFont.value) { + font = &uiInfo.uiDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + if (text) { + const char *s = text; // bk001206 - unsigned + trap_R_SetColor( color ); + memcpy(&newColor[0], &color[0], sizeof(vec4_t)); + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + glyph2 = &font->glyphs[ (int) cursor]; // bk001206 - possible signed char + while (s && *s && count < len) { + glyph = &font->glyphs[(int)*s]; + if ( Q_IsColorString( s ) ) { + memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) ); + newColor[3] = color[3]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } else { + yadj = useScale * glyph->top; + if (style == ITEM_TEXTSTYLE_SHADOWED || style == ITEM_TEXTSTYLE_SHADOWEDMORE) { + int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2; + colorBlack[3] = newColor[3]; + trap_R_SetColor( colorBlack ); + Text_PaintChar(x + ofs, y - yadj + ofs, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + colorBlack[3] = 1.0; + trap_R_SetColor( newColor ); + } + else if( style == ITEM_TEXTSTYLE_NEON ) + { + vec4_t glow, outer, inner, white; + + glow[ 0 ] = newColor[ 0 ] * 0.5; + glow[ 1 ] = newColor[ 1 ] * 0.5; + glow[ 2 ] = newColor[ 2 ] * 0.5; + glow[ 3 ] = newColor[ 3 ] * 0.2; + + outer[ 0 ] = newColor[ 0 ]; + outer[ 1 ] = newColor[ 1 ]; + outer[ 2 ] = newColor[ 2 ]; + outer[ 3 ] = newColor[ 3 ]; + + inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5; + inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5; + inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5; + inner[ 3 ] = newColor[ 3 ]; + + white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f; + + trap_R_SetColor( glow ); + Text_PaintChar( x - 1.5, y - yadj - 1.5, + glyph->imageWidth + 3, + glyph->imageHeight + 3, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( outer ); + Text_PaintChar( x - 1, y - yadj - 1, + glyph->imageWidth + 2, + glyph->imageHeight + 2, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( inner ); + Text_PaintChar( x - 0.5, y - yadj - 0.5, + glyph->imageWidth + 1, + glyph->imageHeight + 1, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph ); + + trap_R_SetColor( white ); + } + + Text_PaintChar(x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + + // CG_DrawPic(x, y - yadj, scale * uiDC.Assets.textFont.glyphs[text[i]].imageWidth, scale * uiDC.Assets.textFont.glyphs[text[i]].imageHeight, uiDC.Assets.textFont.glyphs[text[i]].glyph); + yadj = useScale * glyph2->top; + if (count == cursorPos && !((uiInfo.uiDC.realTime/BLINK_DIVISOR) & 1)) { + Text_PaintChar(x, y - yadj, + glyph2->imageWidth, + glyph2->imageHeight, + useScale, + glyph2->s, + glyph2->t, + glyph2->s2, + glyph2->t2, + glyph2->glyph); + } + + x += (glyph->xSkip * useScale); + s++; + count++; + } + } + // need to paint cursor at end of text + if (cursorPos == len && !((uiInfo.uiDC.realTime/BLINK_DIVISOR) & 1)) { + yadj = useScale * glyph2->top; + Text_PaintChar(x, y - yadj, + glyph2->imageWidth, + glyph2->imageHeight, + useScale, + glyph2->s, + glyph2->t, + glyph2->s2, + glyph2->t2, + glyph2->glyph); + + } + + + trap_R_SetColor( NULL ); + } +} + + +static void Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit) { + int len, count; + vec4_t newColor; + glyphInfo_t *glyph; + if (text) { + const char *s = text; // bk001206 - unsigned + float max = *maxX; + float useScale; + fontInfo_t *font = &uiInfo.uiDC.Assets.textFont; + if (scale <= ui_smallFont.value) { + font = &uiInfo.uiDC.Assets.smallFont; + } else if (scale > ui_bigFont.value) { + font = &uiInfo.uiDC.Assets.bigFont; + } + useScale = scale * font->glyphScale; + trap_R_SetColor( color ); + len = strlen(text); + if (limit > 0 && len > limit) { + len = limit; + } + count = 0; + while (s && *s && count < len) { + glyph = &font->glyphs[(int)*s]; + if ( Q_IsColorString( s ) ) { + memcpy( newColor, g_color_table[ColorIndex(*(s+1))], sizeof( newColor ) ); + newColor[3] = color[3]; + trap_R_SetColor( newColor ); + s += 2; + continue; + } else { + float yadj = useScale * glyph->top; + if (Text_Width(s, useScale, 1) + x > max) { + *maxX = 0; + break; + } + Text_PaintChar(x, y - yadj, + glyph->imageWidth, + glyph->imageHeight, + useScale, + glyph->s, + glyph->t, + glyph->s2, + glyph->t2, + glyph->glyph); + x += (glyph->xSkip * useScale) + adjust; + *maxX = x; + count++; + s++; + } + } + trap_R_SetColor( NULL ); + } + +} + + +void UI_ShowPostGame(qboolean newHigh) { + trap_Cvar_Set ("cg_cameraOrbit", "0"); + trap_Cvar_Set("cg_thirdPerson", "0"); + trap_Cvar_Set( "sv_killserver", "1" ); + uiInfo.soundHighScore = newHigh; + _UI_SetActiveMenu(UIMENU_POSTGAME); +} +/* +================= +_UI_Refresh +================= +*/ + +void UI_DrawCenteredPic(qhandle_t image, int w, int h) { + int x, y; + x = (SCREEN_WIDTH - w) / 2; + y = (SCREEN_HEIGHT - h) / 2; + UI_DrawHandlePic(x, y, w, h, image); +} + +int frameCount = 0; +int startTime; + +#define UI_FPS_FRAMES 4 +void _UI_Refresh( int realtime ) +{ + static int index; + static int previousTimes[UI_FPS_FRAMES]; + + //if ( !( trap_Key_GetCatcher() & KEYCATCH_UI ) ) { + // return; + //} + + uiInfo.uiDC.frameTime = realtime - uiInfo.uiDC.realTime; + uiInfo.uiDC.realTime = realtime; + + previousTimes[index % UI_FPS_FRAMES] = uiInfo.uiDC.frameTime; + index++; + if ( index > UI_FPS_FRAMES ) { + int i, total; + // average multiple frames together to smooth changes out a bit + total = 0; + for ( i = 0 ; i < UI_FPS_FRAMES ; i++ ) { + total += previousTimes[i]; + } + if ( !total ) { + total = 1; + } + uiInfo.uiDC.FPS = 1000 * UI_FPS_FRAMES / total; + } + + + + UI_UpdateCvars(); + + if (Menu_Count() > 0) { + // paint all the menus + Menu_PaintAll(); + // refresh server browser list + UI_DoServerRefresh(); + // refresh server status + UI_BuildServerStatus(qfalse); + // refresh find player list + UI_BuildFindPlayerList(qfalse); + } + + // draw cursor + UI_SetColor( NULL ); + + //TA: don't draw the cursor whilst loading + if( Menu_Count( ) > 0 && !trap_Cvar_VariableValue( "ui_loading" ) ) + UI_DrawHandlePic( uiInfo.uiDC.cursorx-16, uiInfo.uiDC.cursory-16, 32, 32, uiInfo.uiDC.Assets.cursor); + +#ifndef NDEBUG + if (uiInfo.uiDC.debug) + { + // cursor coordinates + //FIXME + //UI_DrawString( 0, 0, va("(%d,%d)",uis.cursorx,uis.cursory), UI_LEFT|UI_SMALLFONT, colorRed ); + } +#endif + +} + +/* +================= +_UI_Shutdown +================= +*/ +void _UI_Shutdown( void ) { + trap_LAN_SaveCachedServers(); +} + +char *defaultMenu = NULL; + +char *GetMenuBuffer(const char *filename) { + int len; + fileHandle_t f; + static char buf[MAX_MENUFILE]; + + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( !f ) { + trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); + return defaultMenu; + } + if ( len >= MAX_MENUFILE ) { + trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) ); + trap_FS_FCloseFile( f ); + return defaultMenu; + } + + trap_FS_Read( buf, len, f ); + buf[len] = 0; + trap_FS_FCloseFile( f ); + //COM_Compress(buf); + return buf; + +} + +qboolean Asset_Parse(int handle) { + pc_token_t token; + const char *tempStr; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (Q_stricmp(token.string, "{") != 0) { + return qfalse; + } + + while ( 1 ) { + + memset(&token, 0, sizeof(pc_token_t)); + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + + if (Q_stricmp(token.string, "}") == 0) { + return qtrue; + } + + // font + if (Q_stricmp(token.string, "font") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle,&pointSize)) { + return qfalse; + } + trap_R_RegisterFont(tempStr, pointSize, &uiInfo.uiDC.Assets.textFont); + uiInfo.uiDC.Assets.fontRegistered = qtrue; + continue; + } + + if (Q_stricmp(token.string, "smallFont") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle,&pointSize)) { + return qfalse; + } + trap_R_RegisterFont(tempStr, pointSize, &uiInfo.uiDC.Assets.smallFont); + continue; + } + + if (Q_stricmp(token.string, "bigFont") == 0) { + int pointSize; + if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle,&pointSize)) { + return qfalse; + } + trap_R_RegisterFont(tempStr, pointSize, &uiInfo.uiDC.Assets.bigFont); + continue; + } + + + // gradientbar + if (Q_stricmp(token.string, "gradientbar") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr); + continue; + } + + // enterMenuSound + if (Q_stricmp(token.string, "menuEnterSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // exitMenuSound + if (Q_stricmp(token.string, "menuExitSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // itemFocusSound + if (Q_stricmp(token.string, "itemFocusSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + // menuBuzzSound + if (Q_stricmp(token.string, "menuBuzzSound") == 0) { + if (!PC_String_Parse(handle, &tempStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); + continue; + } + + if (Q_stricmp(token.string, "cursor") == 0) { + if (!PC_String_Parse(handle, &uiInfo.uiDC.Assets.cursorStr)) { + return qfalse; + } + uiInfo.uiDC.Assets.cursor = trap_R_RegisterShaderNoMip( uiInfo.uiDC.Assets.cursorStr); + continue; + } + + if (Q_stricmp(token.string, "fadeClamp") == 0) { + if (!PC_Float_Parse(handle, &uiInfo.uiDC.Assets.fadeClamp)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "fadeCycle") == 0) { + if (!PC_Int_Parse(handle, &uiInfo.uiDC.Assets.fadeCycle)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "fadeAmount") == 0) { + if (!PC_Float_Parse(handle, &uiInfo.uiDC.Assets.fadeAmount)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowX") == 0) { + if (!PC_Float_Parse(handle, &uiInfo.uiDC.Assets.shadowX)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowY") == 0) { + if (!PC_Float_Parse(handle, &uiInfo.uiDC.Assets.shadowY)) { + return qfalse; + } + continue; + } + + if (Q_stricmp(token.string, "shadowColor") == 0) { + if (!PC_Color_Parse(handle, &uiInfo.uiDC.Assets.shadowColor)) { + return qfalse; + } + uiInfo.uiDC.Assets.shadowFadeClamp = uiInfo.uiDC.Assets.shadowColor[3]; + continue; + } + + } + return qfalse; +} + +void Font_Report( void ) { + int i; + Com_Printf("Font Info\n"); + Com_Printf("=========\n"); + for ( i = 32; i < 96; i++) { + Com_Printf("Glyph handle %i: %i\n", i, uiInfo.uiDC.Assets.textFont.glyphs[i].glyph); + } +} + +void UI_Report( void ) { + String_Report(); + //Font_Report(); + +} + +void UI_ParseMenu(const char *menuFile) { + int handle; + pc_token_t token; + + /*Com_Printf("Parsing menu file:%s\n", menuFile);*/ + + handle = trap_Parse_LoadSource(menuFile); + if (!handle) { + return; + } + + while ( 1 ) { + memset(&token, 0, sizeof(pc_token_t)); + if (!trap_Parse_ReadToken( handle, &token )) { + break; + } + + //if ( Q_stricmp( token, "{" ) ) { + // Com_Printf( "Missing { in menu file\n" ); + // break; + //} + + //if ( menuCount == MAX_MENUS ) { + // Com_Printf( "Too many menus!\n" ); + // break; + //} + + if ( token.string[0] == '}' ) { + break; + } + + if (Q_stricmp(token.string, "assetGlobalDef") == 0) { + if (Asset_Parse(handle)) { + continue; + } else { + break; + } + } + + if (Q_stricmp(token.string, "menudef") == 0) { + // start a new menu + Menu_New(handle); + } + } + trap_Parse_FreeSource(handle); +} + +/* +=============== +UI_FindInfoPaneByName +=============== +*/ +tremInfoPane_t *UI_FindInfoPaneByName( const char *name ) +{ + int i; + + for( i = 0; i < uiInfo.tremInfoPaneCount; i++ ) + { + if( !Q_stricmp( uiInfo.tremInfoPanes[ i ].name, name ) ) + return &uiInfo.tremInfoPanes[ i ]; + } + + //create a dummy infopane demanding the user write the infopane + uiInfo.tremInfoPanes[ i ].name = String_Alloc( name ); + strncpy( uiInfo.tremInfoPanes[ i ].text, "Not implemented.\n\nui/infopanes.def\n", MAX_INFOPANE_TEXT ); + Q_strcat( uiInfo.tremInfoPanes[ i ].text, MAX_INFOPANE_TEXT, String_Alloc( name ) ); + + uiInfo.tremInfoPaneCount++; + + return &uiInfo.tremInfoPanes[ i ]; +} + +/* +=============== +UI_LoadInfoPane +=============== +*/ +qboolean UI_LoadInfoPane( int handle ) +{ + pc_token_t token; + qboolean valid = qfalse; + + while( 1 ) + { + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + if( !Q_stricmp( token.string, "name" ) ) + { + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].name = String_Alloc( token.string ); + valid = qtrue; + } + else if( !Q_stricmp( token.string, "graphic" ) ) + { + int *graphic; + + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + graphic = &uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].numGraphics; + + if( !Q_stricmp( token.string, "top" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].side = INFOPANE_TOP; + else if( !Q_stricmp( token.string, "bottom" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].side = INFOPANE_BOTTOM; + else if( !Q_stricmp( token.string, "left" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].side = INFOPANE_LEFT; + else if( !Q_stricmp( token.string, "right" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].side = INFOPANE_RIGHT; + else + break; + + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + if( !Q_stricmp( token.string, "center" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].offset = -1; + else + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].offset = token.intvalue; + + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].graphic = + trap_R_RegisterShaderNoMip( token.string ); + + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].width = token.intvalue; + + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].graphics[ *graphic ].height = token.intvalue; + + //increment graphics + (*graphic)++; + + if( *graphic == MAX_INFOPANE_GRAPHICS ) + break; + } + else if( !Q_stricmp( token.string, "text" ) ) + { + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + Q_strcat( uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].text, MAX_INFOPANE_TEXT, token.string ); + } + else if( !Q_stricmp( token.string, "align" ) ) + { + memset( &token, 0, sizeof( pc_token_t ) ); + + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + if( !Q_stricmp( token.string, "left" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].align = ITEM_ALIGN_LEFT; + else if( !Q_stricmp( token.string, "right" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].align = ITEM_ALIGN_RIGHT; + else if( !Q_stricmp( token.string, "center" ) ) + uiInfo.tremInfoPanes[ uiInfo.tremInfoPaneCount ].align = ITEM_ALIGN_CENTER; + } + else if( token.string[ 0 ] == '}' ) + { + //reached the end, break + break; + } + else + break; + } + + if( valid ) + { + uiInfo.tremInfoPaneCount++; + return qtrue; + } + else + { + return qfalse; + } +} + +/* +=============== +UI_LoadInfoPanes +=============== +*/ +void UI_LoadInfoPanes( const char *file ) +{ + pc_token_t token; + int handle; + int count; + + uiInfo.tremInfoPaneCount = count = 0; + + handle = trap_Parse_LoadSource( file ); + + if( !handle ) + { + trap_Error( va( S_COLOR_YELLOW "infopane file not found: %s\n", file ) ); + return; + } + + while( 1 ) + { + if( !trap_Parse_ReadToken( handle, &token ) ) + break; + + if( token.string[ 0 ] == 0 ) + break; + + if( token.string[ 0 ] == '{' ) + { + if( UI_LoadInfoPane( handle ) ) + count++; + + if( count == MAX_INFOPANES ) + break; + } + } + + trap_Parse_FreeSource( handle ); +} + +qboolean Load_Menu(int handle) { + pc_token_t token; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (token.string[0] != '{') { + return qfalse; + } + + while ( 1 ) { + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + + if ( token.string[0] == 0 ) { + return qfalse; + } + + if ( token.string[0] == '}' ) { + return qtrue; + } + + UI_ParseMenu(token.string); + } + return qfalse; +} + +void UI_LoadMenus(const char *menuFile, qboolean reset) { + pc_token_t token; + int handle; + int start; + + start = trap_Milliseconds(); + + handle = trap_Parse_LoadSource( menuFile ); + if (!handle) { + trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); + handle = trap_Parse_LoadSource( "ui/menus.txt" ); + if (!handle) { + trap_Error( va( S_COLOR_RED "default menu file not found: ui/menus.txt, unable to continue!\n" ) ); + } + } + + ui_new.integer = 1; + + if (reset) { + Menu_Reset(); + } + + while ( 1 ) { + if (!trap_Parse_ReadToken(handle, &token)) + break; + if( token.string[0] == 0 || token.string[0] == '}') { + break; + } + + if ( token.string[0] == '}' ) { + break; + } + + if (Q_stricmp(token.string, "loadmenu") == 0) { + if (Load_Menu(handle)) { + continue; + } else { + break; + } + } + } + + Com_Printf("UI menu load time = %d milli seconds\n", trap_Milliseconds() - start); + + trap_Parse_FreeSource( handle ); +} + +void UI_Load( void ) { + char lastName[1024]; + menuDef_t *menu = Menu_GetFocused(); + char *menuSet = UI_Cvar_VariableString("ui_menuFiles"); + if (menu && menu->window.name) { + strcpy(lastName, menu->window.name); + } + if (menuSet == NULL || menuSet[0] == '\0') { + menuSet = "ui/menus.txt"; + } + + String_Init(); + +/* UI_ParseGameInfo("gameinfo.txt"); + UI_LoadArenas();*/ + + UI_LoadMenus(menuSet, qtrue); + Menus_CloseAll(); + Menus_ActivateByName(lastName); + +} + +static const char *handicapValues[] = {"None","95","90","85","80","75","70","65","60","55","50","45","40","35","30","25","20","15","10","5",NULL}; + +static void UI_DrawHandicap(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int i, h; + + h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") ); + i = 20 - h / 5; + + Text_Paint(rect->x, rect->y, scale, color, handicapValues[i], 0, 0, textStyle); +} + +static void UI_DrawClanName(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + Text_Paint(rect->x, rect->y, scale, color, UI_Cvar_VariableString("ui_teamName"), 0, 0, textStyle); +} + + +static void UI_SetCapFragLimits(qboolean uiVars) { + int cap = 5; + int frag = 10; + if (uiVars) { + trap_Cvar_Set("ui_captureLimit", va("%d", cap)); + trap_Cvar_Set("ui_fragLimit", va("%d", frag)); + } else { + trap_Cvar_Set("capturelimit", va("%d", cap)); + trap_Cvar_Set("fraglimit", va("%d", frag)); + } +} +// ui_gameType assumes gametype 0 is -1 ALL and will not show +static void UI_DrawGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + Text_Paint(rect->x, rect->y, scale, color, uiInfo.gameTypes[ui_gameType.integer].gameType, 0, 0, textStyle); +} + +static void UI_DrawNetGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (ui_netGameType.integer < 0 || ui_netGameType.integer > uiInfo.numGameTypes) { + trap_Cvar_Set("ui_netGameType", "0"); + trap_Cvar_Set("ui_actualNetGameType", "0"); + } + Text_Paint(rect->x, rect->y, scale, color, uiInfo.gameTypes[ui_netGameType.integer].gameType , 0, 0, textStyle); +} + +static void UI_DrawJoinGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (ui_joinGameType.integer < 0 || ui_joinGameType.integer > uiInfo.numJoinGameTypes) { + trap_Cvar_Set("ui_joinGameType", "0"); + } + Text_Paint(rect->x, rect->y, scale, color, uiInfo.joinGameTypes[ui_joinGameType.integer].gameType , 0, 0, textStyle); +} + + + +static int UI_TeamIndexFromName(const char *name) { + int i; + + if (name && *name) { + for (i = 0; i < uiInfo.teamCount; i++) { + if (Q_stricmp(name, uiInfo.teamList[i].teamName) == 0) { + return i; + } + } + } + + return 0; + +} + +static void UI_DrawClanLogo(rectDef_t *rect, float scale, vec4_t color) { + int i; + i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (i >= 0 && i < uiInfo.teamCount) { + trap_R_SetColor( color ); + + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon); + trap_R_SetColor(NULL); + } +} + +static void UI_DrawClanCinematic(rectDef_t *rect, float scale, vec4_t color) { + int i; + i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (i >= 0 && i < uiInfo.teamCount) { + + if (uiInfo.teamList[i].cinematic >= -2) { + if (uiInfo.teamList[i].cinematic == -1) { + uiInfo.teamList[i].cinematic = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.teamList[i].imageName), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + } + if (uiInfo.teamList[i].cinematic >= 0) { + trap_CIN_RunCinematic(uiInfo.teamList[i].cinematic); + trap_CIN_SetExtents(uiInfo.teamList[i].cinematic, rect->x, rect->y, rect->w, rect->h); + trap_CIN_DrawCinematic(uiInfo.teamList[i].cinematic); + } else { + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Metal); + trap_R_SetColor(NULL); + uiInfo.teamList[i].cinematic = -2; + } + } else { + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon); + trap_R_SetColor(NULL); + } + } + +} + +static void UI_DrawPreviewCinematic(rectDef_t *rect, float scale, vec4_t color) { + if (uiInfo.previewMovie > -2) { + uiInfo.previewMovie = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.movieList[uiInfo.movieIndex]), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + if (uiInfo.previewMovie >= 0) { + trap_CIN_RunCinematic(uiInfo.previewMovie); + trap_CIN_SetExtents(uiInfo.previewMovie, rect->x, rect->y, rect->w, rect->h); + trap_CIN_DrawCinematic(uiInfo.previewMovie); + } else { + uiInfo.previewMovie = -2; + } + } + +} + + +#define GRAPHIC_BWIDTH 8.0f +/* +=============== +UI_DrawInfoPane +=============== +*/ +static void UI_DrawInfoPane( tremInfoPane_t *pane, rectDef_t *rect, float text_x, float text_y, + float scale, vec4_t color, int textStyle ) +{ + int i; + float maxLeft = 0, maxTop = 0; + float maxRight = 0, maxBottom = 0; + float x = rect->x - text_x, y = rect->y - text_y, w, h; + float xoffset = 0, yoffset = 0; + menuDef_t dummyParent; + itemDef_t textItem; + + //iterate through graphics + for( i = 0; i < pane->numGraphics; i++ ) + { + float width = pane->graphics[ i ].width; + float height = pane->graphics[ i ].height; + qhandle_t graphic = pane->graphics[ i ].graphic; + + if( pane->graphics[ i ].side == INFOPANE_TOP || pane->graphics[ i ].side == INFOPANE_BOTTOM ) + { + //set horizontal offset of graphic + if( pane->graphics[ i ].offset < 0 ) + xoffset = ( rect->w / 2 ) - ( pane->graphics[ i ].width / 2 ); + else + xoffset = pane->graphics[ i ].offset + GRAPHIC_BWIDTH; + } + else if( pane->graphics[ i ].side == INFOPANE_LEFT || pane->graphics[ i ].side == INFOPANE_RIGHT ) + { + //set vertical offset of graphic + if( pane->graphics[ i ].offset < 0 ) + yoffset = ( rect->h / 2 ) - ( pane->graphics[ i ].height / 2 ); + else + yoffset = pane->graphics[ i ].offset + GRAPHIC_BWIDTH; + } + + if( pane->graphics[ i ].side == INFOPANE_LEFT ) + { + //set the horizontal offset of the text + if( pane->graphics[ i ].width > maxLeft ) + maxLeft = pane->graphics[ i ].width + GRAPHIC_BWIDTH; + + xoffset = GRAPHIC_BWIDTH; + } + else if( pane->graphics[ i ].side == INFOPANE_RIGHT ) + { + if( pane->graphics[ i ].width > maxRight ) + maxRight = pane->graphics[ i ].width + GRAPHIC_BWIDTH; + + xoffset = rect->w - width - GRAPHIC_BWIDTH; + } + else if( pane->graphics[ i ].side == INFOPANE_TOP ) + { + //set the vertical offset of the text + if( pane->graphics[ i ].height > maxTop ) + maxTop = pane->graphics[ i ].height + GRAPHIC_BWIDTH; + + yoffset = GRAPHIC_BWIDTH; + } + else if( pane->graphics[ i ].side == INFOPANE_BOTTOM ) + { + if( pane->graphics[ i ].height > maxBottom ) + maxBottom = pane->graphics[ i ].height + GRAPHIC_BWIDTH; + + yoffset = rect->h - height - GRAPHIC_BWIDTH; + } + + //draw the graphic + UI_DrawHandlePic( x + xoffset, y + yoffset, width, height, graphic ); + } + + //offset the text + x = rect->x + maxLeft; + y = rect->y + maxTop; + w = rect->w - ( maxLeft + maxRight + 16 + ( 2 * text_x ) ); //16 to ensure text within frame + h = rect->h - ( maxTop + maxBottom ); + + textItem.text = pane->text; + + textItem.parent = &dummyParent; + memcpy( textItem.window.foreColor, color, sizeof( vec4_t ) ); + textItem.window.flags = 0; + + switch( pane->align ) + { + case ITEM_ALIGN_LEFT: + textItem.window.rect.x = x; + break; + + case ITEM_ALIGN_RIGHT: + textItem.window.rect.x = x + w; + break; + + case ITEM_ALIGN_CENTER: + textItem.window.rect.x = x + ( w / 2 ); + break; + + default: + textItem.window.rect.x = x; + break; + } + + textItem.window.rect.y = y; + textItem.window.rect.w = w; + textItem.window.rect.h = h; + textItem.window.borderSize = 0; + textItem.textRect.x = 0; + textItem.textRect.y = 0; + textItem.textRect.w = 0; + textItem.textRect.h = 0; + textItem.textalignment = pane->align; + textItem.textalignx = text_x; + textItem.textaligny = text_y; + textItem.textscale = scale; + textItem.textStyle = textStyle; + + textItem.enableCvar = NULL; + textItem.cvarTest = NULL; + + //hack to utilise existing autowrap code + Item_Text_AutoWrapped_Paint( &textItem ); +} + + +static void UI_DrawSkill(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int i; + i = trap_Cvar_VariableValue( "g_spSkill" ); + if (i < 1 || i > numSkillLevels) { + i = 1; + } + Text_Paint(rect->x, rect->y, scale, color, skillLevels[i-1],0, 0, textStyle); +} + + +static void UI_DrawTeamName(rectDef_t *rect, float scale, vec4_t color, qboolean blue, int textStyle) { + int i; + i = UI_TeamIndexFromName(UI_Cvar_VariableString((blue) ? "ui_blueTeam" : "ui_redTeam")); + if (i >= 0 && i < uiInfo.teamCount) { + Text_Paint(rect->x, rect->y, scale, color, va("%s: %s", (blue) ? "Blue" : "Red", uiInfo.teamList[i].teamName),0, 0, textStyle); + } +} + +static void UI_DrawTeamMember(rectDef_t *rect, float scale, vec4_t color, qboolean blue, int num, int textStyle) { + // 0 - None + // 1 - Human + // 2..NumCharacters - Bot + int value = trap_Cvar_VariableValue(va(blue ? "ui_blueteam%i" : "ui_redteam%i", num)); + const char *text; + if (value <= 0) { + text = "Closed"; + } else if (value == 1) { + text = "Human"; + } else { + value -= 2; + + if( value >= UI_GetNumBots( ) ) + value = 0; + + text = UI_GetBotNameByNumber(value); + } + Text_Paint(rect->x, rect->y, scale, color, text, 0, 0, textStyle); +} + +static void UI_DrawMapPreview(rectDef_t *rect, float scale, vec4_t color, qboolean net) { + int map = (net) ? ui_currentNetMap.integer : ui_currentMap.integer; + if (map < 0 || map > uiInfo.mapCount) { + if (net) { + ui_currentNetMap.integer = 0; + trap_Cvar_Set("ui_currentNetMap", "0"); + } else { + ui_currentMap.integer = 0; + trap_Cvar_Set("ui_currentMap", "0"); + } + map = 0; + } + + if (uiInfo.mapList[map].levelShot == -1) { + uiInfo.mapList[map].levelShot = trap_R_RegisterShaderNoMip(uiInfo.mapList[map].imageName); + } + + if (uiInfo.mapList[map].levelShot > 0) { + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.mapList[map].levelShot); + } else { + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, trap_R_RegisterShaderNoMip("gfx/2d/load_screen")); + } +} + + +static void UI_DrawMapTimeToBeat(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int minutes, seconds, time; + if (ui_currentMap.integer < 0 || ui_currentMap.integer > uiInfo.mapCount) { + ui_currentMap.integer = 0; + trap_Cvar_Set("ui_currentMap", "0"); + } + + time = uiInfo.mapList[ui_currentMap.integer].timeToBeat[uiInfo.gameTypes[ui_gameType.integer].gtEnum]; + + minutes = time / 60; + seconds = time % 60; + + Text_Paint(rect->x, rect->y, scale, color, va("%02i:%02i", minutes, seconds), 0, 0, textStyle); +} + + + +static void UI_DrawMapCinematic(rectDef_t *rect, float scale, vec4_t color, qboolean net) { + + int map = (net) ? ui_currentNetMap.integer : ui_currentMap.integer; + if (map < 0 || map > uiInfo.mapCount) { + if (net) { + ui_currentNetMap.integer = 0; + trap_Cvar_Set("ui_currentNetMap", "0"); + } else { + ui_currentMap.integer = 0; + trap_Cvar_Set("ui_currentMap", "0"); + } + map = 0; + } + + if (uiInfo.mapList[map].cinematic >= -1) { + if (uiInfo.mapList[map].cinematic == -1) { + uiInfo.mapList[map].cinematic = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.mapList[map].mapLoadName), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + } + if (uiInfo.mapList[map].cinematic >= 0) { + trap_CIN_RunCinematic(uiInfo.mapList[map].cinematic); + trap_CIN_SetExtents(uiInfo.mapList[map].cinematic, rect->x, rect->y, rect->w, rect->h); + trap_CIN_DrawCinematic(uiInfo.mapList[map].cinematic); + } else { + uiInfo.mapList[map].cinematic = -2; + } + } else { + UI_DrawMapPreview(rect, scale, color, net); + } +} + + + +static qboolean updateModel = qtrue; +static qboolean q3Model = qfalse; + +static void UI_DrawPlayerModel(rectDef_t *rect) { + static playerInfo_t info; + char model[MAX_QPATH]; + char team[256]; + char head[256]; + vec3_t viewangles; + vec3_t moveangles; + + if (trap_Cvar_VariableValue("ui_Q3Model")) { + strcpy(model, UI_Cvar_VariableString("model")); + strcpy(head, UI_Cvar_VariableString("headmodel")); + if (!q3Model) { + q3Model = qtrue; + updateModel = qtrue; + } + team[0] = '\0'; + } else { + + strcpy(team, UI_Cvar_VariableString("ui_teamName")); + strcpy(model, UI_Cvar_VariableString("team_model")); + strcpy(head, UI_Cvar_VariableString("team_headmodel")); + if (q3Model) { + q3Model = qfalse; + updateModel = qtrue; + } + } + if (updateModel) { + memset( &info, 0, sizeof(playerInfo_t) ); + viewangles[YAW] = 180 - 10; + viewangles[PITCH] = 0; + viewangles[ROLL] = 0; + VectorClear( moveangles ); + UI_PlayerInfo_SetModel( &info, model, head, team); + UI_PlayerInfo_SetInfo( &info, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse ); +// UI_RegisterClientModelname( &info, model, head, team); + updateModel = qfalse; + } + + UI_DrawPlayer( rect->x, rect->y, rect->w, rect->h, &info, uiInfo.uiDC.realTime / 2); + +} + +static void UI_DrawNetSource(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (ui_netSource.integer < 0 || ui_netSource.integer > numNetSources) { + ui_netSource.integer = 0; + } + Text_Paint(rect->x, rect->y, scale, color, va("Source: %s", netSources[ui_netSource.integer]), 0, 0, textStyle); +} + +static void UI_DrawNetMapPreview(rectDef_t *rect, float scale, vec4_t color) { + + if (uiInfo.serverStatus.currentServerPreview > 0) { + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.serverStatus.currentServerPreview); + } else { + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, trap_R_RegisterShaderNoMip("gfx/2d/load_screen")); + } +} + +static void UI_DrawNetMapCinematic(rectDef_t *rect, float scale, vec4_t color) { + if (ui_currentNetMap.integer < 0 || ui_currentNetMap.integer > uiInfo.mapCount) { + ui_currentNetMap.integer = 0; + trap_Cvar_Set("ui_currentNetMap", "0"); + } + + if (uiInfo.serverStatus.currentServerCinematic >= 0) { + trap_CIN_RunCinematic(uiInfo.serverStatus.currentServerCinematic); + trap_CIN_SetExtents(uiInfo.serverStatus.currentServerCinematic, rect->x, rect->y, rect->w, rect->h); + trap_CIN_DrawCinematic(uiInfo.serverStatus.currentServerCinematic); + } else { + UI_DrawNetMapPreview(rect, scale, color); + } +} + + + +static void UI_DrawNetFilter(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (ui_serverFilterType.integer < 0 || ui_serverFilterType.integer > numServerFilters) { + ui_serverFilterType.integer = 0; + } + Text_Paint(rect->x, rect->y, scale, color, va("Filter: %s", serverFilters[ui_serverFilterType.integer].description), 0, 0, textStyle); +} + + +static void UI_DrawTier(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int i; + i = trap_Cvar_VariableValue( "ui_currentTier" ); + if (i < 0 || i >= uiInfo.tierCount) { + i = 0; + } + Text_Paint(rect->x, rect->y, scale, color, va("Tier: %s", uiInfo.tierList[i].tierName),0, 0, textStyle); +} + +static void UI_DrawTierMap(rectDef_t *rect, int index) { + int i; + i = trap_Cvar_VariableValue( "ui_currentTier" ); + if (i < 0 || i >= uiInfo.tierCount) { + i = 0; + } + + if (uiInfo.tierList[i].mapHandles[index] == -1) { + uiInfo.tierList[i].mapHandles[index] = trap_R_RegisterShaderNoMip(va("levelshots/%s", uiInfo.tierList[i].maps[index])); + } + + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.tierList[i].mapHandles[index]); +} + +static const char *UI_EnglishMapName(const char *map) { + int i; + for (i = 0; i < uiInfo.mapCount; i++) { + if (Q_stricmp(map, uiInfo.mapList[i].mapLoadName) == 0) { + return uiInfo.mapList[i].mapName; + } + } + return ""; +} + +static void UI_DrawTierMapName(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int i, j; + i = trap_Cvar_VariableValue( "ui_currentTier" ); + if (i < 0 || i >= uiInfo.tierCount) { + i = 0; + } + j = trap_Cvar_VariableValue("ui_currentMap"); + if (j < 0 || j > MAPS_PER_TIER) { + j = 0; + } + + Text_Paint(rect->x, rect->y, scale, color, UI_EnglishMapName(uiInfo.tierList[i].maps[j]), 0, 0, textStyle); +} + +static void UI_DrawTierGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int i, j; + i = trap_Cvar_VariableValue( "ui_currentTier" ); + if (i < 0 || i >= uiInfo.tierCount) { + i = 0; + } + j = trap_Cvar_VariableValue("ui_currentMap"); + if (j < 0 || j > MAPS_PER_TIER) { + j = 0; + } + + Text_Paint(rect->x, rect->y, scale, color, uiInfo.gameTypes[uiInfo.tierList[i].gameTypes[j]].gameType , 0, 0, textStyle); +} + + +static const char *UI_AIFromName(const char *name) { + int j; + for (j = 0; j < uiInfo.aliasCount; j++) { + if (Q_stricmp(uiInfo.aliasList[j].name, name) == 0) { + return uiInfo.aliasList[j].ai; + } + } + return "James"; +} + +static qboolean updateOpponentModel = qtrue; +static void UI_DrawOpponent(rectDef_t *rect) { + static playerInfo_t info2; + char model[MAX_QPATH]; + char headmodel[MAX_QPATH]; + char team[256]; + vec3_t viewangles; + vec3_t moveangles; + + if (updateOpponentModel) { + + strcpy(model, UI_Cvar_VariableString("ui_opponentModel")); + strcpy(headmodel, UI_Cvar_VariableString("ui_opponentModel")); + team[0] = '\0'; + + memset( &info2, 0, sizeof(playerInfo_t) ); + viewangles[YAW] = 180 - 10; + viewangles[PITCH] = 0; + viewangles[ROLL] = 0; + VectorClear( moveangles ); + UI_PlayerInfo_SetModel( &info2, model, headmodel, ""); + UI_PlayerInfo_SetInfo( &info2, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse ); + UI_RegisterClientModelname( &info2, model, headmodel, team); + updateOpponentModel = qfalse; + } + + UI_DrawPlayer( rect->x, rect->y, rect->w, rect->h, &info2, uiInfo.uiDC.realTime / 2); + +} + +static void UI_NextOpponent( void ) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + int j = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + i++; + if (i >= uiInfo.teamCount) { + i = 0; + } + if (i == j) { + i++; + if ( i >= uiInfo.teamCount) { + i = 0; + } + } + trap_Cvar_Set( "ui_opponentName", uiInfo.teamList[i].teamName ); +} + +static void UI_PriorOpponent( void ) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + int j = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + i--; + if (i < 0) { + i = uiInfo.teamCount - 1; + } + if (i == j) { + i--; + if ( i < 0) { + i = uiInfo.teamCount - 1; + } + } + trap_Cvar_Set( "ui_opponentName", uiInfo.teamList[i].teamName ); +} + +static void UI_DrawPlayerLogo(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawPlayerLogoMetal(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Metal ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawPlayerLogoName(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Name ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawOpponentLogo(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawOpponentLogoMetal(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Metal ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawOpponentLogoName(rectDef_t *rect, vec3_t color) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + if (uiInfo.teamList[i].teamIcon == -1) { + uiInfo.teamList[i].teamIcon = trap_R_RegisterShaderNoMip(uiInfo.teamList[i].imageName); + uiInfo.teamList[i].teamIcon_Metal = trap_R_RegisterShaderNoMip(va("%s_metal",uiInfo.teamList[i].imageName)); + uiInfo.teamList[i].teamIcon_Name = trap_R_RegisterShaderNoMip(va("%s_name", uiInfo.teamList[i].imageName)); + } + + trap_R_SetColor( color ); + UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.teamList[i].teamIcon_Name ); + trap_R_SetColor( NULL ); +} + +static void UI_DrawAllMapsSelection(rectDef_t *rect, float scale, vec4_t color, int textStyle, qboolean net) { + int map = (net) ? ui_currentNetMap.integer : ui_currentMap.integer; + if (map >= 0 && map < uiInfo.mapCount) { + Text_Paint(rect->x, rect->y, scale, color, uiInfo.mapList[map].mapName, 0, 0, textStyle); + } +} + +static void UI_DrawPlayerListSelection( rectDef_t *rect, float scale, + vec4_t color, int textStyle ) +{ + if( uiInfo.playerIndex >= 0 && uiInfo.playerIndex < uiInfo.playerCount ) + { + Text_Paint(rect->x, rect->y, scale, color, + uiInfo.rawPlayerNames[ uiInfo.playerIndex ], + 0, 0, textStyle); + } +} + +static void UI_DrawTeamListSelection( rectDef_t *rect, float scale, + vec4_t color, int textStyle ) +{ + if( uiInfo.teamIndex >= 0 && uiInfo.teamIndex < uiInfo.myTeamCount ) + { + Text_Paint(rect->x, rect->y, scale, color, + uiInfo.rawTeamNames[ uiInfo.teamIndex ], + 0, 0, textStyle); + } +} + +static void UI_DrawOpponentName(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + Text_Paint(rect->x, rect->y, scale, color, UI_Cvar_VariableString("ui_opponentName"), 0, 0, textStyle); +} + + +static int UI_OwnerDrawWidth(int ownerDraw, float scale) { + int i, h, value; + const char *text; + const char *s = NULL; + + switch( ownerDraw ) + { + case UI_HANDICAP: + h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") ); + i = 20 - h / 5; + s = handicapValues[i]; + break; + case UI_CLANNAME: + s = UI_Cvar_VariableString("ui_teamName"); + break; + case UI_GAMETYPE: + s = uiInfo.gameTypes[ui_gameType.integer].gameType; + break; + case UI_SKILL: + i = trap_Cvar_VariableValue( "g_spSkill" ); + if (i < 1 || i > numSkillLevels) { + i = 1; + } + s = skillLevels[i-1]; + break; + case UI_BLUETEAMNAME: + i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_blueTeam")); + if (i >= 0 && i < uiInfo.teamCount) { + s = va("%s: %s", "Blue", uiInfo.teamList[i].teamName); + } + break; + case UI_REDTEAMNAME: + i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_redTeam")); + if (i >= 0 && i < uiInfo.teamCount) { + s = va("%s: %s", "Red", uiInfo.teamList[i].teamName); + } + break; + case UI_BLUETEAM1: + case UI_BLUETEAM2: + case UI_BLUETEAM3: + case UI_BLUETEAM4: + case UI_BLUETEAM5: + value = trap_Cvar_VariableValue(va("ui_blueteam%i", ownerDraw-UI_BLUETEAM1 + 1)); + if (value <= 0) { + text = "Closed"; + } else if (value == 1) { + text = "Human"; + } else { + value -= 2; + if (value >= uiInfo.aliasCount) { + value = 0; + } + text = uiInfo.aliasList[value].name; + } + s = va("%i. %s", ownerDraw-UI_BLUETEAM1 + 1, text); + break; + case UI_REDTEAM1: + case UI_REDTEAM2: + case UI_REDTEAM3: + case UI_REDTEAM4: + case UI_REDTEAM5: + value = trap_Cvar_VariableValue(va("ui_redteam%i", ownerDraw-UI_REDTEAM1 + 1)); + if (value <= 0) { + text = "Closed"; + } else if (value == 1) { + text = "Human"; + } else { + value -= 2; + if (value >= uiInfo.aliasCount) { + value = 0; + } + text = uiInfo.aliasList[value].name; + } + s = va("%i. %s", ownerDraw-UI_REDTEAM1 + 1, text); + break; + case UI_NETSOURCE: + if (ui_netSource.integer < 0 || ui_netSource.integer > uiInfo.numJoinGameTypes) { + ui_netSource.integer = 0; + } + s = va("Source: %s", netSources[ui_netSource.integer]); + break; + case UI_NETFILTER: + if (ui_serverFilterType.integer < 0 || ui_serverFilterType.integer > numServerFilters) { + ui_serverFilterType.integer = 0; + } + s = va("Filter: %s", serverFilters[ui_serverFilterType.integer].description ); + break; + case UI_TIER: + break; + case UI_TIER_MAPNAME: + break; + case UI_TIER_GAMETYPE: + break; + case UI_ALLMAPS_SELECTION: + break; + case UI_PLAYERLIST_SELECTION: + break; + case UI_TEAMLIST_SELECTION: + break; + case UI_OPPONENT_NAME: + break; + case UI_KEYBINDSTATUS: + if (Display_KeyBindPending()) { + s = "Waiting for new key... Press ESCAPE to cancel"; + } else { + s = "Press ENTER or CLICK to change, Press BACKSPACE to clear"; + } + break; + case UI_SERVERREFRESHDATE: + s = UI_Cvar_VariableString(va("ui_lastServerRefresh_%i", ui_netSource.integer)); + break; + default: + break; + } + + if (s) { + return Text_Width(s, scale, 0); + } + return 0; +} + +static void UI_DrawBotName(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + int value = uiInfo.botIndex; + const char *text = ""; + + if( value >= UI_GetNumBots( ) ) + value = 0; + + text = UI_GetBotNameByNumber( value ); + + Text_Paint(rect->x, rect->y, scale, color, text, 0, 0, textStyle); +} + +static void UI_DrawBotSkill(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (uiInfo.skillIndex >= 0 && uiInfo.skillIndex < numSkillLevels) { + Text_Paint(rect->x, rect->y, scale, color, skillLevels[uiInfo.skillIndex], 0, 0, textStyle); + } +} + +static void UI_DrawRedBlue(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + Text_Paint(rect->x, rect->y, scale, color, (uiInfo.redBlue == 0) ? "Red" : "Blue", 0, 0, textStyle); +} + +/* +=============== +UI_BuildPlayerList +=============== +*/ +static void UI_BuildPlayerList( void ) { + uiClientState_t cs; + int n, count, team, team2, playerTeamNumber; + char info[MAX_INFO_STRING]; + + trap_GetClientState( &cs ); + trap_GetConfigString( CS_PLAYERS + cs.clientNum, info, MAX_INFO_STRING ); + uiInfo.playerNumber = cs.clientNum; + uiInfo.teamLeader = atoi(Info_ValueForKey(info, "tl")); + team = atoi(Info_ValueForKey(info, "t")); + trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ); + count = atoi( Info_ValueForKey( info, "sv_maxclients" ) ); + uiInfo.playerCount = 0; + uiInfo.myTeamCount = 0; + uiInfo.myPlayerIndex = 0; + playerTeamNumber = 0; + for( n = 0; n < count; n++ ) { + trap_GetConfigString( CS_PLAYERS + n, info, MAX_INFO_STRING ); + + if (info[0]) { + BG_ClientListParse( &uiInfo.ignoreList[ uiInfo.playerCount ], + Info_ValueForKey( info, "ig" ) ); + Q_strncpyz( uiInfo.rawPlayerNames[uiInfo.playerCount], + Info_ValueForKey( info, "n" ), MAX_NAME_LENGTH ); + Q_strncpyz( uiInfo.playerNames[uiInfo.playerCount], + Info_ValueForKey( info, "n" ), MAX_NAME_LENGTH ); + Q_CleanStr( uiInfo.playerNames[uiInfo.playerCount] ); + uiInfo.clientNums[uiInfo.playerCount] = n; + if( n == uiInfo.playerNumber ) + uiInfo.myPlayerIndex = uiInfo.playerCount; + uiInfo.playerCount++; + team2 = atoi(Info_ValueForKey(info, "t")); + if (team2 == team) { + Q_strncpyz( uiInfo.rawTeamNames[uiInfo.myTeamCount], + Info_ValueForKey( info, "n" ), MAX_NAME_LENGTH ); + Q_strncpyz( uiInfo.teamNames[uiInfo.myTeamCount], + Info_ValueForKey( info, "n" ), MAX_NAME_LENGTH ); + Q_CleanStr( uiInfo.teamNames[uiInfo.myTeamCount] ); + uiInfo.teamClientNums[uiInfo.myTeamCount] = n; + if (uiInfo.playerNumber == n) { + playerTeamNumber = uiInfo.myTeamCount; + } + uiInfo.myTeamCount++; + } + } + } + + if (!uiInfo.teamLeader) { + trap_Cvar_Set("cg_selectedPlayer", va("%d", playerTeamNumber)); + } + + n = trap_Cvar_VariableValue("cg_selectedPlayer"); + if (n < 0 || n > uiInfo.myTeamCount) { + n = 0; + } + if (n < uiInfo.myTeamCount) { + trap_Cvar_Set("cg_selectedPlayerName", uiInfo.teamNames[n]); + } +} + + +static void UI_DrawSelectedPlayer(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + char name[ MAX_NAME_LENGTH ]; + char *s; + + if (uiInfo.uiDC.realTime > uiInfo.playerRefresh) { + uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000; + UI_BuildPlayerList(); + } + if( uiInfo.teamLeader ) + s = UI_Cvar_VariableString("cg_selectedPlayerName"); + else + s = UI_Cvar_VariableString("name"); + Q_strncpyz( name, s, sizeof( name ) ); + Text_Paint(rect->x, rect->y, scale, color, name, 0, 0, textStyle); +} + +static void UI_DrawServerRefreshDate(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + if (uiInfo.serverStatus.refreshActive) { + vec4_t lowLight, newColor; + lowLight[0] = 0.8 * color[0]; + lowLight[1] = 0.8 * color[1]; + lowLight[2] = 0.8 * color[2]; + lowLight[3] = 0.8 * color[3]; + LerpColor(color,lowLight,newColor,0.5+0.5*sin(uiInfo.uiDC.realTime / PULSE_DIVISOR)); + Text_Paint(rect->x, rect->y, scale, newColor, va("Getting info for %d servers (ESC to cancel)", trap_LAN_GetServerCount(ui_netSource.integer)), 0, 0, textStyle); + } else { + char buff[64]; + Q_strncpyz(buff, UI_Cvar_VariableString(va("ui_lastServerRefresh_%i", ui_netSource.integer)), 64); + Text_Paint(rect->x, rect->y, scale, color, va("Refresh Time: %s", buff), 0, 0, textStyle); + } +} + +static void UI_DrawServerMOTD(rectDef_t *rect, float scale, vec4_t color) { + if (uiInfo.serverStatus.motdLen) { + float maxX; + + if (uiInfo.serverStatus.motdWidth == -1) { + uiInfo.serverStatus.motdWidth = 0; + uiInfo.serverStatus.motdPaintX = rect->x + 1; + uiInfo.serverStatus.motdPaintX2 = -1; + } + + if (uiInfo.serverStatus.motdOffset > uiInfo.serverStatus.motdLen) { + uiInfo.serverStatus.motdOffset = 0; + uiInfo.serverStatus.motdPaintX = rect->x + 1; + uiInfo.serverStatus.motdPaintX2 = -1; + } + + if (uiInfo.uiDC.realTime > uiInfo.serverStatus.motdTime) { + uiInfo.serverStatus.motdTime = uiInfo.uiDC.realTime + 10; + if (uiInfo.serverStatus.motdPaintX <= rect->x + 2) { + if (uiInfo.serverStatus.motdOffset < uiInfo.serverStatus.motdLen) { + uiInfo.serverStatus.motdPaintX += Text_Width(&uiInfo.serverStatus.motd[uiInfo.serverStatus.motdOffset], scale, 1) - 1; + uiInfo.serverStatus.motdOffset++; + } else { + uiInfo.serverStatus.motdOffset = 0; + if (uiInfo.serverStatus.motdPaintX2 >= 0) { + uiInfo.serverStatus.motdPaintX = uiInfo.serverStatus.motdPaintX2; + } else { + uiInfo.serverStatus.motdPaintX = rect->x + rect->w - 2; + } + uiInfo.serverStatus.motdPaintX2 = -1; + } + } else { + //serverStatus.motdPaintX--; + uiInfo.serverStatus.motdPaintX -= 2; + if (uiInfo.serverStatus.motdPaintX2 >= 0) { + //serverStatus.motdPaintX2--; + uiInfo.serverStatus.motdPaintX2 -= 2; + } + } + } + + maxX = rect->x + rect->w - 2; + Text_Paint_Limit(&maxX, uiInfo.serverStatus.motdPaintX, rect->y + rect->h - 3, scale, color, &uiInfo.serverStatus.motd[uiInfo.serverStatus.motdOffset], 0, 0); + if (uiInfo.serverStatus.motdPaintX2 >= 0) { + float maxX2 = rect->x + rect->w - 2; + Text_Paint_Limit(&maxX2, uiInfo.serverStatus.motdPaintX2, rect->y + rect->h - 3, scale, color, uiInfo.serverStatus.motd, 0, uiInfo.serverStatus.motdOffset); + } + if (uiInfo.serverStatus.motdOffset && maxX > 0) { + // if we have an offset ( we are skipping the first part of the string ) and we fit the string + if (uiInfo.serverStatus.motdPaintX2 == -1) { + uiInfo.serverStatus.motdPaintX2 = rect->x + rect->w - 2; + } + } else { + uiInfo.serverStatus.motdPaintX2 = -1; + } + + } +} + +static void UI_DrawKeyBindStatus(rectDef_t *rect, float scale, vec4_t color, int textStyle) { +// int ofs = 0; TTimo: unused + if (Display_KeyBindPending()) { + Text_Paint(rect->x, rect->y, scale, color, "Waiting for new key... Press ESCAPE to cancel", 0, 0, textStyle); + } else { + Text_Paint(rect->x, rect->y, scale, color, "Press ENTER or CLICK to change, Press BACKSPACE to clear", 0, 0, textStyle); + } +} + +static void UI_DrawGLInfo(rectDef_t *rect, float scale, vec4_t color, int textStyle) { + char * eptr; + char buff[1024]; + const char *lines[64]; + int y, numLines, i; + + Text_Paint(rect->x + 2, rect->y, scale, color, va("VENDOR: %s", uiInfo.uiDC.glconfig.vendor_string), 0, 30, textStyle); + Text_Paint(rect->x + 2, rect->y + 15, scale, color, va("VERSION: %s: %s", uiInfo.uiDC.glconfig.version_string,uiInfo.uiDC.glconfig.renderer_string), 0, 30, textStyle); + Text_Paint(rect->x + 2, rect->y + 30, scale, color, va ("PIXELFORMAT: color(%d-bits) Z(%d-bits) stencil(%d-bits)", uiInfo.uiDC.glconfig.colorBits, uiInfo.uiDC.glconfig.depthBits, uiInfo.uiDC.glconfig.stencilBits), 0, 30, textStyle); + + // build null terminated extension strings + // TTimo: https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399 + // in TA this was not directly crashing, but displaying a nasty broken shader right in the middle + // brought down the string size to 1024, there's not much that can be shown on the screen anyway + Q_strncpyz(buff, uiInfo.uiDC.glconfig.extensions_string, 1024); + eptr = buff; + y = rect->y + 45; + numLines = 0; + while ( y < rect->y + rect->h && *eptr ) + { + while ( *eptr && *eptr == ' ' ) + *eptr++ = '\0'; + + // track start of valid string + if (*eptr && *eptr != ' ') { + lines[numLines++] = eptr; + } + + while ( *eptr && *eptr != ' ' ) + eptr++; + } + + i = 0; + while (i < numLines) { + Text_Paint(rect->x + 2, y, scale, color, lines[i++], 0, 20, textStyle); + if (i < numLines) { + Text_Paint(rect->x + rect->w / 2, y, scale, color, lines[i++], 0, 20, textStyle); + } + y += 10; + if (y > rect->y + rect->h - 11) { + break; + } + } + + +} + +// FIXME: table drive +// +static void UI_OwnerDraw( float x, float y, float w, float h, + float text_x, float text_y, int ownerDraw, + int ownerDrawFlags, int align, float special, + float scale, vec4_t color, qhandle_t shader, int textStyle ) +{ + rectDef_t rect; + tremInfoPane_t *pane = NULL; + + rect.x = x + text_x; + rect.y = y + text_y; + rect.w = w; + rect.h = h; + + switch( ownerDraw ) + { + case UI_TEAMINFOPANE: + if( ( pane = uiInfo.tremTeamList[ uiInfo.tremTeamIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_ACLASSINFOPANE: + if( ( pane = uiInfo.tremAlienClassList[ uiInfo.tremAlienClassIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_AUPGRADEINFOPANE: + if( ( pane = uiInfo.tremAlienUpgradeList[ uiInfo.tremAlienUpgradeIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_HITEMINFOPANE: + if( ( pane = uiInfo.tremHumanItemList[ uiInfo.tremHumanItemIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_HBUYINFOPANE: + if( ( pane = uiInfo.tremHumanArmouryBuyList[ uiInfo.tremHumanArmouryBuyIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_HSELLINFOPANE: + if( ( pane = uiInfo.tremHumanArmourySellList[ uiInfo.tremHumanArmourySellIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_ABUILDINFOPANE: + if( ( pane = uiInfo.tremAlienBuildList[ uiInfo.tremAlienBuildIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_HBUILDINFOPANE: + if( ( pane = uiInfo.tremHumanBuildList[ uiInfo.tremHumanBuildIndex ].infopane ) ) + UI_DrawInfoPane( pane, &rect, text_x, text_y, scale, color, textStyle ); + break; + + case UI_HANDICAP: + UI_DrawHandicap(&rect, scale, color, textStyle); + break; + case UI_PLAYERMODEL: + UI_DrawPlayerModel(&rect); + break; + case UI_CLANNAME: + UI_DrawClanName(&rect, scale, color, textStyle); + break; + case UI_CLANLOGO: + UI_DrawClanLogo(&rect, scale, color); + break; + case UI_CLANCINEMATIC: + UI_DrawClanCinematic(&rect, scale, color); + break; + case UI_PREVIEWCINEMATIC: + UI_DrawPreviewCinematic(&rect, scale, color); + break; + case UI_GAMETYPE: + UI_DrawGameType(&rect, scale, color, textStyle); + break; + case UI_NETGAMETYPE: + UI_DrawNetGameType(&rect, scale, color, textStyle); + break; + case UI_JOINGAMETYPE: + UI_DrawJoinGameType(&rect, scale, color, textStyle); + break; + case UI_MAPPREVIEW: + UI_DrawMapPreview(&rect, scale, color, qtrue); + break; + case UI_MAP_TIMETOBEAT: + UI_DrawMapTimeToBeat(&rect, scale, color, textStyle); + break; + case UI_MAPCINEMATIC: + UI_DrawMapCinematic(&rect, scale, color, qfalse); + break; + case UI_STARTMAPCINEMATIC: + UI_DrawMapCinematic(&rect, scale, color, qtrue); + break; + case UI_SKILL: + UI_DrawSkill(&rect, scale, color, textStyle); + break; + case UI_BLUETEAMNAME: + UI_DrawTeamName(&rect, scale, color, qtrue, textStyle); + break; + case UI_REDTEAMNAME: + UI_DrawTeamName(&rect, scale, color, qfalse, textStyle); + break; + case UI_BLUETEAM1: + case UI_BLUETEAM2: + case UI_BLUETEAM3: + case UI_BLUETEAM4: + case UI_BLUETEAM5: + UI_DrawTeamMember(&rect, scale, color, qtrue, ownerDraw - UI_BLUETEAM1 + 1, textStyle); + break; + case UI_REDTEAM1: + case UI_REDTEAM2: + case UI_REDTEAM3: + case UI_REDTEAM4: + case UI_REDTEAM5: + UI_DrawTeamMember(&rect, scale, color, qfalse, ownerDraw - UI_REDTEAM1 + 1, textStyle); + break; + case UI_NETSOURCE: + UI_DrawNetSource(&rect, scale, color, textStyle); + break; + case UI_NETMAPPREVIEW: + UI_DrawNetMapPreview(&rect, scale, color); + break; + case UI_NETMAPCINEMATIC: + UI_DrawNetMapCinematic(&rect, scale, color); + break; + case UI_NETFILTER: + UI_DrawNetFilter(&rect, scale, color, textStyle); + break; + case UI_TIER: + UI_DrawTier(&rect, scale, color, textStyle); + break; + case UI_OPPONENTMODEL: + UI_DrawOpponent(&rect); + break; + case UI_TIERMAP1: + UI_DrawTierMap(&rect, 0); + break; + case UI_TIERMAP2: + UI_DrawTierMap(&rect, 1); + break; + case UI_TIERMAP3: + UI_DrawTierMap(&rect, 2); + break; + case UI_PLAYERLOGO: + UI_DrawPlayerLogo(&rect, color); + break; + case UI_PLAYERLOGO_METAL: + UI_DrawPlayerLogoMetal(&rect, color); + break; + case UI_PLAYERLOGO_NAME: + UI_DrawPlayerLogoName(&rect, color); + break; + case UI_OPPONENTLOGO: + UI_DrawOpponentLogo(&rect, color); + break; + case UI_OPPONENTLOGO_METAL: + UI_DrawOpponentLogoMetal(&rect, color); + break; + case UI_OPPONENTLOGO_NAME: + UI_DrawOpponentLogoName(&rect, color); + break; + case UI_TIER_MAPNAME: + UI_DrawTierMapName(&rect, scale, color, textStyle); + break; + case UI_TIER_GAMETYPE: + UI_DrawTierGameType(&rect, scale, color, textStyle); + break; + case UI_ALLMAPS_SELECTION: + UI_DrawAllMapsSelection(&rect, scale, color, textStyle, qtrue); + break; + case UI_MAPS_SELECTION: + UI_DrawAllMapsSelection(&rect, scale, color, textStyle, qfalse); + break; + case UI_PLAYERLIST_SELECTION: + UI_DrawPlayerListSelection(&rect, scale, color, textStyle); + break; + case UI_TEAMLIST_SELECTION: + UI_DrawTeamListSelection(&rect, scale, color, textStyle); + break; + case UI_OPPONENT_NAME: + UI_DrawOpponentName(&rect, scale, color, textStyle); + break; + case UI_BOTNAME: + UI_DrawBotName(&rect, scale, color, textStyle); + break; + case UI_BOTSKILL: + UI_DrawBotSkill(&rect, scale, color, textStyle); + break; + case UI_REDBLUE: + UI_DrawRedBlue(&rect, scale, color, textStyle); + break; + case UI_SELECTEDPLAYER: + UI_DrawSelectedPlayer(&rect, scale, color, textStyle); + break; + case UI_SERVERREFRESHDATE: + UI_DrawServerRefreshDate(&rect, scale, color, textStyle); + break; + case UI_SERVERMOTD: + UI_DrawServerMOTD(&rect, scale, color); + break; + case UI_GLINFO: + UI_DrawGLInfo(&rect,scale, color, textStyle); + break; + case UI_KEYBINDSTATUS: + UI_DrawKeyBindStatus(&rect,scale, color, textStyle); + break; + default: + break; + } + +} + +static qboolean UI_OwnerDrawVisible(int flags) { + qboolean vis = qtrue; + uiClientState_t cs; + pTeam_t team; + char info[ MAX_INFO_STRING ]; + + trap_GetClientState( &cs ); + trap_GetConfigString( CS_PLAYERS + cs.clientNum, info, MAX_INFO_STRING ); + team = atoi( Info_ValueForKey( info, "t" ) ); + + + while (flags) { + + if( flags & UI_SHOW_NOTSPECTATING ) + { + if( team == PTE_NONE ) + vis = qfalse; + + flags &= ~UI_SHOW_NOTSPECTATING; + } + + if( flags & UI_SHOW_VOTEACTIVE ) + { + if( !trap_Cvar_VariableValue( "ui_voteActive" ) ) + vis = qfalse; + + flags &= ~UI_SHOW_VOTEACTIVE; + } + + if( flags & UI_SHOW_CANVOTE ) + { + if( trap_Cvar_VariableValue( "ui_voteActive" ) ) + vis = qfalse; + + flags &= ~UI_SHOW_CANVOTE; + } + + if( flags & UI_SHOW_TEAMVOTEACTIVE ) + { + if( team == PTE_ALIENS ) + { + if( !trap_Cvar_VariableValue( "ui_alienTeamVoteActive" ) ) + vis = qfalse; + } + else if( team == PTE_HUMANS ) + { + if( !trap_Cvar_VariableValue( "ui_humanTeamVoteActive" ) ) + vis = qfalse; + } + + flags &= ~UI_SHOW_TEAMVOTEACTIVE; + } + + if( flags & UI_SHOW_CANTEAMVOTE ) + { + if( team == PTE_ALIENS ) + { + if( trap_Cvar_VariableValue( "ui_alienTeamVoteActive" ) ) + vis = qfalse; + } + else if( team == PTE_HUMANS ) + { + if( trap_Cvar_VariableValue( "ui_humanTeamVoteActive" ) ) + vis = qfalse; + } + + flags &= ~UI_SHOW_CANTEAMVOTE; + } + + if (flags & UI_SHOW_LEADER) { + // these need to show when this client can give orders to a player or a group + if (!uiInfo.teamLeader) { + vis = qfalse; + } else { + // if showing yourself + if (ui_selectedPlayer.integer < uiInfo.myTeamCount && uiInfo.teamClientNums[ui_selectedPlayer.integer] == uiInfo.playerNumber) { + vis = qfalse; + } + } + flags &= ~UI_SHOW_LEADER; + } + if (flags & UI_SHOW_NOTLEADER) { + // these need to show when this client is assigning their own status or they are NOT the leader + if (uiInfo.teamLeader) { + // if not showing yourself + if (!(ui_selectedPlayer.integer < uiInfo.myTeamCount && uiInfo.teamClientNums[ui_selectedPlayer.integer] == uiInfo.playerNumber)) { + vis = qfalse; + } + // these need to show when this client can give orders to a player or a group + } + flags &= ~UI_SHOW_NOTLEADER; + } + if (flags & UI_SHOW_FAVORITESERVERS) { + // this assumes you only put this type of display flag on something showing in the proper context + if (ui_netSource.integer != AS_FAVORITES) { + vis = qfalse; + } + flags &= ~UI_SHOW_FAVORITESERVERS; + } + if (flags & UI_SHOW_NOTFAVORITESERVERS) { + // this assumes you only put this type of display flag on something showing in the proper context + if (ui_netSource.integer == AS_FAVORITES) { + vis = qfalse; + } + flags &= ~UI_SHOW_NOTFAVORITESERVERS; + } + if (flags & UI_SHOW_NEWHIGHSCORE) { + if (uiInfo.newHighScoreTime < uiInfo.uiDC.realTime) { + vis = qfalse; + } else { + if (uiInfo.soundHighScore) { + if (trap_Cvar_VariableValue("sv_killserver") == 0) { + // wait on server to go down before playing sound + trap_S_StartLocalSound(uiInfo.newHighScoreSound, CHAN_ANNOUNCER); + uiInfo.soundHighScore = qfalse; + } + } + } + flags &= ~UI_SHOW_NEWHIGHSCORE; + } + if (flags & UI_SHOW_NEWBESTTIME) { + if (uiInfo.newBestTime < uiInfo.uiDC.realTime) { + vis = qfalse; + } + flags &= ~UI_SHOW_NEWBESTTIME; + } + if (flags & UI_SHOW_DEMOAVAILABLE) { + if (!uiInfo.demoAvailable) { + vis = qfalse; + } + flags &= ~UI_SHOW_DEMOAVAILABLE; + } else { + flags = 0; + } + } + return vis; +} + +static qboolean UI_Handicap_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int h; + h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") ); + if (key == K_MOUSE2) { + h -= 5; + } else { + h += 5; + } + if (h > 100) { + h = 5; + } else if (h < 0) { + h = 100; + } + trap_Cvar_Set( "handicap", va( "%i", h) ); + return qtrue; + } + return qfalse; +} + +static qboolean UI_ClanName_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int i; + i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (uiInfo.teamList[i].cinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.teamList[i].cinematic); + uiInfo.teamList[i].cinematic = -1; + } + if (key == K_MOUSE2) { + i--; + } else { + i++; + } + if (i >= uiInfo.teamCount) { + i = 0; + } else if (i < 0) { + i = uiInfo.teamCount - 1; + } + trap_Cvar_Set( "ui_teamName", uiInfo.teamList[i].teamName); + UI_HeadCountByTeam(); + UI_FeederSelection(FEEDER_HEADS, 0); + updateModel = qtrue; + return qtrue; + } + return qfalse; +} + +static qboolean UI_GameType_HandleKey(int flags, float *special, int key, qboolean resetMap) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int oldCount = UI_MapCountByGameType(qtrue); + + // hard coded mess here + if (key == K_MOUSE2) { + ui_gameType.integer--; + if (ui_gameType.integer == 2) { + ui_gameType.integer = 1; + } else if (ui_gameType.integer < 2) { + ui_gameType.integer = uiInfo.numGameTypes - 1; + } + } else { + ui_gameType.integer++; + if (ui_gameType.integer >= uiInfo.numGameTypes) { + ui_gameType.integer = 1; + } else if (ui_gameType.integer == 2) { + ui_gameType.integer = 3; + } + } + + trap_Cvar_Set("ui_Q3Model", "0"); + + trap_Cvar_Set("ui_gameType", va("%d", ui_gameType.integer)); + UI_SetCapFragLimits(qtrue); + UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum); + if (resetMap && oldCount != UI_MapCountByGameType(qtrue)) { + trap_Cvar_Set( "ui_currentMap", "0"); + Menu_SetFeederSelection(NULL, FEEDER_MAPS, 0, NULL); + } + return qtrue; + } + return qfalse; +} + +static qboolean UI_NetGameType_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + + if (key == K_MOUSE2) { + ui_netGameType.integer--; + } else { + ui_netGameType.integer++; + } + + if (ui_netGameType.integer < 0) { + ui_netGameType.integer = uiInfo.numGameTypes - 1; + } else if (ui_netGameType.integer >= uiInfo.numGameTypes) { + ui_netGameType.integer = 0; + } + + trap_Cvar_Set( "ui_netGameType", va("%d", ui_netGameType.integer)); + trap_Cvar_Set( "ui_actualnetGameType", va("%d", uiInfo.gameTypes[ui_netGameType.integer].gtEnum)); + trap_Cvar_Set( "ui_currentNetMap", "0"); + UI_MapCountByGameType(qfalse); + Menu_SetFeederSelection(NULL, FEEDER_ALLMAPS, 0, NULL); + return qtrue; + } + return qfalse; +} + +static qboolean UI_JoinGameType_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + + if (key == K_MOUSE2) { + ui_joinGameType.integer--; + } else { + ui_joinGameType.integer++; + } + + if (ui_joinGameType.integer < 0) { + ui_joinGameType.integer = uiInfo.numJoinGameTypes - 1; + } else if (ui_joinGameType.integer >= uiInfo.numJoinGameTypes) { + ui_joinGameType.integer = 0; + } + + trap_Cvar_Set( "ui_joinGameType", va("%d", ui_joinGameType.integer)); + UI_BuildServerDisplayList(qtrue); + return qtrue; + } + return qfalse; +} + + + +static qboolean UI_Skill_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int i = trap_Cvar_VariableValue( "g_spSkill" ); + + if (key == K_MOUSE2) { + i--; + } else { + i++; + } + + if (i < 1) { + i = numSkillLevels; + } else if (i > numSkillLevels) { + i = 1; + } + + trap_Cvar_Set("g_spSkill", va("%i", i)); + return qtrue; + } + return qfalse; +} + +static qboolean UI_TeamName_HandleKey(int flags, float *special, int key, qboolean blue) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int i; + i = UI_TeamIndexFromName(UI_Cvar_VariableString((blue) ? "ui_blueTeam" : "ui_redTeam")); + + if (key == K_MOUSE2) { + i--; + } else { + i++; + } + + if (i >= uiInfo.teamCount) { + i = 0; + } else if (i < 0) { + i = uiInfo.teamCount - 1; + } + + trap_Cvar_Set( (blue) ? "ui_blueTeam" : "ui_redTeam", uiInfo.teamList[i].teamName); + + return qtrue; + } + return qfalse; +} + +static qboolean UI_TeamMember_HandleKey(int flags, float *special, int key, qboolean blue, int num) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + // 0 - None + // 1 - Human + // 2..NumCharacters - Bot + char *cvar = va(blue ? "ui_blueteam%i" : "ui_redteam%i", num); + int value = trap_Cvar_VariableValue(cvar); + + if (key == K_MOUSE2) { + value--; + } else { + value++; + } + + if( value >= UI_GetNumBots( ) + 2 ) + value = 0; + else if( value < 0 ) + value = UI_GetNumBots( ) + 2 - 1; + + trap_Cvar_Set(cvar, va("%i", value)); + return qtrue; + } + return qfalse; +} + +static qboolean UI_NetSource_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + + if (key == K_MOUSE2) { + ui_netSource.integer--; + if (ui_netSource.integer == AS_MPLAYER) + ui_netSource.integer--; + } else { + ui_netSource.integer++; + if (ui_netSource.integer == AS_MPLAYER) + ui_netSource.integer++; + } + + if (ui_netSource.integer >= numNetSources) { + ui_netSource.integer = 0; + } else if (ui_netSource.integer < 0) { + ui_netSource.integer = numNetSources - 1; + } + + UI_BuildServerDisplayList(qtrue); + if (ui_netSource.integer != AS_GLOBAL) { + UI_StartServerRefresh(qtrue); + } + trap_Cvar_Set( "ui_netSource", va("%d", ui_netSource.integer)); + return qtrue; + } + return qfalse; +} + +static qboolean UI_NetFilter_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + + if (key == K_MOUSE2) { + ui_serverFilterType.integer--; + } else { + ui_serverFilterType.integer++; + } + + if (ui_serverFilterType.integer >= numServerFilters) { + ui_serverFilterType.integer = 0; + } else if (ui_serverFilterType.integer < 0) { + ui_serverFilterType.integer = numServerFilters - 1; + } + UI_BuildServerDisplayList(qtrue); + return qtrue; + } + return qfalse; +} + +static qboolean UI_OpponentName_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + if (key == K_MOUSE2) { + UI_PriorOpponent(); + } else { + UI_NextOpponent(); + } + return qtrue; + } + return qfalse; +} + +static qboolean UI_BotName_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int value = uiInfo.botIndex; + + if (key == K_MOUSE2) { + value--; + } else { + value++; + } + + + if( value >= UI_GetNumBots( ) + 2 ) + value = 0; + else if( value < 0 ) + value = UI_GetNumBots( ) + 2 - 1; + + uiInfo.botIndex = value; + return qtrue; + } + return qfalse; +} + +static qboolean UI_BotSkill_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + if (key == K_MOUSE2) { + uiInfo.skillIndex--; + } else { + uiInfo.skillIndex++; + } + if (uiInfo.skillIndex >= numSkillLevels) { + uiInfo.skillIndex = 0; + } else if (uiInfo.skillIndex < 0) { + uiInfo.skillIndex = numSkillLevels-1; + } + return qtrue; + } + return qfalse; +} + +static qboolean UI_RedBlue_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + uiInfo.redBlue ^= 1; + return qtrue; + } + return qfalse; +} + + + +static qboolean UI_SelectedPlayer_HandleKey(int flags, float *special, int key) { + if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { + int selected; + + UI_BuildPlayerList(); + if (!uiInfo.teamLeader) { + return qfalse; + } + selected = trap_Cvar_VariableValue("cg_selectedPlayer"); + + if (key == K_MOUSE2) { + selected--; + } else { + selected++; + } + + if (selected > uiInfo.myTeamCount) { + selected = 0; + } else if (selected < 0) { + selected = uiInfo.myTeamCount; + } + + if (selected == uiInfo.myTeamCount) { + trap_Cvar_Set( "cg_selectedPlayerName", "Everyone"); + } else { + trap_Cvar_Set( "cg_selectedPlayerName", uiInfo.teamNames[selected]); + } + trap_Cvar_Set( "cg_selectedPlayer", va("%d", selected)); + } + return qfalse; +} + + +static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) { + switch (ownerDraw) { + case UI_HANDICAP: + return UI_Handicap_HandleKey(flags, special, key); + break; + case UI_CLANNAME: + return UI_ClanName_HandleKey(flags, special, key); + break; + case UI_GAMETYPE: + return UI_GameType_HandleKey(flags, special, key, qtrue); + break; + case UI_NETGAMETYPE: + return UI_NetGameType_HandleKey(flags, special, key); + break; + case UI_JOINGAMETYPE: + return UI_JoinGameType_HandleKey(flags, special, key); + break; + case UI_SKILL: + return UI_Skill_HandleKey(flags, special, key); + break; + case UI_BLUETEAMNAME: + return UI_TeamName_HandleKey(flags, special, key, qtrue); + break; + case UI_REDTEAMNAME: + return UI_TeamName_HandleKey(flags, special, key, qfalse); + break; + case UI_BLUETEAM1: + case UI_BLUETEAM2: + case UI_BLUETEAM3: + case UI_BLUETEAM4: + case UI_BLUETEAM5: + UI_TeamMember_HandleKey(flags, special, key, qtrue, ownerDraw - UI_BLUETEAM1 + 1); + break; + case UI_REDTEAM1: + case UI_REDTEAM2: + case UI_REDTEAM3: + case UI_REDTEAM4: + case UI_REDTEAM5: + UI_TeamMember_HandleKey(flags, special, key, qfalse, ownerDraw - UI_REDTEAM1 + 1); + break; + case UI_NETSOURCE: + UI_NetSource_HandleKey(flags, special, key); + break; + case UI_NETFILTER: + UI_NetFilter_HandleKey(flags, special, key); + break; + case UI_OPPONENT_NAME: + UI_OpponentName_HandleKey(flags, special, key); + break; + case UI_BOTNAME: + return UI_BotName_HandleKey(flags, special, key); + break; + case UI_BOTSKILL: + return UI_BotSkill_HandleKey(flags, special, key); + break; + case UI_REDBLUE: + UI_RedBlue_HandleKey(flags, special, key); + break; + case UI_SELECTEDPLAYER: + UI_SelectedPlayer_HandleKey(flags, special, key); + break; + default: + break; + } + + return qfalse; +} + + +static float UI_GetValue(int ownerDraw) { + return 0; +} + +/* +================= +UI_ServersQsortCompare +================= +*/ +static int QDECL UI_ServersQsortCompare( const void *arg1, const void *arg2 ) { + return trap_LAN_CompareServers( ui_netSource.integer, uiInfo.serverStatus.sortKey, uiInfo.serverStatus.sortDir, *(int*)arg1, *(int*)arg2); +} + + +/* +================= +UI_ServersSort +================= +*/ +void UI_ServersSort(int column, qboolean force) { + + if ( !force ) { + if ( uiInfo.serverStatus.sortKey == column ) { + return; + } + } + + uiInfo.serverStatus.sortKey = column; + qsort( &uiInfo.serverStatus.displayServers[0], uiInfo.serverStatus.numDisplayServers, sizeof(int), UI_ServersQsortCompare); +} + + +/* +=============== +UI_GetCurrentAlienStage +=============== +*/ +static stage_t UI_GetCurrentAlienStage( void ) +{ + char buffer[ MAX_TOKEN_CHARS ]; + stage_t stage, dummy; + + trap_Cvar_VariableStringBuffer( "ui_stages", buffer, sizeof( buffer ) ); + sscanf( buffer, "%d %d", (int *)&stage , (int *)&dummy ); + + return stage; +} + +/* +=============== +UI_GetCurrentHumanStage +=============== +*/ +static stage_t UI_GetCurrentHumanStage( void ) +{ + char buffer[ MAX_TOKEN_CHARS ]; + stage_t stage, dummy; + + trap_Cvar_VariableStringBuffer( "ui_stages", buffer, sizeof( buffer ) ); + sscanf( buffer, "%d %d", (int *)&dummy, (int *)&stage ); + + return stage; +} + +/* +=============== +UI_LoadTremTeams +=============== +*/ +static void UI_LoadTremTeams( void ) +{ + uiInfo.tremTeamCount = 4; + + uiInfo.tremTeamList[ 0 ].text = String_Alloc( "Aliens" ); + uiInfo.tremTeamList[ 0 ].cmd = String_Alloc( "cmd team aliens\n" ); + uiInfo.tremTeamList[ 0 ].infopane = UI_FindInfoPaneByName( "alienteam" ); + + uiInfo.tremTeamList[ 1 ].text = String_Alloc( "Humans" ); + uiInfo.tremTeamList[ 1 ].cmd = String_Alloc( "cmd team humans\n" ); + uiInfo.tremTeamList[ 1 ].infopane = UI_FindInfoPaneByName( "humanteam" ); + + uiInfo.tremTeamList[ 2 ].text = String_Alloc( "Spectate" ); + uiInfo.tremTeamList[ 2 ].cmd = String_Alloc( "cmd team spectate\n" ); + uiInfo.tremTeamList[ 2 ].infopane = UI_FindInfoPaneByName( "spectateteam" ); + + uiInfo.tremTeamList[ 3 ].text = String_Alloc( "Auto select" ); + uiInfo.tremTeamList[ 3 ].cmd = String_Alloc( "cmd team auto\n" ); + uiInfo.tremTeamList[ 3 ].infopane = UI_FindInfoPaneByName( "autoteam" ); +} + +/* +=============== +UI_AddClass +=============== +*/ +static void UI_AddClass( pClass_t class ) +{ + uiInfo.tremAlienClassList[ uiInfo.tremAlienClassCount ].text = + String_Alloc( BG_FindHumanNameForClassNum( class ) ); + uiInfo.tremAlienClassList[ uiInfo.tremAlienClassCount ].cmd = + String_Alloc( va( "cmd class %s\n", BG_FindNameForClassNum( class ) ) ); + uiInfo.tremAlienClassList[ uiInfo.tremAlienClassCount ].infopane = + UI_FindInfoPaneByName( va( "%sclass", BG_FindNameForClassNum( class ) ) ); + + uiInfo.tremAlienClassCount++; +} + +/* +=============== +UI_LoadTremAlienClasses +=============== +*/ +static void UI_LoadTremAlienClasses( void ) +{ + uiInfo.tremAlienClassCount = 0; + + if( BG_ClassIsAllowed( PCL_ALIEN_LEVEL0 ) ) + UI_AddClass( PCL_ALIEN_LEVEL0 ); + + if( BG_ClassIsAllowed( PCL_ALIEN_BUILDER0_UPG ) && + BG_FindStagesForClass( PCL_ALIEN_BUILDER0_UPG, UI_GetCurrentAlienStage( ) ) ) + UI_AddClass( PCL_ALIEN_BUILDER0_UPG ); + else if( BG_ClassIsAllowed( PCL_ALIEN_BUILDER0 ) ) + UI_AddClass( PCL_ALIEN_BUILDER0 ); +} + +/* +=============== +UI_AddItem +=============== +*/ +static void UI_AddItem( weapon_t weapon ) +{ + uiInfo.tremHumanItemList[ uiInfo.tremHumanItemCount ].text = + String_Alloc( BG_FindHumanNameForWeapon( weapon ) ); + uiInfo.tremHumanItemList[ uiInfo.tremHumanItemCount ].cmd = + String_Alloc( va( "cmd class %s\n", BG_FindNameForWeapon( weapon ) ) ); + uiInfo.tremHumanItemList[ uiInfo.tremHumanItemCount ].infopane = + UI_FindInfoPaneByName( va( "%sitem", BG_FindNameForWeapon( weapon ) ) ); + + uiInfo.tremHumanItemCount++; +} + +/* +=============== +UI_LoadTremHumanItems +=============== +*/ +static void UI_LoadTremHumanItems( void ) +{ + uiInfo.tremHumanItemCount = 0; + + if( BG_WeaponIsAllowed( WP_MACHINEGUN ) ) + UI_AddItem( WP_MACHINEGUN ); + + if( BG_WeaponIsAllowed( WP_HBUILD2 ) && + BG_FindStagesForWeapon( WP_HBUILD2, UI_GetCurrentHumanStage( ) ) ) + UI_AddItem( WP_HBUILD2 ); + else if( BG_WeaponIsAllowed( WP_HBUILD ) ) + UI_AddItem( WP_HBUILD ); +} + +/* +=============== +UI_ParseCarriageList +=============== +*/ +static void UI_ParseCarriageList( int *weapons, int *upgrades ) +{ + int i; + char carriageCvar[ MAX_TOKEN_CHARS ]; + char *iterator; + char buffer[ MAX_TOKEN_CHARS ]; + char *bufPointer; + + trap_Cvar_VariableStringBuffer( "ui_carriage", carriageCvar, sizeof( carriageCvar ) ); + iterator = carriageCvar; + + if( weapons ) + *weapons = 0; + + if( upgrades ) + *upgrades = 0; + + //simple parser to give rise to weapon/upgrade list + while( iterator && iterator[ 0 ] != '$' ) + { + bufPointer = buffer; + + if( iterator[ 0 ] == 'W' ) + { + iterator++; + + while( iterator[ 0 ] != ' ' ) + *bufPointer++ = *iterator++; + + *bufPointer++ = '\n'; + + i = atoi( buffer ); + + if( weapons ) + *weapons |= ( 1 << i ); + } + else if( iterator[ 0 ] == 'U' ) + { + iterator++; + + while( iterator[ 0 ] != ' ' ) + *bufPointer++ = *iterator++; + + *bufPointer++ = '\n'; + + i = atoi( buffer ); + + if( upgrades ) + *upgrades |= ( 1 << i ); + } + + iterator++; + } +} + +/* +=============== +UI_LoadTremHumanArmouryBuys +=============== +*/ +static void UI_LoadTremHumanArmouryBuys( void ) +{ + int i, j = 0; + stage_t stage = UI_GetCurrentHumanStage( ); + int weapons, upgrades; + int slots = 0; + + UI_ParseCarriageList( &weapons, &upgrades ); + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( weapons & ( 1 << i ) ) + slots |= BG_FindSlotsForWeapon( i ); + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( upgrades & ( 1 << i ) ) + slots |= BG_FindSlotsForUpgrade( i ); + } + + uiInfo.tremHumanArmouryBuyCount = 0; + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( BG_FindTeamForWeapon( i ) == WUT_HUMANS && + BG_FindPurchasableForWeapon( i ) && + BG_FindStagesForWeapon( i, stage ) && + BG_WeaponIsAllowed( i ) && + !( BG_FindSlotsForWeapon( i ) & slots ) && + !( weapons & ( 1 << i ) ) ) + { + uiInfo.tremHumanArmouryBuyList[ j ].text = + String_Alloc( BG_FindHumanNameForWeapon( i ) ); + uiInfo.tremHumanArmouryBuyList[ j ].cmd = + String_Alloc( va( "cmd buy %s retrigger\n", BG_FindNameForWeapon( i ) ) ); + uiInfo.tremHumanArmouryBuyList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sitem", BG_FindNameForWeapon( i ) ) ); + + j++; + + uiInfo.tremHumanArmouryBuyCount++; + } + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( BG_FindTeamForUpgrade( i ) == WUT_HUMANS && + BG_FindPurchasableForUpgrade( i ) && + BG_FindStagesForUpgrade( i, stage ) && + BG_UpgradeIsAllowed( i ) && + !( BG_FindSlotsForUpgrade( i ) & slots ) && + !( upgrades & ( 1 << i ) ) ) + { + uiInfo.tremHumanArmouryBuyList[ j ].text = + String_Alloc( BG_FindHumanNameForUpgrade( i ) ); + uiInfo.tremHumanArmouryBuyList[ j ].cmd = + String_Alloc( va( "cmd buy %s retrigger\n", BG_FindNameForUpgrade( i ) ) ); + uiInfo.tremHumanArmouryBuyList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sitem", BG_FindNameForUpgrade( i ) ) ); + + j++; + + uiInfo.tremHumanArmouryBuyCount++; + } + } +} + +/* +=============== +UI_LoadTremHumanArmourySells +=============== +*/ +static void UI_LoadTremHumanArmourySells( void ) +{ + int weapons, upgrades; + int i, j = 0; + + uiInfo.tremHumanArmourySellCount = 0; + UI_ParseCarriageList( &weapons, &upgrades ); + + for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) + { + if( weapons & ( 1 << i ) ) + { + uiInfo.tremHumanArmourySellList[ j ].text = String_Alloc( BG_FindHumanNameForWeapon( i ) ); + uiInfo.tremHumanArmourySellList[ j ].cmd = + String_Alloc( va( "cmd sell %s retrigger\n", BG_FindNameForWeapon( i ) ) ); + uiInfo.tremHumanArmourySellList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sitem", BG_FindNameForWeapon( i ) ) ); + + j++; + + uiInfo.tremHumanArmourySellCount++; + } + } + + for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) + { + if( upgrades & ( 1 << i ) ) + { + uiInfo.tremHumanArmourySellList[ j ].text = String_Alloc( BG_FindHumanNameForUpgrade( i ) ); + uiInfo.tremHumanArmourySellList[ j ].cmd = + String_Alloc( va( "cmd sell %s retrigger\n", BG_FindNameForUpgrade( i ) ) ); + uiInfo.tremHumanArmourySellList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sitem", BG_FindNameForUpgrade( i ) ) ); + + j++; + + uiInfo.tremHumanArmourySellCount++; + } + } +} + +/* +=============== +UI_LoadTremAlienUpgrades +=============== +*/ +static void UI_LoadTremAlienUpgrades( void ) +{ + int i, j = 0; + int class, credits; + char ui_currentClass[ MAX_STRING_CHARS ]; + stage_t stage = UI_GetCurrentAlienStage( ); + + trap_Cvar_VariableStringBuffer( "ui_currentClass", ui_currentClass, MAX_STRING_CHARS ); + sscanf( ui_currentClass, "%d %d", &class, &credits ); + + uiInfo.tremAlienUpgradeCount = 0; + + for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) + { + if( BG_ClassCanEvolveFromTo( class, i, credits, 0 ) >= 0 && + BG_FindStagesForClass( i, stage ) && + BG_ClassIsAllowed( i ) ) + { + uiInfo.tremAlienUpgradeList[ j ].text = String_Alloc( BG_FindHumanNameForClassNum( i ) ); + uiInfo.tremAlienUpgradeList[ j ].cmd = + String_Alloc( va( "cmd class %s\n", BG_FindNameForClassNum( i ) ) ); + uiInfo.tremAlienUpgradeList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sclass", BG_FindNameForClassNum( i ) ) ); + + j++; + + uiInfo.tremAlienUpgradeCount++; + } + } +} + +/* +=============== +UI_LoadTremAlienBuilds +=============== +*/ +static void UI_LoadTremAlienBuilds( void ) +{ + int weapons; + int i, j = 0; + stage_t stage; + + UI_ParseCarriageList( &weapons, NULL ); + stage = UI_GetCurrentAlienStage( ); + + uiInfo.tremAlienBuildCount = 0; + + for( i = BA_NONE +1; i < BA_NUM_BUILDABLES; i++ ) + { + if( BG_FindTeamForBuildable( i ) == BIT_ALIENS && + BG_FindBuildWeaponForBuildable( i ) & weapons && + BG_FindStagesForBuildable( i, stage ) && + BG_BuildableIsAllowed( i ) ) + { + uiInfo.tremAlienBuildList[ j ].text = + String_Alloc( BG_FindHumanNameForBuildable( i ) ); + uiInfo.tremAlienBuildList[ j ].cmd = + String_Alloc( va( "cmd build %s\n", BG_FindNameForBuildable( i ) ) ); + uiInfo.tremAlienBuildList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sbuild", BG_FindNameForBuildable( i ) ) ); + + j++; + + uiInfo.tremAlienBuildCount++; + } + } +} + +/* +=============== +UI_LoadTremHumanBuilds +=============== +*/ +static void UI_LoadTremHumanBuilds( void ) +{ + int weapons; + int i, j = 0; + stage_t stage; + + UI_ParseCarriageList( &weapons, NULL ); + stage = UI_GetCurrentHumanStage( ); + + uiInfo.tremHumanBuildCount = 0; + + for( i = BA_NONE +1; i < BA_NUM_BUILDABLES; i++ ) + { + if( BG_FindTeamForBuildable( i ) == BIT_HUMANS && + BG_FindBuildWeaponForBuildable( i ) & weapons && + BG_FindStagesForBuildable( i, stage ) && + BG_BuildableIsAllowed( i ) ) + { + uiInfo.tremHumanBuildList[ j ].text = + String_Alloc( BG_FindHumanNameForBuildable( i ) ); + uiInfo.tremHumanBuildList[ j ].cmd = + String_Alloc( va( "cmd build %s\n", BG_FindNameForBuildable( i ) ) ); + uiInfo.tremHumanBuildList[ j ].infopane = + UI_FindInfoPaneByName( va( "%sbuild", BG_FindNameForBuildable( i ) ) ); + + j++; + + uiInfo.tremHumanBuildCount++; + } + } +} + +/* +=============== +UI_LoadMods +=============== +*/ +static void UI_LoadMods( void ) { + int numdirs; + char dirlist[2048]; + char *dirptr; + char *descptr; + int i; + int dirlen; + + uiInfo.modCount = 0; + numdirs = trap_FS_GetFileList( "$modlist", "", dirlist, sizeof(dirlist) ); + dirptr = dirlist; + for( i = 0; i < numdirs; i++ ) { + dirlen = strlen( dirptr ) + 1; + descptr = dirptr + dirlen; + uiInfo.modList[uiInfo.modCount].modName = String_Alloc(dirptr); + uiInfo.modList[uiInfo.modCount].modDescr = String_Alloc(descptr); + dirptr += dirlen + strlen(descptr) + 1; + uiInfo.modCount++; + if (uiInfo.modCount >= MAX_MODS) { + break; + } + } + +} + + +/* +=============== +UI_LoadMovies +=============== +*/ +static void UI_LoadMovies( void ) { + char movielist[4096]; + char *moviename; + int i, len; + + uiInfo.movieCount = trap_FS_GetFileList( "video", "roq", movielist, 4096 ); + + if (uiInfo.movieCount) { + if (uiInfo.movieCount > MAX_MOVIES) { + uiInfo.movieCount = MAX_MOVIES; + } + moviename = movielist; + for ( i = 0; i < uiInfo.movieCount; i++ ) { + len = strlen( moviename ); + if (!Q_stricmp(moviename + len - 4,".roq")) { + moviename[len-4] = '\0'; + } + Q_strupr(moviename); + uiInfo.movieList[i] = String_Alloc(moviename); + moviename += len + 1; + } + } + +} + + + +/* +=============== +UI_LoadDemos +=============== +*/ +static void UI_LoadDemos( void ) { + char demolist[4096]; + char demoExt[32]; + char *demoname; + int i, len; + + Com_sprintf(demoExt, sizeof(demoExt), "dm_%d", (int)trap_Cvar_VariableValue("protocol")); + + uiInfo.demoCount = trap_FS_GetFileList( "demos", demoExt, demolist, 4096 ); + + Com_sprintf(demoExt, sizeof(demoExt), ".dm_%d", (int)trap_Cvar_VariableValue("protocol")); + + if (uiInfo.demoCount) { + if (uiInfo.demoCount > MAX_DEMOS) { + uiInfo.demoCount = MAX_DEMOS; + } + demoname = demolist; + for ( i = 0; i < uiInfo.demoCount; i++ ) { + len = strlen( demoname ); + if (!Q_stricmp(demoname + len - strlen(demoExt), demoExt)) { + demoname[len-strlen(demoExt)] = '\0'; + } + Q_strupr(demoname); + uiInfo.demoList[i] = String_Alloc(demoname); + demoname += len + 1; + } + } + +} + + +static qboolean UI_SetNextMap(int actual, int index) { + int i; + for (i = actual + 1; i < uiInfo.mapCount; i++) { + if (uiInfo.mapList[i].active) { + Menu_SetFeederSelection(NULL, FEEDER_MAPS, index + 1, "skirmish"); + return qtrue; + } + } + return qfalse; +} + + +static void UI_StartSkirmish(qboolean next) { + int i, k, g, delay, temp; + float skill; + char buff[MAX_STRING_CHARS]; + + if (next) { + int actual; + int index = trap_Cvar_VariableValue("ui_mapIndex"); + UI_MapCountByGameType(qtrue); + UI_SelectedMap(index, &actual); + if (UI_SetNextMap(actual, index)) { + } else { + UI_GameType_HandleKey(0, NULL, K_MOUSE1, qfalse); + UI_MapCountByGameType(qtrue); + Menu_SetFeederSelection(NULL, FEEDER_MAPS, 0, "skirmish"); + } + } + + g = uiInfo.gameTypes[ui_gameType.integer].gtEnum; + trap_Cvar_SetValue( "g_gametype", g ); + trap_Cmd_ExecuteText( EXEC_APPEND, va( "wait ; wait ; map %s\n", uiInfo.mapList[ui_currentMap.integer].mapLoadName) ); + skill = trap_Cvar_VariableValue( "g_spSkill" ); + trap_Cvar_Set("ui_scoreMap", uiInfo.mapList[ui_currentMap.integer].mapName); + + k = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_opponentName")); + + trap_Cvar_Set("ui_singlePlayerActive", "1"); + + // set up sp overrides, will be replaced on postgame + temp = trap_Cvar_VariableValue( "capturelimit" ); + trap_Cvar_Set("ui_saveCaptureLimit", va("%i", temp)); + temp = trap_Cvar_VariableValue( "fraglimit" ); + trap_Cvar_Set("ui_saveFragLimit", va("%i", temp)); + + UI_SetCapFragLimits(qfalse); + + temp = trap_Cvar_VariableValue( "cg_drawTimer" ); + trap_Cvar_Set("ui_drawTimer", va("%i", temp)); + temp = trap_Cvar_VariableValue( "g_doWarmup" ); + trap_Cvar_Set("ui_doWarmup", va("%i", temp)); + temp = trap_Cvar_VariableValue( "g_friendlyFire" ); + trap_Cvar_Set("ui_friendlyFire", va("%i", temp)); + temp = trap_Cvar_VariableValue( "sv_maxClients" ); + trap_Cvar_Set("ui_maxClients", va("%i", temp)); + temp = trap_Cvar_VariableValue( "g_warmup" ); + trap_Cvar_Set("ui_Warmup", va("%i", temp)); + temp = trap_Cvar_VariableValue( "sv_pure" ); + trap_Cvar_Set("ui_pure", va("%i", temp)); + + trap_Cvar_Set("cg_cameraOrbit", "0"); + trap_Cvar_Set("cg_thirdPerson", "0"); + trap_Cvar_Set("cg_drawTimer", "1"); + trap_Cvar_Set("g_doWarmup", "1"); + trap_Cvar_Set("g_warmup", "15"); + trap_Cvar_Set("sv_pure", "0"); + trap_Cvar_Set("g_friendlyFire", "0"); + trap_Cvar_Set("g_redTeam", UI_Cvar_VariableString("ui_teamName")); + trap_Cvar_Set("g_blueTeam", UI_Cvar_VariableString("ui_opponentName")); + + if (trap_Cvar_VariableValue("ui_recordSPDemo")) { + Com_sprintf(buff, MAX_STRING_CHARS, "%s_%i", uiInfo.mapList[ui_currentMap.integer].mapLoadName, g); + trap_Cvar_Set("ui_recordSPDemoName", buff); + } + + delay = 500; + + { + temp = uiInfo.mapList[ui_currentMap.integer].teamMembers * 2; + trap_Cvar_Set("sv_maxClients", va("%d", temp)); + for (i =0; i < uiInfo.mapList[ui_currentMap.integer].teamMembers; i++) { + Com_sprintf( buff, sizeof(buff), "addbot %s %f %s %i %s\n", UI_AIFromName(uiInfo.teamList[k].teamMembers[i]), skill, "", delay, uiInfo.teamList[k].teamMembers[i]); + trap_Cmd_ExecuteText( EXEC_APPEND, buff ); + delay += 500; + } + k = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + for (i =0; i < uiInfo.mapList[ui_currentMap.integer].teamMembers-1; i++) { + Com_sprintf( buff, sizeof(buff), "addbot %s %f %s %i %s\n", UI_AIFromName(uiInfo.teamList[k].teamMembers[i]), skill, "", delay, uiInfo.teamList[k].teamMembers[i]); + trap_Cmd_ExecuteText( EXEC_APPEND, buff ); + delay += 500; + } + } +} + +static void UI_Update(const char *name) { + int val = trap_Cvar_VariableValue(name); + + if (Q_stricmp(name, "ui_SetName") == 0) { + trap_Cvar_Set( "name", UI_Cvar_VariableString("ui_Name")); + } else if (Q_stricmp(name, "ui_setRate") == 0) { + float rate = trap_Cvar_VariableValue("rate"); + if (rate >= 5000) { + trap_Cvar_Set("cl_maxpackets", "30"); + trap_Cvar_Set("cl_packetdup", "1"); + } else if (rate >= 4000) { + trap_Cvar_Set("cl_maxpackets", "15"); + trap_Cvar_Set("cl_packetdup", "2"); // favor less prediction errors when there's packet loss + } else { + trap_Cvar_Set("cl_maxpackets", "15"); + trap_Cvar_Set("cl_packetdup", "1"); // favor lower bandwidth + } + } else if (Q_stricmp(name, "ui_GetName") == 0) { + trap_Cvar_Set( "ui_Name", UI_Cvar_VariableString("name")); + } else if (Q_stricmp(name, "r_colorbits") == 0) { + switch (val) { + case 0: + trap_Cvar_SetValue( "r_depthbits", 0 ); + trap_Cvar_SetValue( "r_stencilbits", 0 ); + break; + case 16: + trap_Cvar_SetValue( "r_depthbits", 16 ); + trap_Cvar_SetValue( "r_stencilbits", 0 ); + break; + case 32: + trap_Cvar_SetValue( "r_depthbits", 24 ); + break; + } + } else if (Q_stricmp(name, "r_lodbias") == 0) { + switch (val) { + case 0: + trap_Cvar_SetValue( "r_subdivisions", 4 ); + break; + case 1: + trap_Cvar_SetValue( "r_subdivisions", 12 ); + break; + case 2: + trap_Cvar_SetValue( "r_subdivisions", 20 ); + break; + } + } else if (Q_stricmp(name, "ui_glCustom") == 0) { + switch (val) { + case 0: // high quality + trap_Cvar_SetValue( "r_fullScreen", 1 ); + trap_Cvar_SetValue( "r_subdivisions", 4 ); + trap_Cvar_SetValue( "r_vertexlight", 0 ); + trap_Cvar_SetValue( "r_lodbias", 0 ); + trap_Cvar_SetValue( "r_colorbits", 32 ); + trap_Cvar_SetValue( "r_depthbits", 24 ); + trap_Cvar_SetValue( "r_picmip", 0 ); + trap_Cvar_SetValue( "r_mode", 4 ); + trap_Cvar_SetValue( "r_texturebits", 32 ); + trap_Cvar_SetValue( "r_fastSky", 0 ); + trap_Cvar_SetValue( "r_inGameVideo", 1 ); + trap_Cvar_SetValue( "cg_shadows", 1 ); + trap_Cvar_SetValue( "cg_brassTime", 2500 ); + trap_Cvar_SetValue( "cg_bounceParticles", 1 ); + trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" ); + break; + case 1: // normal + trap_Cvar_SetValue( "r_fullScreen", 1 ); + trap_Cvar_SetValue( "r_subdivisions", 12 ); + trap_Cvar_SetValue( "r_vertexlight", 0 ); + trap_Cvar_SetValue( "r_lodbias", 0 ); + trap_Cvar_SetValue( "r_colorbits", 0 ); + trap_Cvar_SetValue( "r_depthbits", 24 ); + trap_Cvar_SetValue( "r_picmip", 1 ); + trap_Cvar_SetValue( "r_mode", 3 ); + trap_Cvar_SetValue( "r_texturebits", 0 ); + trap_Cvar_SetValue( "r_fastSky", 0 ); + trap_Cvar_SetValue( "r_inGameVideo", 1 ); + trap_Cvar_SetValue( "cg_brassTime", 2500 ); + trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" ); + trap_Cvar_SetValue( "cg_shadows", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); + break; + case 2: // fast + trap_Cvar_SetValue( "r_fullScreen", 1 ); + trap_Cvar_SetValue( "r_subdivisions", 8 ); + trap_Cvar_SetValue( "r_vertexlight", 0 ); + trap_Cvar_SetValue( "r_lodbias", 1 ); + trap_Cvar_SetValue( "r_colorbits", 0 ); + trap_Cvar_SetValue( "r_depthbits", 0 ); + trap_Cvar_SetValue( "r_picmip", 1 ); + trap_Cvar_SetValue( "r_mode", 3 ); + trap_Cvar_SetValue( "r_texturebits", 0 ); + trap_Cvar_SetValue( "cg_shadows", 0 ); + trap_Cvar_SetValue( "r_fastSky", 1 ); + trap_Cvar_SetValue( "r_inGameVideo", 0 ); + trap_Cvar_SetValue( "cg_brassTime", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); + trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" ); + break; + case 3: // fastest + trap_Cvar_SetValue( "r_fullScreen", 1 ); + trap_Cvar_SetValue( "r_subdivisions", 20 ); + trap_Cvar_SetValue( "r_vertexlight", 1 ); + trap_Cvar_SetValue( "r_lodbias", 2 ); + trap_Cvar_SetValue( "r_colorbits", 16 ); + trap_Cvar_SetValue( "r_depthbits", 16 ); + trap_Cvar_SetValue( "r_mode", 3 ); + trap_Cvar_SetValue( "r_picmip", 2 ); + trap_Cvar_SetValue( "r_texturebits", 16 ); + trap_Cvar_SetValue( "cg_shadows", 0 ); + trap_Cvar_SetValue( "cg_brassTime", 0 ); + trap_Cvar_SetValue( "r_fastSky", 1 ); + trap_Cvar_SetValue( "r_inGameVideo", 0 ); + trap_Cvar_SetValue( "cg_bounceParticles", 0 ); + trap_Cvar_Set( "r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" ); + break; + } + } else if (Q_stricmp(name, "ui_mousePitch") == 0) { + if (val == 0) { + trap_Cvar_SetValue( "m_pitch", 0.022f ); + } else { + trap_Cvar_SetValue( "m_pitch", -0.022f ); + } + } +} + +static void UI_RunMenuScript(char **args) { + const char *name, *name2; + char buff[1024]; + const char *cmd; + + if (String_Parse(args, &name)) { + if (Q_stricmp(name, "StartServer") == 0) { + int i, clients, oldclients; + float skill; + trap_Cvar_Set("cg_thirdPerson", "0"); + trap_Cvar_Set("cg_cameraOrbit", "0"); + trap_Cvar_Set("ui_singlePlayerActive", "0"); + trap_Cvar_SetValue( "dedicated", Com_Clamp( 0, 2, ui_dedicated.integer ) ); + trap_Cvar_SetValue( "g_gametype", Com_Clamp( 0, 8, uiInfo.gameTypes[ui_netGameType.integer].gtEnum ) ); + trap_Cvar_Set("g_redTeam", UI_Cvar_VariableString("ui_teamName")); + trap_Cvar_Set("g_blueTeam", UI_Cvar_VariableString("ui_opponentName")); + trap_Cmd_ExecuteText( EXEC_APPEND, va( "wait ; wait ; map %s\n", uiInfo.mapList[ui_currentNetMap.integer].mapLoadName ) ); + skill = trap_Cvar_VariableValue( "g_spSkill" ); + // set max clients based on spots + oldclients = trap_Cvar_VariableValue( "sv_maxClients" ); + clients = 0; + for (i = 0; i < PLAYERS_PER_TEAM; i++) { + int bot = trap_Cvar_VariableValue( va("ui_blueteam%i", i+1)); + if (bot >= 0) { + clients++; + } + bot = trap_Cvar_VariableValue( va("ui_redteam%i", i+1)); + if (bot >= 0) { + clients++; + } + } + if (clients == 0) { + clients = 8; + } + + if (oldclients > clients) { + clients = oldclients; + } + + trap_Cvar_Set("sv_maxClients", va("%d",clients)); + + for (i = 0; i < PLAYERS_PER_TEAM; i++) { + int bot = trap_Cvar_VariableValue( va("ui_blueteam%i", i+1)); + if (bot > 1) { + Com_sprintf( buff, sizeof(buff), "addbot %s %f \n", UI_GetBotNameByNumber(bot-2), skill); + trap_Cmd_ExecuteText( EXEC_APPEND, buff ); + } + bot = trap_Cvar_VariableValue( va("ui_redteam%i", i+1)); + if (bot > 1) { + Com_sprintf( buff, sizeof(buff), "addbot %s %f \n", UI_GetBotNameByNumber(bot-2), skill); + trap_Cmd_ExecuteText( EXEC_APPEND, buff ); + } + } + } else if (Q_stricmp(name, "updateSPMenu") == 0) { + UI_SetCapFragLimits(qtrue); + UI_MapCountByGameType(qtrue); + ui_mapIndex.integer = UI_GetIndexFromSelection(ui_currentMap.integer); + trap_Cvar_Set("ui_mapIndex", va("%d", ui_mapIndex.integer)); + Menu_SetFeederSelection(NULL, FEEDER_MAPS, ui_mapIndex.integer, "skirmish"); + UI_GameType_HandleKey(0, NULL, K_MOUSE1, qfalse); + UI_GameType_HandleKey(0, NULL, K_MOUSE2, qfalse); + } else if (Q_stricmp(name, "resetDefaults") == 0) { + trap_Cmd_ExecuteText( EXEC_APPEND, "exec default.cfg\n"); + trap_Cmd_ExecuteText( EXEC_APPEND, "cvar_restart\n"); + Controls_SetDefaults(); + trap_Cvar_Set("com_introPlayed", "1" ); + trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart\n" ); + } else if (Q_stricmp(name, "loadArenas") == 0) { + UI_LoadArenas(); + UI_MapCountByGameType(qfalse); + Menu_SetFeederSelection(NULL, FEEDER_ALLMAPS, 0, "createserver"); + } else if (Q_stricmp(name, "loadServerInfo") == 0) { + UI_ServerInfo(); + } else if (Q_stricmp(name, "saveControls") == 0) { + Controls_SetConfig(qtrue); + } else if (Q_stricmp(name, "loadControls") == 0) { + Controls_GetConfig(); + } else if (Q_stricmp(name, "clearError") == 0) { + trap_Cvar_Set("com_errorMessage", ""); + } else if (Q_stricmp(name, "loadGameInfo") == 0) { +/* UI_ParseGameInfo("gameinfo.txt"); + UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum);*/ + } else if (Q_stricmp(name, "resetScores") == 0) { + UI_ClearScores(); + } else if (Q_stricmp(name, "RefreshServers") == 0) { + UI_StartServerRefresh(qtrue); + UI_BuildServerDisplayList(qtrue); + } else if (Q_stricmp(name, "InitServerList") == 0) { + int time = trap_RealTime( NULL ); + int last; + int sortColumn; + + // set up default sorting + if(!uiInfo.serverStatus.sorted && Int_Parse(args, &sortColumn)) + { + uiInfo.serverStatus.sortKey = sortColumn; + uiInfo.serverStatus.sortDir = 0; + } + + // refresh if older than 3 days or if list is empty + last = atoi( UI_Cvar_VariableString( va( "ui_lastServerRefresh_%i_time", + ui_netSource.integer ) ) ); + if( trap_LAN_GetServerCount( ui_netSource.integer ) < 1 || + ( time - last ) > 3600 ) + { + UI_StartServerRefresh(qtrue); + UI_BuildServerDisplayList(qtrue); + } + } else if (Q_stricmp(name, "RefreshFilter") == 0) { + UI_StartServerRefresh(qfalse); + UI_BuildServerDisplayList(qtrue); + } else if (Q_stricmp(name, "RunSPDemo") == 0) { + if (uiInfo.demoAvailable) { + trap_Cmd_ExecuteText( EXEC_APPEND, va("demo %s_%i\n", uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum)); + } + } else if (Q_stricmp(name, "LoadDemos") == 0) { + UI_LoadDemos(); + } else if (Q_stricmp(name, "LoadMovies") == 0) { + UI_LoadMovies(); + } else if (Q_stricmp(name, "LoadMods") == 0) { + UI_LoadMods(); + } + +//TA: tremulous menus + else if( Q_stricmp( name, "LoadTeams" ) == 0 ) + UI_LoadTremTeams( ); + else if( Q_stricmp( name, "JoinTeam" ) == 0 ) + { + if( ( cmd = uiInfo.tremTeamList[ uiInfo.tremTeamIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadHumanItems" ) == 0 ) + UI_LoadTremHumanItems( ); + else if( Q_stricmp( name, "SpawnWithHumanItem" ) == 0 ) + { + if( ( cmd = uiInfo.tremHumanItemList[ uiInfo.tremHumanItemIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadAlienClasses" ) == 0 ) + UI_LoadTremAlienClasses( ); + else if( Q_stricmp( name, "SpawnAsAlienClass" ) == 0 ) + { + if( ( cmd = uiInfo.tremAlienClassList[ uiInfo.tremAlienClassIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadHumanArmouryBuys" ) == 0 ) + UI_LoadTremHumanArmouryBuys( ); + else if( Q_stricmp( name, "BuyFromArmoury" ) == 0 ) + { + if( ( cmd = uiInfo.tremHumanArmouryBuyList[ uiInfo.tremHumanArmouryBuyIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadHumanArmourySells" ) == 0 ) + UI_LoadTremHumanArmourySells( ); + else if( Q_stricmp( name, "SellToArmoury" ) == 0 ) + { + if( ( cmd = uiInfo.tremHumanArmourySellList[ uiInfo.tremHumanArmourySellIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadAlienUpgrades" ) == 0 ) + { + UI_LoadTremAlienUpgrades( ); + + //disallow the menu if it would be empty + if( uiInfo.tremAlienUpgradeCount <= 0 ) + Menus_CloseAll( ); + } + else if( Q_stricmp( name, "UpgradeToNewClass" ) == 0 ) + { + if( ( cmd = uiInfo.tremAlienUpgradeList[ uiInfo.tremAlienUpgradeIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadAlienBuilds" ) == 0 ) + UI_LoadTremAlienBuilds( ); + else if( Q_stricmp( name, "BuildAlienBuildable" ) == 0 ) + { + if( ( cmd = uiInfo.tremAlienBuildList[ uiInfo.tremAlienBuildIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "LoadHumanBuilds" ) == 0 ) + UI_LoadTremHumanBuilds( ); + else if( Q_stricmp( name, "BuildHumanBuildable" ) == 0 ) + { + if( ( cmd = uiInfo.tremHumanBuildList[ uiInfo.tremHumanBuildIndex ].cmd ) ) + trap_Cmd_ExecuteText( EXEC_APPEND, cmd ); + } + else if( Q_stricmp( name, "PTRCRestore" ) == 0 ) + { + int len; + char text[ 16 ]; + fileHandle_t f; + char command[ 32 ]; + + // load the file + len = trap_FS_FOpenFile( "ptrc.cfg", &f, FS_READ ); + + if( len > 0 && ( len < sizeof( text ) - 1 ) ) + { + trap_FS_Read( text, len, f ); + text[ len ] = 0; + trap_FS_FCloseFile( f ); + + Com_sprintf( command, 32, "ptrcrestore %s", text ); + + trap_Cmd_ExecuteText( EXEC_APPEND, command ); + } + } +//TA: tremulous menus + + else if (Q_stricmp(name, "playMovie") == 0) { + if (uiInfo.previewMovie >= 0) { + trap_CIN_StopCinematic(uiInfo.previewMovie); + } + trap_Cmd_ExecuteText( EXEC_APPEND, va("cinematic %s.roq 2\n", uiInfo.movieList[uiInfo.movieIndex])); + } else if (Q_stricmp(name, "RunMod") == 0) { + trap_Cvar_Set( "fs_game", uiInfo.modList[uiInfo.modIndex].modName); + trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" ); + } else if (Q_stricmp(name, "RunDemo") == 0) { + trap_Cmd_ExecuteText( EXEC_APPEND, va("demo %s\n", uiInfo.demoList[uiInfo.demoIndex])); + } else if (Q_stricmp(name, "Tremulous") == 0) { + trap_Cvar_Set( "fs_game", ""); + trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" ); + } else if (Q_stricmp(name, "closeJoin") == 0) { + if (uiInfo.serverStatus.refreshActive) { + UI_StopServerRefresh(); + uiInfo.serverStatus.nextDisplayRefresh = 0; + uiInfo.nextServerStatusRefresh = 0; + uiInfo.nextFindPlayerRefresh = 0; + UI_BuildServerDisplayList(qtrue); + } else { + Menus_CloseByName("joinserver"); + Menus_OpenByName("main"); + } + } else if (Q_stricmp(name, "StopRefresh") == 0) { + UI_StopServerRefresh(); + uiInfo.serverStatus.nextDisplayRefresh = 0; + uiInfo.nextServerStatusRefresh = 0; + uiInfo.nextFindPlayerRefresh = 0; + } else if (Q_stricmp(name, "UpdateFilter") == 0) { + if (ui_netSource.integer == AS_LOCAL) { + UI_StartServerRefresh(qtrue); + } + UI_BuildServerDisplayList(qtrue); + UI_FeederSelection(FEEDER_SERVERS, 0); + } else if (Q_stricmp(name, "ServerStatus") == 0) { + trap_LAN_GetServerAddressString(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.serverStatus.currentServer], uiInfo.serverStatusAddress, sizeof(uiInfo.serverStatusAddress)); + UI_BuildServerStatus(qtrue); + } else if (Q_stricmp(name, "FoundPlayerServerStatus") == 0) { + Q_strncpyz(uiInfo.serverStatusAddress, uiInfo.foundPlayerServerAddresses[uiInfo.currentFoundPlayerServer], sizeof(uiInfo.serverStatusAddress)); + UI_BuildServerStatus(qtrue); + Menu_SetFeederSelection(NULL, FEEDER_FINDPLAYER, 0, NULL); + } else if (Q_stricmp(name, "FindPlayer") == 0) { + UI_BuildFindPlayerList(qtrue); + // clear the displayed server status info + uiInfo.serverStatusInfo.numLines = 0; + Menu_SetFeederSelection(NULL, FEEDER_FINDPLAYER, 0, NULL); + } else if (Q_stricmp(name, "JoinServer") == 0) { + trap_Cvar_Set("cg_thirdPerson", "0"); + trap_Cvar_Set("cg_cameraOrbit", "0"); + trap_Cvar_Set("ui_singlePlayerActive", "0"); + if (uiInfo.serverStatus.currentServer >= 0 && uiInfo.serverStatus.currentServer < uiInfo.serverStatus.numDisplayServers) { + trap_LAN_GetServerAddressString(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.serverStatus.currentServer], buff, 1024); + trap_Cmd_ExecuteText( EXEC_APPEND, va( "connect %s\n", buff ) ); + } + } else if (Q_stricmp(name, "FoundPlayerJoinServer") == 0) { + trap_Cvar_Set("ui_singlePlayerActive", "0"); + if (uiInfo.currentFoundPlayerServer >= 0 && uiInfo.currentFoundPlayerServer < uiInfo.numFoundPlayerServers) { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "connect %s\n", uiInfo.foundPlayerServerAddresses[uiInfo.currentFoundPlayerServer] ) ); + } + } else if (Q_stricmp(name, "Quit") == 0) { + trap_Cvar_Set("ui_singlePlayerActive", "0"); + trap_Cmd_ExecuteText( EXEC_NOW, "quit"); + } else if (Q_stricmp(name, "Controls") == 0) { + trap_Cvar_Set( "cl_paused", "1" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + Menus_CloseAll(); + Menus_ActivateByName("setup_menu2"); + } else if (Q_stricmp(name, "Leave") == 0) { + trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + Menus_CloseAll(); + Menus_ActivateByName("main"); + } else if (Q_stricmp(name, "ServerSort") == 0) { + int sortColumn; + if (Int_Parse(args, &sortColumn)) { + // if same column we're already sorting on then flip the direction + if (sortColumn == uiInfo.serverStatus.sortKey) { + uiInfo.serverStatus.sortDir = !uiInfo.serverStatus.sortDir; + } + // make sure we sort again + UI_ServersSort(sortColumn, qtrue); + uiInfo.serverStatus.sorted = qtrue; + } + } else if (Q_stricmp(name, "nextSkirmish") == 0) { + UI_StartSkirmish(qtrue); + } else if (Q_stricmp(name, "SkirmishStart") == 0) { + UI_StartSkirmish(qfalse); + } else if (Q_stricmp(name, "closeingame") == 0) { + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll(); + } else if (Q_stricmp(name, "voteMap") == 0) { + if (ui_currentNetMap.integer >=0 && ui_currentNetMap.integer < uiInfo.mapCount) { + trap_Cmd_ExecuteText( EXEC_APPEND, va("callvote map %s\n",uiInfo.mapList[ui_currentNetMap.integer].mapLoadName) ); + } + } + else if( Q_stricmp( name, "voteKick" ) == 0 ) + { + if( uiInfo.playerIndex >= 0 && uiInfo.playerIndex < uiInfo.playerCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callvote kick %d\n", + uiInfo.clientNums[ uiInfo.playerIndex ] ) ); + } + } + else if( Q_stricmp( name, "voteMute" ) == 0 ) + { + if( uiInfo.playerIndex >= 0 && uiInfo.playerIndex < uiInfo.playerCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callvote mute %d\n", + uiInfo.clientNums[ uiInfo.playerIndex ] ) ); + } + } + else if( Q_stricmp( name, "voteUnMute" ) == 0 ) + { + if( uiInfo.playerIndex >= 0 && uiInfo.playerIndex < uiInfo.playerCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callvote unmute %d\n", + uiInfo.clientNums[ uiInfo.playerIndex ] ) ); + } + } + else if( Q_stricmp( name, "voteTeamKick" ) == 0 ) + { + if( uiInfo.teamIndex >= 0 && uiInfo.teamIndex < uiInfo.myTeamCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callteamvote kick %d\n", + uiInfo.teamClientNums[ uiInfo.teamIndex ] ) ); + } + } + else if( Q_stricmp( name, "voteTeamDenyBuild" ) == 0 ) + { + if( uiInfo.teamIndex >= 0 && uiInfo.teamIndex < uiInfo.myTeamCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callteamvote denybuild %d\n", + uiInfo.teamClientNums[ uiInfo.teamIndex ] ) ); + } + } + else if( Q_stricmp( name, "voteTeamAllowBuild" ) == 0 ) + { + if( uiInfo.teamIndex >= 0 && uiInfo.teamIndex < uiInfo.myTeamCount ) + { + trap_Cmd_ExecuteText( EXEC_APPEND, va( "callteamvote allowbuild %d\n", + uiInfo.teamClientNums[ uiInfo.teamIndex ] ) ); + } + } + else if (Q_stricmp(name, "addFavorite") == 0) { + if (ui_netSource.integer != AS_FAVORITES) { + char name[MAX_NAME_LENGTH]; + char addr[MAX_NAME_LENGTH]; + int res; + + trap_LAN_GetServerInfo(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.serverStatus.currentServer], buff, MAX_STRING_CHARS); + name[0] = addr[0] = '\0'; + Q_strncpyz(name, Info_ValueForKey(buff, "hostname"), MAX_NAME_LENGTH); + Q_strncpyz(addr, Info_ValueForKey(buff, "addr"), MAX_NAME_LENGTH); + if (strlen(name) > 0 && strlen(addr) > 0) { + res = trap_LAN_AddServer(AS_FAVORITES, name, addr); + if (res == 0) { + // server already in the list + Com_Printf("Favorite already in list\n"); + } + else if (res == -1) { + // list full + Com_Printf("Favorite list full\n"); + } + else { + // successfully added + Com_Printf("Added favorite server %s\n", addr); + } + } + } + } else if (Q_stricmp(name, "deleteFavorite") == 0) { + if (ui_netSource.integer == AS_FAVORITES) { + char addr[MAX_NAME_LENGTH]; + trap_LAN_GetServerInfo(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.serverStatus.currentServer], buff, MAX_STRING_CHARS); + addr[0] = '\0'; + Q_strncpyz(addr, Info_ValueForKey(buff, "addr"), MAX_NAME_LENGTH); + if (strlen(addr) > 0) { + trap_LAN_RemoveServer(AS_FAVORITES, addr); + } + } + } else if (Q_stricmp(name, "createFavorite") == 0) { + if (ui_netSource.integer == AS_FAVORITES) { + char name[MAX_NAME_LENGTH]; + char addr[MAX_NAME_LENGTH]; + int res; + + name[0] = addr[0] = '\0'; + Q_strncpyz(name, UI_Cvar_VariableString("ui_favoriteName"), MAX_NAME_LENGTH); + Q_strncpyz(addr, UI_Cvar_VariableString("ui_favoriteAddress"), MAX_NAME_LENGTH); + if (strlen(name) > 0 && strlen(addr) > 0) { + res = trap_LAN_AddServer(AS_FAVORITES, name, addr); + if (res == 0) { + // server already in the list + Com_Printf("Favorite already in list\n"); + } + else if (res == -1) { + // list full + Com_Printf("Favorite list full\n"); + } + else { + // successfully added + Com_Printf("Added favorite server %s\n", addr); + } + } + } + } else if (Q_stricmp(name, "orders") == 0) { + const char *orders; + if (String_Parse(args, &orders)) { + int selectedPlayer = trap_Cvar_VariableValue("cg_selectedPlayer"); + if (selectedPlayer < uiInfo.myTeamCount) { + strcpy(buff, orders); + trap_Cmd_ExecuteText( EXEC_APPEND, va(buff, uiInfo.teamClientNums[selectedPlayer]) ); + trap_Cmd_ExecuteText( EXEC_APPEND, "\n" ); + } else { + int i; + for (i = 0; i < uiInfo.myTeamCount; i++) { + if (Q_stricmp(UI_Cvar_VariableString("name"), uiInfo.teamNames[i]) == 0) { + continue; + } + strcpy(buff, orders); + trap_Cmd_ExecuteText( EXEC_APPEND, va(buff, uiInfo.teamNames[i]) ); + trap_Cmd_ExecuteText( EXEC_APPEND, "\n" ); + } + } + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll(); + } + } else if (Q_stricmp(name, "voiceOrdersTeam") == 0) { + const char *orders; + if (String_Parse(args, &orders)) { + int selectedPlayer = trap_Cvar_VariableValue("cg_selectedPlayer"); + if (selectedPlayer == uiInfo.myTeamCount) { + trap_Cmd_ExecuteText( EXEC_APPEND, orders ); + trap_Cmd_ExecuteText( EXEC_APPEND, "\n" ); + } + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll(); + } + } else if (Q_stricmp(name, "voiceOrders") == 0) { + const char *orders; + if (String_Parse(args, &orders)) { + int selectedPlayer = trap_Cvar_VariableValue("cg_selectedPlayer"); + if (selectedPlayer < uiInfo.myTeamCount) { + strcpy(buff, orders); + trap_Cmd_ExecuteText( EXEC_APPEND, va(buff, uiInfo.teamClientNums[selectedPlayer]) ); + trap_Cmd_ExecuteText( EXEC_APPEND, "\n" ); + } + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll(); + } + } else if (Q_stricmp(name, "glCustom") == 0) { + trap_Cvar_Set("ui_glCustom", "4"); + } else if (Q_stricmp(name, "update") == 0) { + if (String_Parse(args, &name2)) + UI_Update(name2); + } else if (Q_stricmp(name, "InitIgnoreList") == 0) { + UI_BuildPlayerList(); + } else if (Q_stricmp(name, "ToggleIgnore") == 0) { + if( uiInfo.ignoreIndex >= 0 && uiInfo.ignoreIndex < uiInfo.playerCount ) + { + if( BG_ClientListTest( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ) + { + BG_ClientListRemove( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ); + trap_Cmd_ExecuteText( EXEC_NOW, va( "unignore %i\n", + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ); + } + else + { + BG_ClientListAdd( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ); + trap_Cmd_ExecuteText( EXEC_NOW, va( "ignore %i\n", + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ); + } + } + } else if (Q_stricmp(name, "IgnorePlayer") == 0) { + if( uiInfo.ignoreIndex >= 0 && uiInfo.ignoreIndex < uiInfo.playerCount ) + { + if( !BG_ClientListTest( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ) + { + BG_ClientListAdd( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ); + trap_Cmd_ExecuteText( EXEC_NOW, va( "ignore %i\n", + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ); + } + } + } else if (Q_stricmp(name, "UnIgnorePlayer") == 0) { + if( uiInfo.ignoreIndex >= 0 && uiInfo.ignoreIndex < uiInfo.playerCount ) + { + if( BG_ClientListTest( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ) + { + BG_ClientListRemove( &uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ uiInfo.ignoreIndex ] ); + trap_Cmd_ExecuteText( EXEC_NOW, va( "unignore %i\n", + uiInfo.clientNums[ uiInfo.ignoreIndex ] ) ); + } + } + } else if (Q_stricmp(name, "setPbClStatus") == 0) { + int stat; + if ( Int_Parse( args, &stat ) ) + trap_SetPbClStatus( stat ); + } + else { + Com_Printf("unknown UI script %s\n", name); + } + } +} + +static void UI_GetTeamColor(vec4_t *color) { +} + +/* +================== +UI_MapCountByGameType +================== +*/ +static int UI_MapCountByGameType(qboolean singlePlayer) { + int i, c, game; + c = 0; + game = singlePlayer ? uiInfo.gameTypes[ui_gameType.integer].gtEnum : uiInfo.gameTypes[ui_netGameType.integer].gtEnum; + + for (i = 0; i < uiInfo.mapCount; i++) { + uiInfo.mapList[i].active = qfalse; + if ( uiInfo.mapList[i].typeBits & (1 << game)) { + if (singlePlayer) { + if (!(uiInfo.mapList[i].typeBits & (1 << 2))) { + continue; + } + } + c++; + uiInfo.mapList[i].active = qtrue; + } + } + return c; +} + +qboolean UI_hasSkinForBase(const char *base, const char *team) { + char test[1024]; + + Com_sprintf( test, sizeof( test ), "models/players/%s/%s/lower_default.skin", base, team ); + + if (trap_FS_FOpenFile(test, NULL, FS_READ)) { + return qtrue; + } + Com_sprintf( test, sizeof( test ), "models/players/characters/%s/%s/lower_default.skin", base, team ); + + if (trap_FS_FOpenFile(test, NULL, FS_READ)) { + return qtrue; + } + return qfalse; +} + +/* +================== +UI_MapCountByTeam +================== +*/ +static int UI_HeadCountByTeam( void ) { + static int init = 0; + int i, j, k, c, tIndex; + + c = 0; + if (!init) { + for (i = 0; i < uiInfo.characterCount; i++) { + uiInfo.characterList[i].reference = 0; + for (j = 0; j < uiInfo.teamCount; j++) { + if (UI_hasSkinForBase(uiInfo.characterList[i].base, uiInfo.teamList[j].teamName)) { + uiInfo.characterList[i].reference |= (1< uiInfo.serverStatus.numDisplayServers ) { + return; + } + // + uiInfo.serverStatus.numDisplayServers++; + for (i = uiInfo.serverStatus.numDisplayServers; i > position; i--) { + uiInfo.serverStatus.displayServers[i] = uiInfo.serverStatus.displayServers[i-1]; + } + uiInfo.serverStatus.displayServers[position] = num; +} + +/* +================== +UI_RemoveServerFromDisplayList +================== +*/ +static void UI_RemoveServerFromDisplayList(int num) { + int i, j; + + for (i = 0; i < uiInfo.serverStatus.numDisplayServers; i++) { + if (uiInfo.serverStatus.displayServers[i] == num) { + uiInfo.serverStatus.numDisplayServers--; + for (j = i; j < uiInfo.serverStatus.numDisplayServers; j++) { + uiInfo.serverStatus.displayServers[j] = uiInfo.serverStatus.displayServers[j+1]; + } + return; + } + } +} + +/* +================== +UI_BinaryServerInsertion +================== +*/ +static void UI_BinaryServerInsertion(int num) { + int mid, offset, res, len; + + // use binary search to insert server + len = uiInfo.serverStatus.numDisplayServers; + mid = len; + offset = 0; + res = 0; + while(mid > 0) { + mid = len >> 1; + // + res = trap_LAN_CompareServers( ui_netSource.integer, uiInfo.serverStatus.sortKey, + uiInfo.serverStatus.sortDir, num, uiInfo.serverStatus.displayServers[offset+mid]); + // if equal + if (res == 0) { + UI_InsertServerIntoDisplayList(num, offset+mid); + return; + } + // if larger + else if (res == 1) { + offset += mid; + len -= mid; + } + // if smaller + else { + len -= mid; + } + } + if (res == 1) { + offset++; + } + UI_InsertServerIntoDisplayList(num, offset); +} + +/* +================== +UI_BuildServerDisplayList +================== +*/ +static void UI_BuildServerDisplayList(qboolean force) { + int i, count, clients, maxClients, ping, game, len, visible; + char info[MAX_STRING_CHARS]; +// qboolean startRefresh = qtrue; TTimo: unused + static int numinvisible; + + if (!(force || uiInfo.uiDC.realTime > uiInfo.serverStatus.nextDisplayRefresh)) { + return; + } + // if we shouldn't reset + if ( force == 2 ) { + force = 0; + } + + // do motd updates here too + trap_Cvar_VariableStringBuffer( "cl_motdString", uiInfo.serverStatus.motd, sizeof(uiInfo.serverStatus.motd) ); + len = strlen(uiInfo.serverStatus.motd); + if (len != uiInfo.serverStatus.motdLen) { + uiInfo.serverStatus.motdLen = len; + uiInfo.serverStatus.motdWidth = -1; + } + + if (force) { + numinvisible = 0; + // clear number of displayed servers + uiInfo.serverStatus.numDisplayServers = 0; + uiInfo.serverStatus.numPlayersOnServers = 0; + // set list box index to zero + Menu_SetFeederSelection(NULL, FEEDER_SERVERS, 0, NULL); + // mark all servers as visible so we store ping updates for them + trap_LAN_MarkServerVisible(ui_netSource.integer, -1, qtrue); + } + + // get the server count (comes from the master) + count = trap_LAN_GetServerCount(ui_netSource.integer); + if (count == -1 || (ui_netSource.integer == AS_LOCAL && count == 0) ) { + // still waiting on a response from the master + uiInfo.serverStatus.numDisplayServers = 0; + uiInfo.serverStatus.numPlayersOnServers = 0; + uiInfo.serverStatus.nextDisplayRefresh = uiInfo.uiDC.realTime + 500; + return; + } + + visible = qfalse; + for (i = 0; i < count; i++) { + // if we already got info for this server + if (!trap_LAN_ServerIsVisible(ui_netSource.integer, i)) { + continue; + } + visible = qtrue; + // get the ping for this server + ping = trap_LAN_GetServerPing(ui_netSource.integer, i); + if (ping > 0 || ui_netSource.integer == AS_FAVORITES) { + + trap_LAN_GetServerInfo(ui_netSource.integer, i, info, MAX_STRING_CHARS); + + clients = atoi(Info_ValueForKey(info, "clients")); + uiInfo.serverStatus.numPlayersOnServers += clients; + + if (ui_browserShowEmpty.integer == 0) { + if (clients == 0) { + trap_LAN_MarkServerVisible(ui_netSource.integer, i, qfalse); + continue; + } + } + + if (ui_browserShowFull.integer == 0) { + maxClients = atoi(Info_ValueForKey(info, "sv_maxclients")); + if (clients == maxClients) { + trap_LAN_MarkServerVisible(ui_netSource.integer, i, qfalse); + continue; + } + } + + if (uiInfo.joinGameTypes[ui_joinGameType.integer].gtEnum != -1) { + game = atoi(Info_ValueForKey(info, "gametype")); + if (game != uiInfo.joinGameTypes[ui_joinGameType.integer].gtEnum) { + trap_LAN_MarkServerVisible(ui_netSource.integer, i, qfalse); + continue; + } + } + + // make sure we never add a favorite server twice + if (ui_netSource.integer == AS_FAVORITES) { + UI_RemoveServerFromDisplayList(i); + } + // insert the server into the list + UI_BinaryServerInsertion(i); + // done with this server + if (ping > 0) { + trap_LAN_MarkServerVisible(ui_netSource.integer, i, qfalse); + numinvisible++; + } + } + } + + uiInfo.serverStatus.refreshtime = uiInfo.uiDC.realTime; + + // if there were no servers visible for ping updates + if (!visible) { +// UI_StopServerRefresh(); +// uiInfo.serverStatus.nextDisplayRefresh = 0; + } +} + +typedef struct +{ + char *name, *altName; +} serverStatusCvar_t; + +serverStatusCvar_t serverStatusCvars[] = { + {"sv_hostname", "Name"}, + {"Address", ""}, + {"gamename", "Game name"}, + {"g_gametype", "Game type"}, + {"mapname", "Map"}, + {"version", ""}, + {"protocol", ""}, + {"timelimit", ""}, + {"fraglimit", ""}, + {NULL, NULL} +}; + +/* +================== +UI_SortServerStatusInfo +================== +*/ +static void UI_SortServerStatusInfo( serverStatusInfo_t *info ) { + int i, j, index; + char *tmp1, *tmp2; + + // FIXME: if "gamename" == "baseq3" or "missionpack" then + // replace the gametype number by FFA, CTF etc. + // + index = 0; + for (i = 0; serverStatusCvars[i].name; i++) { + for (j = 0; j < info->numLines; j++) { + if ( !info->lines[j][1] || info->lines[j][1][0] ) { + continue; + } + if ( !Q_stricmp(serverStatusCvars[i].name, info->lines[j][0]) ) { + // swap lines + tmp1 = info->lines[index][0]; + tmp2 = info->lines[index][3]; + info->lines[index][0] = info->lines[j][0]; + info->lines[index][3] = info->lines[j][3]; + info->lines[j][0] = tmp1; + info->lines[j][3] = tmp2; + // + if ( strlen(serverStatusCvars[i].altName) ) { + info->lines[index][0] = serverStatusCvars[i].altName; + } + index++; + } + } + } +} + +/* +================== +UI_GetServerStatusInfo +================== +*/ +static int UI_GetServerStatusInfo( const char *serverAddress, serverStatusInfo_t *info ) { + char *p, *score, *ping, *name; + int i, len; + + if (!info) { + trap_LAN_ServerStatus( serverAddress, NULL, 0); + return qfalse; + } + memset(info, 0, sizeof(*info)); + if ( trap_LAN_ServerStatus( serverAddress, info->text, sizeof(info->text)) ) { + Q_strncpyz(info->address, serverAddress, sizeof(info->address)); + p = info->text; + info->numLines = 0; + info->lines[info->numLines][0] = "Address"; + info->lines[info->numLines][1] = ""; + info->lines[info->numLines][2] = ""; + info->lines[info->numLines][3] = info->address; + info->numLines++; + // get the cvars + while (p && *p) { + p = strchr(p, '\\'); + if (!p) break; + *p++ = '\0'; + if (*p == '\\') + break; + info->lines[info->numLines][0] = p; + info->lines[info->numLines][1] = ""; + info->lines[info->numLines][2] = ""; + p = strchr(p, '\\'); + if (!p) break; + *p++ = '\0'; + info->lines[info->numLines][3] = p; + + info->numLines++; + if (info->numLines >= MAX_SERVERSTATUS_LINES) + break; + } + // get the player list + if (info->numLines < MAX_SERVERSTATUS_LINES-3) { + // empty line + info->lines[info->numLines][0] = ""; + info->lines[info->numLines][1] = ""; + info->lines[info->numLines][2] = ""; + info->lines[info->numLines][3] = ""; + info->numLines++; + // header + info->lines[info->numLines][0] = "num"; + info->lines[info->numLines][1] = "score"; + info->lines[info->numLines][2] = "ping"; + info->lines[info->numLines][3] = "name"; + info->numLines++; + // parse players + i = 0; + len = 0; + while (p && *p) { + if (*p == '\\') + *p++ = '\0'; + if (!p) + break; + score = p; + p = strchr(p, ' '); + if (!p) + break; + *p++ = '\0'; + ping = p; + p = strchr(p, ' '); + if (!p) + break; + *p++ = '\0'; + name = p; + Com_sprintf(&info->pings[len], sizeof(info->pings)-len, "%d", i); + info->lines[info->numLines][0] = &info->pings[len]; + len += strlen(&info->pings[len]) + 1; + info->lines[info->numLines][1] = score; + info->lines[info->numLines][2] = ping; + info->lines[info->numLines][3] = name; + info->numLines++; + if (info->numLines >= MAX_SERVERSTATUS_LINES) + break; + p = strchr(p, '\\'); + if (!p) + break; + *p++ = '\0'; + // + i++; + } + } + UI_SortServerStatusInfo( info ); + return qtrue; + } + return qfalse; +} + +/* +================== +stristr +================== +*/ +static char *stristr(char *str, char *charset) { + int i; + + while(*str) { + for (i = 0; charset[i] && str[i]; i++) { + if (toupper(charset[i]) != toupper(str[i])) break; + } + if (!charset[i]) return str; + str++; + } + return NULL; +} + +/* +================== +UI_BuildFindPlayerList +================== +*/ +static void UI_BuildFindPlayerList(qboolean force) { + static int numFound, numTimeOuts; + int i, j, resend; + serverStatusInfo_t info; + char name[MAX_NAME_LENGTH+2]; + char infoString[MAX_STRING_CHARS]; + + if (!force) { + if (!uiInfo.nextFindPlayerRefresh || uiInfo.nextFindPlayerRefresh > uiInfo.uiDC.realTime) { + return; + } + } + else { + memset(&uiInfo.pendingServerStatus, 0, sizeof(uiInfo.pendingServerStatus)); + uiInfo.numFoundPlayerServers = 0; + uiInfo.currentFoundPlayerServer = 0; + trap_Cvar_VariableStringBuffer( "ui_findPlayer", uiInfo.findPlayerName, sizeof(uiInfo.findPlayerName)); + Q_CleanStr(uiInfo.findPlayerName); + // should have a string of some length + if (!strlen(uiInfo.findPlayerName)) { + uiInfo.nextFindPlayerRefresh = 0; + return; + } + // set resend time + resend = ui_serverStatusTimeOut.integer / 2 - 10; + if (resend < 50) { + resend = 50; + } + trap_Cvar_Set("cl_serverStatusResendTime", va("%d", resend)); + // reset all server status requests + trap_LAN_ServerStatus( NULL, NULL, 0); + // + uiInfo.numFoundPlayerServers = 1; + Com_sprintf(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], + sizeof(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1]), + "searching %d...", uiInfo.pendingServerStatus.num); + numFound = 0; + numTimeOuts++; + } + for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) { + // if this pending server is valid + if (uiInfo.pendingServerStatus.server[i].valid) { + // try to get the server status for this server + if (UI_GetServerStatusInfo( uiInfo.pendingServerStatus.server[i].adrstr, &info ) ) { + // + numFound++; + // parse through the server status lines + for (j = 0; j < info.numLines; j++) { + // should have ping info + if ( !info.lines[j][2] || !info.lines[j][2][0] ) { + continue; + } + // clean string first + Q_strncpyz(name, info.lines[j][3], sizeof(name)); + Q_CleanStr(name); + // if the player name is a substring + if (stristr(name, uiInfo.findPlayerName)) { + // add to found server list if we have space (always leave space for a line with the number found) + if (uiInfo.numFoundPlayerServers < MAX_FOUNDPLAYER_SERVERS-1) { + // + Q_strncpyz(uiInfo.foundPlayerServerAddresses[uiInfo.numFoundPlayerServers-1], + uiInfo.pendingServerStatus.server[i].adrstr, + sizeof(uiInfo.foundPlayerServerAddresses[0])); + Q_strncpyz(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], + uiInfo.pendingServerStatus.server[i].name, + sizeof(uiInfo.foundPlayerServerNames[0])); + uiInfo.numFoundPlayerServers++; + } + else { + // can't add any more so we're done + uiInfo.pendingServerStatus.num = uiInfo.serverStatus.numDisplayServers; + } + } + } + Com_sprintf(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], + sizeof(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1]), + "searching %d/%d...", uiInfo.pendingServerStatus.num, numFound); + // retrieved the server status so reuse this spot + uiInfo.pendingServerStatus.server[i].valid = qfalse; + } + } + // if empty pending slot or timed out + if (!uiInfo.pendingServerStatus.server[i].valid || + uiInfo.pendingServerStatus.server[i].startTime < uiInfo.uiDC.realTime - ui_serverStatusTimeOut.integer) { + if (uiInfo.pendingServerStatus.server[i].valid) { + numTimeOuts++; + } + // reset server status request for this address + UI_GetServerStatusInfo( uiInfo.pendingServerStatus.server[i].adrstr, NULL ); + // reuse pending slot + uiInfo.pendingServerStatus.server[i].valid = qfalse; + // if we didn't try to get the status of all servers in the main browser yet + if (uiInfo.pendingServerStatus.num < uiInfo.serverStatus.numDisplayServers) { + uiInfo.pendingServerStatus.server[i].startTime = uiInfo.uiDC.realTime; + trap_LAN_GetServerAddressString(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.pendingServerStatus.num], + uiInfo.pendingServerStatus.server[i].adrstr, sizeof(uiInfo.pendingServerStatus.server[i].adrstr)); + trap_LAN_GetServerInfo(ui_netSource.integer, uiInfo.serverStatus.displayServers[uiInfo.pendingServerStatus.num], infoString, sizeof(infoString)); + Q_strncpyz(uiInfo.pendingServerStatus.server[i].name, Info_ValueForKey(infoString, "hostname"), sizeof(uiInfo.pendingServerStatus.server[0].name)); + uiInfo.pendingServerStatus.server[i].valid = qtrue; + uiInfo.pendingServerStatus.num++; + Com_sprintf(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], + sizeof(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1]), + "searching %d/%d...", uiInfo.pendingServerStatus.num, numFound); + } + } + } + for (i = 0; i < MAX_SERVERSTATUSREQUESTS; i++) { + if (uiInfo.pendingServerStatus.server[i].valid) { + break; + } + } + // if still trying to retrieve server status info + if (i < MAX_SERVERSTATUSREQUESTS) { + uiInfo.nextFindPlayerRefresh = uiInfo.uiDC.realTime + 25; + } + else { + // add a line that shows the number of servers found + if (!uiInfo.numFoundPlayerServers) { + Com_sprintf(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], sizeof(uiInfo.foundPlayerServerAddresses[0]), "no servers found"); + } + else { + Com_sprintf(uiInfo.foundPlayerServerNames[uiInfo.numFoundPlayerServers-1], sizeof(uiInfo.foundPlayerServerAddresses[0]), + "%d server%s found with player %s", uiInfo.numFoundPlayerServers-1, + uiInfo.numFoundPlayerServers == 2 ? "":"s", uiInfo.findPlayerName); + } + uiInfo.nextFindPlayerRefresh = 0; + // show the server status info for the selected server + UI_FeederSelection(FEEDER_FINDPLAYER, uiInfo.currentFoundPlayerServer); + } +} + +/* +================== +UI_BuildServerStatus +================== +*/ +static void UI_BuildServerStatus(qboolean force) { + + if (uiInfo.nextFindPlayerRefresh) { + return; + } + if (!force) { + if (!uiInfo.nextServerStatusRefresh || uiInfo.nextServerStatusRefresh > uiInfo.uiDC.realTime) { + return; + } + } + else { + Menu_SetFeederSelection(NULL, FEEDER_SERVERSTATUS, 0, NULL); + uiInfo.serverStatusInfo.numLines = 0; + // reset all server status requests + trap_LAN_ServerStatus( NULL, NULL, 0); + } + if (uiInfo.serverStatus.currentServer < 0 || uiInfo.serverStatus.currentServer > uiInfo.serverStatus.numDisplayServers || uiInfo.serverStatus.numDisplayServers == 0) { + return; + } + if (UI_GetServerStatusInfo( uiInfo.serverStatusAddress, &uiInfo.serverStatusInfo ) ) { + uiInfo.nextServerStatusRefresh = 0; + UI_GetServerStatusInfo( uiInfo.serverStatusAddress, NULL ); + } + else { + uiInfo.nextServerStatusRefresh = uiInfo.uiDC.realTime + 500; + } +} + +/* +================== +UI_FeederCount +================== +*/ +static int UI_FeederCount(float feederID) { + + if (feederID == FEEDER_HEADS) { + return UI_HeadCountByTeam(); + } else if (feederID == FEEDER_Q3HEADS) { + return uiInfo.q3HeadCount; + } else if (feederID == FEEDER_CINEMATICS) { + return uiInfo.movieCount; + } else if (feederID == FEEDER_MAPS || feederID == FEEDER_ALLMAPS) { + return UI_MapCountByGameType(feederID == FEEDER_MAPS ? qtrue : qfalse); + } else if (feederID == FEEDER_SERVERS) { + return uiInfo.serverStatus.numDisplayServers; + } else if (feederID == FEEDER_SERVERSTATUS) { + return uiInfo.serverStatusInfo.numLines; + } else if (feederID == FEEDER_FINDPLAYER) { + return uiInfo.numFoundPlayerServers; + } else if (feederID == FEEDER_PLAYER_LIST) { + if (uiInfo.uiDC.realTime > uiInfo.playerRefresh) { + uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000; + UI_BuildPlayerList(); + } + return uiInfo.playerCount; + } else if (feederID == FEEDER_TEAM_LIST) { + if (uiInfo.uiDC.realTime > uiInfo.playerRefresh) { + uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000; + UI_BuildPlayerList(); + } + return uiInfo.myTeamCount; + } else if (feederID == FEEDER_IGNORE_LIST) { + return uiInfo.playerCount; + } else if (feederID == FEEDER_MODS) { + return uiInfo.modCount; + } else if (feederID == FEEDER_DEMOS) { + return uiInfo.demoCount; + } + +//TA: tremulous menus + else if( feederID == FEEDER_TREMTEAMS ) + return uiInfo.tremTeamCount; + else if( feederID == FEEDER_TREMHUMANITEMS ) + return uiInfo.tremHumanItemCount; + else if( feederID == FEEDER_TREMALIENCLASSES ) + return uiInfo.tremAlienClassCount; + else if( feederID == FEEDER_TREMHUMANARMOURYBUY ) + return uiInfo.tremHumanArmouryBuyCount; + else if( feederID == FEEDER_TREMHUMANARMOURYSELL ) + return uiInfo.tremHumanArmourySellCount; + else if( feederID == FEEDER_TREMALIENUPGRADE ) + return uiInfo.tremAlienUpgradeCount; + else if( feederID == FEEDER_TREMALIENBUILD ) + return uiInfo.tremAlienBuildCount; + else if( feederID == FEEDER_TREMHUMANBUILD ) + return uiInfo.tremHumanBuildCount; +//TA: tremulous menus + + return 0; +} + +static const char *UI_SelectedMap(int index, int *actual) { + int i, c; + c = 0; + *actual = 0; + for (i = 0; i < uiInfo.mapCount; i++) { + if (uiInfo.mapList[i].active) { + if (c == index) { + *actual = i; + return uiInfo.mapList[i].mapName; + } else { + c++; + } + } + } + return ""; +} + +static const char *UI_SelectedHead(int index, int *actual) { + int i, c; + c = 0; + *actual = 0; + for (i = 0; i < uiInfo.characterCount; i++) { + if (uiInfo.characterList[i].active) { + if (c == index) { + *actual = i; + return uiInfo.characterList[i].name; + } else { + c++; + } + } + } + return ""; +} + +static int UI_GetIndexFromSelection(int actual) { + int i, c; + c = 0; + for (i = 0; i < uiInfo.mapCount; i++) { + if (uiInfo.mapList[i].active) { + if (i == actual) { + return c; + } + c++; + } + } + return 0; +} + +static void UI_UpdatePendingPings( void ) { + trap_LAN_ResetPings(ui_netSource.integer); + uiInfo.serverStatus.refreshActive = qtrue; + uiInfo.serverStatus.refreshtime = uiInfo.uiDC.realTime + 1000; + +} + +static const char *UI_FeederItemText(float feederID, int index, int column, qhandle_t *handle) { + static char info[MAX_STRING_CHARS]; + static char hostname[1024]; + static char clientBuff[32]; + static int lastColumn = -1; + static int lastTime = 0; + *handle = -1; + if (feederID == FEEDER_HEADS) { + int actual; + return UI_SelectedHead(index, &actual); + } else if (feederID == FEEDER_Q3HEADS) { + if (index >= 0 && index < uiInfo.q3HeadCount) { + return uiInfo.q3HeadNames[index]; + } + } else if (feederID == FEEDER_MAPS || feederID == FEEDER_ALLMAPS) { + int actual; + return UI_SelectedMap(index, &actual); + } else if (feederID == FEEDER_SERVERS) { + if (index >= 0 && index < uiInfo.serverStatus.numDisplayServers) { + int ping; + if (lastColumn != column || lastTime > uiInfo.uiDC.realTime + 5000) { + trap_LAN_GetServerInfo(ui_netSource.integer, uiInfo.serverStatus.displayServers[index], info, MAX_STRING_CHARS); + lastColumn = column; + lastTime = uiInfo.uiDC.realTime; + } + + ping = atoi(Info_ValueForKey(info, "ping")); + if (ping == -1) { + // if we ever see a ping that is out of date, do a server refresh + // UI_UpdatePendingPings(); + } + switch (column) { + case SORT_HOST : + if (ping <= 0) { + return Info_ValueForKey(info, "addr"); + } else { + if ( ui_netSource.integer == AS_LOCAL ) { + Com_sprintf( hostname, sizeof(hostname), "%s [%s]", + Info_ValueForKey(info, "hostname"), + netnames[atoi(Info_ValueForKey(info, "nettype"))] ); + return hostname; + } + else + { + char *text; + + Com_sprintf( hostname, sizeof(hostname), "%s", Info_ValueForKey(info, "hostname")); + + // Strip leading whitespace + text = hostname; + while( *text != '\0' && *text == ' ' ) + text++; + + return text; + } + } + case SORT_MAP : + return Info_ValueForKey(info, "mapname"); + case SORT_CLIENTS : + Com_sprintf( clientBuff, sizeof(clientBuff), "%s (%s)", Info_ValueForKey(info, "clients"), Info_ValueForKey(info, "sv_maxclients")); + return clientBuff; + case SORT_PING : + if (ping <= 0) { + return "..."; + } else { + return Info_ValueForKey(info, "ping"); + } + } + } + } else if (feederID == FEEDER_SERVERSTATUS) { + if ( index >= 0 && index < uiInfo.serverStatusInfo.numLines ) { + if ( column >= 0 && column < 4 ) { + return uiInfo.serverStatusInfo.lines[index][column]; + } + } + } else if (feederID == FEEDER_FINDPLAYER) { + if ( index >= 0 && index < uiInfo.numFoundPlayerServers ) { + //return uiInfo.foundPlayerServerAddresses[index]; + return uiInfo.foundPlayerServerNames[index]; + } + } else if (feederID == FEEDER_PLAYER_LIST) { + if (index >= 0 && index < uiInfo.playerCount) { + return uiInfo.playerNames[index]; + } + } else if (feederID == FEEDER_TEAM_LIST) { + if (index >= 0 && index < uiInfo.myTeamCount) { + return uiInfo.teamNames[index]; + } + } else if (feederID == FEEDER_IGNORE_LIST) { + if (index >= 0 && index < uiInfo.playerCount) { + switch( column ) + { + case 1: + // am I ignoring him + return ( BG_ClientListTest(&uiInfo.ignoreList[ uiInfo.myPlayerIndex ], + uiInfo.clientNums[ index ] ) ) ? "X" : ""; + case 2: + // is he ignoring me + return ( BG_ClientListTest( &uiInfo.ignoreList[ index ], + uiInfo.playerNumber ) ) ? "X" : ""; + default: + return uiInfo.playerNames[index]; + } + } + } else if (feederID == FEEDER_MODS) { + if (index >= 0 && index < uiInfo.modCount) { + if (uiInfo.modList[index].modDescr && *uiInfo.modList[index].modDescr) { + return uiInfo.modList[index].modDescr; + } else { + return uiInfo.modList[index].modName; + } + } + } else if (feederID == FEEDER_CINEMATICS) { + if (index >= 0 && index < uiInfo.movieCount) { + return uiInfo.movieList[index]; + } + } else if (feederID == FEEDER_DEMOS) { + if (index >= 0 && index < uiInfo.demoCount) { + return uiInfo.demoList[index]; + } + } + +//TA: tremulous menus + else if( feederID == FEEDER_TREMTEAMS ) + { + if( index >= 0 && index < uiInfo.tremTeamCount ) + return uiInfo.tremTeamList[ index ].text; + } + else if( feederID == FEEDER_TREMHUMANITEMS ) + { + if( index >= 0 && index < uiInfo.tremHumanItemCount ) + return uiInfo.tremHumanItemList[ index ].text; + } + else if( feederID == FEEDER_TREMALIENCLASSES ) + { + if( index >= 0 && index < uiInfo.tremAlienClassCount ) + return uiInfo.tremAlienClassList[ index ].text; + } + else if( feederID == FEEDER_TREMHUMANARMOURYBUY ) + { + if( index >= 0 && index < uiInfo.tremHumanArmouryBuyCount ) + return uiInfo.tremHumanArmouryBuyList[ index ].text; + } + else if( feederID == FEEDER_TREMHUMANARMOURYSELL ) + { + if( index >= 0 && index < uiInfo.tremHumanArmourySellCount ) + return uiInfo.tremHumanArmourySellList[ index ].text; + } + else if( feederID == FEEDER_TREMALIENUPGRADE ) + { + if( index >= 0 && index < uiInfo.tremAlienUpgradeCount ) + return uiInfo.tremAlienUpgradeList[ index ].text; + } + else if( feederID == FEEDER_TREMALIENBUILD ) + { + if( index >= 0 && index < uiInfo.tremAlienBuildCount ) + return uiInfo.tremAlienBuildList[ index ].text; + } + else if( feederID == FEEDER_TREMHUMANBUILD ) + { + if( index >= 0 && index < uiInfo.tremHumanBuildCount ) + return uiInfo.tremHumanBuildList[ index ].text; + } +//TA: tremulous menus + + return ""; +} + + +static qhandle_t UI_FeederItemImage(float feederID, int index) { + if (feederID == FEEDER_HEADS) { + int actual; + UI_SelectedHead(index, &actual); + index = actual; + if (index >= 0 && index < uiInfo.characterCount) { + if (uiInfo.characterList[index].headImage == -1) { + uiInfo.characterList[index].headImage = trap_R_RegisterShaderNoMip(uiInfo.characterList[index].imageName); + } + return uiInfo.characterList[index].headImage; + } + } else if (feederID == FEEDER_Q3HEADS) { + if (index >= 0 && index < uiInfo.q3HeadCount) { + return uiInfo.q3HeadIcons[index]; + } + } else if (feederID == FEEDER_ALLMAPS || feederID == FEEDER_MAPS) { + int actual; + UI_SelectedMap(index, &actual); + index = actual; + if (index >= 0 && index < uiInfo.mapCount) { + if (uiInfo.mapList[index].levelShot == -1) { + uiInfo.mapList[index].levelShot = trap_R_RegisterShaderNoMip(uiInfo.mapList[index].imageName); + } + return uiInfo.mapList[index].levelShot; + } + } + return 0; +} + +static void UI_FeederSelection(float feederID, int index) { + static char info[MAX_STRING_CHARS]; + if (feederID == FEEDER_HEADS) { + int actual; + UI_SelectedHead(index, &actual); + index = actual; + if (index >= 0 && index < uiInfo.characterCount) { + trap_Cvar_Set( "team_model", va("%s", uiInfo.characterList[index].base)); + trap_Cvar_Set( "team_headmodel", va("*%s", uiInfo.characterList[index].name)); + updateModel = qtrue; + } + } else if (feederID == FEEDER_Q3HEADS) { + if (index >= 0 && index < uiInfo.q3HeadCount) { + trap_Cvar_Set( "model", uiInfo.q3HeadNames[index]); + trap_Cvar_Set( "headmodel", uiInfo.q3HeadNames[index]); + updateModel = qtrue; + } + } else if (feederID == FEEDER_MAPS || feederID == FEEDER_ALLMAPS) { + int actual, map; + map = (feederID == FEEDER_ALLMAPS) ? ui_currentNetMap.integer : ui_currentMap.integer; + if (uiInfo.mapList[map].cinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.mapList[map].cinematic); + uiInfo.mapList[map].cinematic = -1; + } + UI_SelectedMap(index, &actual); + trap_Cvar_Set("ui_mapIndex", va("%d", index)); + ui_mapIndex.integer = index; + + if (feederID == FEEDER_MAPS) { + ui_currentMap.integer = actual; + trap_Cvar_Set("ui_currentMap", va("%d", actual)); + uiInfo.mapList[ui_currentMap.integer].cinematic = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.mapList[ui_currentMap.integer].mapLoadName), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum); + trap_Cvar_Set("ui_opponentModel", uiInfo.mapList[ui_currentMap.integer].opponentName); + updateOpponentModel = qtrue; + } else { + ui_currentNetMap.integer = actual; + trap_Cvar_Set("ui_currentNetMap", va("%d", actual)); + uiInfo.mapList[ui_currentNetMap.integer].cinematic = trap_CIN_PlayCinematic(va("%s.roq", uiInfo.mapList[ui_currentNetMap.integer].mapLoadName), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + } + + } else if (feederID == FEEDER_SERVERS) { + const char *mapName = NULL; + uiInfo.serverStatus.currentServer = index; + trap_LAN_GetServerInfo(ui_netSource.integer, uiInfo.serverStatus.displayServers[index], info, MAX_STRING_CHARS); + uiInfo.serverStatus.currentServerPreview = trap_R_RegisterShaderNoMip(va("levelshots/%s", Info_ValueForKey(info, "mapname"))); + if (uiInfo.serverStatus.currentServerCinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.serverStatus.currentServerCinematic); + uiInfo.serverStatus.currentServerCinematic = -1; + } + mapName = Info_ValueForKey(info, "mapname"); + if (mapName && *mapName) { + uiInfo.serverStatus.currentServerCinematic = trap_CIN_PlayCinematic(va("%s.roq", mapName), 0, 0, 0, 0, (CIN_loop | CIN_silent) ); + } + } else if (feederID == FEEDER_SERVERSTATUS) { + // + } else if (feederID == FEEDER_FINDPLAYER) { + uiInfo.currentFoundPlayerServer = index; + // + if ( index < uiInfo.numFoundPlayerServers-1) { + // build a new server status for this server + Q_strncpyz(uiInfo.serverStatusAddress, uiInfo.foundPlayerServerAddresses[uiInfo.currentFoundPlayerServer], sizeof(uiInfo.serverStatusAddress)); + Menu_SetFeederSelection(NULL, FEEDER_SERVERSTATUS, 0, NULL); + UI_BuildServerStatus(qtrue); + } + } else if (feederID == FEEDER_PLAYER_LIST) { + uiInfo.playerIndex = index; + } else if (feederID == FEEDER_TEAM_LIST) { + uiInfo.teamIndex = index; + } else if (feederID == FEEDER_IGNORE_LIST) { + uiInfo.ignoreIndex = index; + } else if (feederID == FEEDER_MODS) { + uiInfo.modIndex = index; + } else if (feederID == FEEDER_CINEMATICS) { + uiInfo.movieIndex = index; + if (uiInfo.previewMovie >= 0) { + trap_CIN_StopCinematic(uiInfo.previewMovie); + } + uiInfo.previewMovie = -1; + } else if (feederID == FEEDER_DEMOS) { + uiInfo.demoIndex = index; + } + +//TA: tremulous menus + else if( feederID == FEEDER_TREMTEAMS ) + uiInfo.tremTeamIndex = index; + else if( feederID == FEEDER_TREMHUMANITEMS ) + uiInfo.tremHumanItemIndex = index; + else if( feederID == FEEDER_TREMALIENCLASSES ) + uiInfo.tremAlienClassIndex = index; + else if( feederID == FEEDER_TREMHUMANARMOURYBUY ) + uiInfo.tremHumanArmouryBuyIndex = index; + else if( feederID == FEEDER_TREMHUMANARMOURYSELL ) + uiInfo.tremHumanArmourySellIndex = index; + else if( feederID == FEEDER_TREMALIENUPGRADE ) + uiInfo.tremAlienUpgradeIndex = index; + else if( feederID == FEEDER_TREMALIENBUILD ) + uiInfo.tremAlienBuildIndex = index; + else if( feederID == FEEDER_TREMHUMANBUILD ) + uiInfo.tremHumanBuildIndex = index; +//TA: tremulous menus +} + +static void UI_Pause(qboolean b) { + if (b) { + // pause the game and set the ui keycatcher + trap_Cvar_Set( "cl_paused", "1" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + } else { + // unpause the game and clear the ui keycatcher + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + } +} + +static int UI_PlayCinematic(const char *name, float x, float y, float w, float h) { + return trap_CIN_PlayCinematic(name, x, y, w, h, (CIN_loop | CIN_silent)); +} + +static void UI_StopCinematic(int handle) { + if (handle >= 0) { + trap_CIN_StopCinematic(handle); + } else { + handle = abs(handle); + if (handle == UI_MAPCINEMATIC) { + if (uiInfo.mapList[ui_currentMap.integer].cinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.mapList[ui_currentMap.integer].cinematic); + uiInfo.mapList[ui_currentMap.integer].cinematic = -1; + } + } else if (handle == UI_NETMAPCINEMATIC) { + if (uiInfo.serverStatus.currentServerCinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.serverStatus.currentServerCinematic); + uiInfo.serverStatus.currentServerCinematic = -1; + } + } else if (handle == UI_CLANCINEMATIC) { + int i = UI_TeamIndexFromName(UI_Cvar_VariableString("ui_teamName")); + if (i >= 0 && i < uiInfo.teamCount) { + if (uiInfo.teamList[i].cinematic >= 0) { + trap_CIN_StopCinematic(uiInfo.teamList[i].cinematic); + uiInfo.teamList[i].cinematic = -1; + } + } + } + } +} + +static void UI_DrawCinematic(int handle, float x, float y, float w, float h) { + trap_CIN_SetExtents(handle, x, y, w, h); + trap_CIN_DrawCinematic(handle); +} + +static void UI_RunCinematicFrame(int handle) { + trap_CIN_RunCinematic(handle); +} + + +/* +================= +UI_Init +================= +*/ +void _UI_Init( qboolean inGameLoad ) { + const char *menuSet; + int start; + + BG_InitClassOverrides( ); + BG_InitAllowedGameElements( ); + + //uiInfo.inGameLoad = inGameLoad; + + UI_RegisterCvars(); + UI_InitMemory(); + + // cache redundant calulations + trap_GetGlconfig( &uiInfo.uiDC.glconfig ); + + // for 640x480 virtualized screen + uiInfo.uiDC.yscale = uiInfo.uiDC.glconfig.vidHeight * (1.0/480.0); + uiInfo.uiDC.xscale = uiInfo.uiDC.glconfig.vidWidth * (1.0/640.0); + if ( uiInfo.uiDC.glconfig.vidWidth * 480 > uiInfo.uiDC.glconfig.vidHeight * 640 ) { + // wide screen + uiInfo.uiDC.bias = 0.5 * ( uiInfo.uiDC.glconfig.vidWidth - ( uiInfo.uiDC.glconfig.vidHeight * (640.0/480.0) ) ); + } + else { + // no wide screen + uiInfo.uiDC.bias = 0; + } + + + //UI_Load(); + uiInfo.uiDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; + uiInfo.uiDC.setColor = &UI_SetColor; + uiInfo.uiDC.drawHandlePic = &UI_DrawHandlePic; + uiInfo.uiDC.drawStretchPic = &trap_R_DrawStretchPic; + uiInfo.uiDC.drawText = &Text_Paint; + uiInfo.uiDC.textWidth = &Text_Width; + uiInfo.uiDC.textHeight = &Text_Height; + uiInfo.uiDC.registerModel = &trap_R_RegisterModel; + uiInfo.uiDC.modelBounds = &trap_R_ModelBounds; + uiInfo.uiDC.fillRect = &UI_FillRect; + uiInfo.uiDC.drawRect = &_UI_DrawRect; + uiInfo.uiDC.drawSides = &_UI_DrawSides; + uiInfo.uiDC.drawTopBottom = &_UI_DrawTopBottom; + uiInfo.uiDC.clearScene = &trap_R_ClearScene; + uiInfo.uiDC.drawSides = &_UI_DrawSides; + uiInfo.uiDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; + uiInfo.uiDC.renderScene = &trap_R_RenderScene; + uiInfo.uiDC.registerFont = &trap_R_RegisterFont; + uiInfo.uiDC.ownerDrawItem = &UI_OwnerDraw; + uiInfo.uiDC.getValue = &UI_GetValue; + uiInfo.uiDC.ownerDrawVisible = &UI_OwnerDrawVisible; + uiInfo.uiDC.runScript = &UI_RunMenuScript; + uiInfo.uiDC.getTeamColor = &UI_GetTeamColor; + uiInfo.uiDC.setCVar = trap_Cvar_Set; + uiInfo.uiDC.getCVarString = trap_Cvar_VariableStringBuffer; + uiInfo.uiDC.getCVarValue = trap_Cvar_VariableValue; + uiInfo.uiDC.drawTextWithCursor = &Text_PaintWithCursor; + uiInfo.uiDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode; + uiInfo.uiDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode; + uiInfo.uiDC.startLocalSound = &trap_S_StartLocalSound; + uiInfo.uiDC.ownerDrawHandleKey = &UI_OwnerDrawHandleKey; + uiInfo.uiDC.feederCount = &UI_FeederCount; + uiInfo.uiDC.feederItemImage = &UI_FeederItemImage; + uiInfo.uiDC.feederItemText = &UI_FeederItemText; + uiInfo.uiDC.feederSelection = &UI_FeederSelection; + uiInfo.uiDC.setBinding = &trap_Key_SetBinding; + uiInfo.uiDC.getBindingBuf = &trap_Key_GetBindingBuf; + uiInfo.uiDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf; + uiInfo.uiDC.executeText = &trap_Cmd_ExecuteText; + uiInfo.uiDC.Error = &Com_Error; + uiInfo.uiDC.Print = &Com_Printf; + uiInfo.uiDC.Pause = &UI_Pause; + uiInfo.uiDC.ownerDrawWidth = &UI_OwnerDrawWidth; + uiInfo.uiDC.registerSound = &trap_S_RegisterSound; + uiInfo.uiDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; + uiInfo.uiDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; + uiInfo.uiDC.playCinematic = &UI_PlayCinematic; + uiInfo.uiDC.stopCinematic = &UI_StopCinematic; + uiInfo.uiDC.drawCinematic = &UI_DrawCinematic; + uiInfo.uiDC.runCinematicFrame = &UI_RunCinematicFrame; + + Init_Display(&uiInfo.uiDC); + + String_Init(); + + uiInfo.uiDC.whiteShader = trap_R_RegisterShaderNoMip( "white" ); + + AssetCache(); + + start = trap_Milliseconds(); + + uiInfo.teamCount = 0; + uiInfo.characterCount = 0; + uiInfo.aliasCount = 0; + +/* UI_ParseTeamInfo("teaminfo.txt"); + UI_LoadTeams(); + UI_ParseGameInfo("gameinfo.txt");*/ + + menuSet = UI_Cvar_VariableString("ui_menuFiles"); + if (menuSet == NULL || menuSet[0] == '\0') { + menuSet = "ui/menus.txt"; + } + +#if 0 + if (uiInfo.inGameLoad) { + UI_LoadMenus("ui/ingame.txt", qtrue); + } else { // bk010222: left this: UI_LoadMenus(menuSet, qtrue); + } +#else + UI_LoadMenus(menuSet, qtrue); + UI_LoadMenus("ui/ingame.txt", qfalse); + UI_LoadMenus("ui/tremulous.txt", qfalse); + + UI_LoadInfoPanes( "ui/infopanes.def" ); + + if( uiInfo.uiDC.debug ) + { + int i, j; + + for( i = 0; i < uiInfo.tremInfoPaneCount; i++ ) + { + Com_Printf( "name: %s\n", uiInfo.tremInfoPanes[ i ].name ); + + Com_Printf( "text: %s\n", uiInfo.tremInfoPanes[ i ].text ); + + for( j = 0; j < uiInfo.tremInfoPanes[ i ].numGraphics; j++ ) + Com_Printf( "graphic %d: %d %d %d %d\n", j, uiInfo.tremInfoPanes[ i ].graphics[ j ].side, + uiInfo.tremInfoPanes[ i ].graphics[ j ].offset, + uiInfo.tremInfoPanes[ i ].graphics[ j ].width, + uiInfo.tremInfoPanes[ i ].graphics[ j ].height ); + } + } +#endif + + Menus_CloseAll(); + + trap_LAN_LoadCachedServers(); + UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum); + + // sets defaults for ui temp cvars + uiInfo.effectsColor = gamecodetoui[(int)trap_Cvar_VariableValue("color1")-1]; + uiInfo.currentCrosshair = (int)trap_Cvar_VariableValue("cg_drawCrosshair"); + trap_Cvar_Set("ui_mousePitch", (trap_Cvar_VariableValue("m_pitch") >= 0) ? "0" : "1"); + + uiInfo.serverStatus.currentServerCinematic = -1; + uiInfo.previewMovie = -1; + + if (trap_Cvar_VariableValue("ui_TeamArenaFirstRun") == 0) { + trap_Cvar_Set("s_volume", "0.8"); + trap_Cvar_Set("s_musicvolume", "0.5"); + trap_Cvar_Set("ui_TeamArenaFirstRun", "1"); + } + + trap_Cvar_Register(NULL, "debug_protocol", "", 0 ); + + trap_Cvar_Set("ui_actualNetGameType", va("%d", ui_netGameType.integer)); +} + + +/* +================= +UI_KeyEvent +================= +*/ +void _UI_KeyEvent( int key, qboolean down ) { + + if (Menu_Count() > 0) { + menuDef_t *menu = Menu_GetFocused(); + if (menu) { + if (key == K_ESCAPE && down && !Menus_AnyFullScreenVisible()) { + Menus_CloseAll(); + } else { + Menu_HandleKey(menu, key, down ); + } + } else { + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + } + } + + //if ((s > 0) && (s != menu_null_sound)) { + // trap_S_StartLocalSound( s, CHAN_LOCAL_SOUND ); + //} +} + +/* +================= +UI_MouseEvent +================= +*/ +void _UI_MouseEvent( int dx, int dy ) +{ + // update mouse screen position + uiInfo.uiDC.cursorx += dx; + if (uiInfo.uiDC.cursorx < 0) + uiInfo.uiDC.cursorx = 0; + else if (uiInfo.uiDC.cursorx > SCREEN_WIDTH) + uiInfo.uiDC.cursorx = SCREEN_WIDTH; + + uiInfo.uiDC.cursory += dy; + if (uiInfo.uiDC.cursory < 0) + uiInfo.uiDC.cursory = 0; + else if (uiInfo.uiDC.cursory > SCREEN_HEIGHT) + uiInfo.uiDC.cursory = SCREEN_HEIGHT; + + if (Menu_Count() > 0) { + //menuDef_t *menu = Menu_GetFocused(); + //Menu_HandleMouseMove(menu, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory); + Display_MouseMove(NULL, uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory); + } + +} + +void UI_LoadNonIngame( void ) { + const char *menuSet = UI_Cvar_VariableString("ui_menuFiles"); + if (menuSet == NULL || menuSet[0] == '\0') { + menuSet = "ui/menus.txt"; + } + UI_LoadMenus(menuSet, qfalse); + uiInfo.inGameLoad = qfalse; +} + +void _UI_SetActiveMenu( uiMenuCommand_t menu ) { + char buf[256]; + + // this should be the ONLY way the menu system is brought up + // enusure minumum menu data is cached + if (Menu_Count() > 0) { + vec3_t v; + v[0] = v[1] = v[2] = 0; + switch ( menu ) { + case UIMENU_NONE: + trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI ); + trap_Key_ClearStates(); + trap_Cvar_Set( "cl_paused", "0" ); + Menus_CloseAll(); + + return; + case UIMENU_MAIN: + //trap_Cvar_Set( "sv_killserver", "1" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + //trap_S_StartLocalSound( trap_S_RegisterSound("sound/misc/menu_background.wav", qfalse) , CHAN_LOCAL_SOUND ); + //trap_S_StartBackgroundTrack("sound/misc/menu_background.wav", NULL); + if (uiInfo.inGameLoad) { + UI_LoadNonIngame(); + } + Menus_CloseAll(); + Menus_ActivateByName("main"); + trap_Cvar_Set( "ui_loading", "0" ); + trap_Cvar_VariableStringBuffer("com_errorMessage", buf, sizeof(buf)); + if (strlen(buf)) { + if (!ui_singlePlayerActive.integer) { + if( trap_Cvar_VariableValue( "com_errorCode" ) == ERR_SERVERDISCONNECT ) + Menus_ActivateByName("drop_popmenu"); + else + Menus_ActivateByName("error_popmenu"); + } else { + trap_Cvar_Set("com_errorMessage", ""); + } + } + return; + case UIMENU_TEAM: + trap_Key_SetCatcher( KEYCATCH_UI ); + Menus_ActivateByName("team"); + return; + case UIMENU_POSTGAME: + //trap_Cvar_Set( "sv_killserver", "1" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + if (uiInfo.inGameLoad) { + UI_LoadNonIngame(); + } + Menus_CloseAll(); + Menus_ActivateByName("endofgame"); + return; + case UIMENU_INGAME: + trap_Cvar_Set( "cl_paused", "1" ); + trap_Key_SetCatcher( KEYCATCH_UI ); + UI_BuildPlayerList(); + Menus_CloseAll(); + Menus_ActivateByName("ingame"); + return; + } + } +} + +qboolean _UI_IsFullscreen( void ) { + return Menus_AnyFullScreenVisible(); +} + + + +static connstate_t lastConnState; +static char lastLoadingText[MAX_INFO_VALUE]; + +static void UI_ReadableSize ( char *buf, int bufsize, int value ) +{ + if (value > 1024*1024*1024 ) { // gigs + Com_sprintf( buf, bufsize, "%d", value / (1024*1024*1024) ); + Com_sprintf( buf+strlen(buf), bufsize-strlen(buf), ".%02d GB", + (value % (1024*1024*1024))*100 / (1024*1024*1024) ); + } else if (value > 1024*1024 ) { // megs + Com_sprintf( buf, bufsize, "%d", value / (1024*1024) ); + Com_sprintf( buf+strlen(buf), bufsize-strlen(buf), ".%02d MB", + (value % (1024*1024))*100 / (1024*1024) ); + } else if (value > 1024 ) { // kilos + Com_sprintf( buf, bufsize, "%d KB", value / 1024 ); + } else { // bytes + Com_sprintf( buf, bufsize, "%d bytes", value ); + } +} + +// Assumes time is in msec +static void UI_PrintTime ( char *buf, int bufsize, int time ) { + time /= 1000; // change to seconds + + if (time > 3600) { // in the hours range + Com_sprintf( buf, bufsize, "%d hr %d min", time / 3600, (time % 3600) / 60 ); + } else if (time > 60) { // mins + Com_sprintf( buf, bufsize, "%d min %d sec", time / 60, time % 60 ); + } else { // secs + Com_sprintf( buf, bufsize, "%d sec", time ); + } +} + +void Text_PaintCenter(float x, float y, float scale, vec4_t color, const char *text, float adjust) { + int len = Text_Width(text, scale, 0); + Text_Paint(x - len / 2, y, scale, color, text, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE); +} + +void Text_PaintCenter_AutoWrapped(float x, float y, float xmax, float ystep, float scale, vec4_t color, const char *str, float adjust) { + int width; + char *s1,*s2,*s3; + char c_bcp; + char buf[1024]; + + if (!str || str[0]=='\0') + return; + + Q_strncpyz(buf, str, sizeof(buf)); + s1 = s2 = s3 = buf; + + while (1) { + do { + s3++; + } while (*s3!=' ' && *s3!='\0'); + c_bcp = *s3; + *s3 = '\0'; + width = Text_Width(s1, scale, 0); + *s3 = c_bcp; + if (width > xmax) { + if (s1==s2) + { + // fuck, don't have a clean cut, we'll overflow + s2 = s3; + } + *s2 = '\0'; + Text_PaintCenter(x, y, scale, color, s1, adjust); + y += ystep; + if (c_bcp == '\0') + { + // that was the last word + // we could start a new loop, but that wouldn't be much use + // even if the word is too long, we would overflow it (see above) + // so just print it now if needed + s2++; + if (*s2 != '\0') // if we are printing an overflowing line we have s2 == s3 + Text_PaintCenter(x, y, scale, color, s2, adjust); + break; + } + s2++; + s1 = s2; + s3 = s2; + } + else + { + s2 = s3; + if (c_bcp == '\0') // we reached the end + { + Text_PaintCenter(x, y, scale, color, s1, adjust); + break; + } + } + } +} + + +static void UI_DisplayDownloadInfo( const char *downloadName, float centerPoint, float yStart, float scale ) { + static char dlText[] = "Downloading:"; + static char etaText[] = "Estimated time left:"; + static char xferText[] = "Transfer rate:"; + + int downloadSize, downloadCount, downloadTime; + char dlSizeBuf[64], totalSizeBuf[64], xferRateBuf[64], dlTimeBuf[64]; + int xferRate; + int leftWidth; + const char *s; + + downloadSize = trap_Cvar_VariableValue( "cl_downloadSize" ); + downloadCount = trap_Cvar_VariableValue( "cl_downloadCount" ); + downloadTime = trap_Cvar_VariableValue( "cl_downloadTime" ); + + leftWidth = 320; + + UI_SetColor(colorWhite); + Text_PaintCenter(centerPoint, yStart + 112, scale, colorWhite, dlText, 0); + Text_PaintCenter(centerPoint, yStart + 192, scale, colorWhite, etaText, 0); + Text_PaintCenter(centerPoint, yStart + 248, scale, colorWhite, xferText, 0); + + if (downloadSize > 0) { + s = va( "%s (%d%%)", downloadName, downloadCount * 100 / downloadSize ); + } else { + s = downloadName; + } + + Text_PaintCenter(centerPoint, yStart+136, scale, colorWhite, s, 0); + + UI_ReadableSize( dlSizeBuf, sizeof dlSizeBuf, downloadCount ); + UI_ReadableSize( totalSizeBuf, sizeof totalSizeBuf, downloadSize ); + + if (downloadCount < 4096 || !downloadTime) { + Text_PaintCenter(leftWidth, yStart+216, scale, colorWhite, "estimating", 0); + Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s of %s copied)", dlSizeBuf, totalSizeBuf), 0); + } else { + if ((uiInfo.uiDC.realTime - downloadTime) / 1000) { + xferRate = downloadCount / ((uiInfo.uiDC.realTime - downloadTime) / 1000); + } else { + xferRate = 0; + } + UI_ReadableSize( xferRateBuf, sizeof xferRateBuf, xferRate ); + + // Extrapolate estimated completion time + if (downloadSize && xferRate) { + int n = downloadSize / xferRate; // estimated time for entire d/l in secs + + // We do it in K (/1024) because we'd overflow around 4MB + UI_PrintTime ( dlTimeBuf, sizeof dlTimeBuf, + (n - (((downloadCount/1024) * n) / (downloadSize/1024))) * 1000); + + Text_PaintCenter(leftWidth, yStart+216, scale, colorWhite, dlTimeBuf, 0); + Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s of %s copied)", dlSizeBuf, totalSizeBuf), 0); + } else { + Text_PaintCenter(leftWidth, yStart+216, scale, colorWhite, "estimating", 0); + if (downloadSize) { + Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s of %s copied)", dlSizeBuf, totalSizeBuf), 0); + } else { + Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s copied)", dlSizeBuf), 0); + } + } + + if (xferRate) { + Text_PaintCenter(leftWidth, yStart+272, scale, colorWhite, va("%s/Sec", xferRateBuf), 0); + } + } +} + +/* +======================== +UI_DrawConnectScreen + +This will also be overlaid on the cgame info screen during loading +to prevent it from blinking away too rapidly on local or lan games. +======================== +*/ +void UI_DrawConnectScreen( qboolean overlay ) { + char *s; + uiClientState_t cstate; + char info[MAX_INFO_VALUE]; + char text[256]; + float centerPoint, yStart, scale; + + menuDef_t *menu = Menus_FindByName("Connect"); + + + if ( !overlay && menu ) { + Menu_Paint(menu, qtrue); + } + + if (!overlay) { + centerPoint = 320; + yStart = 130; + scale = 0.5f; + } else { + centerPoint = 320; + yStart = 32; + scale = 0.6f; + return; + } + + // see what information we should display + trap_GetClientState( &cstate ); + + info[0] = '\0'; + if( trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ) ) { + Text_PaintCenter(centerPoint, yStart, scale, colorWhite, va( "Loading %s", Info_ValueForKey( info, "mapname" )), 0); + } + + if (!Q_stricmp(cstate.servername,"localhost")) { + Text_PaintCenter(centerPoint, yStart + 48, scale, colorWhite, va("Starting up..."), ITEM_TEXTSTYLE_SHADOWEDMORE); + } else { + strcpy(text, va("Connecting to %s", cstate.servername)); + Text_PaintCenter(centerPoint, yStart + 48, scale, colorWhite,text , ITEM_TEXTSTYLE_SHADOWEDMORE); + } + + + // display global MOTD at bottom + Text_PaintCenter(centerPoint, 600, scale, colorWhite, Info_ValueForKey( cstate.updateInfoString, "motd" ), 0); + // print any server info (server full, bad version, etc) + if ( cstate.connState < CA_CONNECTED ) { + Text_PaintCenter_AutoWrapped(centerPoint, yStart + 176, 630, 20, scale, colorWhite, cstate.messageString, 0); + } + + if ( lastConnState > cstate.connState ) { + lastLoadingText[0] = '\0'; + } + lastConnState = cstate.connState; + + switch ( cstate.connState ) { + case CA_CONNECTING: + s = va("Awaiting connection...%i", cstate.connectPacketCount); + break; + case CA_CHALLENGING: + s = va("Awaiting challenge...%i", cstate.connectPacketCount); + break; + case CA_CONNECTED: { + char downloadName[MAX_INFO_VALUE]; + + trap_Cvar_VariableStringBuffer( "cl_downloadName", downloadName, sizeof(downloadName) ); + if (*downloadName) { + UI_DisplayDownloadInfo( downloadName, centerPoint, yStart, scale ); + return; + } + } + s = "Awaiting gamestate..."; + break; + case CA_LOADING: + return; + case CA_PRIMED: + return; + default: + return; + } + + + if (Q_stricmp(cstate.servername,"localhost")) { + Text_PaintCenter(centerPoint, yStart + 80, scale, colorWhite, s, 0); + } + + // password required / connection rejected information goes here +} + + +/* +================ +cvars +================ +*/ + +typedef struct { + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; +} cvarTable_t; + +vmCvar_t ui_ffa_fraglimit; +vmCvar_t ui_ffa_timelimit; + +vmCvar_t ui_tourney_fraglimit; +vmCvar_t ui_tourney_timelimit; + +vmCvar_t ui_team_fraglimit; +vmCvar_t ui_team_timelimit; +vmCvar_t ui_team_friendly; + +vmCvar_t ui_ctf_capturelimit; +vmCvar_t ui_ctf_timelimit; +vmCvar_t ui_ctf_friendly; + +vmCvar_t ui_arenasFile; +vmCvar_t ui_botsFile; +vmCvar_t ui_spScores1; +vmCvar_t ui_spScores2; +vmCvar_t ui_spScores3; +vmCvar_t ui_spScores4; +vmCvar_t ui_spScores5; +vmCvar_t ui_spAwards; +vmCvar_t ui_spVideos; +vmCvar_t ui_spSkill; + +vmCvar_t ui_spSelection; + +vmCvar_t ui_browserMaster; +vmCvar_t ui_browserGameType; +vmCvar_t ui_browserSortKey; +vmCvar_t ui_browserShowFull; +vmCvar_t ui_browserShowEmpty; + +vmCvar_t ui_brassTime; +vmCvar_t ui_drawCrosshair; +vmCvar_t ui_drawCrosshairNames; +vmCvar_t ui_marks; + +vmCvar_t ui_server1; +vmCvar_t ui_server2; +vmCvar_t ui_server3; +vmCvar_t ui_server4; +vmCvar_t ui_server5; +vmCvar_t ui_server6; +vmCvar_t ui_server7; +vmCvar_t ui_server8; +vmCvar_t ui_server9; +vmCvar_t ui_server10; +vmCvar_t ui_server11; +vmCvar_t ui_server12; +vmCvar_t ui_server13; +vmCvar_t ui_server14; +vmCvar_t ui_server15; +vmCvar_t ui_server16; + +vmCvar_t ui_redteam; +vmCvar_t ui_redteam1; +vmCvar_t ui_redteam2; +vmCvar_t ui_redteam3; +vmCvar_t ui_redteam4; +vmCvar_t ui_redteam5; +vmCvar_t ui_blueteam; +vmCvar_t ui_blueteam1; +vmCvar_t ui_blueteam2; +vmCvar_t ui_blueteam3; +vmCvar_t ui_blueteam4; +vmCvar_t ui_blueteam5; +vmCvar_t ui_teamName; +vmCvar_t ui_dedicated; +vmCvar_t ui_gameType; +vmCvar_t ui_netGameType; +vmCvar_t ui_actualNetGameType; +vmCvar_t ui_joinGameType; +vmCvar_t ui_netSource; +vmCvar_t ui_serverFilterType; +vmCvar_t ui_opponentName; +vmCvar_t ui_menuFiles; +vmCvar_t ui_currentTier; +vmCvar_t ui_currentMap; +vmCvar_t ui_currentNetMap; +vmCvar_t ui_mapIndex; +vmCvar_t ui_currentOpponent; +vmCvar_t ui_selectedPlayer; +vmCvar_t ui_selectedPlayerName; +vmCvar_t ui_lastServerRefresh_0; +vmCvar_t ui_lastServerRefresh_1; +vmCvar_t ui_lastServerRefresh_2; +vmCvar_t ui_lastServerRefresh_3; +vmCvar_t ui_lastServerRefresh_0_time; +vmCvar_t ui_lastServerRefresh_1_time; +vmCvar_t ui_lastServerRefresh_2_time; +vmCvar_t ui_lastServerRefresh_3_time; +vmCvar_t ui_singlePlayerActive; +vmCvar_t ui_scoreAccuracy; +vmCvar_t ui_scoreImpressives; +vmCvar_t ui_scoreExcellents; +vmCvar_t ui_scoreCaptures; +vmCvar_t ui_scoreDefends; +vmCvar_t ui_scoreAssists; +vmCvar_t ui_scoreGauntlets; +vmCvar_t ui_scoreScore; +vmCvar_t ui_scorePerfect; +vmCvar_t ui_scoreTeam; +vmCvar_t ui_scoreBase; +vmCvar_t ui_scoreTimeBonus; +vmCvar_t ui_scoreSkillBonus; +vmCvar_t ui_scoreShutoutBonus; +vmCvar_t ui_scoreTime; +vmCvar_t ui_captureLimit; +vmCvar_t ui_fragLimit; +vmCvar_t ui_smallFont; +vmCvar_t ui_bigFont; +vmCvar_t ui_findPlayer; +vmCvar_t ui_Q3Model; +vmCvar_t ui_hudFiles; +vmCvar_t ui_recordSPDemo; +vmCvar_t ui_realCaptureLimit; +vmCvar_t ui_realWarmUp; +vmCvar_t ui_serverStatusTimeOut; + +//TA: bank values +vmCvar_t ui_bank; +vmCvar_t ui_winner; + + +// bk001129 - made static to avoid aliasing +static cvarTable_t cvarTable[] = { + { &ui_ffa_fraglimit, "ui_ffa_fraglimit", "20", CVAR_ARCHIVE }, + { &ui_ffa_timelimit, "ui_ffa_timelimit", "0", CVAR_ARCHIVE }, + + { &ui_tourney_fraglimit, "ui_tourney_fraglimit", "0", CVAR_ARCHIVE }, + { &ui_tourney_timelimit, "ui_tourney_timelimit", "15", CVAR_ARCHIVE }, + + { &ui_team_fraglimit, "ui_team_fraglimit", "0", CVAR_ARCHIVE }, + { &ui_team_timelimit, "ui_team_timelimit", "20", CVAR_ARCHIVE }, + { &ui_team_friendly, "ui_team_friendly", "1", CVAR_ARCHIVE }, + + { &ui_ctf_capturelimit, "ui_ctf_capturelimit", "8", CVAR_ARCHIVE }, + { &ui_ctf_timelimit, "ui_ctf_timelimit", "30", CVAR_ARCHIVE }, + { &ui_ctf_friendly, "ui_ctf_friendly", "0", CVAR_ARCHIVE }, + + { &ui_arenasFile, "g_arenasFile", "", CVAR_INIT|CVAR_ROM }, + { &ui_botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM }, + { &ui_spScores1, "g_spScores1", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spScores2, "g_spScores2", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spScores3, "g_spScores3", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spScores4, "g_spScores4", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spScores5, "g_spScores5", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spAwards, "g_spAwards", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spVideos, "g_spVideos", "", CVAR_ARCHIVE | CVAR_ROM }, + { &ui_spSkill, "g_spSkill", "2", CVAR_ARCHIVE }, + + { &ui_spSelection, "ui_spSelection", "", CVAR_ROM }, + { &ui_winner, "ui_winner", "", CVAR_ROM }, + + { &ui_browserMaster, "ui_browserMaster", "0", CVAR_ARCHIVE }, + { &ui_browserGameType, "ui_browserGameType", "0", CVAR_ARCHIVE }, + { &ui_browserSortKey, "ui_browserSortKey", "4", CVAR_ARCHIVE }, + { &ui_browserShowFull, "ui_browserShowFull", "1", CVAR_ARCHIVE }, + { &ui_browserShowEmpty, "ui_browserShowEmpty", "1", CVAR_ARCHIVE }, + + { &ui_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, + { &ui_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, + { &ui_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, + { &ui_marks, "cg_marks", "1", CVAR_ARCHIVE }, + + { &ui_server1, "server1", "", CVAR_ARCHIVE }, + { &ui_server2, "server2", "", CVAR_ARCHIVE }, + { &ui_server3, "server3", "", CVAR_ARCHIVE }, + { &ui_server4, "server4", "", CVAR_ARCHIVE }, + { &ui_server5, "server5", "", CVAR_ARCHIVE }, + { &ui_server6, "server6", "", CVAR_ARCHIVE }, + { &ui_server7, "server7", "", CVAR_ARCHIVE }, + { &ui_server8, "server8", "", CVAR_ARCHIVE }, + { &ui_server9, "server9", "", CVAR_ARCHIVE }, + { &ui_server10, "server10", "", CVAR_ARCHIVE }, + { &ui_server11, "server11", "", CVAR_ARCHIVE }, + { &ui_server12, "server12", "", CVAR_ARCHIVE }, + { &ui_server13, "server13", "", CVAR_ARCHIVE }, + { &ui_server14, "server14", "", CVAR_ARCHIVE }, + { &ui_server15, "server15", "", CVAR_ARCHIVE }, + { &ui_server16, "server16", "", CVAR_ARCHIVE }, + { &ui_new, "ui_new", "0", CVAR_TEMP }, + { &ui_debug, "ui_debug", "0", CVAR_TEMP }, + { &ui_initialized, "ui_initialized", "0", CVAR_TEMP }, + { &ui_teamName, "ui_teamName", "Pagans", CVAR_ARCHIVE }, + { &ui_opponentName, "ui_opponentName", "Stroggs", CVAR_ARCHIVE }, + { &ui_redteam, "ui_redteam", "Pagans", CVAR_ARCHIVE }, + { &ui_blueteam, "ui_blueteam", "Stroggs", CVAR_ARCHIVE }, + { &ui_dedicated, "ui_dedicated", "0", CVAR_ARCHIVE }, + { &ui_gameType, "ui_gametype", "3", CVAR_ARCHIVE }, + { &ui_joinGameType, "ui_joinGametype", "0", CVAR_ARCHIVE }, + { &ui_netGameType, "ui_netGametype", "3", CVAR_ARCHIVE }, + { &ui_actualNetGameType, "ui_actualNetGametype", "3", CVAR_ARCHIVE }, + { &ui_redteam1, "ui_redteam1", "0", CVAR_ARCHIVE }, + { &ui_redteam2, "ui_redteam2", "0", CVAR_ARCHIVE }, + { &ui_redteam3, "ui_redteam3", "0", CVAR_ARCHIVE }, + { &ui_redteam4, "ui_redteam4", "0", CVAR_ARCHIVE }, + { &ui_redteam5, "ui_redteam5", "0", CVAR_ARCHIVE }, + { &ui_blueteam1, "ui_blueteam1", "0", CVAR_ARCHIVE }, + { &ui_blueteam2, "ui_blueteam2", "0", CVAR_ARCHIVE }, + { &ui_blueteam3, "ui_blueteam3", "0", CVAR_ARCHIVE }, + { &ui_blueteam4, "ui_blueteam4", "0", CVAR_ARCHIVE }, + { &ui_blueteam5, "ui_blueteam5", "0", CVAR_ARCHIVE }, + { &ui_netSource, "ui_netSource", "0", CVAR_ARCHIVE }, + { &ui_menuFiles, "ui_menuFiles", "ui/menus.txt", CVAR_ARCHIVE }, + { &ui_currentTier, "ui_currentTier", "0", CVAR_ARCHIVE }, + { &ui_currentMap, "ui_currentMap", "0", CVAR_ARCHIVE }, + { &ui_currentNetMap, "ui_currentNetMap", "0", CVAR_ARCHIVE }, + { &ui_mapIndex, "ui_mapIndex", "0", CVAR_ARCHIVE }, + { &ui_currentOpponent, "ui_currentOpponent", "0", CVAR_ARCHIVE }, + { &ui_selectedPlayer, "cg_selectedPlayer", "0", CVAR_ARCHIVE}, + { &ui_selectedPlayerName, "cg_selectedPlayerName", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_0, "ui_lastServerRefresh_0", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_1, "ui_lastServerRefresh_1", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_2, "ui_lastServerRefresh_2", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_3, "ui_lastServerRefresh_3", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_0, "ui_lastServerRefresh_0_time", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_1, "ui_lastServerRefresh_1_time", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_2, "ui_lastServerRefresh_2_time", "", CVAR_ARCHIVE}, + { &ui_lastServerRefresh_3, "ui_lastServerRefresh_3_time", "", CVAR_ARCHIVE}, + { &ui_singlePlayerActive, "ui_singlePlayerActive", "0", 0}, + { &ui_scoreAccuracy, "ui_scoreAccuracy", "0", CVAR_ARCHIVE}, + { &ui_scoreImpressives, "ui_scoreImpressives", "0", CVAR_ARCHIVE}, + { &ui_scoreExcellents, "ui_scoreExcellents", "0", CVAR_ARCHIVE}, + { &ui_scoreCaptures, "ui_scoreCaptures", "0", CVAR_ARCHIVE}, + { &ui_scoreDefends, "ui_scoreDefends", "0", CVAR_ARCHIVE}, + { &ui_scoreAssists, "ui_scoreAssists", "0", CVAR_ARCHIVE}, + { &ui_scoreGauntlets, "ui_scoreGauntlets", "0",CVAR_ARCHIVE}, + { &ui_scoreScore, "ui_scoreScore", "0", CVAR_ARCHIVE}, + { &ui_scorePerfect, "ui_scorePerfect", "0", CVAR_ARCHIVE}, + { &ui_scoreTeam, "ui_scoreTeam", "0 to 0", CVAR_ARCHIVE}, + { &ui_scoreBase, "ui_scoreBase", "0", CVAR_ARCHIVE}, + { &ui_scoreTime, "ui_scoreTime", "00:00", CVAR_ARCHIVE}, + { &ui_scoreTimeBonus, "ui_scoreTimeBonus", "0", CVAR_ARCHIVE}, + { &ui_scoreSkillBonus, "ui_scoreSkillBonus", "0", CVAR_ARCHIVE}, + { &ui_scoreShutoutBonus, "ui_scoreShutoutBonus", "0", CVAR_ARCHIVE}, + { &ui_fragLimit, "ui_fragLimit", "10", 0}, + { &ui_captureLimit, "ui_captureLimit", "5", 0}, + { &ui_smallFont, "ui_smallFont", "0.2", CVAR_ARCHIVE}, + { &ui_bigFont, "ui_bigFont", "0.5", CVAR_ARCHIVE}, + { &ui_findPlayer, "ui_findPlayer", "Sarge", CVAR_ARCHIVE}, + { &ui_Q3Model, "ui_q3model", "0", CVAR_ARCHIVE}, + { &ui_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE}, + { &ui_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE}, + { &ui_teamArenaFirstRun, "ui_teamArenaFirstRun", "0", CVAR_ARCHIVE}, + { &ui_realWarmUp, "g_warmup", "20", CVAR_ARCHIVE}, + { &ui_realCaptureLimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART}, + { &ui_serverStatusTimeOut, "ui_serverStatusTimeOut", "7000", CVAR_ARCHIVE}, + + { &ui_bank, "ui_bank", "0", 0 }, + +}; + +// bk001129 - made static to avoid aliasing +static int cvarTableSize = sizeof(cvarTable) / sizeof(cvarTable[0]); + + +/* +================= +UI_RegisterCvars +================= +*/ +void UI_RegisterCvars( void ) { + int i; + cvarTable_t *cv; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); + } +} + +/* +================= +UI_UpdateCvars +================= +*/ +void UI_UpdateCvars( void ) { + int i; + cvarTable_t *cv; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Update( cv->vmCvar ); + } +} + + +/* +================= +ArenaServers_StopRefresh +================= +*/ +static void UI_StopServerRefresh( void ) +{ + int count; + + if (!uiInfo.serverStatus.refreshActive) { + // not currently refreshing + return; + } + uiInfo.serverStatus.refreshActive = qfalse; + Com_Printf("%d servers listed in browser with %d players.\n", + uiInfo.serverStatus.numDisplayServers, + uiInfo.serverStatus.numPlayersOnServers); + count = trap_LAN_GetServerCount(ui_netSource.integer); + if (count - uiInfo.serverStatus.numDisplayServers > 0) { + Com_Printf("%d servers not listed due to packet loss or pings higher than %d\n", + count - uiInfo.serverStatus.numDisplayServers, + (int) trap_Cvar_VariableValue("cl_maxPing")); + } + +} + +/* +================= +UI_DoServerRefresh +================= +*/ +static void UI_DoServerRefresh( void ) +{ + qboolean wait = qfalse; + + if (!uiInfo.serverStatus.refreshActive) { + return; + } + if (ui_netSource.integer != AS_FAVORITES) { + if (ui_netSource.integer == AS_LOCAL) { + if (!trap_LAN_GetServerCount(ui_netSource.integer)) { + wait = qtrue; + } + } else { + if (trap_LAN_GetServerCount(ui_netSource.integer) < 0) { + wait = qtrue; + } + } + } + + if (uiInfo.uiDC.realTime < uiInfo.serverStatus.refreshtime) { + if (wait) { + return; + } + } + + // if still trying to retrieve pings + if (trap_LAN_UpdateVisiblePings(ui_netSource.integer)) { + uiInfo.serverStatus.refreshtime = uiInfo.uiDC.realTime + 1000; + } else if (!wait) { + // get the last servers in the list + UI_BuildServerDisplayList(2); + // stop the refresh + UI_StopServerRefresh(); + } + // + UI_BuildServerDisplayList(qfalse); +} + +/* +================= +UI_StartServerRefresh +================= +*/ +static void UI_StartServerRefresh(qboolean full) +{ + int i; + char *ptr; + int time; + qtime_t q; + + time = trap_RealTime(&q); + trap_Cvar_Set( va("ui_lastServerRefresh_%i_time", ui_netSource.integer ), + va( "%i", time ) ); + trap_Cvar_Set( va("ui_lastServerRefresh_%i", ui_netSource.integer), + va("%s-%i, %i at %i:%02i", MonthAbbrev[q.tm_mon],q.tm_mday, 1900+q.tm_year,q.tm_hour,q.tm_min)); + + if (!full) { + UI_UpdatePendingPings(); + return; + } + + uiInfo.serverStatus.refreshActive = qtrue; + uiInfo.serverStatus.nextDisplayRefresh = uiInfo.uiDC.realTime + 1000; + // clear number of displayed servers + uiInfo.serverStatus.numDisplayServers = 0; + uiInfo.serverStatus.numPlayersOnServers = 0; + // mark all servers as visible so we store ping updates for them + trap_LAN_MarkServerVisible(ui_netSource.integer, -1, qtrue); + // reset all the pings + trap_LAN_ResetPings(ui_netSource.integer); + // + if( ui_netSource.integer == AS_LOCAL ) { + trap_Cmd_ExecuteText( EXEC_NOW, "localservers\n" ); + uiInfo.serverStatus.refreshtime = uiInfo.uiDC.realTime + 1000; + return; + } + + uiInfo.serverStatus.refreshtime = uiInfo.uiDC.realTime + 5000; + if( ui_netSource.integer == AS_GLOBAL || ui_netSource.integer == AS_MPLAYER ) { + if( ui_netSource.integer == AS_GLOBAL ) { + i = 0; + } + else { + i = 1; + } + + ptr = UI_Cvar_VariableString("debug_protocol"); + if (strlen(ptr)) { + trap_Cmd_ExecuteText( EXEC_NOW, va( "globalservers %d %s full empty\n", i, ptr)); + } + else { + trap_Cmd_ExecuteText( EXEC_NOW, va( "globalservers %d %d full empty\n", i, (int)trap_Cvar_VariableValue( "protocol" ) ) ); + } + } +} + diff --git a/src/ui/ui_players.c b/src/ui/ui_players.c new file mode 100644 index 0000000..5dbfdd3 --- /dev/null +++ b/src/ui/ui_players.c @@ -0,0 +1,1369 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +// ui_players.c + +#include "ui_local.h" + + +#define UI_TIMER_GESTURE 2300 +#define UI_TIMER_JUMP 1000 +#define UI_TIMER_LAND 130 +#define UI_TIMER_WEAPON_SWITCH 300 +#define UI_TIMER_ATTACK 500 +#define UI_TIMER_MUZZLE_FLASH 20 +#define UI_TIMER_WEAPON_DELAY 250 + +#define JUMP_HEIGHT 56 + +#define SWINGSPEED 0.3f + +#define SPIN_SPEED 0.9f +#define COAST_TIME 1000 + + +static int dp_realtime; +static float jumpHeight; +sfxHandle_t weaponChangeSound; + + +/* +=============== +UI_PlayerInfo_SetWeapon +=============== +*/ +static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) +{ + //TA: FIXME: this is probably useless for trem +/* gitem_t * item; + char path[MAX_QPATH]; + + pi->currentWeapon = weaponNum; +tryagain: + pi->realWeapon = weaponNum; + pi->weaponModel = 0; + pi->barrelModel = 0; + pi->flashModel = 0; + + if ( weaponNum == WP_NONE ) { + return; + } + + if ( item->classname ) { + pi->weaponModel = trap_R_RegisterModel( item->world_model[0] ); + } + + if( pi->weaponModel == 0 ) { + if( weaponNum == WP_MACHINEGUN ) { + weaponNum = WP_NONE; + goto tryagain; + } + weaponNum = WP_MACHINEGUN; + goto tryagain; + } + + if ( weaponNum == WP_MACHINEGUN ) { + strcpy( path, item->world_model[0] ); + COM_StripExtension( path, path ); + strcat( path, "_barrel.md3" ); + pi->barrelModel = trap_R_RegisterModel( path ); + } + + strcpy( path, item->world_model[0] ); + COM_StripExtension( path, path ); + strcat( path, "_flash.md3" ); + pi->flashModel = trap_R_RegisterModel( path ); + + switch( weaponNum ) { + case WP_GAUNTLET: + MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); + break; + + case WP_MACHINEGUN: + MAKERGB( pi->flashDlightColor, 1, 1, 0 ); + break; + + case WP_SHOTGUN: + MAKERGB( pi->flashDlightColor, 1, 1, 0 ); + break; + + case WP_GRENADE_LAUNCHER: + MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f ); + break; + + case WP_ROCKET_LAUNCHER: + MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 ); + break; + + case WP_TESLAGEN: + MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); + break; + + case WP_RAILGUN: + MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 ); + break; + + case WP_BFG: + MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 ); + break; + + case WP_GRAPPLING_HOOK: + MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 ); + break; + + default: + MAKERGB( pi->flashDlightColor, 1, 1, 1 ); + break; + }*/ +} + + +/* +=============== +UI_ForceLegsAnim +=============== +*/ +static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) { + pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + + if ( anim == LEGS_JUMP ) { + pi->legsAnimationTimer = UI_TIMER_JUMP; + } +} + + +/* +=============== +UI_SetLegsAnim +=============== +*/ +static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) { + if ( pi->pendingLegsAnim ) { + anim = pi->pendingLegsAnim; + pi->pendingLegsAnim = 0; + } + UI_ForceLegsAnim( pi, anim ); +} + + +/* +=============== +UI_ForceTorsoAnim +=============== +*/ +static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) { + pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; + + if ( anim == TORSO_GESTURE ) { + pi->torsoAnimationTimer = UI_TIMER_GESTURE; + } + + if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) { + pi->torsoAnimationTimer = UI_TIMER_ATTACK; + } +} + + +/* +=============== +UI_SetTorsoAnim +=============== +*/ +static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) { + if ( pi->pendingTorsoAnim ) { + anim = pi->pendingTorsoAnim; + pi->pendingTorsoAnim = 0; + } + + UI_ForceTorsoAnim( pi, anim ); +} + + +/* +=============== +UI_TorsoSequencing +=============== +*/ +static void UI_TorsoSequencing( playerInfo_t *pi ) { + int currentAnim; + + currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; + + if ( pi->weapon != pi->currentWeapon ) { + if ( currentAnim != TORSO_DROP ) { + pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; + UI_ForceTorsoAnim( pi, TORSO_DROP ); + } + } + + if ( pi->torsoAnimationTimer > 0 ) { + return; + } + + if( currentAnim == TORSO_GESTURE ) { + UI_SetTorsoAnim( pi, TORSO_STAND ); + return; + } + + if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) { + UI_SetTorsoAnim( pi, TORSO_STAND ); + return; + } + + if ( currentAnim == TORSO_DROP ) { + UI_PlayerInfo_SetWeapon( pi, pi->weapon ); + pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH; + UI_ForceTorsoAnim( pi, TORSO_RAISE ); + return; + } + + if ( currentAnim == TORSO_RAISE ) { + UI_SetTorsoAnim( pi, TORSO_STAND ); + return; + } +} + + +/* +=============== +UI_LegsSequencing +=============== +*/ +static void UI_LegsSequencing( playerInfo_t *pi ) { + int currentAnim; + + currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; + + if ( pi->legsAnimationTimer > 0 ) { + if ( currentAnim == LEGS_JUMP ) { + jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP ); + } + return; + } + + if ( currentAnim == LEGS_JUMP ) { + UI_ForceLegsAnim( pi, LEGS_LAND ); + pi->legsAnimationTimer = UI_TIMER_LAND; + jumpHeight = 0; + return; + } + + if ( currentAnim == LEGS_LAND ) { + UI_SetLegsAnim( pi, LEGS_IDLE ); + return; + } +} + + +/* +====================== +UI_PositionEntityOnTag +====================== +*/ +static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + clipHandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + + // lerp the tag + trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // cast away const because of compiler problems + MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis ); + entity->backlerp = parent->backlerp; +} + + +/* +====================== +UI_PositionRotatedEntityOnTag +====================== +*/ +static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, + clipHandle_t parentModel, char *tagName ) { + int i; + orientation_t lerped; + vec3_t tempAxis[3]; + + // lerp the tag + trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, + 1.0 - parent->backlerp, tagName ); + + // FIXME: allow origin offsets along tag? + VectorCopy( parent->origin, entity->origin ); + for ( i = 0 ; i < 3 ; i++ ) { + VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); + } + + // cast away const because of compiler problems + MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis ); + MatrixMultiply( lerped.axis, tempAxis, entity->axis ); +} + + +/* +=============== +UI_SetLerpFrameAnimation +=============== +*/ +static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { + animation_t *anim; + + lf->animationNumber = newAnimation; + newAnimation &= ~ANIM_TOGGLEBIT; + + if ( newAnimation < 0 || newAnimation >= MAX_PLAYER_ANIMATIONS ) { + trap_Error( va("Bad animation number: %i", newAnimation) ); + } + + anim = &ci->animations[ newAnimation ]; + + lf->animation = anim; + lf->animationTime = lf->frameTime + anim->initialLerp; +} + + +/* +=============== +UI_RunLerpFrame +=============== +*/ +static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) { + int f; + animation_t *anim; + + // see if the animation sequence is switching + if ( newAnimation != lf->animationNumber || !lf->animation ) { + UI_SetLerpFrameAnimation( ci, lf, newAnimation ); + } + + // if we have passed the current frame, move it to + // oldFrame and calculate a new frame + if ( dp_realtime >= lf->frameTime ) { + lf->oldFrame = lf->frame; + lf->oldFrameTime = lf->frameTime; + + // get the next frame based on the animation + anim = lf->animation; + if ( dp_realtime < lf->animationTime ) { + lf->frameTime = lf->animationTime; // initial lerp + } else { + lf->frameTime = lf->oldFrameTime + anim->frameLerp; + } + f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; + if ( f >= anim->numFrames ) { + f -= anim->numFrames; + if ( anim->loopFrames ) { + f %= anim->loopFrames; + f += anim->numFrames - anim->loopFrames; + } else { + f = anim->numFrames - 1; + // the animation is stuck at the end, so it + // can immediately transition to another sequence + lf->frameTime = dp_realtime; + } + } + lf->frame = anim->firstFrame + f; + if ( dp_realtime > lf->frameTime ) { + lf->frameTime = dp_realtime; + } + } + + if ( lf->frameTime > dp_realtime + 200 ) { + lf->frameTime = dp_realtime; + } + + if ( lf->oldFrameTime > dp_realtime ) { + lf->oldFrameTime = dp_realtime; + } + // calculate current lerp value + if ( lf->frameTime == lf->oldFrameTime ) { + lf->backlerp = 0; + } else { + lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); + } +} + + +/* +=============== +UI_PlayerAnimation +=============== +*/ +static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp, + int *torsoOld, int *torso, float *torsoBackLerp ) { + + // legs animation + pi->legsAnimationTimer -= uiInfo.uiDC.frameTime; + if ( pi->legsAnimationTimer < 0 ) { + pi->legsAnimationTimer = 0; + } + + UI_LegsSequencing( pi ); + + if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) { + UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN ); + } else { + UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim ); + } + *legsOld = pi->legs.oldFrame; + *legs = pi->legs.frame; + *legsBackLerp = pi->legs.backlerp; + + // torso animation + pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime; + if ( pi->torsoAnimationTimer < 0 ) { + pi->torsoAnimationTimer = 0; + } + + UI_TorsoSequencing( pi ); + + UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim ); + *torsoOld = pi->torso.oldFrame; + *torso = pi->torso.frame; + *torsoBackLerp = pi->torso.backlerp; +} + + +/* +================== +UI_SwingAngles +================== +*/ +static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance, + float speed, float *angle, qboolean *swinging ) { + float swing; + float move; + float scale; + + if ( !*swinging ) { + // see if a swing should be started + swing = AngleSubtract( *angle, destination ); + if ( swing > swingTolerance || swing < -swingTolerance ) { + *swinging = qtrue; + } + } + + if ( !*swinging ) { + return; + } + + // modify the speed depending on the delta + // so it doesn't seem so linear + swing = AngleSubtract( destination, *angle ); + scale = fabs( swing ); + if ( scale < swingTolerance * 0.5 ) { + scale = 0.5; + } else if ( scale < swingTolerance ) { + scale = 1.0; + } else { + scale = 2.0; + } + + // swing towards the destination angle + if ( swing >= 0 ) { + move = uiInfo.uiDC.frameTime * scale * speed; + if ( move >= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } else if ( swing < 0 ) { + move = uiInfo.uiDC.frameTime * scale * -speed; + if ( move <= swing ) { + move = swing; + *swinging = qfalse; + } + *angle = AngleMod( *angle + move ); + } + + // clamp to no more than tolerance + swing = AngleSubtract( destination, *angle ); + if ( swing > clampTolerance ) { + *angle = AngleMod( destination - (clampTolerance - 1) ); + } else if ( swing < -clampTolerance ) { + *angle = AngleMod( destination + (clampTolerance - 1) ); + } +} + + +/* +====================== +UI_MovedirAdjustment +====================== +*/ +static float UI_MovedirAdjustment( playerInfo_t *pi ) { + vec3_t relativeAngles; + vec3_t moveVector; + + VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles ); + AngleVectors( relativeAngles, moveVector, NULL, NULL ); + if ( Q_fabs( moveVector[0] ) < 0.01 ) { + moveVector[0] = 0.0; + } + if ( Q_fabs( moveVector[1] ) < 0.01 ) { + moveVector[1] = 0.0; + } + + if ( moveVector[1] == 0 && moveVector[0] > 0 ) { + return 0; + } + if ( moveVector[1] < 0 && moveVector[0] > 0 ) { + return 22; + } + if ( moveVector[1] < 0 && moveVector[0] == 0 ) { + return 45; + } + if ( moveVector[1] < 0 && moveVector[0] < 0 ) { + return -22; + } + if ( moveVector[1] == 0 && moveVector[0] < 0 ) { + return 0; + } + if ( moveVector[1] > 0 && moveVector[0] < 0 ) { + return 22; + } + if ( moveVector[1] > 0 && moveVector[0] == 0 ) { + return -45; + } + + return -22; +} + + +/* +=============== +UI_PlayerAngles +=============== +*/ +static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) { + vec3_t legsAngles, torsoAngles, headAngles; + float dest; + float adjust; + + VectorCopy( pi->viewAngles, headAngles ); + headAngles[YAW] = AngleMod( headAngles[YAW] ); + VectorClear( legsAngles ); + VectorClear( torsoAngles ); + + // --------- yaw ------------- + + // allow yaw to drift a bit + if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE + || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) { + // if not standing still, always point all in the same direction + pi->torso.yawing = qtrue; // always center + pi->torso.pitching = qtrue; // always center + pi->legs.yawing = qtrue; // always center + } + + // adjust legs for movement dir + adjust = UI_MovedirAdjustment( pi ); + legsAngles[YAW] = headAngles[YAW] + adjust; + torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust; + + + // torso + UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing ); + UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing ); + + torsoAngles[YAW] = pi->torso.yawAngle; + legsAngles[YAW] = pi->legs.yawAngle; + + // --------- pitch ------------- + + // only show a fraction of the pitch angle in the torso + if ( headAngles[PITCH] > 180 ) { + dest = (-360 + headAngles[PITCH]) * 0.75; + } else { + dest = headAngles[PITCH] * 0.75; + } + UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching ); + torsoAngles[PITCH] = pi->torso.pitchAngle; + + // pull the angles back out of the hierarchial chain + AnglesSubtract( headAngles, torsoAngles, headAngles ); + AnglesSubtract( torsoAngles, legsAngles, torsoAngles ); + AnglesToAxis( legsAngles, legs ); + AnglesToAxis( torsoAngles, torso ); + AnglesToAxis( headAngles, head ); +} + + +/* +=============== +UI_PlayerFloatSprite +=============== +*/ +static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) { + refEntity_t ent; + + memset( &ent, 0, sizeof( ent ) ); + VectorCopy( origin, ent.origin ); + ent.origin[2] += 48; + ent.reType = RT_SPRITE; + ent.customShader = shader; + ent.radius = 10; + ent.renderfx = 0; + trap_R_AddRefEntityToScene( &ent ); +} + + +/* +====================== +UI_MachinegunSpinAngle +====================== +*/ +float UI_MachinegunSpinAngle( playerInfo_t *pi ) { + int delta; + float angle; + float speed; + int torsoAnim; + + delta = dp_realtime - pi->barrelTime; + if ( pi->barrelSpinning ) { + angle = pi->barrelAngle + delta * SPIN_SPEED; + } else { + if ( delta > COAST_TIME ) { + delta = COAST_TIME; + } + + speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); + angle = pi->barrelAngle + delta * speed; + } + + torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; + if( torsoAnim == TORSO_ATTACK2 ) { + torsoAnim = TORSO_ATTACK; + } + if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) { + pi->barrelTime = dp_realtime; + pi->barrelAngle = AngleMod( angle ); + pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK); + } + + return angle; +} + + +/* +=============== +UI_DrawPlayer +=============== +*/ +void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) { + refdef_t refdef; + refEntity_t legs; + refEntity_t torso; + refEntity_t head; + refEntity_t gun; + refEntity_t barrel; + refEntity_t flash; + vec3_t origin; + int renderfx; + vec3_t mins = {-16, -16, -24}; + vec3_t maxs = {16, 16, 32}; + float len; + float xx; + + if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) { + return; + } + + // this allows the ui to cache the player model on the main menu + if (w == 0 || h == 0) { + return; + } + + dp_realtime = time; + + if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) { + pi->weapon = pi->pendingWeapon; + pi->lastWeapon = pi->pendingWeapon; + pi->pendingWeapon = -1; + pi->weaponTimer = 0; + if( pi->currentWeapon != pi->weapon ) { + trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL ); + } + } + + UI_AdjustFrom640( &x, &y, &w, &h ); + + y -= jumpHeight; + + memset( &refdef, 0, sizeof( refdef ) ); + memset( &legs, 0, sizeof(legs) ); + memset( &torso, 0, sizeof(torso) ); + memset( &head, 0, sizeof(head) ); + + refdef.rdflags = RDF_NOWORLDMODEL; + + AxisClear( refdef.viewaxis ); + + refdef.x = x; + refdef.y = y; + refdef.width = w; + refdef.height = h; + + refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); + xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); + refdef.fov_y = atan2( refdef.height, xx ); + refdef.fov_y *= ( 360 / (float)M_PI ); + + // calculate distance so the player nearly fills the box + len = 0.7 * ( maxs[2] - mins[2] ); + origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + + refdef.time = dp_realtime; + + trap_R_ClearScene(); + + // get the rotation information + UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis ); + + // get the animation state (after rotation, to allow feet shuffle) + UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp, + &torso.oldframe, &torso.frame, &torso.backlerp ); + + renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; + + // + // add the legs + // + legs.hModel = pi->legsModel; + legs.customSkin = pi->legsSkin; + + VectorCopy( origin, legs.origin ); + + VectorCopy( origin, legs.lightingOrigin ); + legs.renderfx = renderfx; + VectorCopy (legs.origin, legs.oldorigin); + + trap_R_AddRefEntityToScene( &legs ); + + if (!legs.hModel) { + return; + } + + // + // add the torso + // + torso.hModel = pi->torsoModel; + if (!torso.hModel) { + return; + } + + torso.customSkin = pi->torsoSkin; + + VectorCopy( origin, torso.lightingOrigin ); + + UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso"); + + torso.renderfx = renderfx; + + trap_R_AddRefEntityToScene( &torso ); + + // + // add the head + // + head.hModel = pi->headModel; + if (!head.hModel) { + return; + } + head.customSkin = pi->headSkin; + + VectorCopy( origin, head.lightingOrigin ); + + UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head"); + + head.renderfx = renderfx; + + trap_R_AddRefEntityToScene( &head ); + + // + // add the gun + // + if ( pi->currentWeapon != WP_NONE ) { + memset( &gun, 0, sizeof(gun) ); + gun.hModel = pi->weaponModel; + VectorCopy( origin, gun.lightingOrigin ); + UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon"); + gun.renderfx = renderfx; + trap_R_AddRefEntityToScene( &gun ); + } + + // + // add the spinning barrel + // + if ( pi->realWeapon == WP_MACHINEGUN ) { + vec3_t angles; + + memset( &barrel, 0, sizeof(barrel) ); + VectorCopy( origin, barrel.lightingOrigin ); + barrel.renderfx = renderfx; + + barrel.hModel = pi->barrelModel; + angles[YAW] = 0; + angles[PITCH] = 0; + angles[ROLL] = UI_MachinegunSpinAngle( pi ); +/* if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) { + angles[PITCH] = angles[ROLL]; + angles[ROLL] = 0; + }*/ + AnglesToAxis( angles, barrel.axis ); + + UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel"); + + trap_R_AddRefEntityToScene( &barrel ); + } + + // + // add muzzle flash + // + if ( dp_realtime <= pi->muzzleFlashTime ) { + if ( pi->flashModel ) { + memset( &flash, 0, sizeof(flash) ); + flash.hModel = pi->flashModel; + VectorCopy( origin, flash.lightingOrigin ); + UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash"); + flash.renderfx = renderfx; + trap_R_AddRefEntityToScene( &flash ); + } + + // make a dlight for the flash + if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) { + trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0], + pi->flashDlightColor[1], pi->flashDlightColor[2] ); + } + } + + // + // add the chat icon + // + if ( pi->chat ) { + UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) ); + } + + // + // add an accent light + // + origin[0] -= 100; // + = behind, - = in front + origin[1] += 100; // + = left, - = right + origin[2] += 100; // + = above, - = below + trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 ); + + origin[0] -= 100; + origin[1] -= 100; + origin[2] -= 100; + trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 ); + + trap_R_RenderScene( &refdef ); +} + +/* +========================== +UI_FileExists +========================== +*/ +static qboolean UI_FileExists(const char *filename) { + int len; + + len = trap_FS_FOpenFile( filename, NULL, FS_READ ); + if (len>0) { + return qtrue; + } + return qfalse; +} + +/* +========================== +UI_FindClientHeadFile +========================== +*/ +static qboolean UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) { + char *team, *headsFolder; + int i; + + team = "default"; + + if ( headModelName[0] == '*' ) { + headsFolder = "heads/"; + headModelName++; + } + else { + headsFolder = ""; + } + while(1) { + for ( i = 0; i < 2; i++ ) { + if ( i == 0 && teamName && *teamName ) { + Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext ); + } + else { + Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext ); + } + if ( UI_FileExists( filename ) ) { + return qtrue; + } + if ( i == 0 && teamName && *teamName ) { + Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext ); + } + else { + Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext ); + } + if ( UI_FileExists( filename ) ) { + return qtrue; + } + if ( !teamName || !*teamName ) { + break; + } + } + // if tried the heads folder first + if ( headsFolder[0] ) { + break; + } + headsFolder = "heads/"; + } + + return qfalse; +} + +/* +========================== +UI_RegisterClientSkin +========================== +*/ +static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) { + char filename[MAX_QPATH*2]; + + if (teamName && *teamName) { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName ); + } else { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); + } + pi->legsSkin = trap_R_RegisterSkin( filename ); + if (!pi->legsSkin) { + if (teamName && *teamName) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName ); + } else { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName ); + } + pi->legsSkin = trap_R_RegisterSkin( filename ); + } + + if (teamName && *teamName) { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName ); + } else { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); + } + pi->torsoSkin = trap_R_RegisterSkin( filename ); + if (!pi->torsoSkin) { + if (teamName && *teamName) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName ); + } else { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName ); + } + pi->torsoSkin = trap_R_RegisterSkin( filename ); + } + + if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) { + pi->headSkin = trap_R_RegisterSkin( filename ); + } + + if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) { + return qfalse; + } + + return qtrue; +} + + +/* +====================== +UI_ParseAnimationFile +====================== +*/ +static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) { + char *text_p, *prev; + int len; + int i; + char *token; + float fps; + int skip; + char text[20000]; + fileHandle_t f; + + memset( animations, 0, sizeof( animation_t ) * MAX_PLAYER_ANIMATIONS ); + + // load the file + len = trap_FS_FOpenFile( filename, &f, FS_READ ); + if ( len <= 0 ) { + return qfalse; + } + if ( len >= ( sizeof( text ) - 1 ) ) { + Com_Printf( "File %s too long\n", filename ); + trap_FS_FCloseFile( f ); + return qfalse; + } + trap_FS_Read( text, len, f ); + text[len] = 0; + trap_FS_FCloseFile( f ); + + COM_Compress(text); + + // parse the text + text_p = text; + skip = 0; // quite the compiler warning + + // read optional parameters + while ( 1 ) { + prev = text_p; // so we can unget + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + if ( !Q_stricmp( token, "footsteps" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + continue; + } else if ( !Q_stricmp( token, "headoffset" ) ) { + for ( i = 0 ; i < 3 ; i++ ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + } + continue; + } else if ( !Q_stricmp( token, "sex" ) ) { + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + continue; + } + + // if it is a number, start parsing animations + if ( token[0] >= '0' && token[0] <= '9' ) { + text_p = prev; // unget the token + break; + } + + Com_Printf( "unknown token '%s' is %s\n", token, filename ); + } + + // read information for each frame + for ( i = 0 ; i < MAX_PLAYER_ANIMATIONS ; i++ ) { + + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + animations[i].firstFrame = atoi( token ); + // leg only frames are adjusted to not count the upper body only frames + if ( i == LEGS_WALKCR ) { + skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame; + } + if ( i >= LEGS_WALKCR ) { + animations[i].firstFrame -= skip; + } + + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + animations[i].numFrames = atoi( token ); + + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + animations[i].loopFrames = atoi( token ); + + token = COM_Parse( &text_p ); + if ( !token ) { + break; + } + fps = atof( token ); + if ( fps == 0 ) { + fps = 1; + } + animations[i].frameLerp = 1000 / fps; + animations[i].initialLerp = 1000 / fps; + } + + if ( i != MAX_PLAYER_ANIMATIONS ) { + Com_Printf( "Error parsing animation file: %s", filename ); + return qfalse; + } + + return qtrue; +} + +/* +========================== +UI_RegisterClientModelname +========================== +*/ +qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) { + char modelName[MAX_QPATH]; + char skinName[MAX_QPATH]; + char headModelName[MAX_QPATH]; + char headSkinName[MAX_QPATH]; + char filename[MAX_QPATH]; + char *slash; + + pi->torsoModel = 0; + pi->headModel = 0; + + if ( !modelSkinName[0] ) { + return qfalse; + } + + Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) ); + + slash = strchr( modelName, '/' ); + if ( !slash ) { + // modelName did not include a skin name + Q_strncpyz( skinName, "default", sizeof( skinName ) ); + } else { + Q_strncpyz( skinName, slash + 1, sizeof( skinName ) ); + *slash = '\0'; + } + + Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) ); + slash = strchr( headModelName, '/' ); + if ( !slash ) { + // modelName did not include a skin name + Q_strncpyz( headSkinName, "default", sizeof( skinName ) ); + } else { + Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) ); + *slash = '\0'; + } + + // load cmodels before models so filecache works + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName ); + pi->legsModel = trap_R_RegisterModel( filename ); + if ( !pi->legsModel ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName ); + pi->legsModel = trap_R_RegisterModel( filename ); + if ( !pi->legsModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + + Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName ); + pi->torsoModel = trap_R_RegisterModel( filename ); + if ( !pi->torsoModel ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName ); + pi->torsoModel = trap_R_RegisterModel( filename ); + if ( !pi->torsoModel ) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + } + + if (headModelName && headModelName[0] == '*' ) { + Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] ); + } + else { + Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName ); + } + pi->headModel = trap_R_RegisterModel( filename ); + if ( !pi->headModel && headModelName[0] != '*') { + Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName ); + pi->headModel = trap_R_RegisterModel( filename ); + } + + if (!pi->headModel) { + Com_Printf( "Failed to load model file %s\n", filename ); + return qfalse; + } + + // if any skins failed to load, fall back to default + if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) { + if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) { + Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName ); + return qfalse; + } + } + + // load the animations + Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName ); + if ( !UI_ParseAnimationFile( filename, pi->animations ) ) { + Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName ); + if ( !UI_ParseAnimationFile( filename, pi->animations ) ) { + Com_Printf( "Failed to load animation file %s\n", filename ); + return qfalse; + } + } + + return qtrue; +} + + +/* +=============== +UI_PlayerInfo_SetModel +=============== +*/ +void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) { + memset( pi, 0, sizeof(*pi) ); + UI_RegisterClientModelname( pi, model, headmodel, teamName ); + pi->weapon = WP_MACHINEGUN; + pi->currentWeapon = pi->weapon; + pi->lastWeapon = pi->weapon; + pi->pendingWeapon = -1; + pi->weaponTimer = 0; + pi->chat = qfalse; + pi->newModel = qtrue; + UI_PlayerInfo_SetWeapon( pi, pi->weapon ); +} + + +/* +=============== +UI_PlayerInfo_SetInfo +=============== +*/ +void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) { + int currentAnim; + weapon_t weaponNum; + + pi->chat = chat; + + // view angles + VectorCopy( viewAngles, pi->viewAngles ); + + // move angles + VectorCopy( moveAngles, pi->moveAngles ); + + if ( pi->newModel ) { + pi->newModel = qfalse; + + jumpHeight = 0; + pi->pendingLegsAnim = 0; + UI_ForceLegsAnim( pi, legsAnim ); + pi->legs.yawAngle = viewAngles[YAW]; + pi->legs.yawing = qfalse; + + pi->pendingTorsoAnim = 0; + UI_ForceTorsoAnim( pi, torsoAnim ); + pi->torso.yawAngle = viewAngles[YAW]; + pi->torso.yawing = qfalse; + + if ( weaponNumber != -1 ) { + pi->weapon = weaponNumber; + pi->currentWeapon = weaponNumber; + pi->lastWeapon = weaponNumber; + pi->pendingWeapon = -1; + pi->weaponTimer = 0; + UI_PlayerInfo_SetWeapon( pi, pi->weapon ); + } + + return; + } + + // weapon + if ( weaponNumber == -1 ) { + pi->pendingWeapon = -1; + pi->weaponTimer = 0; + } + else if ( weaponNumber != WP_NONE ) { + pi->pendingWeapon = weaponNumber; + pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY; + } + weaponNum = pi->lastWeapon; + pi->weapon = weaponNum; + + if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) { + torsoAnim = legsAnim = BOTH_DEATH1; + pi->weapon = pi->currentWeapon = WP_NONE; + UI_PlayerInfo_SetWeapon( pi, pi->weapon ); + + jumpHeight = 0; + pi->pendingLegsAnim = 0; + UI_ForceLegsAnim( pi, legsAnim ); + + pi->pendingTorsoAnim = 0; + UI_ForceTorsoAnim( pi, torsoAnim ); + + return; + } + + // leg animation + currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT; + if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) { + pi->pendingLegsAnim = legsAnim; + } + else if ( legsAnim != currentAnim ) { + jumpHeight = 0; + pi->pendingLegsAnim = 0; + UI_ForceLegsAnim( pi, legsAnim ); + } + + // torso animation + if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) { + if ( weaponNum == WP_NONE ) { + torsoAnim = TORSO_STAND2; + } + else { + torsoAnim = TORSO_STAND; + } + } + + if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) { + if ( weaponNum == WP_NONE ) { + torsoAnim = TORSO_ATTACK2; + } + else { + torsoAnim = TORSO_ATTACK; + } + pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH; + //FIXME play firing sound here + } + + currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT; + + if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) { + pi->pendingTorsoAnim = torsoAnim; + } + else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) { + pi->pendingTorsoAnim = torsoAnim; + } + else if ( torsoAnim != currentAnim ) { + pi->pendingTorsoAnim = 0; + UI_ForceTorsoAnim( pi, torsoAnim ); + } +} diff --git a/src/ui/ui_shared.c b/src/ui/ui_shared.c new file mode 100644 index 0000000..2ca88cb --- /dev/null +++ b/src/ui/ui_shared.c @@ -0,0 +1,6075 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "ui_shared.h" + +#define SCROLL_TIME_START 500 +#define SCROLL_TIME_ADJUST 150 +#define SCROLL_TIME_ADJUSTOFFSET 40 +#define SCROLL_TIME_FLOOR 20 + +typedef struct scrollInfo_s { + int nextScrollTime; + int nextAdjustTime; + int adjustValue; + int scrollKey; + float xStart; + float yStart; + itemDef_t *item; + qboolean scrollDir; +} scrollInfo_t; + +static scrollInfo_t scrollInfo; + +//TA: hack to prevent compiler warnings +void voidFunction( void *var ) { return; } +qboolean voidFunction2( itemDef_t *var1, int var2 ) { return qfalse; } + +static void (*captureFunc) (void *p) = voidFunction; +static void *captureData = NULL; +static itemDef_t *itemCapture = NULL; // item that has the mouse captured ( if any ) + +displayContextDef_t *DC = NULL; + +static qboolean g_waitingForKey = qfalse; +static qboolean g_editingField = qfalse; + +static itemDef_t *g_bindItem = NULL; +static itemDef_t *g_editItem = NULL; + +menuDef_t Menus[MAX_MENUS]; // defined menus +int menuCount = 0; // how many + +menuDef_t *menuStack[MAX_OPEN_MENUS]; +int openMenuCount = 0; + +static qboolean debugMode = qfalse; + +#define DOUBLE_CLICK_DELAY 300 +static int lastListBoxClickTime = 0; + +void Item_RunScript(itemDef_t *item, const char *s); +void Item_SetupKeywordHash(void); +void Menu_SetupKeywordHash(void); +int BindingIDFromName(const char *name); +qboolean Item_Bind_HandleKey(itemDef_t *item, int key, qboolean down); +itemDef_t *Menu_SetPrevCursorItem(menuDef_t *menu); +itemDef_t *Menu_SetNextCursorItem(menuDef_t *menu); +static qboolean Menu_OverActiveItem(menuDef_t *menu, float x, float y); + +#ifdef CGAME +#define MEM_POOL_SIZE 128 * 1024 +#else +#define MEM_POOL_SIZE 1024 * 1024 +#endif + +//TA: hacked variable name to avoid conflict with new cgame Alloc +static char UI_memoryPool[MEM_POOL_SIZE]; +static int allocPoint, outOfMemory; + +/* +=============== +UI_Alloc +=============== +*/ +void *UI_Alloc( int size ) +{ + char *p; + + if( allocPoint + size > MEM_POOL_SIZE ) + { + outOfMemory = qtrue; + + if( DC->Print ) + DC->Print( "UI_Alloc: Failure. Out of memory!\n" ); + //DC->trap_Print(S_COLOR_YELLOW"WARNING: UI Out of Memory!\n"); + return NULL; + } + + p = &UI_memoryPool[ allocPoint ]; + + allocPoint += ( size + 15 ) & ~15; + + return p; +} + +/* +=============== +UI_InitMemory +=============== +*/ +void UI_InitMemory( void ) +{ + allocPoint = 0; + outOfMemory = qfalse; +} + +qboolean UI_OutOfMemory( ) +{ + return outOfMemory; +} + + + + + +#define HASH_TABLE_SIZE 2048 +/* +================ +return a hash value for the string +================ +*/ +static long hashForString(const char *str) { + int i; + long hash; + char letter; + + hash = 0; + i = 0; + while (str[i] != '\0') { + letter = tolower(str[i]); + hash+=(long)(letter)*(i+119); + i++; + } + hash &= (HASH_TABLE_SIZE-1); + return hash; +} + +typedef struct stringDef_s { + struct stringDef_s *next; + const char *str; +} stringDef_t; + +static int strPoolIndex = 0; +static char strPool[STRING_POOL_SIZE]; + +static int strHandleCount = 0; +static stringDef_t *strHandle[HASH_TABLE_SIZE]; + + +const char *String_Alloc(const char *p) { + int len; + long hash; + stringDef_t *str, *last; + static const char *staticNULL = ""; + + if (p == NULL) { + return NULL; + } + + if (*p == 0) { + return staticNULL; + } + + hash = hashForString(p); + + str = strHandle[hash]; + while (str) { + if (strcmp(p, str->str) == 0) { + return str->str; + } + str = str->next; + } + + len = strlen(p); + if (len + strPoolIndex + 1 < STRING_POOL_SIZE) { + int ph = strPoolIndex; + strcpy(&strPool[strPoolIndex], p); + strPoolIndex += len + 1; + + str = strHandle[hash]; + last = str; + while (str && str->next) { + last = str; + str = str->next; + } + + str = UI_Alloc(sizeof(stringDef_t)); + str->next = NULL; + str->str = &strPool[ph]; + if (last) { + last->next = str; + } else { + strHandle[hash] = str; + } + return &strPool[ph]; + } + return NULL; +} + +void String_Report( void ) { + float f; + Com_Printf("Memory/String Pool Info\n"); + Com_Printf("----------------\n"); + f = strPoolIndex; + f /= STRING_POOL_SIZE; + f *= 100; + Com_Printf("String Pool is %.1f%% full, %i bytes out of %i used.\n", f, strPoolIndex, STRING_POOL_SIZE); + f = allocPoint; + f /= MEM_POOL_SIZE; + f *= 100; + Com_Printf("Memory Pool is %.1f%% full, %i bytes out of %i used.\n", f, allocPoint, MEM_POOL_SIZE); +} + +/* +================= +String_Init +================= +*/ +void String_Init( void ) +{ + int i; + for( i = 0; i < HASH_TABLE_SIZE; i++ ) + strHandle[ i ] = 0; + + strHandleCount = 0; + strPoolIndex = 0; + menuCount = 0; + openMenuCount = 0; + UI_InitMemory( ); + Item_SetupKeywordHash( ); + Menu_SetupKeywordHash( ); + + if( DC && DC->getBindingBuf ) + Controls_GetConfig( ); +} + +/* +================= +PC_SourceWarning +================= +*/ +void PC_SourceWarning(int handle, char *format, ...) { + int line; + char filename[128]; + va_list argptr; + static char string[4096]; + + va_start (argptr, format); + vsprintf (string, format, argptr); + va_end (argptr); + + filename[0] = '\0'; + line = 0; + trap_Parse_SourceFileAndLine(handle, filename, &line); + + Com_Printf(S_COLOR_YELLOW "WARNING: %s, line %d: %s\n", filename, line, string); +} + +/* +================= +PC_SourceError +================= +*/ +void PC_SourceError(int handle, char *format, ...) { + int line; + char filename[128]; + va_list argptr; + static char string[4096]; + + va_start (argptr, format); + vsprintf (string, format, argptr); + va_end (argptr); + + filename[0] = '\0'; + line = 0; + trap_Parse_SourceFileAndLine(handle, filename, &line); + + Com_Printf(S_COLOR_RED "ERROR: %s, line %d: %s\n", filename, line, string); +} + +/* +================= +LerpColor +================= +*/ +void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t) +{ + int i; + + // lerp and clamp each component + for (i=0; i<4; i++) + { + c[i] = a[i] + t*(b[i]-a[i]); + if (c[i] < 0) + c[i] = 0; + else if (c[i] > 1.0) + c[i] = 1.0; + } +} + +/* +================= +Float_Parse +================= +*/ +qboolean Float_Parse(char **p, float *f) { + char *token; + token = COM_ParseExt(p, qfalse); + if (token && token[0] != 0) { + *f = atof(token); + return qtrue; + } else { + return qfalse; + } +} + +/* +================= +PC_Float_Parse +================= +*/ +qboolean PC_Float_Parse(int handle, float *f) { + pc_token_t token; + int negative = qfalse; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (token.string[0] == '-') { + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + negative = qtrue; + } + if (token.type != TT_NUMBER) { + PC_SourceError(handle, "expected float but found %s\n", token.string); + return qfalse; + } + if (negative) + *f = -token.floatvalue; + else + *f = token.floatvalue; + return qtrue; +} + +/* +================= +Color_Parse +================= +*/ +qboolean Color_Parse(char **p, vec4_t *c) { + int i; + float f; + + for (i = 0; i < 4; i++) { + if (!Float_Parse(p, &f)) { + return qfalse; + } + (*c)[i] = f; + } + return qtrue; +} + +/* +================= +PC_Color_Parse +================= +*/ +qboolean PC_Color_Parse(int handle, vec4_t *c) { + int i; + float f; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + (*c)[i] = f; + } + return qtrue; +} + +/* +================= +Int_Parse +================= +*/ +qboolean Int_Parse(char **p, int *i) { + char *token; + token = COM_ParseExt(p, qfalse); + + if (token && token[0] != 0) { + *i = atoi(token); + return qtrue; + } else { + return qfalse; + } +} + +/* +================= +PC_Int_Parse +================= +*/ +qboolean PC_Int_Parse(int handle, int *i) { + pc_token_t token; + int negative = qfalse; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (token.string[0] == '-') { + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + negative = qtrue; + } + if (token.type != TT_NUMBER) { + PC_SourceError(handle, "expected integer but found %s\n", token.string); + return qfalse; + } + *i = token.intvalue; + if (negative) + *i = - *i; + return qtrue; +} + +/* +================= +Rect_Parse +================= +*/ +qboolean Rect_Parse(char **p, rectDef_t *r) { + if (Float_Parse(p, &r->x)) { + if (Float_Parse(p, &r->y)) { + if (Float_Parse(p, &r->w)) { + if (Float_Parse(p, &r->h)) { + return qtrue; + } + } + } + } + return qfalse; +} + +/* +================= +PC_Rect_Parse +================= +*/ +qboolean PC_Rect_Parse(int handle, rectDef_t *r) { + if (PC_Float_Parse(handle, &r->x)) { + if (PC_Float_Parse(handle, &r->y)) { + if (PC_Float_Parse(handle, &r->w)) { + if (PC_Float_Parse(handle, &r->h)) { + return qtrue; + } + } + } + } + return qfalse; +} + +/* +================= +String_Parse +================= +*/ +qboolean String_Parse(char **p, const char **out) { + char *token; + + token = COM_ParseExt(p, qfalse); + if (token && token[0] != 0) { + *(out) = String_Alloc(token); + return qtrue; + } + return qfalse; +} + +/* +================= +PC_String_Parse +================= +*/ +qboolean PC_String_Parse(int handle, const char **out) { + pc_token_t token; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + + *(out) = String_Alloc(token.string); + return qtrue; +} + +/* +================= +PC_Script_Parse +================= +*/ +qboolean PC_Script_Parse(int handle, const char **out) { + char script[1024]; + pc_token_t token; + + memset(script, 0, sizeof(script)); + // scripts start with { and have ; separated command lists.. commands are command, arg.. + // basically we want everything between the { } as it will be interpreted at run time + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (Q_stricmp(token.string, "{") != 0) { + return qfalse; + } + + while ( 1 ) { + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + + if (Q_stricmp(token.string, "}") == 0) { + *out = String_Alloc(script); + return qtrue; + } + + if (token.string[1] != '\0') { + Q_strcat(script, 1024, va("\"%s\"", token.string)); + } else { + Q_strcat(script, 1024, token.string); + } + Q_strcat(script, 1024, " "); + } + return qfalse; // bk001105 - LCC missing return value +} + +// display, window, menu, item code +// + +/* +================== +Init_Display + +Initializes the display with a structure to all the drawing routines +================== +*/ +void Init_Display( displayContextDef_t *dc ) +{ + DC = dc; +} + + + +// type and style painting + +void GradientBar_Paint( rectDef_t *rect, vec4_t color ) +{ + // gradient bar takes two paints + DC->setColor( color ); + DC->drawHandlePic( rect->x, rect->y, rect->w, rect->h, DC->Assets.gradientBar ); + DC->setColor( NULL ); +} + + +/* +================== +Window_Init + +Initializes a window structure ( windowDef_t ) with defaults + +================== +*/ +void Window_Init(Window *w) { + memset(w, 0, sizeof(windowDef_t)); + w->borderSize = 1; + w->foreColor[0] = w->foreColor[1] = w->foreColor[2] = w->foreColor[3] = 1.0; + w->cinematic = -1; +} + +void Fade(int *flags, float *f, float clamp, int *nextTime, int offsetTime, qboolean bFlags, float fadeAmount) { + if (*flags & (WINDOW_FADINGOUT | WINDOW_FADINGIN)) { + if (DC->realTime > *nextTime) { + *nextTime = DC->realTime + offsetTime; + if (*flags & WINDOW_FADINGOUT) { + *f -= fadeAmount; + if (bFlags && *f <= 0.0) { + *flags &= ~(WINDOW_FADINGOUT | WINDOW_VISIBLE); + } + } else { + *f += fadeAmount; + if (*f >= clamp) { + *f = clamp; + if (bFlags) { + *flags &= ~WINDOW_FADINGIN; + } + } + } + } + } +} + + + +void Window_Paint(Window *w, float fadeAmount, float fadeClamp, float fadeCycle) { + //float bordersize = 0; + vec4_t color; + rectDef_t fillRect = w->rect; + + + if (debugMode) { + color[0] = color[1] = color[2] = color[3] = 1; + DC->drawRect(w->rect.x, w->rect.y, w->rect.w, w->rect.h, 1, color); + } + + if (w == NULL || (w->style == 0 && w->border == 0)) { + return; + } + + if (w->border != 0) { + fillRect.x += w->borderSize; + fillRect.y += w->borderSize; + fillRect.w -= w->borderSize + 1; + fillRect.h -= w->borderSize + 1; + } + + if (w->style == WINDOW_STYLE_FILLED) { + // box, but possible a shader that needs filled + if (w->background) { + Fade(&w->flags, &w->backColor[3], fadeClamp, &w->nextTime, fadeCycle, qtrue, fadeAmount); + DC->setColor(w->backColor); + DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); + DC->setColor(NULL); + } else { + DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->backColor); + } + } else if (w->style == WINDOW_STYLE_GRADIENT) { + GradientBar_Paint(&fillRect, w->backColor); + // gradient bar + } else if (w->style == WINDOW_STYLE_SHADER) { + if (w->flags & WINDOW_FORECOLORSET) { + DC->setColor(w->foreColor); + } + DC->drawHandlePic(fillRect.x, fillRect.y, fillRect.w, fillRect.h, w->background); + DC->setColor(NULL); + } else if (w->style == WINDOW_STYLE_TEAMCOLOR) { + if (DC->getTeamColor) { + DC->getTeamColor(&color); + DC->fillRect(fillRect.x, fillRect.y, fillRect.w, fillRect.h, color); + } + } else if (w->style == WINDOW_STYLE_CINEMATIC) { + if (w->cinematic == -1) { + w->cinematic = DC->playCinematic(w->cinematicName, fillRect.x, fillRect.y, fillRect.w, fillRect.h); + if (w->cinematic == -1) { + w->cinematic = -2; + } + } + if (w->cinematic >= 0) { + DC->runCinematicFrame(w->cinematic); + DC->drawCinematic(w->cinematic, fillRect.x, fillRect.y, fillRect.w, fillRect.h); + } + } + + if (w->border == WINDOW_BORDER_FULL) { + // full + // HACK HACK HACK + if (w->style == WINDOW_STYLE_TEAMCOLOR) { + if (color[0] > 0) { + // red + color[0] = 1; + color[1] = color[2] = .5; + + } else { + color[2] = 1; + color[0] = color[1] = .5; + } + color[3] = 1; + DC->drawRect(w->rect.x, w->rect.y, w->rect.w, w->rect.h, w->borderSize, color); + } else { + DC->drawRect(w->rect.x, w->rect.y, w->rect.w, w->rect.h, w->borderSize, w->borderColor); + } + } else if (w->border == WINDOW_BORDER_HORZ) { + // top/bottom + DC->setColor(w->borderColor); + DC->drawTopBottom(w->rect.x, w->rect.y, w->rect.w, w->rect.h, w->borderSize); + DC->setColor( NULL ); + } else if (w->border == WINDOW_BORDER_VERT) { + // left right + DC->setColor(w->borderColor); + DC->drawSides(w->rect.x, w->rect.y, w->rect.w, w->rect.h, w->borderSize); + DC->setColor( NULL ); + } else if (w->border == WINDOW_BORDER_KCGRADIENT) { + // this is just two gradient bars along each horz edge + rectDef_t r = w->rect; + r.h = w->borderSize; + GradientBar_Paint(&r, w->borderColor); + r.y = w->rect.y + w->rect.h - 1; + GradientBar_Paint(&r, w->borderColor); + } + +} + + +void Item_SetScreenCoords(itemDef_t *item, float x, float y) { + + if (item == NULL) { + return; + } + + if (item->window.border != 0) { + x += item->window.borderSize; + y += item->window.borderSize; + } + + item->window.rect.x = x + item->window.rectClient.x; + item->window.rect.y = y + item->window.rectClient.y; + item->window.rect.w = item->window.rectClient.w; + item->window.rect.h = item->window.rectClient.h; + + // force the text rects to recompute + item->textRect.w = 0; + item->textRect.h = 0; +} + +// FIXME: consolidate this with nearby stuff +void Item_UpdatePosition(itemDef_t *item) { + float x, y; + menuDef_t *menu; + + if (item == NULL || item->parent == NULL) { + return; + } + + menu = item->parent; + + x = menu->window.rect.x; + y = menu->window.rect.y; + + if (menu->window.border != 0) { + x += menu->window.borderSize; + y += menu->window.borderSize; + } + + Item_SetScreenCoords(item, x, y); + +} + +// menus +void Menu_UpdatePosition(menuDef_t *menu) { + int i; + float x, y; + + if (menu == NULL) { + return; + } + + x = menu->window.rect.x; + y = menu->window.rect.y; + if (menu->window.border != 0) { + x += menu->window.borderSize; + y += menu->window.borderSize; + } + + for (i = 0; i < menu->itemCount; i++) { + Item_SetScreenCoords(menu->items[i], x, y); + } +} + +void Menu_PostParse(menuDef_t *menu) { + if (menu == NULL) { + return; + } + if (menu->fullScreen) { + menu->window.rect.x = 0; + menu->window.rect.y = 0; + menu->window.rect.w = 640; + menu->window.rect.h = 480; + } + Menu_UpdatePosition(menu); +} + +itemDef_t *Menu_ClearFocus(menuDef_t *menu) { + int i; + itemDef_t *ret = NULL; + + if (menu == NULL) { + return NULL; + } + + for (i = 0; i < menu->itemCount; i++) { + if (menu->items[i]->window.flags & WINDOW_HASFOCUS) { + ret = menu->items[i]; + } + menu->items[i]->window.flags &= ~WINDOW_HASFOCUS; + if (menu->items[i]->leaveFocus) { + Item_RunScript(menu->items[i], menu->items[i]->leaveFocus); + } + } + + return ret; +} + +qboolean IsVisible(int flags) { + return (flags & WINDOW_VISIBLE && !(flags & WINDOW_FADINGOUT)); +} + +qboolean Rect_ContainsPoint(rectDef_t *rect, float x, float y) { + if (rect) { + if (x > rect->x && x < rect->x + rect->w && y > rect->y && y < rect->y + rect->h) { + return qtrue; + } + } + return qfalse; +} + +int Menu_ItemsMatchingGroup(menuDef_t *menu, const char *name) { + int i; + int count = 0; + for (i = 0; i < menu->itemCount; i++) { + if (Q_stricmp(menu->items[i]->window.name, name) == 0 || (menu->items[i]->window.group && Q_stricmp(menu->items[i]->window.group, name) == 0)) { + count++; + } + } + return count; +} + +itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name) { + int i; + int count = 0; + for (i = 0; i < menu->itemCount; i++) { + if (Q_stricmp(menu->items[i]->window.name, name) == 0 || (menu->items[i]->window.group && Q_stricmp(menu->items[i]->window.group, name) == 0)) { + if (count == index) { + return menu->items[i]; + } + count++; + } + } + return NULL; +} + + + +void Script_SetColor(itemDef_t *item, char **args) { + const char *name; + int i; + float f; + vec4_t *out; + // expecting type of color to set and 4 args for the color + if (String_Parse(args, &name)) { + out = NULL; + if (Q_stricmp(name, "backcolor") == 0) { + out = &item->window.backColor; + item->window.flags |= WINDOW_BACKCOLORSET; + } else if (Q_stricmp(name, "forecolor") == 0) { + out = &item->window.foreColor; + item->window.flags |= WINDOW_FORECOLORSET; + } else if (Q_stricmp(name, "bordercolor") == 0) { + out = &item->window.borderColor; + } + + if (out) { + for (i = 0; i < 4; i++) { + if (!Float_Parse(args, &f)) { + return; + } + (*out)[i] = f; + } + } + } +} + +void Script_SetAsset(itemDef_t *item, char **args) { + const char *name; + // expecting name to set asset to + if (String_Parse(args, &name)) { + // check for a model + if (item->type == ITEM_TYPE_MODEL) { + } + } +} + +void Script_SetBackground(itemDef_t *item, char **args) { + const char *name; + // expecting name to set asset to + if (String_Parse(args, &name)) { + item->window.background = DC->registerShaderNoMip(name); + } +} + + + + +itemDef_t *Menu_FindItemByName(menuDef_t *menu, const char *p) { + int i; + if (menu == NULL || p == NULL) { + return NULL; + } + + for (i = 0; i < menu->itemCount; i++) { + if (Q_stricmp(p, menu->items[i]->window.name) == 0) { + return menu->items[i]; + } + } + + return NULL; +} + +void Script_SetTeamColor(itemDef_t *item, char **args) { + if (DC->getTeamColor) { + int i; + vec4_t color; + DC->getTeamColor(&color); + for (i = 0; i < 4; i++) { + item->window.backColor[i] = color[i]; + } + } +} + +void Script_SetItemColor(itemDef_t *item, char **args) { + const char *itemname; + const char *name; + vec4_t color; + int i; + vec4_t *out; + // expecting type of color to set and 4 args for the color + if (String_Parse(args, &itemname) && String_Parse(args, &name)) { + itemDef_t *item2; + int j; + int count = Menu_ItemsMatchingGroup(item->parent, itemname); + + if (!Color_Parse(args, &color)) { + return; + } + + for (j = 0; j < count; j++) { + item2 = Menu_GetMatchingItemByNumber(item->parent, j, itemname); + if (item2 != NULL) { + out = NULL; + if (Q_stricmp(name, "backcolor") == 0) { + out = &item2->window.backColor; + } else if (Q_stricmp(name, "forecolor") == 0) { + out = &item2->window.foreColor; + item2->window.flags |= WINDOW_FORECOLORSET; + } else if (Q_stricmp(name, "bordercolor") == 0) { + out = &item2->window.borderColor; + } + + if (out) { + for (i = 0; i < 4; i++) { + (*out)[i] = color[i]; + } + } + } + } + } +} + + +void Menu_ShowItemByName(menuDef_t *menu, const char *p, qboolean bShow) { + itemDef_t *item; + int i; + int count = Menu_ItemsMatchingGroup(menu, p); + for (i = 0; i < count; i++) { + item = Menu_GetMatchingItemByNumber(menu, i, p); + if (item != NULL) { + if (bShow) { + item->window.flags |= WINDOW_VISIBLE; + } else { + item->window.flags &= ~WINDOW_VISIBLE; + // stop cinematics playing in the window + if (item->window.cinematic >= 0) { + DC->stopCinematic(item->window.cinematic); + item->window.cinematic = -1; + } + } + } + } +} + +void Menu_FadeItemByName(menuDef_t *menu, const char *p, qboolean fadeOut) { + itemDef_t *item; + int i; + int count = Menu_ItemsMatchingGroup(menu, p); + for (i = 0; i < count; i++) { + item = Menu_GetMatchingItemByNumber(menu, i, p); + if (item != NULL) { + if (fadeOut) { + item->window.flags |= (WINDOW_FADINGOUT | WINDOW_VISIBLE); + item->window.flags &= ~WINDOW_FADINGIN; + } else { + item->window.flags |= (WINDOW_VISIBLE | WINDOW_FADINGIN); + item->window.flags &= ~WINDOW_FADINGOUT; + } + } + } +} + +menuDef_t *Menus_FindByName(const char *p) { + int i; + for (i = 0; i < menuCount; i++) { + if (Q_stricmp(Menus[i].window.name, p) == 0) { + return &Menus[i]; + } + } + return NULL; +} + +void Menus_ShowByName(const char *p) { + menuDef_t *menu = Menus_FindByName(p); + if (menu) { + Menus_Activate(menu); + } +} + +void Menus_OpenByName(const char *p) { + Menus_ActivateByName(p); +} + +static void Menu_RunCloseScript(menuDef_t *menu) { + if (menu && menu->window.flags & WINDOW_VISIBLE && menu->onClose) { + itemDef_t item; + item.parent = menu; + Item_RunScript(&item, menu->onClose); + } +} + +void Menus_CloseByName(const char *p) { + menuDef_t *menu = Menus_FindByName(p); + if (menu != NULL) { + Menu_RunCloseScript(menu); + menu->window.flags &= ~(WINDOW_VISIBLE | WINDOW_HASFOCUS); + } +} + +void Menus_CloseAll( void ) { + int i; + for (i = 0; i < menuCount; i++) { + Menu_RunCloseScript(&Menus[i]); + Menus[i].window.flags &= ~(WINDOW_HASFOCUS | WINDOW_VISIBLE); + } +} + + +void Script_Show(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menu_ShowItemByName(item->parent, name, qtrue); + } +} + +void Script_Hide(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menu_ShowItemByName(item->parent, name, qfalse); + } +} + +void Script_FadeIn(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menu_FadeItemByName(item->parent, name, qfalse); + } +} + +void Script_FadeOut(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menu_FadeItemByName(item->parent, name, qtrue); + } +} + + + +void Script_Open(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menus_OpenByName(name); + } +} + +void Script_ConditionalOpen(itemDef_t *item, char **args) { + const char *cvar; + const char *name1; + const char *name2; + float val; + + if ( String_Parse(args, &cvar) && String_Parse(args, &name1) && String_Parse(args, &name2) ) { + val = DC->getCVarValue( cvar ); + if ( val == 0.f ) { + Menus_OpenByName(name2); + } else { + Menus_OpenByName(name1); + } + } +} + +void Script_Close(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + Menus_CloseByName(name); + } +} + +void Menu_TransitionItemByName(menuDef_t *menu, const char *p, rectDef_t rectFrom, rectDef_t rectTo, int time, float amt) { + itemDef_t *item; + int i; + int count = Menu_ItemsMatchingGroup(menu, p); + for (i = 0; i < count; i++) { + item = Menu_GetMatchingItemByNumber(menu, i, p); + if (item != NULL) { + item->window.flags |= (WINDOW_INTRANSITION | WINDOW_VISIBLE); + item->window.offsetTime = time; + memcpy(&item->window.rectClient, &rectFrom, sizeof(rectDef_t)); + memcpy(&item->window.rectEffects, &rectTo, sizeof(rectDef_t)); + item->window.rectEffects2.x = abs(rectTo.x - rectFrom.x) / amt; + item->window.rectEffects2.y = abs(rectTo.y - rectFrom.y) / amt; + item->window.rectEffects2.w = abs(rectTo.w - rectFrom.w) / amt; + item->window.rectEffects2.h = abs(rectTo.h - rectFrom.h) / amt; + Item_UpdatePosition(item); + } + } +} + + +void Script_Transition(itemDef_t *item, char **args) { + const char *name; + rectDef_t rectFrom, rectTo; + int time; + float amt; + + if (String_Parse(args, &name)) { + if ( Rect_Parse(args, &rectFrom) && Rect_Parse(args, &rectTo) && Int_Parse(args, &time) && Float_Parse(args, &amt)) { + Menu_TransitionItemByName(item->parent, name, rectFrom, rectTo, time, amt); + } + } +} + + +void Menu_OrbitItemByName(menuDef_t *menu, const char *p, float x, float y, float cx, float cy, int time) { + itemDef_t *item; + int i; + int count = Menu_ItemsMatchingGroup(menu, p); + for (i = 0; i < count; i++) { + item = Menu_GetMatchingItemByNumber(menu, i, p); + if (item != NULL) { + item->window.flags |= (WINDOW_ORBITING | WINDOW_VISIBLE); + item->window.offsetTime = time; + item->window.rectEffects.x = cx; + item->window.rectEffects.y = cy; + item->window.rectClient.x = x; + item->window.rectClient.y = y; + Item_UpdatePosition(item); + } + } +} + + +void Script_Orbit(itemDef_t *item, char **args) { + const char *name; + float cx, cy, x, y; + int time; + + if (String_Parse(args, &name)) { + if ( Float_Parse(args, &x) && Float_Parse(args, &y) && Float_Parse(args, &cx) && Float_Parse(args, &cy) && Int_Parse(args, &time) ) { + Menu_OrbitItemByName(item->parent, name, x, y, cx, cy, time); + } + } +} + + + +void Script_SetFocus(itemDef_t *item, char **args) { + const char *name; + itemDef_t *focusItem; + + if (String_Parse(args, &name)) { + focusItem = Menu_FindItemByName(item->parent, name); + if (focusItem && !(focusItem->window.flags & WINDOW_DECORATION) && !(focusItem->window.flags & WINDOW_HASFOCUS)) { + Menu_ClearFocus(item->parent); + focusItem->window.flags |= WINDOW_HASFOCUS; + if (focusItem->onFocus) { + Item_RunScript(focusItem, focusItem->onFocus); + } + if (DC->Assets.itemFocusSound) { + DC->startLocalSound( DC->Assets.itemFocusSound, CHAN_LOCAL_SOUND ); + } + } + } +} + +void Script_SetPlayerModel(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + DC->setCVar("team_model", name); + } +} + +void Script_SetPlayerHead(itemDef_t *item, char **args) { + const char *name; + if (String_Parse(args, &name)) { + DC->setCVar("team_headmodel", name); + } +} + +void Script_SetCvar(itemDef_t *item, char **args) { + const char *cvar, *val; + if (String_Parse(args, &cvar) && String_Parse(args, &val)) { + DC->setCVar(cvar, val); + } + +} + +void Script_Exec(itemDef_t *item, char **args) { + const char *val; + if (String_Parse(args, &val)) { + DC->executeText(EXEC_APPEND, va("%s ; ", val)); + } +} + +void Script_Play(itemDef_t *item, char **args) { + const char *val; + if (String_Parse(args, &val)) { + DC->startLocalSound(DC->registerSound(val, qfalse), CHAN_LOCAL_SOUND); + } +} + +void Script_playLooped(itemDef_t *item, char **args) { + const char *val; + if (String_Parse(args, &val)) { + DC->stopBackgroundTrack(); + DC->startBackgroundTrack(val, val); + } +} + + +commandDef_t commandList[] = +{ + {"fadein", &Script_FadeIn}, // group/name + {"fadeout", &Script_FadeOut}, // group/name + {"show", &Script_Show}, // group/name + {"hide", &Script_Hide}, // group/name + {"setcolor", &Script_SetColor}, // works on this + {"open", &Script_Open}, // menu + {"conditionalopen", &Script_ConditionalOpen}, // menu + {"close", &Script_Close}, // menu + {"setasset", &Script_SetAsset}, // works on this + {"setbackground", &Script_SetBackground}, // works on this + {"setitemcolor", &Script_SetItemColor}, // group/name + {"setteamcolor", &Script_SetTeamColor}, // sets this background color to team color + {"setfocus", &Script_SetFocus}, // sets this background color to team color + {"setplayermodel", &Script_SetPlayerModel}, // sets this background color to team color + {"setplayerhead", &Script_SetPlayerHead}, // sets this background color to team color + {"transition", &Script_Transition}, // group/name + {"setcvar", &Script_SetCvar}, // group/name + {"exec", &Script_Exec}, // group/name + {"play", &Script_Play}, // group/name + {"playlooped", &Script_playLooped}, // group/name + {"orbit", &Script_Orbit} // group/name +}; + +int scriptCommandCount = sizeof(commandList) / sizeof(commandDef_t); + + +void Item_RunScript(itemDef_t *item, const char *s) { + char script[1024], *p; + int i; + qboolean bRan; + memset(script, 0, sizeof(script)); + if (item && s && s[0]) { + Q_strcat(script, 1024, s); + p = script; + while (1) { + const char *command; + // expect command then arguments, ; ends command, NULL ends script + if (!String_Parse(&p, &command)) { + return; + } + + if (command[0] == ';' && command[1] == '\0') { + continue; + } + + bRan = qfalse; + for (i = 0; i < scriptCommandCount; i++) { + if (Q_stricmp(command, commandList[i].name) == 0) { + (commandList[i].handler(item, &p)); + bRan = qtrue; + break; + } + } + // not in our auto list, pass to handler + if (!bRan) { + DC->runScript(&p); + } + } + } +} + + +qboolean Item_EnableShowViaCvar(itemDef_t *item, int flag) { + char script[1024], *p; + memset(script, 0, sizeof(script)); + if (item && item->enableCvar && *item->enableCvar && item->cvarTest && *item->cvarTest) { + char buff[1024]; + DC->getCVarString(item->cvarTest, buff, sizeof(buff)); + + Q_strcat(script, 1024, item->enableCvar); + p = script; + while (1) { + const char *val; + // expect value then ; or NULL, NULL ends list + if (!String_Parse(&p, &val)) { + return (item->cvarFlags & flag) ? qfalse : qtrue; + } + + if (val[0] == ';' && val[1] == '\0') { + continue; + } + + // enable it if any of the values are true + if (item->cvarFlags & flag) { + if (Q_stricmp(buff, val) == 0) { + return qtrue; + } + } else { + // disable it if any of the values are true + if (Q_stricmp(buff, val) == 0) { + return qfalse; + } + } + + } + return (item->cvarFlags & flag) ? qfalse : qtrue; + } + return qtrue; +} + + +// will optionaly set focus to this item +qboolean Item_SetFocus(itemDef_t *item, float x, float y) { + int i; + itemDef_t *oldFocus; + sfxHandle_t *sfx = &DC->Assets.itemFocusSound; + qboolean playSound = qfalse; + menuDef_t *parent; // bk001206: = (menuDef_t*)item->parent; + // sanity check, non-null, not a decoration and does not already have the focus + if (item == NULL || item->window.flags & WINDOW_DECORATION || item->window.flags & WINDOW_HASFOCUS || !(item->window.flags & WINDOW_VISIBLE)) { + return qfalse; + } + + // bk001206 - this can be NULL. + parent = (menuDef_t*)item->parent; + + // items can be enabled and disabled based on cvars + if (item->cvarFlags & (CVAR_ENABLE | CVAR_DISABLE) && !Item_EnableShowViaCvar(item, CVAR_ENABLE)) { + return qfalse; + } + + if (item->cvarFlags & (CVAR_SHOW | CVAR_HIDE) && !Item_EnableShowViaCvar(item, CVAR_SHOW)) { + return qfalse; + } + + oldFocus = Menu_ClearFocus(item->parent); + + if (item->type == ITEM_TYPE_TEXT) { + rectDef_t r; + r = item->textRect; + r.y -= r.h; + if (Rect_ContainsPoint(&r, x, y)) { + item->window.flags |= WINDOW_HASFOCUS; + if (item->focusSound) { + sfx = &item->focusSound; + } + playSound = qtrue; + } else { + if (oldFocus) { + oldFocus->window.flags |= WINDOW_HASFOCUS; + if (oldFocus->onFocus) { + Item_RunScript(oldFocus, oldFocus->onFocus); + } + } + } + } else { + item->window.flags |= WINDOW_HASFOCUS; + if (item->onFocus) { + Item_RunScript(item, item->onFocus); + } + if (item->focusSound) { + sfx = &item->focusSound; + } + playSound = qtrue; + } + + if (playSound && sfx) { + DC->startLocalSound( *sfx, CHAN_LOCAL_SOUND ); + } + + for (i = 0; i < parent->itemCount; i++) { + if (parent->items[i] == item) { + parent->cursorItem = i; + break; + } + } + + return qtrue; +} + +int Item_ListBox_MaxScroll(itemDef_t *item) { + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + int count = DC->feederCount(item->special); + int max; + + if (item->window.flags & WINDOW_HORIZONTAL) { + max = count - (item->window.rect.w / listPtr->elementWidth) + 1; + } + else { + max = count - (item->window.rect.h / listPtr->elementHeight) + 1; + } + if (max < 0) { + return 0; + } + return max; +} + +int Item_ListBox_ThumbPosition(itemDef_t *item) { + float max, pos, size; + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + + max = Item_ListBox_MaxScroll(item); + if (item->window.flags & WINDOW_HORIZONTAL) { + size = item->window.rect.w - (SCROLLBAR_SIZE * 2) - 2; + if (max > 0) { + pos = (size-SCROLLBAR_SIZE) / (float) max; + } else { + pos = 0; + } + pos *= listPtr->startPos; + return item->window.rect.x + 1 + SCROLLBAR_SIZE + pos; + } + else { + size = item->window.rect.h - (SCROLLBAR_SIZE * 2) - 2; + if (max > 0) { + pos = (size-SCROLLBAR_SIZE) / (float) max; + } else { + pos = 0; + } + pos *= listPtr->startPos; + return item->window.rect.y + 1 + SCROLLBAR_SIZE + pos; + } +} + +int Item_ListBox_ThumbDrawPosition(itemDef_t *item) { + int min, max; + + if (itemCapture == item) { + if (item->window.flags & WINDOW_HORIZONTAL) { + min = item->window.rect.x + SCROLLBAR_SIZE + 1; + max = item->window.rect.x + item->window.rect.w - 2*SCROLLBAR_SIZE - 1; + if (DC->cursorx >= min + SCROLLBAR_SIZE/2 && DC->cursorx <= max + SCROLLBAR_SIZE/2) { + return DC->cursorx - SCROLLBAR_SIZE/2; + } + else { + return Item_ListBox_ThumbPosition(item); + } + } + else { + min = item->window.rect.y + SCROLLBAR_SIZE + 1; + max = item->window.rect.y + item->window.rect.h - 2*SCROLLBAR_SIZE - 1; + if (DC->cursory >= min + SCROLLBAR_SIZE/2 && DC->cursory <= max + SCROLLBAR_SIZE/2) { + return DC->cursory - SCROLLBAR_SIZE/2; + } + else { + return Item_ListBox_ThumbPosition(item); + } + } + } + else { + return Item_ListBox_ThumbPosition(item); + } +} + +float Item_Slider_ThumbPosition(itemDef_t *item) { + float value, range, x; + editFieldDef_t *editDef = item->typeData; + + if (item->text) { + x = item->textRect.x + item->textRect.w + 8; + } else { + x = item->window.rect.x; + } + + if (editDef == NULL && item->cvar) { + return x; + } + + value = DC->getCVarValue(item->cvar); + + if (value < editDef->minVal) { + value = editDef->minVal; + } else if (value > editDef->maxVal) { + value = editDef->maxVal; + } + + range = editDef->maxVal - editDef->minVal; + value -= editDef->minVal; + value /= range; + //value /= (editDef->maxVal - editDef->minVal); + value *= SLIDER_WIDTH; + x += value; + // vm fuckage + //x = x + (((float)value / editDef->maxVal) * SLIDER_WIDTH); + return x; +} + +int Item_Slider_OverSlider(itemDef_t *item, float x, float y) { + rectDef_t r; + + r.x = Item_Slider_ThumbPosition(item) - (SLIDER_THUMB_WIDTH / 2); + r.y = item->window.rect.y - 2; + r.w = SLIDER_THUMB_WIDTH; + r.h = SLIDER_THUMB_HEIGHT; + + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_THUMB; + } + return 0; +} + +int Item_ListBox_OverLB(itemDef_t *item, float x, float y) { + rectDef_t r; + listBoxDef_t *listPtr; + int thumbstart; + int count; + + count = DC->feederCount(item->special); + listPtr = (listBoxDef_t*)item->typeData; + if (item->window.flags & WINDOW_HORIZONTAL) { + // check if on left arrow + r.x = item->window.rect.x; + r.y = item->window.rect.y + item->window.rect.h - SCROLLBAR_SIZE; + r.h = r.w = SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_LEFTARROW; + } + // check if on right arrow + r.x = item->window.rect.x + item->window.rect.w - SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_RIGHTARROW; + } + // check if on thumb + thumbstart = Item_ListBox_ThumbPosition(item); + r.x = thumbstart; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_THUMB; + } + r.x = item->window.rect.x + SCROLLBAR_SIZE; + r.w = thumbstart - r.x; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_PGUP; + } + r.x = thumbstart + SCROLLBAR_SIZE; + r.w = item->window.rect.x + item->window.rect.w - SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_PGDN; + } + } else { + r.x = item->window.rect.x + item->window.rect.w - SCROLLBAR_SIZE; + r.y = item->window.rect.y; + r.h = r.w = SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_LEFTARROW; + } + r.y = item->window.rect.y + item->window.rect.h - SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_RIGHTARROW; + } + thumbstart = Item_ListBox_ThumbPosition(item); + r.y = thumbstart; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_THUMB; + } + r.y = item->window.rect.y + SCROLLBAR_SIZE; + r.h = thumbstart - r.y; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_PGUP; + } + r.y = thumbstart + SCROLLBAR_SIZE; + r.h = item->window.rect.y + item->window.rect.h - SCROLLBAR_SIZE; + if (Rect_ContainsPoint(&r, x, y)) { + return WINDOW_LB_PGDN; + } + } + return 0; +} + + +void Item_ListBox_MouseEnter(itemDef_t *item, float x, float y) +{ + rectDef_t r; + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + + item->window.flags &= ~(WINDOW_LB_LEFTARROW | WINDOW_LB_RIGHTARROW | WINDOW_LB_THUMB | WINDOW_LB_PGUP | WINDOW_LB_PGDN); + item->window.flags |= Item_ListBox_OverLB(item, x, y); + + if (item->window.flags & WINDOW_HORIZONTAL) { + if (!(item->window.flags & (WINDOW_LB_LEFTARROW | WINDOW_LB_RIGHTARROW | WINDOW_LB_THUMB | WINDOW_LB_PGUP | WINDOW_LB_PGDN))) { + // check for selection hit as we have exausted buttons and thumb + if (listPtr->elementStyle == LISTBOX_IMAGE) { + r.x = item->window.rect.x; + r.y = item->window.rect.y; + r.h = item->window.rect.h - SCROLLBAR_SIZE; + r.w = item->window.rect.w - listPtr->drawPadding; + if (Rect_ContainsPoint(&r, x, y)) { + listPtr->cursorPos = (int)((x - r.x) / listPtr->elementWidth) + listPtr->startPos; + if (listPtr->cursorPos >= listPtr->endPos) { + listPtr->cursorPos = listPtr->endPos; + } + } + } else { + // text hit.. + } + } + } else if (!(item->window.flags & (WINDOW_LB_LEFTARROW | WINDOW_LB_RIGHTARROW | WINDOW_LB_THUMB | WINDOW_LB_PGUP | WINDOW_LB_PGDN))) { + r.x = item->window.rect.x; + r.y = item->window.rect.y; + r.w = item->window.rect.w - SCROLLBAR_SIZE; + r.h = item->window.rect.h - listPtr->drawPadding; + if (Rect_ContainsPoint(&r, x, y)) { + listPtr->cursorPos = (int)((y - 2 - r.y) / listPtr->elementHeight) + listPtr->startPos; + if (listPtr->cursorPos > listPtr->endPos) { + listPtr->cursorPos = listPtr->endPos; + } + } + } +} + +void Item_MouseEnter(itemDef_t *item, float x, float y) { + rectDef_t r; + if (item) { + r = item->textRect; + r.y -= r.h; + // in the text rect? + + // items can be enabled and disabled based on cvars + if (item->cvarFlags & (CVAR_ENABLE | CVAR_DISABLE) && !Item_EnableShowViaCvar(item, CVAR_ENABLE)) { + return; + } + + if (item->cvarFlags & (CVAR_SHOW | CVAR_HIDE) && !Item_EnableShowViaCvar(item, CVAR_SHOW)) { + return; + } + + if (Rect_ContainsPoint(&r, x, y)) { + if (!(item->window.flags & WINDOW_MOUSEOVERTEXT)) { + Item_RunScript(item, item->mouseEnterText); + item->window.flags |= WINDOW_MOUSEOVERTEXT; + } + if (!(item->window.flags & WINDOW_MOUSEOVER)) { + Item_RunScript(item, item->mouseEnter); + item->window.flags |= WINDOW_MOUSEOVER; + } + + } else { + // not in the text rect + if (item->window.flags & WINDOW_MOUSEOVERTEXT) { + // if we were + Item_RunScript(item, item->mouseExitText); + item->window.flags &= ~WINDOW_MOUSEOVERTEXT; + } + if (!(item->window.flags & WINDOW_MOUSEOVER)) { + Item_RunScript(item, item->mouseEnter); + item->window.flags |= WINDOW_MOUSEOVER; + } + + if (item->type == ITEM_TYPE_LISTBOX) { + Item_ListBox_MouseEnter(item, x, y); + } + } + } +} + +void Item_MouseLeave(itemDef_t *item) { + if (item) { + if (item->window.flags & WINDOW_MOUSEOVERTEXT) { + Item_RunScript(item, item->mouseExitText); + item->window.flags &= ~WINDOW_MOUSEOVERTEXT; + } + Item_RunScript(item, item->mouseExit); + item->window.flags &= ~(WINDOW_LB_RIGHTARROW | WINDOW_LB_LEFTARROW); + } +} + +itemDef_t *Menu_HitTest(menuDef_t *menu, float x, float y) { + int i; + for (i = 0; i < menu->itemCount; i++) { + if (Rect_ContainsPoint(&menu->items[i]->window.rect, x, y)) { + return menu->items[i]; + } + } + return NULL; +} + +void Item_SetMouseOver(itemDef_t *item, qboolean focus) { + if (item) { + if (focus) { + item->window.flags |= WINDOW_MOUSEOVER; + } else { + item->window.flags &= ~WINDOW_MOUSEOVER; + } + } +} + + +qboolean Item_OwnerDraw_HandleKey(itemDef_t *item, int key) { + if (item && DC->ownerDrawHandleKey) { + return DC->ownerDrawHandleKey(item->window.ownerDraw, item->window.ownerDrawFlags, &item->special, key); + } + return qfalse; +} + +qboolean Item_ListBox_HandleKey(itemDef_t *item, int key, qboolean down, qboolean force) { + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + int count = DC->feederCount(item->special); + int max, viewmax; + + if (force || (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && item->window.flags & WINDOW_HASFOCUS)) { + max = Item_ListBox_MaxScroll(item); + if (item->window.flags & WINDOW_HORIZONTAL) { + viewmax = (item->window.rect.w / listPtr->elementWidth); + if ( key == K_LEFTARROW || key == K_KP_LEFTARROW ) + { + if (!listPtr->notselectable) { + listPtr->cursorPos--; + if (listPtr->cursorPos < 0) { + listPtr->cursorPos = 0; + } + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos--; + if (listPtr->startPos < 0) + listPtr->startPos = 0; + } + return qtrue; + } + if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW ) + { + if (!listPtr->notselectable) { + listPtr->cursorPos++; + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= count) { + listPtr->cursorPos = count-1; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos++; + if (listPtr->startPos >= count) + listPtr->startPos = count-1; + } + return qtrue; + } + } + else { + viewmax = (item->window.rect.h / listPtr->elementHeight); + if ( key == K_UPARROW || key == K_KP_UPARROW ) + { + if (!listPtr->notselectable) { + listPtr->cursorPos--; + if (listPtr->cursorPos < 0) { + listPtr->cursorPos = 0; + } + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos--; + if (listPtr->startPos < 0) + listPtr->startPos = 0; + } + return qtrue; + } + if ( key == K_DOWNARROW || key == K_KP_DOWNARROW ) + { + if (!listPtr->notselectable) { + listPtr->cursorPos++; + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= count) { + listPtr->cursorPos = count-1; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos++; + if (listPtr->startPos > max) + listPtr->startPos = max; + } + return qtrue; + } + } + // mouse hit + if (key == K_MOUSE1 || key == K_MOUSE2) { + if (item->window.flags & WINDOW_LB_LEFTARROW) { + listPtr->startPos--; + if (listPtr->startPos < 0) { + listPtr->startPos = 0; + } + } else if (item->window.flags & WINDOW_LB_RIGHTARROW) { + // one down + listPtr->startPos++; + if (listPtr->startPos > max) { + listPtr->startPos = max; + } + } else if (item->window.flags & WINDOW_LB_PGUP) { + // page up + listPtr->startPos -= viewmax; + if (listPtr->startPos < 0) { + listPtr->startPos = 0; + } + } else if (item->window.flags & WINDOW_LB_PGDN) { + // page down + listPtr->startPos += viewmax; + if (listPtr->startPos > max) { + listPtr->startPos = max; + } + } else if (item->window.flags & WINDOW_LB_THUMB) { + // Display_SetCaptureItem(item); + } else { + // select an item + if (DC->realTime < lastListBoxClickTime && listPtr->doubleClick) { + Item_RunScript(item, listPtr->doubleClick); + } + lastListBoxClickTime = DC->realTime + DOUBLE_CLICK_DELAY; + if (item->cursorPos != listPtr->cursorPos) { + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + } + return qtrue; + } + + // Scroll wheel + if (key == K_MWHEELUP) { + listPtr->startPos--; + if (listPtr->startPos < 0) { + listPtr->startPos = 0; + } + return qtrue; + } + if (key == K_MWHEELDOWN) { + listPtr->startPos++; + if (listPtr->startPos > max) { + listPtr->startPos = max; + } + return qtrue; + } + + // Invoke the doubleClick handler when enter is pressed + if( key == K_ENTER ) + { + if( listPtr->doubleClick ) + Item_RunScript( item, listPtr->doubleClick ); + + return qtrue; + } + + if ( key == K_HOME || key == K_KP_HOME) { + // home + listPtr->startPos = 0; + return qtrue; + } + if ( key == K_END || key == K_KP_END) { + // end + listPtr->startPos = max; + return qtrue; + } + if (key == K_PGUP || key == K_KP_PGUP ) { + // page up + if (!listPtr->notselectable) { + listPtr->cursorPos -= viewmax; + if (listPtr->cursorPos < 0) { + listPtr->cursorPos = 0; + } + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos -= viewmax; + if (listPtr->startPos < 0) { + listPtr->startPos = 0; + } + } + return qtrue; + } + if ( key == K_PGDN || key == K_KP_PGDN ) { + // page down + if (!listPtr->notselectable) { + listPtr->cursorPos += viewmax; + if (listPtr->cursorPos < listPtr->startPos) { + listPtr->startPos = listPtr->cursorPos; + } + if (listPtr->cursorPos >= count) { + listPtr->cursorPos = count-1; + } + if (listPtr->cursorPos >= listPtr->startPos + viewmax) { + listPtr->startPos = listPtr->cursorPos - viewmax + 1; + } + item->cursorPos = listPtr->cursorPos; + DC->feederSelection(item->special, item->cursorPos); + } + else { + listPtr->startPos += viewmax; + if (listPtr->startPos > max) { + listPtr->startPos = max; + } + } + return qtrue; + } + } + return qfalse; +} + +qboolean Item_YesNo_HandleKey(itemDef_t *item, int key) { + + if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && item->window.flags & WINDOW_HASFOCUS && item->cvar) { + if (key == K_MOUSE1 || key == K_ENTER || key == K_MOUSE2 || key == K_MOUSE3) { + DC->setCVar(item->cvar, va("%i", !DC->getCVarValue(item->cvar))); + return qtrue; + } + } + + return qfalse; + +} + +int Item_Multi_CountSettings(itemDef_t *item) { + multiDef_t *multiPtr = (multiDef_t*)item->typeData; + if (multiPtr == NULL) { + return 0; + } + return multiPtr->count; +} + +int Item_Multi_FindCvarByValue(itemDef_t *item) { + char buff[1024]; + float value = 0; + int i; + multiDef_t *multiPtr = (multiDef_t*)item->typeData; + if (multiPtr) { + if (multiPtr->strDef) { + DC->getCVarString(item->cvar, buff, sizeof(buff)); + } else { + value = DC->getCVarValue(item->cvar); + } + for (i = 0; i < multiPtr->count; i++) { + if (multiPtr->strDef) { + if (Q_stricmp(buff, multiPtr->cvarStr[i]) == 0) { + return i; + } + } else { + if (multiPtr->cvarValue[i] == value) { + return i; + } + } + } + } + return 0; +} + +const char *Item_Multi_Setting(itemDef_t *item) { + char buff[1024]; + float value = 0; + int i; + multiDef_t *multiPtr = (multiDef_t*)item->typeData; + if (multiPtr) { + if (multiPtr->strDef) { + DC->getCVarString(item->cvar, buff, sizeof(buff)); + } else { + value = DC->getCVarValue(item->cvar); + } + for (i = 0; i < multiPtr->count; i++) { + if (multiPtr->strDef) { + if (Q_stricmp(buff, multiPtr->cvarStr[i]) == 0) { + return multiPtr->cvarList[i]; + } + } else { + if (multiPtr->cvarValue[i] == value) { + return multiPtr->cvarList[i]; + } + } + } + } + return ""; +} + +qboolean Item_Multi_HandleKey(itemDef_t *item, int key) { + multiDef_t *multiPtr = (multiDef_t*)item->typeData; + if (multiPtr) { + if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && item->window.flags & WINDOW_HASFOCUS && item->cvar) { + if (key == K_MOUSE1 || key == K_ENTER || key == K_MOUSE2 || key == K_MOUSE3) { + int current = Item_Multi_FindCvarByValue(item) + 1; + int max = Item_Multi_CountSettings(item); + if ( current < 0 || current >= max ) { + current = 0; + } + if (multiPtr->strDef) { + DC->setCVar(item->cvar, multiPtr->cvarStr[current]); + } else { + float value = multiPtr->cvarValue[current]; + if (((float)((int) value)) == value) { + DC->setCVar(item->cvar, va("%i", (int) value )); + } + else { + DC->setCVar(item->cvar, va("%f", value )); + } + } + return qtrue; + } + } + } + return qfalse; +} + +qboolean Item_TextField_HandleKey(itemDef_t *item, int key) { + char buff[1024]; + int len; + itemDef_t *newItem = NULL; + editFieldDef_t *editPtr = (editFieldDef_t*)item->typeData; + + if (item->cvar) { + + memset(buff, 0, sizeof(buff)); + DC->getCVarString(item->cvar, buff, sizeof(buff)); + len = strlen(buff); + if (editPtr->maxChars && len > editPtr->maxChars) { + len = editPtr->maxChars; + } + if ( key & K_CHAR_FLAG ) { + key &= ~K_CHAR_FLAG; + + + if (key == 'h' - 'a' + 1 ) { // ctrl-h is backspace + if ( item->cursorPos > 0 ) { + memmove( &buff[item->cursorPos - 1], &buff[item->cursorPos], len + 1 - item->cursorPos); + item->cursorPos--; + if (item->cursorPos < editPtr->paintOffset) { + editPtr->paintOffset--; + } + } + DC->setCVar(item->cvar, buff); + return qtrue; + } + + + // + // ignore any non printable chars + // + if ( key < 32 || !item->cvar) { + return qtrue; + } + + if (item->type == ITEM_TYPE_NUMERICFIELD) { + if (key < '0' || key > '9') { + return qfalse; + } + } + + if (!DC->getOverstrikeMode()) { + if (( len == MAX_EDITFIELD - 1 ) || (editPtr->maxChars && len >= editPtr->maxChars)) { + return qtrue; + } + memmove( &buff[item->cursorPos + 1], &buff[item->cursorPos], len + 1 - item->cursorPos ); + } else { + if (editPtr->maxChars && item->cursorPos >= editPtr->maxChars) { + return qtrue; + } + } + + buff[item->cursorPos] = key; + + DC->setCVar(item->cvar, buff); + + if (item->cursorPos < len + 1) { + item->cursorPos++; + if (editPtr->maxPaintChars && item->cursorPos > editPtr->maxPaintChars) { + editPtr->paintOffset++; + } + } + + } else { + + if ( key == K_DEL || key == K_KP_DEL ) { + if ( item->cursorPos < len ) { + memmove( buff + item->cursorPos, buff + item->cursorPos + 1, len - item->cursorPos); + DC->setCVar(item->cvar, buff); + } + return qtrue; + } + + if ( key == K_RIGHTARROW || key == K_KP_RIGHTARROW ) + { + if (editPtr->maxPaintChars && item->cursorPos >= editPtr->maxPaintChars && item->cursorPos < len) { + item->cursorPos++; + editPtr->paintOffset++; + return qtrue; + } + if (item->cursorPos < len) { + item->cursorPos++; + } + return qtrue; + } + + if ( key == K_LEFTARROW || key == K_KP_LEFTARROW ) + { + if ( item->cursorPos > 0 ) { + item->cursorPos--; + } + if (item->cursorPos < editPtr->paintOffset) { + editPtr->paintOffset--; + } + return qtrue; + } + + if ( key == K_HOME || key == K_KP_HOME) {// || ( tolower(key) == 'a' && trap_Key_IsDown( K_CTRL ) ) ) { + item->cursorPos = 0; + editPtr->paintOffset = 0; + return qtrue; + } + + if ( key == K_END || key == K_KP_END) {// ( tolower(key) == 'e' && trap_Key_IsDown( K_CTRL ) ) ) { + item->cursorPos = len; + if(item->cursorPos > editPtr->maxPaintChars) { + editPtr->paintOffset = len - editPtr->maxPaintChars; + } + return qtrue; + } + + if ( key == K_INS || key == K_KP_INS ) { + DC->setOverstrikeMode(!DC->getOverstrikeMode()); + return qtrue; + } + } + + if (key == K_TAB || key == K_DOWNARROW || key == K_KP_DOWNARROW) { + newItem = Menu_SetNextCursorItem(item->parent); + if (newItem && (newItem->type == ITEM_TYPE_EDITFIELD || newItem->type == ITEM_TYPE_NUMERICFIELD)) { + g_editItem = newItem; + } + } + + if (key == K_UPARROW || key == K_KP_UPARROW) { + newItem = Menu_SetPrevCursorItem(item->parent); + if (newItem && (newItem->type == ITEM_TYPE_EDITFIELD || newItem->type == ITEM_TYPE_NUMERICFIELD)) { + g_editItem = newItem; + } + } + + if ( key == K_ENTER || key == K_KP_ENTER || key == K_ESCAPE) { + return qfalse; + } + + return qtrue; + } + return qfalse; + +} + +static void Scroll_ListBox_AutoFunc(void *p) { + scrollInfo_t *si = (scrollInfo_t*)p; + if (DC->realTime > si->nextScrollTime) { + // need to scroll which is done by simulating a click to the item + // this is done a bit sideways as the autoscroll "knows" that the item is a listbox + // so it calls it directly + Item_ListBox_HandleKey(si->item, si->scrollKey, qtrue, qfalse); + si->nextScrollTime = DC->realTime + si->adjustValue; + } + + if (DC->realTime > si->nextAdjustTime) { + si->nextAdjustTime = DC->realTime + SCROLL_TIME_ADJUST; + if (si->adjustValue > SCROLL_TIME_FLOOR) { + si->adjustValue -= SCROLL_TIME_ADJUSTOFFSET; + } + } +} + +static void Scroll_ListBox_ThumbFunc(void *p) { + scrollInfo_t *si = (scrollInfo_t*)p; + rectDef_t r; + int pos, max; + + listBoxDef_t *listPtr = (listBoxDef_t*)si->item->typeData; + if (si->item->window.flags & WINDOW_HORIZONTAL) { + if (DC->cursorx == si->xStart) { + return; + } + r.x = si->item->window.rect.x + SCROLLBAR_SIZE + 1; + r.y = si->item->window.rect.y + si->item->window.rect.h - SCROLLBAR_SIZE - 1; + r.h = SCROLLBAR_SIZE; + r.w = si->item->window.rect.w - (SCROLLBAR_SIZE*2) - 2; + max = Item_ListBox_MaxScroll(si->item); + // + pos = (DC->cursorx - r.x - SCROLLBAR_SIZE/2) * max / (r.w - SCROLLBAR_SIZE); + if (pos < 0) { + pos = 0; + } + else if (pos > max) { + pos = max; + } + listPtr->startPos = pos; + si->xStart = DC->cursorx; + } + else if (DC->cursory != si->yStart) { + + r.x = si->item->window.rect.x + si->item->window.rect.w - SCROLLBAR_SIZE - 1; + r.y = si->item->window.rect.y + SCROLLBAR_SIZE + 1; + r.h = si->item->window.rect.h - (SCROLLBAR_SIZE*2) - 2; + r.w = SCROLLBAR_SIZE; + max = Item_ListBox_MaxScroll(si->item); + // + pos = (DC->cursory - r.y - SCROLLBAR_SIZE/2) * max / (r.h - SCROLLBAR_SIZE); + if (pos < 0) { + pos = 0; + } + else if (pos > max) { + pos = max; + } + listPtr->startPos = pos; + si->yStart = DC->cursory; + } + + if (DC->realTime > si->nextScrollTime) { + // need to scroll which is done by simulating a click to the item + // this is done a bit sideways as the autoscroll "knows" that the item is a listbox + // so it calls it directly + Item_ListBox_HandleKey(si->item, si->scrollKey, qtrue, qfalse); + si->nextScrollTime = DC->realTime + si->adjustValue; + } + + if (DC->realTime > si->nextAdjustTime) { + si->nextAdjustTime = DC->realTime + SCROLL_TIME_ADJUST; + if (si->adjustValue > SCROLL_TIME_FLOOR) { + si->adjustValue -= SCROLL_TIME_ADJUSTOFFSET; + } + } +} + +static void Scroll_Slider_ThumbFunc(void *p) { + float x, value, cursorx; + scrollInfo_t *si = (scrollInfo_t*)p; + editFieldDef_t *editDef = si->item->typeData; + + if (si->item->text) { + x = si->item->textRect.x + si->item->textRect.w + 8; + } else { + x = si->item->window.rect.x; + } + + cursorx = DC->cursorx; + + if (cursorx < x) { + cursorx = x; + } else if (cursorx > x + SLIDER_WIDTH) { + cursorx = x + SLIDER_WIDTH; + } + value = cursorx - x; + value /= SLIDER_WIDTH; + value *= (editDef->maxVal - editDef->minVal); + value += editDef->minVal; + DC->setCVar(si->item->cvar, va("%f", value)); +} + +void Item_StartCapture(itemDef_t *item, int key) { + int flags; + switch (item->type) { + case ITEM_TYPE_EDITFIELD: + case ITEM_TYPE_NUMERICFIELD: + + case ITEM_TYPE_LISTBOX: + { + flags = Item_ListBox_OverLB(item, DC->cursorx, DC->cursory); + if (flags & (WINDOW_LB_LEFTARROW | WINDOW_LB_RIGHTARROW)) { + scrollInfo.nextScrollTime = DC->realTime + SCROLL_TIME_START; + scrollInfo.nextAdjustTime = DC->realTime + SCROLL_TIME_ADJUST; + scrollInfo.adjustValue = SCROLL_TIME_START; + scrollInfo.scrollKey = key; + scrollInfo.scrollDir = (flags & WINDOW_LB_LEFTARROW) ? qtrue : qfalse; + scrollInfo.item = item; + captureData = &scrollInfo; + captureFunc = &Scroll_ListBox_AutoFunc; + itemCapture = item; + } else if (flags & WINDOW_LB_THUMB) { + scrollInfo.scrollKey = key; + scrollInfo.item = item; + scrollInfo.xStart = DC->cursorx; + scrollInfo.yStart = DC->cursory; + captureData = &scrollInfo; + captureFunc = &Scroll_ListBox_ThumbFunc; + itemCapture = item; + } + break; + } + case ITEM_TYPE_SLIDER: + { + flags = Item_Slider_OverSlider(item, DC->cursorx, DC->cursory); + if (flags & WINDOW_LB_THUMB) { + scrollInfo.scrollKey = key; + scrollInfo.item = item; + scrollInfo.xStart = DC->cursorx; + scrollInfo.yStart = DC->cursory; + captureData = &scrollInfo; + captureFunc = &Scroll_Slider_ThumbFunc; + itemCapture = item; + } + break; + } + } +} + +void Item_StopCapture(itemDef_t *item) { + +} + +qboolean Item_Slider_HandleKey(itemDef_t *item, int key, qboolean down) { + float x, value, width, work; + + if (item->window.flags & WINDOW_HASFOCUS && item->cvar && Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory)) { + if (key == K_MOUSE1 || key == K_ENTER || key == K_MOUSE2 || key == K_MOUSE3) { + editFieldDef_t *editDef = item->typeData; + if (editDef) { + rectDef_t testRect; + width = SLIDER_WIDTH; + if (item->text) { + x = item->textRect.x + item->textRect.w + 8; + } else { + x = item->window.rect.x; + } + + testRect = item->window.rect; + testRect.x = x; + value = (float)SLIDER_THUMB_WIDTH / 2; + testRect.x -= value; + testRect.w = (SLIDER_WIDTH + (float)SLIDER_THUMB_WIDTH / 2); + if (Rect_ContainsPoint(&testRect, DC->cursorx, DC->cursory)) { + work = DC->cursorx - x; + value = work / width; + value *= (editDef->maxVal - editDef->minVal); + // vm fuckage + // value = (((float)(DC->cursorx - x)/ SLIDER_WIDTH) * (editDef->maxVal - editDef->minVal)); + value += editDef->minVal; + DC->setCVar(item->cvar, va("%f", value)); + return qtrue; + } + } + } + } + return qfalse; +} + + +qboolean Item_HandleKey(itemDef_t *item, int key, qboolean down) { + + if (itemCapture) { + Item_StopCapture(itemCapture); + itemCapture = NULL; + captureFunc = voidFunction; + captureData = NULL; + } else { + // bk001206 - parentheses + if ( down && ( key == K_MOUSE1 || key == K_MOUSE2 || key == K_MOUSE3 ) ) { + Item_StartCapture(item, key); + } + } + + if (!down) { + return qfalse; + } + + switch (item->type) { + case ITEM_TYPE_BUTTON: + return qfalse; + break; + case ITEM_TYPE_RADIOBUTTON: + return qfalse; + break; + case ITEM_TYPE_CHECKBOX: + return qfalse; + break; + case ITEM_TYPE_EDITFIELD: + case ITEM_TYPE_NUMERICFIELD: + //return Item_TextField_HandleKey(item, key); + return qfalse; + break; + case ITEM_TYPE_COMBO: + return qfalse; + break; + case ITEM_TYPE_LISTBOX: + return Item_ListBox_HandleKey(item, key, down, qfalse); + break; + case ITEM_TYPE_YESNO: + return Item_YesNo_HandleKey(item, key); + break; + case ITEM_TYPE_MULTI: + return Item_Multi_HandleKey(item, key); + break; + case ITEM_TYPE_OWNERDRAW: + return Item_OwnerDraw_HandleKey(item, key); + break; + case ITEM_TYPE_BIND: + return Item_Bind_HandleKey(item, key, down); + break; + case ITEM_TYPE_SLIDER: + return Item_Slider_HandleKey(item, key, down); + break; + //case ITEM_TYPE_IMAGE: + // Item_Image_Paint(item); + // break; + default: + return qfalse; + break; + } + + //return qfalse; +} + +void Item_Action(itemDef_t *item) { + if (item) { + Item_RunScript(item, item->action); + } +} + +itemDef_t *Menu_SetPrevCursorItem(menuDef_t *menu) { + qboolean wrapped = qfalse; + int oldCursor = menu->cursorItem; + + if (menu->cursorItem < 0) { + menu->cursorItem = menu->itemCount-1; + wrapped = qtrue; + } + + while (menu->cursorItem > -1) { + + menu->cursorItem--; + if (menu->cursorItem < 0 && !wrapped) { + wrapped = qtrue; + menu->cursorItem = menu->itemCount -1; + } + + if (Item_SetFocus(menu->items[menu->cursorItem], DC->cursorx, DC->cursory)) { + Menu_HandleMouseMove(menu, menu->items[menu->cursorItem]->window.rect.x + 1, menu->items[menu->cursorItem]->window.rect.y + 1); + return menu->items[menu->cursorItem]; + } + } + menu->cursorItem = oldCursor; + return NULL; + +} + +itemDef_t *Menu_SetNextCursorItem(menuDef_t *menu) { + + qboolean wrapped = qfalse; + int oldCursor = menu->cursorItem; + + + if (menu->cursorItem == -1) { + menu->cursorItem = 0; + wrapped = qtrue; + } + + while (menu->cursorItem < menu->itemCount) { + + menu->cursorItem++; + if (menu->cursorItem >= menu->itemCount && !wrapped) { + wrapped = qtrue; + menu->cursorItem = 0; + } + if (Item_SetFocus(menu->items[menu->cursorItem], DC->cursorx, DC->cursory)) { + Menu_HandleMouseMove(menu, menu->items[menu->cursorItem]->window.rect.x + 1, menu->items[menu->cursorItem]->window.rect.y + 1); + return menu->items[menu->cursorItem]; + } + + } + + menu->cursorItem = oldCursor; + return NULL; +} + +static void Window_CloseCinematic(windowDef_t *window) { + if (window->style == WINDOW_STYLE_CINEMATIC && window->cinematic >= 0) { + DC->stopCinematic(window->cinematic); + window->cinematic = -1; + } +} + +static void Menu_CloseCinematics(menuDef_t *menu) { + if (menu) { + int i; + Window_CloseCinematic(&menu->window); + for (i = 0; i < menu->itemCount; i++) { + Window_CloseCinematic(&menu->items[i]->window); + if (menu->items[i]->type == ITEM_TYPE_OWNERDRAW) { + DC->stopCinematic(0-menu->items[i]->window.ownerDraw); + } + } + } +} + +static void Display_CloseCinematics( void ) { + int i; + for (i = 0; i < menuCount; i++) { + Menu_CloseCinematics(&Menus[i]); + } +} + +void Menus_Activate(menuDef_t *menu) { + menu->window.flags |= (WINDOW_HASFOCUS | WINDOW_VISIBLE); + if (menu->onOpen) { + itemDef_t item; + item.parent = menu; + Item_RunScript(&item, menu->onOpen); + } + + if (menu->soundName && *menu->soundName) { +// DC->stopBackgroundTrack(); // you don't want to do this since it will reset s_rawend + DC->startBackgroundTrack(menu->soundName, menu->soundName); + } + + Display_CloseCinematics(); + +} + +int Display_VisibleMenuCount( void ) { + int i, count; + count = 0; + for (i = 0; i < menuCount; i++) { + if (Menus[i].window.flags & (WINDOW_FORCED | WINDOW_VISIBLE)) { + count++; + } + } + return count; +} + +void Menus_HandleOOBClick(menuDef_t *menu, int key, qboolean down) { + if (menu) { + int i; + // basically the behaviour we are looking for is if there are windows in the stack.. see if + // the cursor is within any of them.. if not close them otherwise activate them and pass the + // key on.. force a mouse move to activate focus and script stuff + if (down && menu->window.flags & WINDOW_OOB_CLICK) { + Menu_RunCloseScript(menu); + menu->window.flags &= ~(WINDOW_HASFOCUS | WINDOW_VISIBLE); + } + + for (i = 0; i < menuCount; i++) { + if (Menu_OverActiveItem(&Menus[i], DC->cursorx, DC->cursory)) { + Menu_RunCloseScript(menu); + menu->window.flags &= ~(WINDOW_HASFOCUS | WINDOW_VISIBLE); + Menus_Activate(&Menus[i]); + Menu_HandleMouseMove(&Menus[i], DC->cursorx, DC->cursory); + Menu_HandleKey(&Menus[i], key, down); + } + } + + if (Display_VisibleMenuCount() == 0) { + if (DC->Pause) { + DC->Pause(qfalse); + } + } + Display_CloseCinematics(); + } +} + +static rectDef_t *Item_CorrectedTextRect(itemDef_t *item) { + static rectDef_t rect; + memset(&rect, 0, sizeof(rectDef_t)); + if (item) { + rect = item->textRect; + if (rect.w) { + rect.y -= rect.h; + } + } + return ▭ +} + +void Menu_HandleKey(menuDef_t *menu, int key, qboolean down) { + int i; + itemDef_t *item = NULL; + qboolean inHandler = qfalse; + + if (inHandler) { + return; + } + + inHandler = qtrue; + if (g_waitingForKey && down) { + Item_Bind_HandleKey(g_bindItem, key, down); + inHandler = qfalse; + return; + } + + if (g_editingField && down) { + if (!Item_TextField_HandleKey(g_editItem, key)) { + g_editingField = qfalse; + g_editItem = NULL; + inHandler = qfalse; + return; + } else if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_MOUSE3) { + g_editingField = qfalse; + g_editItem = NULL; + Display_MouseMove(NULL, DC->cursorx, DC->cursory); + } else if (key == K_TAB || key == K_UPARROW || key == K_DOWNARROW) { + return; + } + } + + if (menu == NULL) { + inHandler = qfalse; + return; + } + + // see if the mouse is within the window bounds and if so is this a mouse click + if (down && !(menu->window.flags & WINDOW_POPUP) && !Rect_ContainsPoint(&menu->window.rect, DC->cursorx, DC->cursory)) { + static qboolean inHandleKey = qfalse; + // bk001206 - parentheses + if (!inHandleKey && ( key == K_MOUSE1 || key == K_MOUSE2 || key == K_MOUSE3 ) ) { + inHandleKey = qtrue; + Menus_HandleOOBClick(menu, key, down); + inHandleKey = qfalse; + inHandler = qfalse; + return; + } + } + + // get the item with focus + for (i = 0; i < menu->itemCount; i++) { + if (menu->items[i]->window.flags & WINDOW_HASFOCUS) { + item = menu->items[i]; + } + } + + if (item != NULL) { + if (Item_HandleKey(item, key, down)) { + Item_Action(item); + inHandler = qfalse; + return; + } + } + + if (!down) { + inHandler = qfalse; + return; + } + + // default handling + switch ( key ) { + + case K_F11: + if (DC->getCVarValue("developer")) { + debugMode ^= 1; + } + break; + + case K_F12: + if (DC->getCVarValue("developer")) { + DC->executeText(EXEC_APPEND, "screenshot\n"); + } + break; + case K_KP_UPARROW: + case K_UPARROW: + Menu_SetPrevCursorItem(menu); + break; + + case K_ESCAPE: + if (!g_waitingForKey && menu->onESC) { + itemDef_t it; + it.parent = menu; + Item_RunScript(&it, menu->onESC); + } + break; + case K_TAB: + case K_KP_DOWNARROW: + case K_DOWNARROW: + Menu_SetNextCursorItem(menu); + break; + + case K_MOUSE1: + case K_MOUSE2: + if (item) { + if (item->type == ITEM_TYPE_TEXT) { + if (Rect_ContainsPoint(Item_CorrectedTextRect(item), DC->cursorx, DC->cursory)) { + Item_Action(item); + } + } else if (item->type == ITEM_TYPE_EDITFIELD || item->type == ITEM_TYPE_NUMERICFIELD) { + if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory)) { + item->cursorPos = 0; + g_editingField = qtrue; + g_editItem = item; + DC->setOverstrikeMode(qtrue); + } + } else { + if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory)) { + Item_Action(item); + } + } + } + break; + + case K_JOY1: + case K_JOY2: + case K_JOY3: + case K_JOY4: + case K_AUX1: + case K_AUX2: + case K_AUX3: + case K_AUX4: + case K_AUX5: + case K_AUX6: + case K_AUX7: + case K_AUX8: + case K_AUX9: + case K_AUX10: + case K_AUX11: + case K_AUX12: + case K_AUX13: + case K_AUX14: + case K_AUX15: + case K_AUX16: + break; + case K_KP_ENTER: + case K_ENTER: + if (item) { + if (item->type == ITEM_TYPE_EDITFIELD || item->type == ITEM_TYPE_NUMERICFIELD) { + item->cursorPos = 0; + g_editingField = qtrue; + g_editItem = item; + DC->setOverstrikeMode(qtrue); + } else { + Item_Action(item); + } + } + break; + } + inHandler = qfalse; +} + +void ToWindowCoords(float *x, float *y, windowDef_t *window) { + if (window->border != 0) { + *x += window->borderSize; + *y += window->borderSize; + } + *x += window->rect.x; + *y += window->rect.y; +} + +void Rect_ToWindowCoords(rectDef_t *rect, windowDef_t *window) { + ToWindowCoords(&rect->x, &rect->y, window); +} + +void Item_SetTextExtents(itemDef_t *item, int *width, int *height, const char *text) { + const char *textPtr = (text) ? text : item->text; + + if (textPtr == NULL ) { + return; + } + + *width = item->textRect.w; + *height = item->textRect.h; + + // keeps us from computing the widths and heights more than once + if (*width == 0 || (item->type == ITEM_TYPE_OWNERDRAW && item->textalignment == ITEM_ALIGN_CENTER)) { + int originalWidth = DC->textWidth(item->text, item->textscale, 0); + + if (item->type == ITEM_TYPE_OWNERDRAW && (item->textalignment == ITEM_ALIGN_CENTER || item->textalignment == ITEM_ALIGN_RIGHT)) { + originalWidth += DC->ownerDrawWidth(item->window.ownerDraw, item->textscale); + } else if (item->type == ITEM_TYPE_EDITFIELD && item->textalignment == ITEM_ALIGN_CENTER && item->cvar) { + char buff[256]; + DC->getCVarString(item->cvar, buff, 256); + originalWidth += DC->textWidth(buff, item->textscale, 0); + } + + *width = DC->textWidth(textPtr, item->textscale, 0); + *height = DC->textHeight(textPtr, item->textscale, 0); + item->textRect.w = *width; + item->textRect.h = *height; + item->textRect.x = item->textalignx; + item->textRect.y = item->textaligny; + if (item->textalignment == ITEM_ALIGN_RIGHT) { + item->textRect.x = item->textalignx - originalWidth; + } else if (item->textalignment == ITEM_ALIGN_CENTER) { + item->textRect.x = item->textalignx - originalWidth / 2; + } + + ToWindowCoords(&item->textRect.x, &item->textRect.y, &item->window); + } +} + +void Item_TextColor(itemDef_t *item, vec4_t *newColor) { + vec4_t lowLight; + menuDef_t *parent = (menuDef_t*)item->parent; + + Fade(&item->window.flags, &item->window.foreColor[3], parent->fadeClamp, &item->window.nextTime, parent->fadeCycle, qtrue, parent->fadeAmount); + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,*newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else if (item->textStyle == ITEM_TEXTSTYLE_BLINK && !((DC->realTime/BLINK_DIVISOR) & 1)) { + lowLight[0] = 0.8 * item->window.foreColor[0]; + lowLight[1] = 0.8 * item->window.foreColor[1]; + lowLight[2] = 0.8 * item->window.foreColor[2]; + lowLight[3] = 0.8 * item->window.foreColor[3]; + LerpColor(item->window.foreColor,lowLight,*newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR)); + } else { + memcpy(newColor, &item->window.foreColor, sizeof(vec4_t)); + // items can be enabled and disabled based on cvars + } + + if (item->enableCvar != NULL && *item->enableCvar && item->cvarTest != NULL && *item->cvarTest) { + if (item->cvarFlags & (CVAR_ENABLE | CVAR_DISABLE) && !Item_EnableShowViaCvar(item, CVAR_ENABLE)) { + memcpy(newColor, &parent->disableColor, sizeof(vec4_t)); + } + } +} + +int Item_Text_AutoWrapped_Lines( itemDef_t *item ) +{ + char text[ 1024 ]; + const char *p, *textPtr, *newLinePtr; + char buff[ 1024 ]; + int len, textWidth, newLine; + int lines = 0; + + textWidth = 0; + newLinePtr = NULL; + + if( item->text == NULL ) + { + if( item->cvar == NULL ) + return 0; + else + { + DC->getCVarString( item->cvar, text, sizeof( text ) ); + textPtr = text; + } + } + else + textPtr = item->text; + + if( *textPtr == '\0' ) + return 0; + + len = 0; + buff[ 0 ] = '\0'; + newLine = 0; + p = textPtr; + + while( p ) + { + textWidth = DC->textWidth( buff, item->textscale, 0 ); + + if( *p == ' ' || *p == '\t' || *p == '\n' || *p == '\0' ) + { + newLine = len; + newLinePtr = p + 1; + } + + //TA: forceably split lines that are too long (where normal splitage has failed) + if( textWidth > item->window.rect.w && newLine == 0 && *p != '\n' ) + { + newLine = len; + newLinePtr = p; + } + + if( ( newLine && textWidth > item->window.rect.w ) || *p == '\n' || *p == '\0' ) + { + if( len ) + buff[ newLine ] = '\0'; + + if( !( *p == '\n' && !*( p + 1 ) ) ) + lines++; + + if( *p == '\0' ) + break; + + // + p = newLinePtr; + len = 0; + newLine = 0; + + continue; + } + + buff[ len++ ] = *p++; + buff[ len ] = '\0'; + } + + return lines; +} + +#define MAX_AUTOWRAP_CACHE 16 +#define MAX_AUTOWRAP_LINES 32 +#define MAX_AUTOWRAP_TEXT 512 + +typedef struct +{ + //this is used purely for checking for cache hits + char text[ MAX_AUTOWRAP_TEXT * MAX_AUTOWRAP_LINES ]; + rectDef_t rect; + int textWidth, textHeight; + char lines[ MAX_AUTOWRAP_LINES ][ MAX_AUTOWRAP_TEXT ]; + int lineOffsets[ MAX_AUTOWRAP_LINES ][ 2 ]; + int numLines; +} autoWrapCache_t; + +static int cacheIndex = 0; +static autoWrapCache_t awc[ MAX_AUTOWRAP_CACHE ]; + +static int checkCache( const char *text, rectDef_t *rect, int width, int height ) +{ + int i; + + for( i = 0; i < MAX_AUTOWRAP_CACHE; i++ ) + { + if( Q_stricmp( text, awc[ i ].text ) ) + continue; + + if( rect->x != awc[ i ].rect.x || + rect->y != awc[ i ].rect.y || + rect->w != awc[ i ].rect.w || + rect->h != awc[ i ].rect.h ) + continue; + + if( awc[ i ].textWidth != width || awc[ i ].textHeight != height ) + continue; + + //this is a match + return i; + } + + //no match - autowrap isn't cached + return -1; +} + +void Item_Text_AutoWrapped_Paint( itemDef_t *item ) +{ + char text[ 1024 ]; + const char *p, *textPtr, *newLinePtr; + char buff[ 1024 ]; + char lastCMod[ 2 ] = { 0, 0 }; + qboolean forwardColor = qfalse; + int width, height, len, textWidth, newLine, newLineWidth; + int skipLines, totalLines, lineNum = 0; + float y, totalY, diffY; + vec4_t color; + int cache, i; + + textWidth = 0; + newLinePtr = NULL; + + if( item->text == NULL ) + { + if( item->cvar == NULL ) + return; + else + { + DC->getCVarString( item->cvar, text, sizeof( text ) ); + textPtr = text; + } + } + else + textPtr = item->text; + + if( *textPtr == '\0' ) + return; + + Item_TextColor( item, &color ); + Item_SetTextExtents( item, &width, &height, textPtr ); + + //check if this block is cached + cache = checkCache( textPtr, &item->window.rect, width, height ); + if( cache >= 0 ) + { + lineNum = awc[ cache ].numLines; + + for( i = 0; i < lineNum; i++ ) + { + item->textRect.x = awc[ cache ].lineOffsets[ i ][ 0 ]; + item->textRect.y = awc[ cache ].lineOffsets[ i ][ 1 ]; + + DC->drawText( item->textRect.x, item->textRect.y, item->textscale, color, + awc[ cache ].lines[ i ], 0, 0, item->textStyle ); + } + } + else + { + y = item->textaligny; + len = 0; + buff[ 0 ] = '\0'; + newLine = 0; + newLineWidth = 0; + p = textPtr; + + totalLines = Item_Text_AutoWrapped_Lines( item ); + + totalY = totalLines * ( height + 5 ); + diffY = totalY - item->window.rect.h; + + if( diffY > 0.0f ) + skipLines = (int)( diffY / ( (float)height + 5.0f ) ); + else + skipLines = 0; + + //set up a cache entry + strcpy( awc[ cacheIndex ].text, textPtr ); + awc[ cacheIndex ].rect.x = item->window.rect.x; + awc[ cacheIndex ].rect.y = item->window.rect.y; + awc[ cacheIndex ].rect.w = item->window.rect.w; + awc[ cacheIndex ].rect.h = item->window.rect.h; + awc[ cacheIndex ].textWidth = width; + awc[ cacheIndex ].textHeight = height; + + while( p ) + { + textWidth = DC->textWidth( buff, item->textscale, 0 ); + + if( *p == '^' ) + { + lastCMod[ 0 ] = p[ 0 ]; + lastCMod[ 1 ] = p[ 1 ]; + } + + if( *p == ' ' || *p == '\t' || *p == '\n' || *p == '\0' ) + { + newLine = len; + newLinePtr = p+1; + newLineWidth = textWidth; + + if( *p == '\n' ) //don't forward colours past deilberate \n's + lastCMod[ 0 ] = lastCMod[ 1 ] = 0; + else + forwardColor = qtrue; + } + + //TA: forceably split lines that are too long (where normal splitage has failed) + if( textWidth > item->window.rect.w && newLine == 0 && *p != '\n' ) + { + newLine = len; + newLinePtr = p; + newLineWidth = textWidth; + + forwardColor = qtrue; + } + + if( ( newLine && textWidth > item->window.rect.w ) || *p == '\n' || *p == '\0' ) + { + if( len ) + { + if( item->textalignment == ITEM_ALIGN_LEFT ) + item->textRect.x = item->textalignx; + else if( item->textalignment == ITEM_ALIGN_RIGHT ) + item->textRect.x = item->textalignx - newLineWidth; + else if( item->textalignment == ITEM_ALIGN_CENTER ) + item->textRect.x = item->textalignx - newLineWidth / 2; + + item->textRect.y = y; + ToWindowCoords( &item->textRect.x, &item->textRect.y, &item->window ); + // + buff[ newLine ] = '\0'; + + if( !skipLines ) + { + DC->drawText( item->textRect.x, item->textRect.y, item->textscale, color, buff, 0, 0, item->textStyle ); + + strcpy( awc[ cacheIndex ].lines[ lineNum ], buff ); + awc[ cacheIndex ].lineOffsets[ lineNum ][ 0 ] = item->textRect.x; + awc[ cacheIndex ].lineOffsets[ lineNum ][ 1 ] = item->textRect.y; + + lineNum++; + } + } + if( *p == '\0' ) + break; + + // + if( !skipLines ) + y += height + 5; + + if( skipLines ) + skipLines--; + + p = newLinePtr; + len = 0; + newLine = 0; + newLineWidth = 0; + + if( forwardColor && lastCMod[ 0 ] != 0 ) + { + buff[ len++ ] = lastCMod[ 0 ]; + buff[ len++ ] = lastCMod[ 1 ]; + buff[ len ] = '\0'; + + forwardColor = qfalse; + } + + continue; + } + + buff[ len++ ] = *p++; + buff[ len ] = '\0'; + } + + //mark the end of the lines list + awc[ cacheIndex ].numLines = lineNum; + + //increment cacheIndex + cacheIndex = ( cacheIndex + 1 ) % MAX_AUTOWRAP_CACHE; + } +} + +void Item_Text_Wrapped_Paint(itemDef_t *item) { + char text[1024]; + const char *p, *start, *textPtr; + char buff[1024]; + int width, height; + float x, y; + vec4_t color; + + // now paint the text and/or any optional images + // default to left + + if (item->text == NULL) { + if (item->cvar == NULL) { + return; + } + else { + DC->getCVarString(item->cvar, text, sizeof(text)); + textPtr = text; + } + } + else { + textPtr = item->text; + } + if (*textPtr == '\0') { + return; + } + + Item_TextColor(item, &color); + Item_SetTextExtents(item, &width, &height, textPtr); + + x = item->textRect.x; + y = item->textRect.y; + start = textPtr; + p = strchr(textPtr, '\r'); + while (p && *p) { + strncpy(buff, start, p-start+1); + buff[p-start] = '\0'; + DC->drawText(x, y, item->textscale, color, buff, 0, 0, item->textStyle); + y += height + 5; + start += p - start + 1; + p = strchr(p+1, '\r'); + } + DC->drawText(x, y, item->textscale, color, start, 0, 0, item->textStyle); +} + +void Item_Text_Paint(itemDef_t *item) { + char text[1024]; + const char *textPtr; + int height, width; + vec4_t color; + + if (item->window.flags & WINDOW_WRAPPED) { + Item_Text_Wrapped_Paint(item); + return; + } + if (item->window.flags & WINDOW_AUTOWRAPPED) { + Item_Text_AutoWrapped_Paint(item); + return; + } + + if (item->text == NULL) { + if (item->cvar == NULL) { + return; + } + else { + DC->getCVarString(item->cvar, text, sizeof(text)); + textPtr = text; + } + } + else { + textPtr = item->text; + } + + // this needs to go here as it sets extents for cvar types as well + Item_SetTextExtents(item, &width, &height, textPtr); + + if (*textPtr == '\0') { + return; + } + + + Item_TextColor(item, &color); + + //FIXME: this is a fucking mess +/* + adjust = 0; + if (item->textStyle == ITEM_TEXTSTYLE_OUTLINED || item->textStyle == ITEM_TEXTSTYLE_OUTLINESHADOWED) { + adjust = 0.5; + } + + if (item->textStyle == ITEM_TEXTSTYLE_SHADOWED || item->textStyle == ITEM_TEXTSTYLE_OUTLINESHADOWED) { + Fade(&item->window.flags, &DC->Assets.shadowColor[3], DC->Assets.fadeClamp, &item->window.nextTime, DC->Assets.fadeCycle, qfalse); + DC->drawText(item->textRect.x + DC->Assets.shadowX, item->textRect.y + DC->Assets.shadowY, item->textscale, DC->Assets.shadowColor, textPtr, adjust); + } +*/ + + +// if (item->textStyle == ITEM_TEXTSTYLE_OUTLINED || item->textStyle == ITEM_TEXTSTYLE_OUTLINESHADOWED) { +// Fade(&item->window.flags, &item->window.outlineColor[3], DC->Assets.fadeClamp, &item->window.nextTime, DC->Assets.fadeCycle, qfalse); +// /* +// Text_Paint(item->textRect.x-1, item->textRect.y-1, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x, item->textRect.y-1, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x+1, item->textRect.y-1, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x-1, item->textRect.y, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x+1, item->textRect.y, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x-1, item->textRect.y+1, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x, item->textRect.y+1, item->textscale, item->window.foreColor, textPtr, adjust); +// Text_Paint(item->textRect.x+1, item->textRect.y+1, item->textscale, item->window.foreColor, textPtr, adjust); +// */ +// DC->drawText(item->textRect.x - 1, item->textRect.y + 1, item->textscale * 1.02, item->window.outlineColor, textPtr, adjust); +// } + + DC->drawText(item->textRect.x, item->textRect.y, item->textscale, color, textPtr, 0, 0, item->textStyle); +} + + + +//float trap_Cvar_VariableValue( const char *var_name ); +//void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); + +void Item_TextField_Paint(itemDef_t *item) { + char buff[1024]; + vec4_t newColor; + int offset; + menuDef_t *parent = (menuDef_t*)item->parent; + editFieldDef_t *editPtr = (editFieldDef_t*)item->typeData; + + Item_Text_Paint(item); + + buff[0] = '\0'; + + if (item->cvar) { + DC->getCVarString(item->cvar, buff, sizeof(buff)); + } + + parent = (menuDef_t*)item->parent; + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else { + memcpy(&newColor, &item->window.foreColor, sizeof(vec4_t)); + } + + offset = (item->text && *item->text) ? 8 : 0; + if (item->window.flags & WINDOW_HASFOCUS && g_editingField) { + char cursor = DC->getOverstrikeMode() ? '_' : '|'; + DC->drawTextWithCursor(item->textRect.x + item->textRect.w + offset, item->textRect.y, item->textscale, newColor, buff + editPtr->paintOffset, item->cursorPos - editPtr->paintOffset , cursor, editPtr->maxPaintChars, item->textStyle); + } else { + DC->drawText(item->textRect.x + item->textRect.w + offset, item->textRect.y, item->textscale, newColor, buff + editPtr->paintOffset, 0, editPtr->maxPaintChars, item->textStyle); + } + +} + +void Item_YesNo_Paint(itemDef_t *item) { + vec4_t newColor; + float value; + menuDef_t *parent = (menuDef_t*)item->parent; + + value = (item->cvar) ? DC->getCVarValue(item->cvar) : 0; + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else { + memcpy(&newColor, &item->window.foreColor, sizeof(vec4_t)); + } + + if (item->text) { + Item_Text_Paint(item); + DC->drawText(item->textRect.x + item->textRect.w + 8, item->textRect.y, item->textscale, newColor, (value != 0) ? "Yes" : "No", 0, 0, item->textStyle); + } else { + DC->drawText(item->textRect.x, item->textRect.y, item->textscale, newColor, (value != 0) ? "Yes" : "No", 0, 0, item->textStyle); + } +} + +void Item_Multi_Paint(itemDef_t *item) { + vec4_t newColor; + const char *text = ""; + menuDef_t *parent = (menuDef_t*)item->parent; + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else { + memcpy(&newColor, &item->window.foreColor, sizeof(vec4_t)); + } + + text = Item_Multi_Setting(item); + + if (item->text) { + Item_Text_Paint(item); + DC->drawText(item->textRect.x + item->textRect.w + 8, item->textRect.y, item->textscale, newColor, text, 0, 0, item->textStyle); + } else { + DC->drawText(item->textRect.x, item->textRect.y, item->textscale, newColor, text, 0, 0, item->textStyle); + } +} + + +typedef struct { + char *command; + int id; + int defaultbind1; + int defaultbind2; + int bind1; + int bind2; +} bind_t; + +typedef struct +{ + char* name; + float defaultvalue; + float value; +} configcvar_t; + + +static bind_t g_bindings[] = +{ + { "+scores", K_TAB, -1, -1, -1 }, + { "+button2", K_ENTER, -1, -1, -1 }, + { "+speed", K_SHIFT, -1, -1, -1 }, + { "boost", 'x', -1, -1, -1 }, //TA: human sprinting + { "+forward", K_UPARROW, -1, -1, -1 }, + { "+back", K_DOWNARROW, -1, -1, -1 }, + { "+moveleft", ',', -1, -1, -1 }, + { "+moveright", '.', -1, -1, -1 }, + { "+moveup", K_SPACE, -1, -1, -1 }, + { "+movedown", 'c', -1, -1, -1 }, + { "+left", K_LEFTARROW, -1, -1, -1 }, + { "+right", K_RIGHTARROW, -1, -1, -1 }, + { "+strafe", K_ALT, -1, -1, -1 }, + { "+lookup", K_PGDN, -1, -1, -1 }, + { "+lookdown", K_DEL, -1, -1, -1 }, + { "+mlook", '/', -1, -1, -1 }, + { "centerview", K_END, -1, -1, -1 }, + { "+zoom", -1, -1, -1, -1 }, + { "weapon 1", '1', -1, -1, -1 }, + { "weapon 2", '2', -1, -1, -1 }, + { "weapon 3", '3', -1, -1, -1 }, + { "weapon 4", '4', -1, -1, -1 }, + { "weapon 5", '5', -1, -1, -1 }, + { "weapon 6", '6', -1, -1, -1 }, + { "weapon 7", '7', -1, -1, -1 }, + { "weapon 8", '8', -1, -1, -1 }, + { "weapon 9", '9', -1, -1, -1 }, + { "weapon 10", '0', -1, -1, -1 }, + { "weapon 11", -1, -1, -1, -1 }, + { "weapon 12", -1, -1, -1, -1 }, + { "weapon 13", -1, -1, -1, -1 }, + { "+attack", K_MOUSE1, -1, -1, -1 }, + { "+button5", K_MOUSE2, -1, -1, -1 }, //TA: secondary attack + { "reload", 'r', -1, -1, -1 }, //TA: reload + { "buy ammo", 'b', -1, -1, -1 }, //TA: buy ammo + { "itemact medkit", 'm', -1, -1, -1 }, //TA: use medkit + { "+button7", 'q', -1, -1, -1 }, //TA: buildable use + { "deconstruct", 'e', -1, -1, -1 }, //TA: buildable destroy + { "weapprev", '[', -1, -1, -1 }, + { "weapnext", ']', -1, -1, -1 }, + { "+button3", K_MOUSE3, -1, -1, -1 }, + { "+button4", K_MOUSE4, -1, -1, -1 }, + { "vote yes", K_F1, -1, -1, -1 }, + { "vote no", K_F2, -1, -1, -1 }, + { "teamvote yes", K_F3, -1, -1, -1 }, + { "teamvote no", K_F4, -1, -1, -1 }, + { "scoresUp", K_KP_PGUP, -1, -1, -1 }, + { "scoresDown", K_KP_PGDN, -1, -1, -1 }, + // bk001205 - this one below was: '-1' + { "messagemode", -1, -1, -1, -1 }, + { "messagemode2", -1, -1, -1, -1 }, + { "messagemode3", -1, -1, -1, -1 }, + { "messagemode4", -1, -1, -1, -1 } +}; + + +static const int g_bindCount = sizeof(g_bindings) / sizeof(bind_t); + +/* +================= +Controls_GetKeyAssignment +================= +*/ +static void Controls_GetKeyAssignment (char *command, int *twokeys) +{ + int count; + int j; + char b[256]; + + twokeys[0] = twokeys[1] = -1; + count = 0; + + for ( j = 0; j < 256; j++ ) + { + DC->getBindingBuf( j, b, 256 ); + if ( *b == 0 ) { + continue; + } + if ( !Q_stricmp( b, command ) ) { + twokeys[count] = j; + count++; + if (count == 2) { + break; + } + } + } +} + +/* +================= +Controls_GetConfig +================= +*/ +void Controls_GetConfig( void ) +{ + int i; + int twokeys[ 2 ]; + + // iterate each command, get its numeric binding + for( i = 0; i < g_bindCount; i++ ) + { + Controls_GetKeyAssignment( g_bindings[ i ].command, twokeys ); + + g_bindings[ i ].bind1 = twokeys[ 0 ]; + g_bindings[ i ].bind2 = twokeys[ 1 ]; + } + + //s_controls.invertmouse.curvalue = DC->getCVarValue( "m_pitch" ) < 0; + //s_controls.smoothmouse.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "m_filter" ) ); + //s_controls.alwaysrun.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cl_run" ) ); + //s_controls.autoswitch.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cg_autoswitch" ) ); + //s_controls.sensitivity.curvalue = UI_ClampCvar( 2, 30, Controls_GetCvarValue( "sensitivity" ) ); + //s_controls.joyenable.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "in_joystick" ) ); + //s_controls.joythreshold.curvalue = UI_ClampCvar( 0.05, 0.75, Controls_GetCvarValue( "joy_threshold" ) ); + //s_controls.freelook.curvalue = UI_ClampCvar( 0, 1, Controls_GetCvarValue( "cl_freelook" ) ); +} + +/* +================= +Controls_SetConfig +================= +*/ +void Controls_SetConfig(qboolean restart) +{ + int i; + + // iterate each command, get its numeric binding + for (i=0; i < g_bindCount; i++) + { + + if (g_bindings[i].bind1 != -1) + { + DC->setBinding( g_bindings[i].bind1, g_bindings[i].command ); + + if (g_bindings[i].bind2 != -1) + DC->setBinding( g_bindings[i].bind2, g_bindings[i].command ); + } + } + + //if ( s_controls.invertmouse.curvalue ) + // DC->setCVar("m_pitch", va("%f),-fabs( DC->getCVarValue( "m_pitch" ) ) ); + //else + // trap_Cvar_SetValue( "m_pitch", fabs( trap_Cvar_VariableValue( "m_pitch" ) ) ); + + //trap_Cvar_SetValue( "m_filter", s_controls.smoothmouse.curvalue ); + //trap_Cvar_SetValue( "cl_run", s_controls.alwaysrun.curvalue ); + //trap_Cvar_SetValue( "cg_autoswitch", s_controls.autoswitch.curvalue ); + //trap_Cvar_SetValue( "sensitivity", s_controls.sensitivity.curvalue ); + //trap_Cvar_SetValue( "in_joystick", s_controls.joyenable.curvalue ); + //trap_Cvar_SetValue( "joy_threshold", s_controls.joythreshold.curvalue ); + //trap_Cvar_SetValue( "cl_freelook", s_controls.freelook.curvalue ); + DC->executeText(EXEC_APPEND, "in_restart\n"); + //trap_Cmd_ExecuteText( EXEC_APPEND, "in_restart\n" ); +} + +/* +================= +Controls_SetDefaults +================= +*/ +void Controls_SetDefaults( void ) +{ + int i; + + // iterate each command, set its default binding + for (i=0; i < g_bindCount; i++) + { + g_bindings[i].bind1 = g_bindings[i].defaultbind1; + g_bindings[i].bind2 = g_bindings[i].defaultbind2; + } + + //s_controls.invertmouse.curvalue = Controls_GetCvarDefault( "m_pitch" ) < 0; + //s_controls.smoothmouse.curvalue = Controls_GetCvarDefault( "m_filter" ); + //s_controls.alwaysrun.curvalue = Controls_GetCvarDefault( "cl_run" ); + //s_controls.autoswitch.curvalue = Controls_GetCvarDefault( "cg_autoswitch" ); + //s_controls.sensitivity.curvalue = Controls_GetCvarDefault( "sensitivity" ); + //s_controls.joyenable.curvalue = Controls_GetCvarDefault( "in_joystick" ); + //s_controls.joythreshold.curvalue = Controls_GetCvarDefault( "joy_threshold" ); + //s_controls.freelook.curvalue = Controls_GetCvarDefault( "cl_freelook" ); +} + +int BindingIDFromName(const char *name) { + int i; + for (i=0; i < g_bindCount; i++) + { + if (Q_stricmp(name, g_bindings[i].command) == 0) { + return i; + } + } + return -1; +} + +char g_nameBind1[32]; +char g_nameBind2[32]; + +void BindingFromName(const char *cvar) { + int i, b1, b2; + + // iterate each command, set its default binding + for (i=0; i < g_bindCount; i++) + { + if (Q_stricmp(cvar, g_bindings[i].command) == 0) { + b1 = g_bindings[i].bind1; + if (b1 == -1) { + break; + } + DC->keynumToStringBuf( b1, g_nameBind1, 32 ); + Q_strupr(g_nameBind1); + + b2 = g_bindings[i].bind2; + if (b2 != -1) + { + DC->keynumToStringBuf( b2, g_nameBind2, 32 ); + Q_strupr(g_nameBind2); + strcat( g_nameBind1, " or " ); + strcat( g_nameBind1, g_nameBind2 ); + } + return; + } + } + strcpy(g_nameBind1, "???"); +} + +void Item_Slider_Paint(itemDef_t *item) { + vec4_t newColor; + float x, y, value; + menuDef_t *parent = (menuDef_t*)item->parent; + + value = (item->cvar) ? DC->getCVarValue(item->cvar) : 0; + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else { + memcpy(&newColor, &item->window.foreColor, sizeof(vec4_t)); + } + + y = item->window.rect.y; + if (item->text) { + Item_Text_Paint(item); + x = item->textRect.x + item->textRect.w + 8; + } else { + x = item->window.rect.x; + } + DC->setColor(newColor); + DC->drawHandlePic( x, y, SLIDER_WIDTH, SLIDER_HEIGHT, DC->Assets.sliderBar ); + + x = Item_Slider_ThumbPosition(item); + DC->drawHandlePic( x - (SLIDER_THUMB_WIDTH / 2), y - 2, SLIDER_THUMB_WIDTH, SLIDER_THUMB_HEIGHT, DC->Assets.sliderThumb ); + +} + +void Item_Bind_Paint(itemDef_t *item) { + vec4_t newColor, lowLight; + float value; + int maxChars = 0; + menuDef_t *parent = (menuDef_t*)item->parent; + editFieldDef_t *editPtr = (editFieldDef_t*)item->typeData; + if (editPtr) { + maxChars = editPtr->maxPaintChars; + } + + value = (item->cvar) ? DC->getCVarValue(item->cvar) : 0; + + if (item->window.flags & WINDOW_HASFOCUS) { + if (g_bindItem == item) { + lowLight[0] = 0.8f * 1.0f; + lowLight[1] = 0.8f * 0.0f; + lowLight[2] = 0.8f * 0.0f; + lowLight[3] = 0.8f * 1.0f; + } else { + lowLight[0] = 0.8f * parent->focusColor[0]; + lowLight[1] = 0.8f * parent->focusColor[1]; + lowLight[2] = 0.8f * parent->focusColor[2]; + lowLight[3] = 0.8f * parent->focusColor[3]; + } + /*LerpColor(parent->focusColor,lowLight,newColor,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(newColor, &parent->focusColor, sizeof(vec4_t)); + } else { + memcpy(&newColor, &item->window.foreColor, sizeof(vec4_t)); + } + + if (item->text) { + Item_Text_Paint(item); + BindingFromName(item->cvar); + DC->drawText(item->textRect.x + item->textRect.w + 8, item->textRect.y, item->textscale, newColor, g_nameBind1, 0, maxChars, item->textStyle); + } else { + DC->drawText(item->textRect.x, item->textRect.y, item->textscale, newColor, (value != 0) ? "FIXME" : "FIXME", 0, maxChars, item->textStyle); + } +} + +qboolean Display_KeyBindPending( void ) { + return g_waitingForKey; +} + +qboolean Item_Bind_HandleKey(itemDef_t *item, int key, qboolean down) { + int id; + int i; + + if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory) && !g_waitingForKey) + { + if (down && (key == K_MOUSE1 || key == K_ENTER)) { + g_waitingForKey = qtrue; + g_bindItem = item; + } + return qtrue; + } + else + { + if (!g_waitingForKey || g_bindItem == NULL) { + return qtrue; + } + + if (key & K_CHAR_FLAG) { + return qtrue; + } + + switch (key) + { + case K_ESCAPE: + g_waitingForKey = qfalse; + return qtrue; + + case K_BACKSPACE: + id = BindingIDFromName(item->cvar); + if (id != -1) { + g_bindings[id].bind1 = -1; + g_bindings[id].bind2 = -1; + } + Controls_SetConfig(qtrue); + g_waitingForKey = qfalse; + g_bindItem = NULL; + return qtrue; + + case '`': + return qtrue; + } + } + + if (key != -1) + { + + for (i=0; i < g_bindCount; i++) + { + + if (g_bindings[i].bind2 == key) { + g_bindings[i].bind2 = -1; + } + + if (g_bindings[i].bind1 == key) + { + g_bindings[i].bind1 = g_bindings[i].bind2; + g_bindings[i].bind2 = -1; + } + } + } + + + id = BindingIDFromName(item->cvar); + + if (id != -1) { + if (key == -1) { + if( g_bindings[id].bind1 != -1 ) { + DC->setBinding( g_bindings[id].bind1, "" ); + g_bindings[id].bind1 = -1; + } + if( g_bindings[id].bind2 != -1 ) { + DC->setBinding( g_bindings[id].bind2, "" ); + g_bindings[id].bind2 = -1; + } + } + else if (g_bindings[id].bind1 == -1) { + g_bindings[id].bind1 = key; + } + else if (g_bindings[id].bind1 != key && g_bindings[id].bind2 == -1) { + g_bindings[id].bind2 = key; + } + else { + DC->setBinding( g_bindings[id].bind1, "" ); + DC->setBinding( g_bindings[id].bind2, "" ); + g_bindings[id].bind1 = key; + g_bindings[id].bind2 = -1; + } + } + + Controls_SetConfig(qtrue); + g_waitingForKey = qfalse; + + return qtrue; +} + + + +void AdjustFrom640(float *x, float *y, float *w, float *h) { + //*x = *x * DC->scale + DC->bias; + *x *= DC->xscale; + *y *= DC->yscale; + *w *= DC->xscale; + *h *= DC->yscale; +} + +void Item_Model_Paint(itemDef_t *item) { + float x, y, w, h; + refdef_t refdef; + refEntity_t ent; + vec3_t mins, maxs, origin; + vec3_t angles; + modelDef_t *modelPtr = (modelDef_t*)item->typeData; + + if (modelPtr == NULL) { + return; + } + + // setup the refdef + memset( &refdef, 0, sizeof( refdef ) ); + refdef.rdflags = RDF_NOWORLDMODEL; + AxisClear( refdef.viewaxis ); + x = item->window.rect.x+1; + y = item->window.rect.y+1; + w = item->window.rect.w-2; + h = item->window.rect.h-2; + + AdjustFrom640( &x, &y, &w, &h ); + + refdef.x = x; + refdef.y = y; + refdef.width = w; + refdef.height = h; + + DC->modelBounds( item->asset, mins, maxs ); + + origin[2] = -0.5 * ( mins[2] + maxs[2] ); + origin[1] = 0.5 * ( mins[1] + maxs[1] ); + + // calculate distance so the model nearly fills the box + if (qtrue) { + float len = 0.5 * ( maxs[2] - mins[2] ); + origin[0] = len / 0.268; // len / tan( fov/2 ) + //origin[0] = len / tan(w/2); + } else { + origin[0] = item->textscale; + } + refdef.fov_x = (modelPtr->fov_x) ? modelPtr->fov_x : w; + refdef.fov_y = (modelPtr->fov_y) ? modelPtr->fov_y : h; + + //refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f); + //xx = refdef.width / tan( refdef.fov_x / 360 * M_PI ); + //refdef.fov_y = atan2( refdef.height, xx ); + //refdef.fov_y *= ( 360 / M_PI ); + + DC->clearScene(); + + refdef.time = DC->realTime; + + // add the model + + memset( &ent, 0, sizeof(ent) ); + + //adjust = 5.0 * sin( (float)uis.realtime / 500 ); + //adjust = 360 % (int)((float)uis.realtime / 1000); + //VectorSet( angles, 0, 0, 1 ); + + // use item storage to track + if (modelPtr->rotationSpeed) { + if (DC->realTime > item->window.nextTime) { + item->window.nextTime = DC->realTime + modelPtr->rotationSpeed; + modelPtr->angle = (int)(modelPtr->angle + 1) % 360; + } + } + VectorSet( angles, 0, modelPtr->angle, 0 ); + AnglesToAxis( angles, ent.axis ); + + ent.hModel = item->asset; + VectorCopy( origin, ent.origin ); + VectorCopy( origin, ent.lightingOrigin ); + ent.renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW; + VectorCopy( ent.origin, ent.oldorigin ); + + DC->addRefEntityToScene( &ent ); + DC->renderScene( &refdef ); + +} + + +void Item_Image_Paint(itemDef_t *item) { + if (item == NULL) { + return; + } + DC->drawHandlePic(item->window.rect.x+1, item->window.rect.y+1, item->window.rect.w-2, item->window.rect.h-2, item->asset); +} + +void Item_ListBox_Paint(itemDef_t *item) { + float x, y, size, thumb; + int i, count; + qhandle_t image; + qhandle_t optionalImage; + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + + // the listbox is horizontal or vertical and has a fixed size scroll bar going either direction + // elements are enumerated from the DC and either text or image handles are acquired from the DC as well + // textscale is used to size the text, textalignx and textaligny are used to size image elements + // there is no clipping available so only the last completely visible item is painted + count = DC->feederCount(item->special); + // default is vertical if horizontal flag is not here + if (item->window.flags & WINDOW_HORIZONTAL) { + // draw scrollbar in bottom of the window + // bar + x = item->window.rect.x + 1; + y = item->window.rect.y + item->window.rect.h - SCROLLBAR_SIZE - 1; + DC->drawHandlePic(x, y, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarArrowLeft); + x += SCROLLBAR_SIZE - 1; + size = item->window.rect.w - (SCROLLBAR_SIZE * 2); + DC->drawHandlePic(x, y, size+1, SCROLLBAR_SIZE, DC->Assets.scrollBar); + x += size - 1; + DC->drawHandlePic(x, y, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarArrowRight); + // thumb + thumb = Item_ListBox_ThumbDrawPosition(item);//Item_ListBox_ThumbPosition(item); + if (thumb > x - SCROLLBAR_SIZE - 1) { + thumb = x - SCROLLBAR_SIZE - 1; + } + DC->drawHandlePic(thumb, y, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarThumb); + // + listPtr->endPos = listPtr->startPos; + size = item->window.rect.w - 2; + // items + // size contains max available space + if (listPtr->elementStyle == LISTBOX_IMAGE) { + // fit = 0; + x = item->window.rect.x + 1; + y = item->window.rect.y + 1; + for (i = listPtr->startPos; i < count; i++) { + // always draw at least one + // which may overdraw the box if it is too small for the element + image = DC->feederItemImage(item->special, i); + if (image) { + DC->drawHandlePic(x+1, y+1, listPtr->elementWidth - 2, listPtr->elementHeight - 2, image); + } + + if (i == item->cursorPos) { + DC->drawRect(x, y, listPtr->elementWidth-1, listPtr->elementHeight-1, item->window.borderSize, item->window.borderColor); + } + + listPtr->endPos++; + size -= listPtr->elementWidth; + if (size < listPtr->elementWidth) { + listPtr->drawPadding = size; //listPtr->elementWidth - size; + break; + } + x += listPtr->elementWidth; + // fit++; + } + } else { + // + } + } else { + // draw scrollbar to right side of the window + x = item->window.rect.x + item->window.rect.w - SCROLLBAR_SIZE - 1; + y = item->window.rect.y + 1; + DC->drawHandlePic(x, y, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarArrowUp); + y += SCROLLBAR_SIZE - 1; + + listPtr->endPos = listPtr->startPos; + size = item->window.rect.h - (SCROLLBAR_SIZE * 2); + DC->drawHandlePic(x, y, SCROLLBAR_SIZE, size+1, DC->Assets.scrollBar); + y += size - 1; + DC->drawHandlePic(x, y, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarArrowDown); + // thumb + thumb = Item_ListBox_ThumbDrawPosition(item);//Item_ListBox_ThumbPosition(item); + if (thumb > y - SCROLLBAR_SIZE - 1) { + thumb = y - SCROLLBAR_SIZE - 1; + } + DC->drawHandlePic(x, thumb, SCROLLBAR_SIZE, SCROLLBAR_SIZE, DC->Assets.scrollBarThumb); + + // adjust size for item painting + size = item->window.rect.h - 2; + if (listPtr->elementStyle == LISTBOX_IMAGE) { + // fit = 0; + x = item->window.rect.x + 1; + y = item->window.rect.y + 1; + for (i = listPtr->startPos; i < count; i++) { + // always draw at least one + // which may overdraw the box if it is too small for the element + image = DC->feederItemImage(item->special, i); + if (image) { + DC->drawHandlePic(x+1, y+1, listPtr->elementWidth - 2, listPtr->elementHeight - 2, image); + } + + if (i == item->cursorPos) { + DC->drawRect(x, y, listPtr->elementWidth - 1, listPtr->elementHeight - 1, item->window.borderSize, item->window.borderColor); + } + + listPtr->endPos++; + size -= listPtr->elementWidth; + if (size < listPtr->elementHeight) { + listPtr->drawPadding = listPtr->elementHeight - size; + break; + } + y += listPtr->elementHeight; + // fit++; + } + } else { + x = item->window.rect.x + 1; + y = item->window.rect.y + 1; + for (i = listPtr->startPos; i < count; i++) { + const char *text; + // always draw at least one + // which may overdraw the box if it is too small for the element + + if (listPtr->numColumns > 0) { + int j; + for (j = 0; j < listPtr->numColumns; j++) { + text = DC->feederItemText(item->special, i, j, &optionalImage); + if (optionalImage >= 0) { + DC->drawHandlePic(x + 4 + listPtr->columnInfo[j].pos, y - 1 + listPtr->elementHeight / 2, listPtr->columnInfo[j].width, listPtr->columnInfo[j].width, optionalImage); + } else if (text) { + //TA: + int alignOffset = 0.0f, tw; + + tw = DC->textWidth( text, item->textscale, 0 ); + + switch( listPtr->columnInfo[ j ].align ) + { + case ITEM_ALIGN_LEFT: + alignOffset = 0.0f; + break; + + case ITEM_ALIGN_RIGHT: + alignOffset = listPtr->columnInfo[ j ].width - tw; + break; + + case ITEM_ALIGN_CENTER: + alignOffset = ( listPtr->columnInfo[ j ].width / 2.0f ) - ( tw / 2.0f ); + break; + + default: + alignOffset = 0.0f; + } + + DC->drawText( x + 4 + listPtr->columnInfo[j].pos + alignOffset, y + listPtr->elementHeight, + item->textscale, item->window.foreColor, text, 0, + listPtr->columnInfo[j].maxChars, item->textStyle ); + } + } + } else { + text = DC->feederItemText(item->special, i, 0, &optionalImage); + if (optionalImage >= 0) { + //DC->drawHandlePic(x + 4 + listPtr->elementHeight, y, listPtr->columnInfo[j].width, listPtr->columnInfo[j].width, optionalImage); + } else if (text) { + DC->drawText(x + 4, y + listPtr->elementHeight, item->textscale, item->window.foreColor, text, 0, 0, item->textStyle); + } + } + + if (i == item->cursorPos) { + DC->fillRect(x + 2, y + 2, item->window.rect.w - SCROLLBAR_SIZE - 4, listPtr->elementHeight, item->window.outlineColor); + } + + listPtr->endPos++; + size -= listPtr->elementHeight; + if (size < listPtr->elementHeight) { + listPtr->drawPadding = listPtr->elementHeight - size; + break; + } + y += listPtr->elementHeight; + // fit++; + } + } + } + + //TA: FIXME: hacky fix to off-by-one bug + listPtr->endPos--; +} + + +void Item_OwnerDraw_Paint(itemDef_t *item) { + menuDef_t *parent; + + if (item == NULL) { + return; + } + parent = (menuDef_t*)item->parent; + + if (DC->ownerDrawItem) { + vec4_t color, lowLight; + menuDef_t *parent = (menuDef_t*)item->parent; + Fade(&item->window.flags, &item->window.foreColor[3], parent->fadeClamp, &item->window.nextTime, parent->fadeCycle, qtrue, parent->fadeAmount); + memcpy(&color, &item->window.foreColor, sizeof(color)); + if (item->numColors > 0 && DC->getValue) { + // if the value is within one of the ranges then set color to that, otherwise leave at default + int i; + float f = DC->getValue(item->window.ownerDraw); + for (i = 0; i < item->numColors; i++) { + if (f >= item->colorRanges[i].low && f <= item->colorRanges[i].high) { + memcpy(&color, &item->colorRanges[i].color, sizeof(color)); + break; + } + } + } + + if (item->window.flags & WINDOW_HASFOCUS) { +/* lowLight[0] = 0.8 * parent->focusColor[0]; + lowLight[1] = 0.8 * parent->focusColor[1]; + lowLight[2] = 0.8 * parent->focusColor[2]; + lowLight[3] = 0.8 * parent->focusColor[3]; + LerpColor(parent->focusColor,lowLight,color,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR));*/ + //TA: + memcpy(color, &parent->focusColor, sizeof(vec4_t)); + } else if (item->textStyle == ITEM_TEXTSTYLE_BLINK && !((DC->realTime/BLINK_DIVISOR) & 1)) { + lowLight[0] = 0.8 * item->window.foreColor[0]; + lowLight[1] = 0.8 * item->window.foreColor[1]; + lowLight[2] = 0.8 * item->window.foreColor[2]; + lowLight[3] = 0.8 * item->window.foreColor[3]; + LerpColor(item->window.foreColor,lowLight,color,0.5+0.5*sin(DC->realTime / PULSE_DIVISOR)); + } + + if (item->cvarFlags & (CVAR_ENABLE | CVAR_DISABLE) && !Item_EnableShowViaCvar(item, CVAR_ENABLE)) { + memcpy(color, parent->disableColor, sizeof(vec4_t)); // bk001207 - FIXME: Com_Memcpy + } + + if (item->text) { + Item_Text_Paint(item); + if (item->text[0]) { + // +8 is an offset kludge to properly align owner draw items that have text combined with them + DC->ownerDrawItem(item->textRect.x + item->textRect.w + 8, item->window.rect.y, item->window.rect.w, item->window.rect.h, 0, item->textaligny, item->window.ownerDraw, item->window.ownerDrawFlags, item->alignment, item->special, item->textscale, color, item->window.background, item->textStyle ); + } else { + DC->ownerDrawItem(item->textRect.x + item->textRect.w, item->window.rect.y, item->window.rect.w, item->window.rect.h, 0, item->textaligny, item->window.ownerDraw, item->window.ownerDrawFlags, item->alignment, item->special, item->textscale, color, item->window.background, item->textStyle ); + } + } else { + DC->ownerDrawItem(item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, item->textalignx, item->textaligny, item->window.ownerDraw, item->window.ownerDrawFlags, item->alignment, item->special, item->textscale, color, item->window.background, item->textStyle ); + } + } +} + + +void Item_Paint(itemDef_t *item) { + vec4_t red; + menuDef_t *parent = (menuDef_t*)item->parent; + red[0] = red[3] = 1; + red[1] = red[2] = 0; + + if (item == NULL) { + return; + } + + if (item->window.flags & WINDOW_ORBITING) { + if (DC->realTime > item->window.nextTime) { + float rx, ry, a, c, s, w, h; + + item->window.nextTime = DC->realTime + item->window.offsetTime; + // translate + w = item->window.rectClient.w / 2; + h = item->window.rectClient.h / 2; + rx = item->window.rectClient.x + w - item->window.rectEffects.x; + ry = item->window.rectClient.y + h - item->window.rectEffects.y; + a = 3 * M_PI / 180; + c = cos(a); + s = sin(a); + item->window.rectClient.x = (rx * c - ry * s) + item->window.rectEffects.x - w; + item->window.rectClient.y = (rx * s + ry * c) + item->window.rectEffects.y - h; + Item_UpdatePosition(item); + + } + } + + + if (item->window.flags & WINDOW_INTRANSITION) { + if (DC->realTime > item->window.nextTime) { + int done = 0; + item->window.nextTime = DC->realTime + item->window.offsetTime; + // transition the x,y + if (item->window.rectClient.x == item->window.rectEffects.x) { + done++; + } else { + if (item->window.rectClient.x < item->window.rectEffects.x) { + item->window.rectClient.x += item->window.rectEffects2.x; + if (item->window.rectClient.x > item->window.rectEffects.x) { + item->window.rectClient.x = item->window.rectEffects.x; + done++; + } + } else { + item->window.rectClient.x -= item->window.rectEffects2.x; + if (item->window.rectClient.x < item->window.rectEffects.x) { + item->window.rectClient.x = item->window.rectEffects.x; + done++; + } + } + } + if (item->window.rectClient.y == item->window.rectEffects.y) { + done++; + } else { + if (item->window.rectClient.y < item->window.rectEffects.y) { + item->window.rectClient.y += item->window.rectEffects2.y; + if (item->window.rectClient.y > item->window.rectEffects.y) { + item->window.rectClient.y = item->window.rectEffects.y; + done++; + } + } else { + item->window.rectClient.y -= item->window.rectEffects2.y; + if (item->window.rectClient.y < item->window.rectEffects.y) { + item->window.rectClient.y = item->window.rectEffects.y; + done++; + } + } + } + if (item->window.rectClient.w == item->window.rectEffects.w) { + done++; + } else { + if (item->window.rectClient.w < item->window.rectEffects.w) { + item->window.rectClient.w += item->window.rectEffects2.w; + if (item->window.rectClient.w > item->window.rectEffects.w) { + item->window.rectClient.w = item->window.rectEffects.w; + done++; + } + } else { + item->window.rectClient.w -= item->window.rectEffects2.w; + if (item->window.rectClient.w < item->window.rectEffects.w) { + item->window.rectClient.w = item->window.rectEffects.w; + done++; + } + } + } + if (item->window.rectClient.h == item->window.rectEffects.h) { + done++; + } else { + if (item->window.rectClient.h < item->window.rectEffects.h) { + item->window.rectClient.h += item->window.rectEffects2.h; + if (item->window.rectClient.h > item->window.rectEffects.h) { + item->window.rectClient.h = item->window.rectEffects.h; + done++; + } + } else { + item->window.rectClient.h -= item->window.rectEffects2.h; + if (item->window.rectClient.h < item->window.rectEffects.h) { + item->window.rectClient.h = item->window.rectEffects.h; + done++; + } + } + } + + Item_UpdatePosition(item); + + if (done == 4) { + item->window.flags &= ~WINDOW_INTRANSITION; + } + + } + } + + if (item->window.ownerDrawFlags && DC->ownerDrawVisible) { + if (!DC->ownerDrawVisible(item->window.ownerDrawFlags)) { + item->window.flags &= ~WINDOW_VISIBLE; + } else { + item->window.flags |= WINDOW_VISIBLE; + } + } + + if (item->cvarFlags & (CVAR_SHOW | CVAR_HIDE)) { + if (!Item_EnableShowViaCvar(item, CVAR_SHOW)) { + return; + } + } + + if (item->window.flags & WINDOW_TIMEDVISIBLE) { + + } + + if (!(item->window.flags & WINDOW_VISIBLE)) { + return; + } + + // paint the rect first.. + Window_Paint(&item->window, parent->fadeAmount , parent->fadeClamp, parent->fadeCycle); + + if (debugMode) { + vec4_t color; + rectDef_t *r = Item_CorrectedTextRect(item); + color[1] = color[3] = 1; + color[0] = color[2] = 0; + DC->drawRect(r->x, r->y, r->w, r->h, 1, color); + } + + //DC->drawRect(item->window.rect.x, item->window.rect.y, item->window.rect.w, item->window.rect.h, 1, red); + + switch (item->type) { + case ITEM_TYPE_OWNERDRAW: + Item_OwnerDraw_Paint(item); + break; + case ITEM_TYPE_TEXT: + case ITEM_TYPE_BUTTON: + Item_Text_Paint(item); + break; + case ITEM_TYPE_RADIOBUTTON: + break; + case ITEM_TYPE_CHECKBOX: + break; + case ITEM_TYPE_EDITFIELD: + case ITEM_TYPE_NUMERICFIELD: + Item_TextField_Paint(item); + break; + case ITEM_TYPE_COMBO: + break; + case ITEM_TYPE_LISTBOX: + Item_ListBox_Paint(item); + break; + //case ITEM_TYPE_IMAGE: + // Item_Image_Paint(item); + // break; + case ITEM_TYPE_MODEL: + Item_Model_Paint(item); + break; + case ITEM_TYPE_YESNO: + Item_YesNo_Paint(item); + break; + case ITEM_TYPE_MULTI: + Item_Multi_Paint(item); + break; + case ITEM_TYPE_BIND: + Item_Bind_Paint(item); + break; + case ITEM_TYPE_SLIDER: + Item_Slider_Paint(item); + break; + default: + break; + } + +} + +void Menu_Init(menuDef_t *menu) { + memset(menu, 0, sizeof(menuDef_t)); + menu->cursorItem = -1; + menu->fadeAmount = DC->Assets.fadeAmount; + menu->fadeClamp = DC->Assets.fadeClamp; + menu->fadeCycle = DC->Assets.fadeCycle; + Window_Init(&menu->window); +} + +itemDef_t *Menu_GetFocusedItem(menuDef_t *menu) { + int i; + if (menu) { + for (i = 0; i < menu->itemCount; i++) { + if (menu->items[i]->window.flags & WINDOW_HASFOCUS) { + return menu->items[i]; + } + } + } + return NULL; +} + +menuDef_t *Menu_GetFocused( void ) { + int i; + for (i = 0; i < menuCount; i++) { + if (Menus[i].window.flags & WINDOW_HASFOCUS && Menus[i].window.flags & WINDOW_VISIBLE) { + return &Menus[i]; + } + } + return NULL; +} + +void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down) { + if (menu) { + int i; + for (i = 0; i < menu->itemCount; i++) { + if (menu->items[i]->special == feeder) { + Item_ListBox_HandleKey(menu->items[i], (down) ? K_DOWNARROW : K_UPARROW, qtrue, qtrue); + return; + } + } + } +} + + + +void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name) { + if (menu == NULL) { + if (name == NULL) { + menu = Menu_GetFocused(); + } else { + menu = Menus_FindByName(name); + } + } + + if (menu) { + int i; + for (i = 0; i < menu->itemCount; i++) { + if (menu->items[i]->special == feeder) { + if (index == 0) { + listBoxDef_t *listPtr = (listBoxDef_t*)menu->items[i]->typeData; + listPtr->cursorPos = 0; + listPtr->startPos = 0; + } + menu->items[i]->cursorPos = index; + DC->feederSelection(menu->items[i]->special, menu->items[i]->cursorPos); + return; + } + } + } +} + +qboolean Menus_AnyFullScreenVisible( void ) { + int i; + for (i = 0; i < menuCount; i++) { + if (Menus[i].window.flags & WINDOW_VISIBLE && Menus[i].fullScreen) { + return qtrue; + } + } + return qfalse; +} + +menuDef_t *Menus_ActivateByName(const char *p) { + int i, j; + menuDef_t *m = NULL; + menuDef_t *focus = Menu_GetFocused(); + + for (i = 0; i < menuCount; i++) { + if (Q_stricmp(Menus[i].window.name, p) == 0) { + m = &Menus[i]; + Menus_Activate(m); + Menu_HandleMouseMove( m, DC->cursorx, DC->cursory ); //TA: force the item under the cursor to focus + + for( j = 0; j < m->itemCount; j++ ) //TA: reset selection in listboxes when opened + { + if( m->items[ j ]->type == ITEM_TYPE_LISTBOX ) + { + listBoxDef_t *listPtr = (listBoxDef_t*)m->items[ j ]->typeData; + m->items[ j ]->cursorPos = 0; + listPtr->startPos = 0; + DC->feederSelection( m->items[ j ]->special, 0 ); + } + } + + if (openMenuCount < MAX_OPEN_MENUS && focus != NULL) { + menuStack[openMenuCount++] = focus; + } + } else { + Menus[i].window.flags &= ~WINDOW_HASFOCUS; + } + } + Display_CloseCinematics(); + return m; +} + + +void Item_Init(itemDef_t *item) { + memset(item, 0, sizeof(itemDef_t)); + item->textscale = 0.55f; + Window_Init(&item->window); +} + +void Menu_HandleMouseMove(menuDef_t *menu, float x, float y) { + int i, pass; + qboolean focusSet = qfalse; + + itemDef_t *overItem; + if (menu == NULL) { + return; + } + + if (!(menu->window.flags & (WINDOW_VISIBLE | WINDOW_FORCED))) { + return; + } + + if (itemCapture) { + //Item_MouseMove(itemCapture, x, y); + return; + } + + if (g_waitingForKey || g_editingField) { + return; + } + + // FIXME: this is the whole issue of focus vs. mouse over.. + // need a better overall solution as i don't like going through everything twice + for (pass = 0; pass < 2; pass++) { + for (i = 0; i < menu->itemCount; i++) { + // turn off focus each item + // menu->items[i].window.flags &= ~WINDOW_HASFOCUS; + + if (!(menu->items[i]->window.flags & (WINDOW_VISIBLE | WINDOW_FORCED))) { + continue; + } + + // items can be enabled and disabled based on cvars + if (menu->items[i]->cvarFlags & (CVAR_ENABLE | CVAR_DISABLE) && !Item_EnableShowViaCvar(menu->items[i], CVAR_ENABLE)) { + continue; + } + + if (menu->items[i]->cvarFlags & (CVAR_SHOW | CVAR_HIDE) && !Item_EnableShowViaCvar(menu->items[i], CVAR_SHOW)) { + continue; + } + + + + if (Rect_ContainsPoint(&menu->items[i]->window.rect, x, y)) { + if (pass == 1) { + overItem = menu->items[i]; + if (overItem->type == ITEM_TYPE_TEXT && overItem->text) { + if (!Rect_ContainsPoint(Item_CorrectedTextRect(overItem), x, y)) { + continue; + } + } + // if we are over an item + if (IsVisible(overItem->window.flags)) { + // different one + Item_MouseEnter(overItem, x, y); + // Item_SetMouseOver(overItem, qtrue); + + // if item is not a decoration see if it can take focus + if (!focusSet) { + focusSet = Item_SetFocus(overItem, x, y); + } + } + } + } else if (menu->items[i]->window.flags & WINDOW_MOUSEOVER) { + Item_MouseLeave(menu->items[i]); + Item_SetMouseOver(menu->items[i], qfalse); + } + } + } + +} + +void Menu_Paint(menuDef_t *menu, qboolean forcePaint) { + int i; + + if (menu == NULL) { + return; + } + + if (!(menu->window.flags & WINDOW_VISIBLE) && !forcePaint) { + return; + } + + if (menu->window.ownerDrawFlags && DC->ownerDrawVisible && !DC->ownerDrawVisible(menu->window.ownerDrawFlags)) { + return; + } + + if (forcePaint) { + menu->window.flags |= WINDOW_FORCED; + } + + // draw the background if necessary + if (menu->fullScreen) { + // implies a background shader + // FIXME: make sure we have a default shader if fullscreen is set with no background + DC->drawHandlePic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, menu->window.background ); + } else if (menu->window.background) { + // this allows a background shader without being full screen + //UI_DrawHandlePic(menu->window.rect.x, menu->window.rect.y, menu->window.rect.w, menu->window.rect.h, menu->backgroundShader); + } + + // paint the background and or border + Window_Paint(&menu->window, menu->fadeAmount, menu->fadeClamp, menu->fadeCycle ); + + for (i = 0; i < menu->itemCount; i++) { + Item_Paint(menu->items[i]); + } + + if (debugMode) { + vec4_t color; + color[0] = color[2] = color[3] = 1; + color[1] = 0; + DC->drawRect(menu->window.rect.x, menu->window.rect.y, menu->window.rect.w, menu->window.rect.h, 1, color); + } +} + +/* +=============== +Item_ValidateTypeData +=============== +*/ +void Item_ValidateTypeData(itemDef_t *item) { + if (item->typeData) { + return; + } + + if (item->type == ITEM_TYPE_LISTBOX) { + item->typeData = UI_Alloc(sizeof(listBoxDef_t)); + memset(item->typeData, 0, sizeof(listBoxDef_t)); + } else if (item->type == ITEM_TYPE_EDITFIELD || item->type == ITEM_TYPE_NUMERICFIELD || item->type == ITEM_TYPE_YESNO || item->type == ITEM_TYPE_BIND || item->type == ITEM_TYPE_SLIDER || item->type == ITEM_TYPE_TEXT) { + item->typeData = UI_Alloc(sizeof(editFieldDef_t)); + memset(item->typeData, 0, sizeof(editFieldDef_t)); + if (item->type == ITEM_TYPE_EDITFIELD) { + if (!((editFieldDef_t *) item->typeData)->maxPaintChars) { + ((editFieldDef_t *) item->typeData)->maxPaintChars = MAX_EDITFIELD; + } + } + } else if (item->type == ITEM_TYPE_MULTI) { + item->typeData = UI_Alloc(sizeof(multiDef_t)); + } else if (item->type == ITEM_TYPE_MODEL) { + item->typeData = UI_Alloc(sizeof(modelDef_t)); + } +} + +/* +=============== +Keyword Hash +=============== +*/ + +#define KEYWORDHASH_SIZE 512 + +typedef struct keywordHash_s +{ + char *keyword; + qboolean (*func)(itemDef_t *item, int handle); + struct keywordHash_s *next; +} keywordHash_t; + +int KeywordHash_Key(char *keyword) { + int register hash, i; + + hash = 0; + for (i = 0; keyword[i] != '\0'; i++) { + if (keyword[i] >= 'A' && keyword[i] <= 'Z') + hash += (keyword[i] + ('a' - 'A')) * (119 + i); + else + hash += keyword[i] * (119 + i); + } + hash = (hash ^ (hash >> 10) ^ (hash >> 20)) & (KEYWORDHASH_SIZE-1); + return hash; +} + +void KeywordHash_Add(keywordHash_t *table[], keywordHash_t *key) { + int hash; + + hash = KeywordHash_Key(key->keyword); +/* + if (table[hash]) { + int collision = qtrue; + } +*/ + key->next = table[hash]; + table[hash] = key; +} + +keywordHash_t *KeywordHash_Find(keywordHash_t *table[], char *keyword) +{ + keywordHash_t *key; + int hash; + + hash = KeywordHash_Key(keyword); + for (key = table[hash]; key; key = key->next) { + if (!Q_stricmp(key->keyword, keyword)) + return key; + } + return NULL; +} + +/* +=============== +Item Keyword Parse functions +=============== +*/ + +// name +qboolean ItemParse_name( itemDef_t *item, int handle ) { + if (!PC_String_Parse(handle, &item->window.name)) { + return qfalse; + } + return qtrue; +} + +// name +qboolean ItemParse_focusSound( itemDef_t *item, int handle ) { + const char *temp; + if (!PC_String_Parse(handle, &temp)) { + return qfalse; + } + item->focusSound = DC->registerSound(temp, qfalse); + return qtrue; +} + + +// text +qboolean ItemParse_text( itemDef_t *item, int handle ) { + if (!PC_String_Parse(handle, &item->text)) { + return qfalse; + } + return qtrue; +} + +// group +qboolean ItemParse_group( itemDef_t *item, int handle ) { + if (!PC_String_Parse(handle, &item->window.group)) { + return qfalse; + } + return qtrue; +} + +// asset_model +qboolean ItemParse_asset_model( itemDef_t *item, int handle ) { + const char *temp; + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (!PC_String_Parse(handle, &temp)) { + return qfalse; + } + item->asset = DC->registerModel(temp); + modelPtr->angle = rand() % 360; + return qtrue; +} + +// asset_shader +qboolean ItemParse_asset_shader( itemDef_t *item, int handle ) { + const char *temp; + + if (!PC_String_Parse(handle, &temp)) { + return qfalse; + } + item->asset = DC->registerShaderNoMip(temp); + return qtrue; +} + +// model_origin +qboolean ItemParse_model_origin( itemDef_t *item, int handle ) { + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (PC_Float_Parse(handle, &modelPtr->origin[0])) { + if (PC_Float_Parse(handle, &modelPtr->origin[1])) { + if (PC_Float_Parse(handle, &modelPtr->origin[2])) { + return qtrue; + } + } + } + return qfalse; +} + +// model_fovx +qboolean ItemParse_model_fovx( itemDef_t *item, int handle ) { + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (!PC_Float_Parse(handle, &modelPtr->fov_x)) { + return qfalse; + } + return qtrue; +} + +// model_fovy +qboolean ItemParse_model_fovy( itemDef_t *item, int handle ) { + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (!PC_Float_Parse(handle, &modelPtr->fov_y)) { + return qfalse; + } + return qtrue; +} + +// model_rotation +qboolean ItemParse_model_rotation( itemDef_t *item, int handle ) { + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (!PC_Int_Parse(handle, &modelPtr->rotationSpeed)) { + return qfalse; + } + return qtrue; +} + +// model_angle +qboolean ItemParse_model_angle( itemDef_t *item, int handle ) { + modelDef_t *modelPtr; + Item_ValidateTypeData(item); + modelPtr = (modelDef_t*)item->typeData; + + if (!PC_Int_Parse(handle, &modelPtr->angle)) { + return qfalse; + } + return qtrue; +} + +// rect +qboolean ItemParse_rect( itemDef_t *item, int handle ) { + if (!PC_Rect_Parse(handle, &item->window.rectClient)) { + return qfalse; + } + return qtrue; +} + +// style +qboolean ItemParse_style( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->window.style)) { + return qfalse; + } + return qtrue; +} + +// decoration +qboolean ItemParse_decoration( itemDef_t *item, int handle ) { + item->window.flags |= WINDOW_DECORATION; + return qtrue; +} + +// notselectable +qboolean ItemParse_notselectable( itemDef_t *item, int handle ) { + listBoxDef_t *listPtr; + Item_ValidateTypeData(item); + listPtr = (listBoxDef_t*)item->typeData; + if (item->type == ITEM_TYPE_LISTBOX && listPtr) { + listPtr->notselectable = qtrue; + } + return qtrue; +} + +// manually wrapped +qboolean ItemParse_wrapped( itemDef_t *item, int handle ) { + item->window.flags |= WINDOW_WRAPPED; + return qtrue; +} + +// auto wrapped +qboolean ItemParse_autowrapped( itemDef_t *item, int handle ) { + item->window.flags |= WINDOW_AUTOWRAPPED; + return qtrue; +} + + +// horizontalscroll +qboolean ItemParse_horizontalscroll( itemDef_t *item, int handle ) { + item->window.flags |= WINDOW_HORIZONTAL; + return qtrue; +} + +// type +qboolean ItemParse_type( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->type)) { + return qfalse; + } + Item_ValidateTypeData(item); + return qtrue; +} + +// elementwidth, used for listbox image elements +// uses textalignx for storage +qboolean ItemParse_elementwidth( itemDef_t *item, int handle ) { + listBoxDef_t *listPtr; + + Item_ValidateTypeData(item); + listPtr = (listBoxDef_t*)item->typeData; + if (!PC_Float_Parse(handle, &listPtr->elementWidth)) { + return qfalse; + } + return qtrue; +} + +// elementheight, used for listbox image elements +// uses textaligny for storage +qboolean ItemParse_elementheight( itemDef_t *item, int handle ) { + listBoxDef_t *listPtr; + + Item_ValidateTypeData(item); + listPtr = (listBoxDef_t*)item->typeData; + if (!PC_Float_Parse(handle, &listPtr->elementHeight)) { + return qfalse; + } + return qtrue; +} + +// feeder +qboolean ItemParse_feeder( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->special)) { + return qfalse; + } + return qtrue; +} + +// elementtype, used to specify what type of elements a listbox contains +// uses textstyle for storage +qboolean ItemParse_elementtype( itemDef_t *item, int handle ) { + listBoxDef_t *listPtr; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + listPtr = (listBoxDef_t*)item->typeData; + if (!PC_Int_Parse(handle, &listPtr->elementStyle)) { + return qfalse; + } + return qtrue; +} + +// columns sets a number of columns and an x pos and width per.. +qboolean ItemParse_columns( itemDef_t *item, int handle ) { + int num, i; + listBoxDef_t *listPtr; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + listPtr = (listBoxDef_t*)item->typeData; + if (PC_Int_Parse(handle, &num)) { + if (num > MAX_LB_COLUMNS) { + num = MAX_LB_COLUMNS; + } + listPtr->numColumns = num; + for (i = 0; i < num; i++) { + int pos, width, maxChars, align; + + if( PC_Int_Parse( handle, &pos ) && + PC_Int_Parse( handle, &width ) && + PC_Int_Parse( handle, &maxChars ) && + PC_Int_Parse( handle, &align ) ) + { + listPtr->columnInfo[i].pos = pos; + listPtr->columnInfo[i].width = width; + listPtr->columnInfo[i].maxChars = maxChars; + listPtr->columnInfo[i].align = align; + } else { + return qfalse; + } + } + } else { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_border( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->window.border)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_bordersize( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->window.borderSize)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_visible( itemDef_t *item, int handle ) { + int i; + + if (!PC_Int_Parse(handle, &i)) { + return qfalse; + } + if (i) { + item->window.flags |= WINDOW_VISIBLE; + } + return qtrue; +} + +qboolean ItemParse_ownerdraw( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->window.ownerDraw)) { + return qfalse; + } + item->type = ITEM_TYPE_OWNERDRAW; + return qtrue; +} + +qboolean ItemParse_align( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->alignment)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_textalign( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->textalignment)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_textalignx( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->textalignx)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_textaligny( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->textaligny)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_textscale( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->textscale)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_textstyle( itemDef_t *item, int handle ) { + if (!PC_Int_Parse(handle, &item->textStyle)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_backcolor( itemDef_t *item, int handle ) { + int i; + float f; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + item->window.backColor[i] = f; + } + return qtrue; +} + +qboolean ItemParse_forecolor( itemDef_t *item, int handle ) { + int i; + float f; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + item->window.foreColor[i] = f; + item->window.flags |= WINDOW_FORECOLORSET; + } + return qtrue; +} + +qboolean ItemParse_bordercolor( itemDef_t *item, int handle ) { + int i; + float f; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + item->window.borderColor[i] = f; + } + return qtrue; +} + +qboolean ItemParse_outlinecolor( itemDef_t *item, int handle ) { + if (!PC_Color_Parse(handle, &item->window.outlineColor)){ + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_background( itemDef_t *item, int handle ) { + const char *temp; + + if (!PC_String_Parse(handle, &temp)) { + return qfalse; + } + item->window.background = DC->registerShaderNoMip(temp); + return qtrue; +} + +qboolean ItemParse_cinematic( itemDef_t *item, int handle ) { + if (!PC_String_Parse(handle, &item->window.cinematicName)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_doubleClick( itemDef_t *item, int handle ) { + listBoxDef_t *listPtr; + + Item_ValidateTypeData(item); + if (!item->typeData) { + return qfalse; + } + + listPtr = (listBoxDef_t*)item->typeData; + + if (!PC_Script_Parse(handle, &listPtr->doubleClick)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_onFocus( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->onFocus)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_leaveFocus( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->leaveFocus)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_mouseEnter( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->mouseEnter)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_mouseExit( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->mouseExit)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_mouseEnterText( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->mouseEnterText)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_mouseExitText( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->mouseExitText)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_action( itemDef_t *item, int handle ) { + if (!PC_Script_Parse(handle, &item->action)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_special( itemDef_t *item, int handle ) { + if (!PC_Float_Parse(handle, &item->special)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_cvarTest( itemDef_t *item, int handle ) { + if (!PC_String_Parse(handle, &item->cvarTest)) { + return qfalse; + } + return qtrue; +} + +qboolean ItemParse_cvar( itemDef_t *item, int handle ) { + editFieldDef_t *editPtr; + + Item_ValidateTypeData(item); + if (!PC_String_Parse(handle, &item->cvar)) { + return qfalse; + } + if (item->typeData) { + editPtr = (editFieldDef_t*)item->typeData; + editPtr->minVal = -1; + editPtr->maxVal = -1; + editPtr->defVal = -1; + } + return qtrue; +} + +qboolean ItemParse_maxChars( itemDef_t *item, int handle ) { + editFieldDef_t *editPtr; + int maxChars; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + + if (!PC_Int_Parse(handle, &maxChars)) { + return qfalse; + } + editPtr = (editFieldDef_t*)item->typeData; + editPtr->maxChars = maxChars; + return qtrue; +} + +qboolean ItemParse_maxPaintChars( itemDef_t *item, int handle ) { + editFieldDef_t *editPtr; + int maxChars; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + + if (!PC_Int_Parse(handle, &maxChars)) { + return qfalse; + } + editPtr = (editFieldDef_t*)item->typeData; + editPtr->maxPaintChars = maxChars; + return qtrue; +} + + + +qboolean ItemParse_cvarFloat( itemDef_t *item, int handle ) { + editFieldDef_t *editPtr; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + editPtr = (editFieldDef_t*)item->typeData; + if (PC_String_Parse(handle, &item->cvar) && + PC_Float_Parse(handle, &editPtr->defVal) && + PC_Float_Parse(handle, &editPtr->minVal) && + PC_Float_Parse(handle, &editPtr->maxVal)) { + return qtrue; + } + return qfalse; +} + +qboolean ItemParse_cvarStrList( itemDef_t *item, int handle ) { + pc_token_t token; + multiDef_t *multiPtr; + int pass; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + multiPtr = (multiDef_t*)item->typeData; + multiPtr->count = 0; + multiPtr->strDef = qtrue; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (*token.string != '{') { + return qfalse; + } + + pass = 0; + while ( 1 ) { + if (!trap_Parse_ReadToken(handle, &token)) { + PC_SourceError(handle, "end of file inside menu item\n"); + return qfalse; + } + + if (*token.string == '}') { + return qtrue; + } + + if (*token.string == ',' || *token.string == ';') { + continue; + } + + if (pass == 0) { + multiPtr->cvarList[multiPtr->count] = String_Alloc(token.string); + pass = 1; + } else { + multiPtr->cvarStr[multiPtr->count] = String_Alloc(token.string); + pass = 0; + multiPtr->count++; + if (multiPtr->count >= MAX_MULTI_CVARS) { + return qfalse; + } + } + + } + return qfalse; // bk001205 - LCC missing return value +} + +qboolean ItemParse_cvarFloatList( itemDef_t *item, int handle ) { + pc_token_t token; + multiDef_t *multiPtr; + + Item_ValidateTypeData(item); + if (!item->typeData) + return qfalse; + multiPtr = (multiDef_t*)item->typeData; + multiPtr->count = 0; + multiPtr->strDef = qfalse; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (*token.string != '{') { + return qfalse; + } + + while ( 1 ) { + if (!trap_Parse_ReadToken(handle, &token)) { + PC_SourceError(handle, "end of file inside menu item\n"); + return qfalse; + } + + if (*token.string == '}') { + return qtrue; + } + + if (*token.string == ',' || *token.string == ';') { + continue; + } + + multiPtr->cvarList[multiPtr->count] = String_Alloc(token.string); + if (!PC_Float_Parse(handle, &multiPtr->cvarValue[multiPtr->count])) { + return qfalse; + } + + multiPtr->count++; + if (multiPtr->count >= MAX_MULTI_CVARS) { + return qfalse; + } + + } + return qfalse; // bk001205 - LCC missing return value +} + + + +qboolean ItemParse_addColorRange( itemDef_t *item, int handle ) { + colorRangeDef_t color; + + if (PC_Float_Parse(handle, &color.low) && + PC_Float_Parse(handle, &color.high) && + PC_Color_Parse(handle, &color.color) ) { + if (item->numColors < MAX_COLOR_RANGES) { + memcpy(&item->colorRanges[item->numColors], &color, sizeof(color)); + item->numColors++; + } + return qtrue; + } + return qfalse; +} + +qboolean ItemParse_ownerdrawFlag( itemDef_t *item, int handle ) { + int i; + if (!PC_Int_Parse(handle, &i)) { + return qfalse; + } + item->window.ownerDrawFlags |= i; + return qtrue; +} + +qboolean ItemParse_enableCvar( itemDef_t *item, int handle ) { + if (PC_Script_Parse(handle, &item->enableCvar)) { + item->cvarFlags = CVAR_ENABLE; + return qtrue; + } + return qfalse; +} + +qboolean ItemParse_disableCvar( itemDef_t *item, int handle ) { + if (PC_Script_Parse(handle, &item->enableCvar)) { + item->cvarFlags = CVAR_DISABLE; + return qtrue; + } + return qfalse; +} + +qboolean ItemParse_showCvar( itemDef_t *item, int handle ) { + if (PC_Script_Parse(handle, &item->enableCvar)) { + item->cvarFlags = CVAR_SHOW; + return qtrue; + } + return qfalse; +} + +qboolean ItemParse_hideCvar( itemDef_t *item, int handle ) { + if (PC_Script_Parse(handle, &item->enableCvar)) { + item->cvarFlags = CVAR_HIDE; + return qtrue; + } + return qfalse; +} + + +keywordHash_t itemParseKeywords[] = { + {"name", ItemParse_name, NULL}, + {"text", ItemParse_text, NULL}, + {"group", ItemParse_group, NULL}, + {"asset_model", ItemParse_asset_model, NULL}, + {"asset_shader", ItemParse_asset_shader, NULL}, + {"model_origin", ItemParse_model_origin, NULL}, + {"model_fovx", ItemParse_model_fovx, NULL}, + {"model_fovy", ItemParse_model_fovy, NULL}, + {"model_rotation", ItemParse_model_rotation, NULL}, + {"model_angle", ItemParse_model_angle, NULL}, + {"rect", ItemParse_rect, NULL}, + {"style", ItemParse_style, NULL}, + {"decoration", ItemParse_decoration, NULL}, + {"notselectable", ItemParse_notselectable, NULL}, + {"wrapped", ItemParse_wrapped, NULL}, + {"autowrapped", ItemParse_autowrapped, NULL}, + {"horizontalscroll", ItemParse_horizontalscroll, NULL}, + {"type", ItemParse_type, NULL}, + {"elementwidth", ItemParse_elementwidth, NULL}, + {"elementheight", ItemParse_elementheight, NULL}, + {"feeder", ItemParse_feeder, NULL}, + {"elementtype", ItemParse_elementtype, NULL}, + {"columns", ItemParse_columns, NULL}, + {"border", ItemParse_border, NULL}, + {"bordersize", ItemParse_bordersize, NULL}, + {"visible", ItemParse_visible, NULL}, + {"ownerdraw", ItemParse_ownerdraw, NULL}, + {"align", ItemParse_align, NULL}, + {"textalign", ItemParse_textalign, NULL}, + {"textalignx", ItemParse_textalignx, NULL}, + {"textaligny", ItemParse_textaligny, NULL}, + {"textscale", ItemParse_textscale, NULL}, + {"textstyle", ItemParse_textstyle, NULL}, + {"backcolor", ItemParse_backcolor, NULL}, + {"forecolor", ItemParse_forecolor, NULL}, + {"bordercolor", ItemParse_bordercolor, NULL}, + {"outlinecolor", ItemParse_outlinecolor, NULL}, + {"background", ItemParse_background, NULL}, + {"onFocus", ItemParse_onFocus, NULL}, + {"leaveFocus", ItemParse_leaveFocus, NULL}, + {"mouseEnter", ItemParse_mouseEnter, NULL}, + {"mouseExit", ItemParse_mouseExit, NULL}, + {"mouseEnterText", ItemParse_mouseEnterText, NULL}, + {"mouseExitText", ItemParse_mouseExitText, NULL}, + {"action", ItemParse_action, NULL}, + {"special", ItemParse_special, NULL}, + {"cvar", ItemParse_cvar, NULL}, + {"maxChars", ItemParse_maxChars, NULL}, + {"maxPaintChars", ItemParse_maxPaintChars, NULL}, + {"focusSound", ItemParse_focusSound, NULL}, + {"cvarFloat", ItemParse_cvarFloat, NULL}, + {"cvarStrList", ItemParse_cvarStrList, NULL}, + {"cvarFloatList", ItemParse_cvarFloatList, NULL}, + {"addColorRange", ItemParse_addColorRange, NULL}, + {"ownerdrawFlag", ItemParse_ownerdrawFlag, NULL}, + {"enableCvar", ItemParse_enableCvar, NULL}, + {"cvarTest", ItemParse_cvarTest, NULL}, + {"disableCvar", ItemParse_disableCvar, NULL}, + {"showCvar", ItemParse_showCvar, NULL}, + {"hideCvar", ItemParse_hideCvar, NULL}, + {"cinematic", ItemParse_cinematic, NULL}, + {"doubleclick", ItemParse_doubleClick, NULL}, + {NULL, voidFunction2, NULL} +}; + +keywordHash_t *itemParseKeywordHash[KEYWORDHASH_SIZE]; + +/* +=============== +Item_SetupKeywordHash +=============== +*/ +void Item_SetupKeywordHash( void ) +{ + int i; + + memset( itemParseKeywordHash, 0, sizeof( itemParseKeywordHash ) ); + + for( i = 0; itemParseKeywords[ i ].keyword; i++ ) + KeywordHash_Add( itemParseKeywordHash, &itemParseKeywords[ i ] ); +} + +/* +=============== +Item_Parse +=============== +*/ +qboolean Item_Parse(int handle, itemDef_t *item) { + pc_token_t token; + keywordHash_t *key; + + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (*token.string != '{') { + return qfalse; + } + while ( 1 ) { + if (!trap_Parse_ReadToken(handle, &token)) { + PC_SourceError(handle, "end of file inside menu item\n"); + return qfalse; + } + + if (*token.string == '}') { + return qtrue; + } + + key = KeywordHash_Find(itemParseKeywordHash, token.string); + if (!key) { + PC_SourceError(handle, "unknown menu item keyword %s", token.string); + continue; + } + if ( !key->func(item, handle) ) { + PC_SourceError(handle, "couldn't parse menu item keyword %s", token.string); + return qfalse; + } + } + return qfalse; // bk001205 - LCC missing return value +} + + +// Item_InitControls +// init's special control types +void Item_InitControls(itemDef_t *item) { + if (item == NULL) { + return; + } + if (item->type == ITEM_TYPE_LISTBOX) { + listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData; + item->cursorPos = 0; + if (listPtr) { + listPtr->cursorPos = 0; + listPtr->startPos = 0; + listPtr->endPos = 0; + listPtr->cursorPos = 0; + } + } +} + +/* +=============== +Menu Keyword Parse functions +=============== +*/ + +qboolean MenuParse_font( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_String_Parse(handle, &menu->font)) { + return qfalse; + } + if (!DC->Assets.fontRegistered) { + DC->registerFont(menu->font, 48, &DC->Assets.textFont); + DC->Assets.fontRegistered = qtrue; + } + return qtrue; +} + +qboolean MenuParse_name( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_String_Parse(handle, &menu->window.name)) { + return qfalse; + } + if (Q_stricmp(menu->window.name, "main") == 0) { + // default main as having focus + //menu->window.flags |= WINDOW_HASFOCUS; + } + return qtrue; +} + +qboolean MenuParse_fullscreen( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Int_Parse(handle, (int*) &menu->fullScreen)) { // bk001206 - cast qboolean + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_rect( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Rect_Parse(handle, &menu->window.rect)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_style( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Int_Parse(handle, &menu->window.style)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_visible( itemDef_t *item, int handle ) { + int i; + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Int_Parse(handle, &i)) { + return qfalse; + } + if (i) { + menu->window.flags |= WINDOW_VISIBLE; + } + return qtrue; +} + +qboolean MenuParse_onOpen( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Script_Parse(handle, &menu->onOpen)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_onClose( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Script_Parse(handle, &menu->onClose)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_onESC( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Script_Parse(handle, &menu->onESC)) { + return qfalse; + } + return qtrue; +} + + + +qboolean MenuParse_border( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Int_Parse(handle, &menu->window.border)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_borderSize( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Float_Parse(handle, &menu->window.borderSize)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_backcolor( itemDef_t *item, int handle ) { + int i; + float f; + menuDef_t *menu = (menuDef_t*)item; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + menu->window.backColor[i] = f; + } + return qtrue; +} + +qboolean MenuParse_forecolor( itemDef_t *item, int handle ) { + int i; + float f; + menuDef_t *menu = (menuDef_t*)item; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + menu->window.foreColor[i] = f; + menu->window.flags |= WINDOW_FORECOLORSET; + } + return qtrue; +} + +qboolean MenuParse_bordercolor( itemDef_t *item, int handle ) { + int i; + float f; + menuDef_t *menu = (menuDef_t*)item; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + menu->window.borderColor[i] = f; + } + return qtrue; +} + +qboolean MenuParse_focuscolor( itemDef_t *item, int handle ) { + int i; + float f; + menuDef_t *menu = (menuDef_t*)item; + + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + menu->focusColor[i] = f; + } + return qtrue; +} + +qboolean MenuParse_disablecolor( itemDef_t *item, int handle ) { + int i; + float f; + menuDef_t *menu = (menuDef_t*)item; + for (i = 0; i < 4; i++) { + if (!PC_Float_Parse(handle, &f)) { + return qfalse; + } + menu->disableColor[i] = f; + } + return qtrue; +} + + +qboolean MenuParse_outlinecolor( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (!PC_Color_Parse(handle, &menu->window.outlineColor)){ + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_background( itemDef_t *item, int handle ) { + const char *buff; + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_String_Parse(handle, &buff)) { + return qfalse; + } + menu->window.background = DC->registerShaderNoMip(buff); + return qtrue; +} + +qboolean MenuParse_cinematic( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_String_Parse(handle, &menu->window.cinematicName)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_ownerdrawFlag( itemDef_t *item, int handle ) { + int i; + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Int_Parse(handle, &i)) { + return qfalse; + } + menu->window.ownerDrawFlags |= i; + return qtrue; +} + +qboolean MenuParse_ownerdraw( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Int_Parse(handle, &menu->window.ownerDraw)) { + return qfalse; + } + return qtrue; +} + + +// decoration +qboolean MenuParse_popup( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + menu->window.flags |= WINDOW_POPUP; + return qtrue; +} + + +qboolean MenuParse_outOfBounds( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + menu->window.flags |= WINDOW_OOB_CLICK; + return qtrue; +} + +qboolean MenuParse_soundLoop( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_String_Parse(handle, &menu->soundName)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_fadeClamp( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Float_Parse(handle, &menu->fadeClamp)) { + return qfalse; + } + return qtrue; +} + +qboolean MenuParse_fadeAmount( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Float_Parse(handle, &menu->fadeAmount)) { + return qfalse; + } + return qtrue; +} + + +qboolean MenuParse_fadeCycle( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + + if (!PC_Int_Parse(handle, &menu->fadeCycle)) { + return qfalse; + } + return qtrue; +} + + +qboolean MenuParse_itemDef( itemDef_t *item, int handle ) { + menuDef_t *menu = (menuDef_t*)item; + if (menu->itemCount < MAX_MENUITEMS) { + menu->items[menu->itemCount] = UI_Alloc(sizeof(itemDef_t)); + Item_Init(menu->items[menu->itemCount]); + if (!Item_Parse(handle, menu->items[menu->itemCount])) { + return qfalse; + } + Item_InitControls(menu->items[menu->itemCount]); + menu->items[menu->itemCount++]->parent = menu; + } + return qtrue; +} + +keywordHash_t menuParseKeywords[] = { + {"font", MenuParse_font, NULL}, + {"name", MenuParse_name, NULL}, + {"fullscreen", MenuParse_fullscreen, NULL}, + {"rect", MenuParse_rect, NULL}, + {"style", MenuParse_style, NULL}, + {"visible", MenuParse_visible, NULL}, + {"onOpen", MenuParse_onOpen, NULL}, + {"onClose", MenuParse_onClose, NULL}, + {"onESC", MenuParse_onESC, NULL}, + {"border", MenuParse_border, NULL}, + {"borderSize", MenuParse_borderSize, NULL}, + {"backcolor", MenuParse_backcolor, NULL}, + {"forecolor", MenuParse_forecolor, NULL}, + {"bordercolor", MenuParse_bordercolor, NULL}, + {"focuscolor", MenuParse_focuscolor, NULL}, + {"disablecolor", MenuParse_disablecolor, NULL}, + {"outlinecolor", MenuParse_outlinecolor, NULL}, + {"background", MenuParse_background, NULL}, + {"ownerdraw", MenuParse_ownerdraw, NULL}, + {"ownerdrawFlag", MenuParse_ownerdrawFlag, NULL}, + {"outOfBoundsClick", MenuParse_outOfBounds, NULL}, + {"soundLoop", MenuParse_soundLoop, NULL}, + {"itemDef", MenuParse_itemDef, NULL}, + {"cinematic", MenuParse_cinematic, NULL}, + {"popup", MenuParse_popup, NULL}, + {"fadeClamp", MenuParse_fadeClamp, NULL}, + {"fadeCycle", MenuParse_fadeCycle, NULL}, + {"fadeAmount", MenuParse_fadeAmount, NULL}, + {NULL, voidFunction2, NULL} +}; + +keywordHash_t *menuParseKeywordHash[KEYWORDHASH_SIZE]; + +/* +=============== +Menu_SetupKeywordHash +=============== +*/ +void Menu_SetupKeywordHash( void ) +{ + int i; + + memset( menuParseKeywordHash, 0, sizeof( menuParseKeywordHash ) ); + + for(i = 0; menuParseKeywords[ i ].keyword; i++ ) + KeywordHash_Add( menuParseKeywordHash, &menuParseKeywords[ i ] ); +} + +/* +=============== +Menu_Parse +=============== +*/ +qboolean Menu_Parse(int handle, menuDef_t *menu) { + pc_token_t token; + keywordHash_t *key; + + if (!trap_Parse_ReadToken(handle, &token)) + return qfalse; + if (*token.string != '{') { + return qfalse; + } + + while ( 1 ) { + + memset(&token, 0, sizeof(pc_token_t)); + if (!trap_Parse_ReadToken(handle, &token)) { + PC_SourceError(handle, "end of file inside menu\n"); + return qfalse; + } + + if (*token.string == '}') { + return qtrue; + } + + key = KeywordHash_Find(menuParseKeywordHash, token.string); + if (!key) { + PC_SourceError(handle, "unknown menu keyword %s", token.string); + continue; + } + if ( !key->func((itemDef_t*)menu, handle) ) { + PC_SourceError(handle, "couldn't parse menu keyword %s", token.string); + return qfalse; + } + } + return qfalse; // bk001205 - LCC missing return value +} + +/* +=============== +Menu_New +=============== +*/ +void Menu_New(int handle) { + menuDef_t *menu = &Menus[menuCount]; + + if (menuCount < MAX_MENUS) { + Menu_Init(menu); + if (Menu_Parse(handle, menu)) { + Menu_PostParse(menu); + menuCount++; + } + } +} + +int Menu_Count( void ) { + return menuCount; +} + +void Menu_PaintAll( void ) { + int i; + if (captureFunc) { + captureFunc(captureData); + } + + for (i = 0; i < Menu_Count(); i++) { + Menu_Paint(&Menus[i], qfalse); + } + + if (debugMode) { + vec4_t v = {1, 1, 1, 1}; + DC->drawText(5, 25, .5, v, va("fps: %f", DC->FPS), 0, 0, 0); + } +} + +void Menu_Reset( void ) +{ + menuCount = 0; +} + +displayContextDef_t *Display_GetContext( void ) { + return DC; +} + +void *Display_CaptureItem(int x, int y) { + int i; + + for (i = 0; i < menuCount; i++) { + // turn off focus each item + // menu->items[i].window.flags &= ~WINDOW_HASFOCUS; + if (Rect_ContainsPoint(&Menus[i].window.rect, x, y)) { + return &Menus[i]; + } + } + return NULL; +} + + +// FIXME: +qboolean Display_MouseMove(void *p, int x, int y) { + int i; + menuDef_t *menu = p; + + if (menu == NULL) { + menu = Menu_GetFocused(); + if (menu) { + if (menu->window.flags & WINDOW_POPUP) { + Menu_HandleMouseMove(menu, x, y); + return qtrue; + } + } + for (i = 0; i < menuCount; i++) { + Menu_HandleMouseMove(&Menus[i], x, y); + } + } else { + menu->window.rect.x += x; + menu->window.rect.y += y; + Menu_UpdatePosition(menu); + } + return qtrue; + +} + +int Display_CursorType(int x, int y) { + int i; + for (i = 0; i < menuCount; i++) { + rectDef_t r2; + r2.x = Menus[i].window.rect.x - 3; + r2.y = Menus[i].window.rect.y - 3; + r2.w = r2.h = 7; + if (Rect_ContainsPoint(&r2, x, y)) { + return CURSOR_SIZER; + } + } + return CURSOR_ARROW; +} + + +void Display_HandleKey(int key, qboolean down, int x, int y) { + menuDef_t *menu = Display_CaptureItem(x, y); + if (menu == NULL) { + menu = Menu_GetFocused(); + } + if (menu) { + Menu_HandleKey(menu, key, down ); + } +} + +static void Window_CacheContents(windowDef_t *window) { + if (window) { + if (window->cinematicName) { + int cin = DC->playCinematic(window->cinematicName, 0, 0, 0, 0); + DC->stopCinematic(cin); + } + } +} + + +static void Item_CacheContents(itemDef_t *item) { + if (item) { + Window_CacheContents(&item->window); + } + +} + +static void Menu_CacheContents(menuDef_t *menu) { + if (menu) { + int i; + Window_CacheContents(&menu->window); + for (i = 0; i < menu->itemCount; i++) { + Item_CacheContents(menu->items[i]); + } + + if (menu->soundName && *menu->soundName) { + DC->registerSound(menu->soundName, qfalse); + } + } + +} + +void Display_CacheAll( void ) { + int i; + for (i = 0; i < menuCount; i++) { + Menu_CacheContents(&Menus[i]); + } +} + + +static qboolean Menu_OverActiveItem(menuDef_t *menu, float x, float y) { + if (menu && menu->window.flags & (WINDOW_VISIBLE | WINDOW_FORCED)) { + if (Rect_ContainsPoint(&menu->window.rect, x, y)) { + int i; + for (i = 0; i < menu->itemCount; i++) { + // turn off focus each item + // menu->items[i].window.flags &= ~WINDOW_HASFOCUS; + + if (!(menu->items[i]->window.flags & (WINDOW_VISIBLE | WINDOW_FORCED))) { + continue; + } + + if (menu->items[i]->window.flags & WINDOW_DECORATION) { + continue; + } + + if (Rect_ContainsPoint(&menu->items[i]->window.rect, x, y)) { + itemDef_t *overItem = menu->items[i]; + if (overItem->type == ITEM_TYPE_TEXT && overItem->text) { + if (Rect_ContainsPoint(Item_CorrectedTextRect(overItem), x, y)) { + return qtrue; + } else { + continue; + } + } else { + return qtrue; + } + } + } + + } + } + return qfalse; +} + diff --git a/src/ui/ui_shared.h b/src/ui/ui_shared.h new file mode 100644 index 0000000..e55cc7f --- /dev/null +++ b/src/ui/ui_shared.h @@ -0,0 +1,454 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#ifndef __UI_SHARED_H +#define __UI_SHARED_H + + +#include "../qcommon/q_shared.h" +#include "../renderer/tr_types.h" +#include "../client/keycodes.h" + +#include "../ui/menudef.h" + +#define MAX_MENUNAME 32 +#define MAX_ITEMTEXT 64 +#define MAX_ITEMACTION 64 +#define MAX_MENUDEFFILE 4096 +#define MAX_MENUFILE 32768 +#define MAX_MENUS 256 +#define MAX_MENUITEMS 128 +#define MAX_COLOR_RANGES 10 +#define MAX_OPEN_MENUS 16 + +#define WINDOW_MOUSEOVER 0x00000001 // mouse is over it, non exclusive +#define WINDOW_HASFOCUS 0x00000002 // has cursor focus, exclusive +#define WINDOW_VISIBLE 0x00000004 // is visible +#define WINDOW_GREY 0x00000008 // is visible but grey ( non-active ) +#define WINDOW_DECORATION 0x00000010 // for decoration only, no mouse, keyboard, etc.. +#define WINDOW_FADINGOUT 0x00000020 // fading out, non-active +#define WINDOW_FADINGIN 0x00000040 // fading in +#define WINDOW_MOUSEOVERTEXT 0x00000080 // mouse is over it, non exclusive +#define WINDOW_INTRANSITION 0x00000100 // window is in transition +#define WINDOW_FORECOLORSET 0x00000200 // forecolor was explicitly set ( used to color alpha images or not ) +#define WINDOW_HORIZONTAL 0x00000400 // for list boxes and sliders, vertical is default this is set of horizontal +#define WINDOW_LB_LEFTARROW 0x00000800 // mouse is over left/up arrow +#define WINDOW_LB_RIGHTARROW 0x00001000 // mouse is over right/down arrow +#define WINDOW_LB_THUMB 0x00002000 // mouse is over thumb +#define WINDOW_LB_PGUP 0x00004000 // mouse is over page up +#define WINDOW_LB_PGDN 0x00008000 // mouse is over page down +#define WINDOW_ORBITING 0x00010000 // item is in orbit +#define WINDOW_OOB_CLICK 0x00020000 // close on out of bounds click +#define WINDOW_WRAPPED 0x00040000 // manually wrap text +#define WINDOW_AUTOWRAPPED 0x00080000 // auto wrap text +#define WINDOW_FORCED 0x00100000 // forced open +#define WINDOW_POPUP 0x00200000 // popup +#define WINDOW_BACKCOLORSET 0x00400000 // backcolor was explicitly set +#define WINDOW_TIMEDVISIBLE 0x00800000 // visibility timing ( NOT implemented ) + + +// CGAME cursor type bits +#define CURSOR_NONE 0x00000001 +#define CURSOR_ARROW 0x00000002 +#define CURSOR_SIZER 0x00000004 + +#ifdef CGAME +#define STRING_POOL_SIZE 128*1024 +#else +#define STRING_POOL_SIZE 384*1024 +#endif +#define MAX_STRING_HANDLES 4096 + +#define MAX_SCRIPT_ARGS 12 +#define MAX_EDITFIELD 256 + +#define ART_FX_BASE "menu/art/fx_base" +#define ART_FX_BLUE "menu/art/fx_blue" +#define ART_FX_CYAN "menu/art/fx_cyan" +#define ART_FX_GREEN "menu/art/fx_grn" +#define ART_FX_RED "menu/art/fx_red" +#define ART_FX_TEAL "menu/art/fx_teal" +#define ART_FX_WHITE "menu/art/fx_white" +#define ART_FX_YELLOW "menu/art/fx_yel" + +#define ASSET_GRADIENTBAR "ui/assets/gradientbar2.tga" +#define ASSET_SCROLLBAR "ui/assets/scrollbar.tga" +#define ASSET_SCROLLBAR_ARROWDOWN "ui/assets/scrollbar_arrow_dwn_a.tga" +#define ASSET_SCROLLBAR_ARROWUP "ui/assets/scrollbar_arrow_up_a.tga" +#define ASSET_SCROLLBAR_ARROWLEFT "ui/assets/scrollbar_arrow_left.tga" +#define ASSET_SCROLLBAR_ARROWRIGHT "ui/assets/scrollbar_arrow_right.tga" +#define ASSET_SCROLL_THUMB "ui/assets/scrollbar_thumb.tga" +#define ASSET_SLIDER_BAR "ui/assets/slider2.tga" +#define ASSET_SLIDER_THUMB "ui/assets/sliderbutt_1.tga" +#define SCROLLBAR_SIZE 16.0 +#define SLIDER_WIDTH 96.0 +#define SLIDER_HEIGHT 16.0 +#define SLIDER_THUMB_WIDTH 12.0 +#define SLIDER_THUMB_HEIGHT 20.0 +#define NUM_CROSSHAIRS 10 + +typedef struct { + const char *command; + const char *args[MAX_SCRIPT_ARGS]; +} scriptDef_t; + + +typedef struct { + float x; // horiz position + float y; // vert position + float w; // width + float h; // height; +} rectDef_t; + +typedef rectDef_t Rectangle; + +// FIXME: do something to separate text vs window stuff +typedef struct { + Rectangle rect; // client coord rectangle + Rectangle rectClient; // screen coord rectangle + const char *name; // + const char *group; // if it belongs to a group + const char *cinematicName; // cinematic name + int cinematic; // cinematic handle + int style; // + int border; // + int ownerDraw; // ownerDraw style + int ownerDrawFlags; // show flags for ownerdraw items + float borderSize; // + int flags; // visible, focus, mouseover, cursor + Rectangle rectEffects; // for various effects + Rectangle rectEffects2; // for various effects + int offsetTime; // time based value for various effects + int nextTime; // time next effect should cycle + vec4_t foreColor; // text color + vec4_t backColor; // border color + vec4_t borderColor; // border color + vec4_t outlineColor; // border color + qhandle_t background; // background asset +} windowDef_t; + +typedef windowDef_t Window; + +typedef struct { + vec4_t color; + float low; + float high; +} colorRangeDef_t; + +// FIXME: combine flags into bitfields to save space +// FIXME: consolidate all of the common stuff in one structure for menus and items +// THINKABOUTME: is there any compelling reason not to have items contain items +// and do away with a menu per say.. major issue is not being able to dynamically allocate +// and destroy stuff.. Another point to consider is adding an alloc free call for vm's and have +// the engine just allocate the pool for it based on a cvar +// many of the vars are re-used for different item types, as such they are not always named appropriately +// the benefits of c++ in DOOM will greatly help crap like this +// FIXME: need to put a type ptr that points to specific type info per type +// +#define MAX_LB_COLUMNS 16 + +typedef struct columnInfo_s { + int pos; + int width; + int maxChars; + int align; +} columnInfo_t; + +typedef struct listBoxDef_s { + int startPos; + int endPos; + int drawPadding; + int cursorPos; + float elementWidth; + float elementHeight; + int elementStyle; + int numColumns; + columnInfo_t columnInfo[MAX_LB_COLUMNS]; + const char *doubleClick; + qboolean notselectable; +} listBoxDef_t; + +typedef struct editFieldDef_s { + float minVal; // edit field limits + float maxVal; // + float defVal; // + float range; // + int maxChars; // for edit fields + int maxPaintChars; // for edit fields + int paintOffset; // +} editFieldDef_t; + +#define MAX_MULTI_CVARS 32 + +typedef struct multiDef_s { + const char *cvarList[MAX_MULTI_CVARS]; + const char *cvarStr[MAX_MULTI_CVARS]; + float cvarValue[MAX_MULTI_CVARS]; + int count; + qboolean strDef; +} multiDef_t; + +typedef struct modelDef_s { + int angle; + vec3_t origin; + float fov_x; + float fov_y; + int rotationSpeed; +} modelDef_t; + +#define CVAR_ENABLE 0x00000001 +#define CVAR_DISABLE 0x00000002 +#define CVAR_SHOW 0x00000004 +#define CVAR_HIDE 0x00000008 + +typedef struct itemDef_s { + Window window; // common positional, border, style, layout info + Rectangle textRect; // rectangle the text ( if any ) consumes + int type; // text, button, radiobutton, checkbox, textfield, listbox, combo + int alignment; // left center right + int textalignment; // ( optional ) alignment for text within rect based on text width + float textalignx; // ( optional ) text alignment x coord + float textaligny; // ( optional ) text alignment x coord + float textscale; // scale percentage from 72pts + int textStyle; // ( optional ) style, normal and shadowed are it for now + const char *text; // display text + void *parent; // menu owner + qhandle_t asset; // handle to asset + const char *mouseEnterText; // mouse enter script + const char *mouseExitText; // mouse exit script + const char *mouseEnter; // mouse enter script + const char *mouseExit; // mouse exit script + const char *action; // select script + const char *onFocus; // select script + const char *leaveFocus; // select script + const char *cvar; // associated cvar + const char *cvarTest; // associated cvar for enable actions + const char *enableCvar; // enable, disable, show, or hide based on value, this can contain a list + int cvarFlags; // what type of action to take on cvarenables + sfxHandle_t focusSound; + int numColors; // number of color ranges + colorRangeDef_t colorRanges[MAX_COLOR_RANGES]; + float special; // used for feeder id's etc.. diff per type + int cursorPos; // cursor position in characters + void *typeData; // type specific data ptr's +} itemDef_t; + +typedef struct { + Window window; + const char *font; // font + qboolean fullScreen; // covers entire screen + int itemCount; // number of items; + int fontIndex; // + int cursorItem; // which item as the cursor + int fadeCycle; // + float fadeClamp; // + float fadeAmount; // + const char *onOpen; // run when the menu is first opened + const char *onClose; // run when the menu is closed + const char *onESC; // run when the menu is closed + const char *soundName; // background loop sound for menu + + vec4_t focusColor; // focus color for items + vec4_t disableColor; // focus color for items + itemDef_t *items[MAX_MENUITEMS]; // items this menu contains +} menuDef_t; + +typedef struct { + const char *fontStr; + const char *cursorStr; + const char *gradientStr; + fontInfo_t textFont; + fontInfo_t smallFont; + fontInfo_t bigFont; + qhandle_t cursor; + qhandle_t gradientBar; + qhandle_t scrollBarArrowUp; + qhandle_t scrollBarArrowDown; + qhandle_t scrollBarArrowLeft; + qhandle_t scrollBarArrowRight; + qhandle_t scrollBar; + qhandle_t scrollBarThumb; + qhandle_t buttonMiddle; + qhandle_t buttonInside; + qhandle_t solidBox; + qhandle_t sliderBar; + qhandle_t sliderThumb; + sfxHandle_t menuEnterSound; + sfxHandle_t menuExitSound; + sfxHandle_t menuBuzzSound; + sfxHandle_t itemFocusSound; + float fadeClamp; + int fadeCycle; + float fadeAmount; + float shadowX; + float shadowY; + vec4_t shadowColor; + float shadowFadeClamp; + qboolean fontRegistered; + +} cachedAssets_t; + +typedef struct { + const char *name; + void (*handler) (itemDef_t *item, char** args); +} commandDef_t; + +typedef struct { + qhandle_t (*registerShaderNoMip) (const char *p); + void (*setColor) (const vec4_t v); + void (*drawHandlePic) (float x, float y, float w, float h, qhandle_t asset); + void (*drawStretchPic) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ); + void (*drawText) (float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style ); + int (*textWidth) (const char *text, float scale, int limit); + int (*textHeight) (const char *text, float scale, int limit); + qhandle_t (*registerModel) (const char *p); + void (*modelBounds) (qhandle_t model, vec3_t min, vec3_t max); + void (*fillRect) ( float x, float y, float w, float h, const vec4_t color); + void (*drawRect) ( float x, float y, float w, float h, float size, const vec4_t color); + void (*drawSides) (float x, float y, float w, float h, float size); + void (*drawTopBottom) (float x, float y, float w, float h, float size); + void (*clearScene) (void); + void (*addRefEntityToScene) (const refEntity_t *re ); + void (*renderScene) ( const refdef_t *fd ); + void (*registerFont) (const char *pFontname, int pointSize, fontInfo_t *font); + void (*ownerDrawItem) (float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle); + float (*getValue) (int ownerDraw); + qboolean (*ownerDrawVisible) (int flags); + void (*runScript)(char **p); + void (*getTeamColor)(vec4_t *color); + void (*getCVarString)(const char *cvar, char *buffer, int bufsize); + float (*getCVarValue)(const char *cvar); + void (*setCVar)(const char *cvar, const char *value); + void (*drawTextWithCursor)(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style); + void (*setOverstrikeMode)(qboolean b); + qboolean (*getOverstrikeMode)( void ); + void (*startLocalSound)( sfxHandle_t sfx, int channelNum ); + qboolean (*ownerDrawHandleKey)(int ownerDraw, int flags, float *special, int key); + int (*feederCount)(float feederID); + const char *(*feederItemText)(float feederID, int index, int column, qhandle_t *handle); + qhandle_t (*feederItemImage)(float feederID, int index); + void (*feederSelection)(float feederID, int index); + void (*keynumToStringBuf)( int keynum, char *buf, int buflen ); + void (*getBindingBuf)( int keynum, char *buf, int buflen ); + void (*setBinding)( int keynum, const char *binding ); + void (*executeText)(int exec_when, const char *text ); + void (*Error)(int level, const char *error, ...); + void (*Print)(const char *msg, ...); + void (*Pause)(qboolean b); + int (*ownerDrawWidth)(int ownerDraw, float scale); + sfxHandle_t (*registerSound)(const char *name, qboolean compressed); + void (*startBackgroundTrack)( const char *intro, const char *loop); + void (*stopBackgroundTrack)( void ); + int (*playCinematic)(const char *name, float x, float y, float w, float h); + void (*stopCinematic)(int handle); + void (*drawCinematic)(int handle, float x, float y, float w, float h); + void (*runCinematicFrame)(int handle); + + float yscale; + float xscale; + float bias; + int realTime; + int frameTime; + int cursorx; + int cursory; + qboolean debug; + + cachedAssets_t Assets; + + glconfig_t glconfig; + qhandle_t whiteShader; + qhandle_t gradientImage; + qhandle_t cursor; + float FPS; + +} displayContextDef_t; + +const char *String_Alloc(const char *p); +void String_Init( void ); +void String_Report( void ); +void Init_Display(displayContextDef_t *dc); +void Display_ExpandMacros(char * buff); +void Menu_Init(menuDef_t *menu); +void Item_Init(itemDef_t *item); +void Menu_PostParse(menuDef_t *menu); +menuDef_t *Menu_GetFocused( void ); +void Menu_HandleKey(menuDef_t *menu, int key, qboolean down); +void Menu_HandleMouseMove(menuDef_t *menu, float x, float y); +void Menu_ScrollFeeder(menuDef_t *menu, int feeder, qboolean down); +qboolean Float_Parse(char **p, float *f); +qboolean Color_Parse(char **p, vec4_t *c); +qboolean Int_Parse(char **p, int *i); +qboolean Rect_Parse(char **p, rectDef_t *r); +qboolean String_Parse(char **p, const char **out); +qboolean Script_Parse(char **p, const char **out); +qboolean PC_Float_Parse(int handle, float *f); +qboolean PC_Color_Parse(int handle, vec4_t *c); +qboolean PC_Int_Parse(int handle, int *i); +qboolean PC_Rect_Parse(int handle, rectDef_t *r); +qboolean PC_String_Parse(int handle, const char **out); +qboolean PC_Script_Parse(int handle, const char **out); +int Menu_Count( void ); +void Menu_New(int handle); +void Menu_PaintAll( void ); +menuDef_t *Menus_ActivateByName(const char *p); +void Menu_Reset( void ); +qboolean Menus_AnyFullScreenVisible( void ); +void Menus_Activate(menuDef_t *menu); + +displayContextDef_t *Display_GetContext( void ); +void *Display_CaptureItem(int x, int y); +qboolean Display_MouseMove(void *p, int x, int y); +int Display_CursorType(int x, int y); +qboolean Display_KeyBindPending( void ); +void Menus_OpenByName(const char *p); +menuDef_t *Menus_FindByName(const char *p); +void Menus_ShowByName(const char *p); +void Menus_CloseByName(const char *p); +void Display_HandleKey(int key, qboolean down, int x, int y); +void LerpColor(vec4_t a, vec4_t b, vec4_t c, float t); +void Menus_CloseAll( void ); +void Menu_Paint(menuDef_t *menu, qboolean forcePaint); +void Menu_SetFeederSelection(menuDef_t *menu, int feeder, int index, const char *name); +void Display_CacheAll( void ); + +void *UI_Alloc( int size ); +void UI_InitMemory( void ); +qboolean UI_OutOfMemory( void ); + +void Controls_GetConfig( void ); +void Controls_SetConfig(qboolean restart); +void Controls_SetDefaults( void ); + +//for cg_draw.c +void Item_Text_AutoWrapped_Paint( itemDef_t *item ); + +int trap_Parse_AddGlobalDefine( char *define ); +int trap_Parse_LoadSource( const char *filename ); +int trap_Parse_FreeSource( int handle ); +int trap_Parse_ReadToken( int handle, pc_token_t *pc_token ); +int trap_Parse_SourceFileAndLine( int handle, char *filename, int *line ); + +void BindingFromName( const char *cvar ); +extern char g_nameBind1[ 32 ]; +extern char g_nameBind2[ 32 ]; +#endif diff --git a/src/ui/ui_syscalls.asm b/src/ui/ui_syscalls.asm new file mode 100644 index 0000000..1b236fe --- /dev/null +++ b/src/ui/ui_syscalls.asm @@ -0,0 +1,98 @@ +code + +equ trap_Error -1 +equ trap_Print -2 +equ trap_Milliseconds -3 +equ trap_Cvar_Set -4 +equ trap_Cvar_VariableValue -5 +equ trap_Cvar_VariableStringBuffer -6 +equ trap_Cvar_SetValue -7 +equ trap_Cvar_Reset -8 +equ trap_Cvar_Create -9 +equ trap_Cvar_InfoStringBuffer -10 +equ trap_Argc -11 +equ trap_Argv -12 +equ trap_Cmd_ExecuteText -13 +equ trap_FS_FOpenFile -14 +equ trap_FS_Read -15 +equ trap_FS_Write -16 +equ trap_FS_FCloseFile -17 +equ trap_FS_GetFileList -18 +equ trap_R_RegisterModel -19 +equ trap_R_RegisterSkin -20 +equ trap_R_RegisterShaderNoMip -21 +equ trap_R_ClearScene -22 +equ trap_R_AddRefEntityToScene -23 +equ trap_R_AddPolyToScene -24 +equ trap_R_AddLightToScene -25 +equ trap_R_RenderScene -26 +equ trap_R_SetColor -27 +equ trap_R_DrawStretchPic -28 +equ trap_UpdateScreen -29 +equ trap_CM_LerpTag -30 +equ trap_CM_LoadModel -31 +equ trap_S_RegisterSound -32 +equ trap_S_StartLocalSound -33 +equ trap_Key_KeynumToStringBuf -34 +equ trap_Key_GetBindingBuf -35 +equ trap_Key_SetBinding -36 +equ trap_Key_IsDown -37 +equ trap_Key_GetOverstrikeMode -38 +equ trap_Key_SetOverstrikeMode -39 +equ trap_Key_ClearStates -40 +equ trap_Key_GetCatcher -41 +equ trap_Key_SetCatcher -42 +equ trap_GetClipboardData -43 +equ trap_GetGlconfig -44 +equ trap_GetClientState -45 +equ trap_GetConfigString -46 +equ trap_LAN_GetPingQueueCount -47 +equ trap_LAN_ClearPing -48 +equ trap_LAN_GetPing -49 +equ trap_LAN_GetPingInfo -50 +equ trap_Cvar_Register -51 +equ trap_Cvar_Update -52 +equ trap_MemoryRemaining -53 +equ trap_R_RegisterFont -54 +equ trap_R_ModelBounds -55 +equ trap_Parse_AddGlobalDefine -56 +equ trap_Parse_LoadSource -57 +equ trap_Parse_FreeSource -58 +equ trap_Parse_ReadToken -59 +equ trap_Parse_SourceFileAndLine -60 +equ trap_S_StopBackgroundTrack -61 +equ trap_S_StartBackgroundTrack -62 +equ trap_RealTime -63 +equ trap_LAN_GetServerCount -64 +equ trap_LAN_GetServerAddressString -65 +equ trap_LAN_GetServerInfo -66 +equ trap_LAN_MarkServerVisible -67 +equ trap_LAN_UpdateVisiblePings -68 +equ trap_LAN_ResetPings -69 +equ trap_LAN_LoadCachedServers -70 +equ trap_LAN_SaveCachedServers -71 +equ trap_LAN_AddServer -72 +equ trap_LAN_RemoveServer -73 +equ trap_CIN_PlayCinematic -74 +equ trap_CIN_StopCinematic -75 +equ trap_CIN_RunCinematic -76 +equ trap_CIN_DrawCinematic -77 +equ trap_CIN_SetExtents -78 +equ trap_R_RemapShader -79 +equ trap_LAN_ServerStatus -80 +equ trap_LAN_GetServerPing -81 +equ trap_LAN_ServerIsVisible -82 +equ trap_LAN_CompareServers -83 +equ trap_FS_Seek -84 +equ trap_SetPbClStatus -85 + +equ memset -101 +equ memcpy -102 +equ strncpy -103 +equ sin -104 +equ cos -105 +equ atan2 -106 +equ sqrt -107 +equ floor -108 +equ ceil -109 + diff --git a/src/ui/ui_syscalls.c b/src/ui/ui_syscalls.c new file mode 100644 index 0000000..528658e --- /dev/null +++ b/src/ui/ui_syscalls.c @@ -0,0 +1,387 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Tremulous is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Tremulous; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ + +#include "ui_local.h" + +// this file is only included when building a dll +// syscalls.asm is included instead when building a qvm + +static intptr_t (QDECL *syscall)( intptr_t arg, ... ) = (intptr_t (QDECL *)( intptr_t, ...))-1; + +void dllEntry( intptr_t (QDECL *syscallptr)( intptr_t arg,... ) ) { + syscall = syscallptr; +} + +int PASSFLOAT( float x ) { + float floatTemp; + floatTemp = x; + return *(int *)&floatTemp; +} + +void trap_Print( const char *string ) { + syscall( UI_PRINT, string ); +} + +void trap_Error( const char *string ) { + syscall( UI_ERROR, string ); +} + +int trap_Milliseconds( void ) { + return syscall( UI_MILLISECONDS ); +} + +void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ) { + syscall( UI_CVAR_REGISTER, cvar, var_name, value, flags ); +} + +void trap_Cvar_Update( vmCvar_t *cvar ) { + syscall( UI_CVAR_UPDATE, cvar ); +} + +void trap_Cvar_Set( const char *var_name, const char *value ) { + syscall( UI_CVAR_SET, var_name, value ); +} + +float trap_Cvar_VariableValue( const char *var_name ) { + int temp; + temp = syscall( UI_CVAR_VARIABLEVALUE, var_name ); + return (*(float*)&temp); +} + +void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ) { + syscall( UI_CVAR_VARIABLESTRINGBUFFER, var_name, buffer, bufsize ); +} + +void trap_Cvar_SetValue( const char *var_name, float value ) { + syscall( UI_CVAR_SETVALUE, var_name, PASSFLOAT( value ) ); +} + +void trap_Cvar_Reset( const char *name ) { + syscall( UI_CVAR_RESET, name ); +} + +void trap_Cvar_Create( const char *var_name, const char *var_value, int flags ) { + syscall( UI_CVAR_CREATE, var_name, var_value, flags ); +} + +void trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize ) { + syscall( UI_CVAR_INFOSTRINGBUFFER, bit, buffer, bufsize ); +} + +int trap_Argc( void ) { + return syscall( UI_ARGC ); +} + +void trap_Argv( int n, char *buffer, int bufferLength ) { + syscall( UI_ARGV, n, buffer, bufferLength ); +} + +void trap_Cmd_ExecuteText( int exec_when, const char *text ) { + syscall( UI_CMD_EXECUTETEXT, exec_when, text ); +} + +int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ) { + return syscall( UI_FS_FOPENFILE, qpath, f, mode ); +} + +void trap_FS_Read( void *buffer, int len, fileHandle_t f ) { + syscall( UI_FS_READ, buffer, len, f ); +} + +void trap_FS_Write( const void *buffer, int len, fileHandle_t f ) { + syscall( UI_FS_WRITE, buffer, len, f ); +} + +void trap_FS_FCloseFile( fileHandle_t f ) { + syscall( UI_FS_FCLOSEFILE, f ); +} + +int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ) { + return syscall( UI_FS_GETFILELIST, path, extension, listbuf, bufsize ); +} + +int trap_FS_Seek( fileHandle_t f, long offset, int origin ) { + return syscall( UI_FS_SEEK, f, offset, origin ); +} + +qhandle_t trap_R_RegisterModel( const char *name ) { + return syscall( UI_R_REGISTERMODEL, name ); +} + +qhandle_t trap_R_RegisterSkin( const char *name ) { + return syscall( UI_R_REGISTERSKIN, name ); +} + +void trap_R_RegisterFont(const char *fontName, int pointSize, fontInfo_t *font) { + syscall( UI_R_REGISTERFONT, fontName, pointSize, font ); +} + +qhandle_t trap_R_RegisterShaderNoMip( const char *name ) { + return syscall( UI_R_REGISTERSHADERNOMIP, name ); +} + +void trap_R_ClearScene( void ) { + syscall( UI_R_CLEARSCENE ); +} + +void trap_R_AddRefEntityToScene( const refEntity_t *re ) { + syscall( UI_R_ADDREFENTITYTOSCENE, re ); +} + +void trap_R_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts ) { + syscall( UI_R_ADDPOLYTOSCENE, hShader, numVerts, verts ); +} + +void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b ) { + syscall( UI_R_ADDLIGHTTOSCENE, org, PASSFLOAT(intensity), PASSFLOAT(r), PASSFLOAT(g), PASSFLOAT(b) ); +} + +void trap_R_RenderScene( const refdef_t *fd ) { + syscall( UI_R_RENDERSCENE, fd ); +} + +void trap_R_SetColor( const float *rgba ) { + syscall( UI_R_SETCOLOR, rgba ); +} + +void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) { + syscall( UI_R_DRAWSTRETCHPIC, PASSFLOAT(x), PASSFLOAT(y), PASSFLOAT(w), PASSFLOAT(h), PASSFLOAT(s1), PASSFLOAT(t1), PASSFLOAT(s2), PASSFLOAT(t2), hShader ); +} + +void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs ) { + syscall( UI_R_MODELBOUNDS, model, mins, maxs ); +} + +void trap_UpdateScreen( void ) { + syscall( UI_UPDATESCREEN ); +} + +int trap_CM_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame, float frac, const char *tagName ) { + return syscall( UI_CM_LERPTAG, tag, mod, startFrame, endFrame, PASSFLOAT(frac), tagName ); +} + +void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum ) { + syscall( UI_S_STARTLOCALSOUND, sfx, channelNum ); +} + +sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) { + return syscall( UI_S_REGISTERSOUND, sample, compressed ); +} + +void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen ) { + syscall( UI_KEY_KEYNUMTOSTRINGBUF, keynum, buf, buflen ); +} + +void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen ) { + syscall( UI_KEY_GETBINDINGBUF, keynum, buf, buflen ); +} + +void trap_Key_SetBinding( int keynum, const char *binding ) { + syscall( UI_KEY_SETBINDING, keynum, binding ); +} + +qboolean trap_Key_IsDown( int keynum ) { + return syscall( UI_KEY_ISDOWN, keynum ); +} + +qboolean trap_Key_GetOverstrikeMode( void ) { + return syscall( UI_KEY_GETOVERSTRIKEMODE ); +} + +void trap_Key_SetOverstrikeMode( qboolean state ) { + syscall( UI_KEY_SETOVERSTRIKEMODE, state ); +} + +void trap_Key_ClearStates( void ) { + syscall( UI_KEY_CLEARSTATES ); +} + +int trap_Key_GetCatcher( void ) { + return syscall( UI_KEY_GETCATCHER ); +} + +void trap_Key_SetCatcher( int catcher ) { + syscall( UI_KEY_SETCATCHER, catcher ); +} + +void trap_GetClipboardData( char *buf, int bufsize ) { + syscall( UI_GETCLIPBOARDDATA, buf, bufsize ); +} + +void trap_GetClientState( uiClientState_t *state ) { + syscall( UI_GETCLIENTSTATE, state ); +} + +void trap_GetGlconfig( glconfig_t *glconfig ) { + syscall( UI_GETGLCONFIG, glconfig ); +} + +int trap_GetConfigString( int index, char* buff, int buffsize ) { + return syscall( UI_GETCONFIGSTRING, index, buff, buffsize ); +} + +int trap_LAN_GetServerCount( int source ) { + return syscall( UI_LAN_GETSERVERCOUNT, source ); +} + +void trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen ) { + syscall( UI_LAN_GETSERVERADDRESSSTRING, source, n, buf, buflen ); +} + +void trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen ) { + syscall( UI_LAN_GETSERVERINFO, source, n, buf, buflen ); +} + +int trap_LAN_GetServerPing( int source, int n ) { + return syscall( UI_LAN_GETSERVERPING, source, n ); +} + +int trap_LAN_GetPingQueueCount( void ) { + return syscall( UI_LAN_GETPINGQUEUECOUNT ); +} + +int trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen ) { + return syscall( UI_LAN_SERVERSTATUS, serverAddress, serverStatus, maxLen ); +} + +void trap_LAN_SaveCachedServers( void ) { + syscall( UI_LAN_SAVECACHEDSERVERS ); +} + +void trap_LAN_LoadCachedServers( void ) { + syscall( UI_LAN_LOADCACHEDSERVERS ); +} + +void trap_LAN_ResetPings(int n) { + syscall( UI_LAN_RESETPINGS, n ); +} + +void trap_LAN_ClearPing( int n ) { + syscall( UI_LAN_CLEARPING, n ); +} + +void trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime ) { + syscall( UI_LAN_GETPING, n, buf, buflen, pingtime ); +} + +void trap_LAN_GetPingInfo( int n, char *buf, int buflen ) { + syscall( UI_LAN_GETPINGINFO, n, buf, buflen ); +} + +void trap_LAN_MarkServerVisible( int source, int n, qboolean visible ) { + syscall( UI_LAN_MARKSERVERVISIBLE, source, n, visible ); +} + +int trap_LAN_ServerIsVisible( int source, int n) { + return syscall( UI_LAN_SERVERISVISIBLE, source, n ); +} + +qboolean trap_LAN_UpdateVisiblePings( int source ) { + return syscall( UI_LAN_UPDATEVISIBLEPINGS, source ); +} + +int trap_LAN_AddServer(int source, const char *name, const char *addr) { + return syscall( UI_LAN_ADDSERVER, source, name, addr ); +} + +void trap_LAN_RemoveServer(int source, const char *addr) { + syscall( UI_LAN_REMOVESERVER, source, addr ); +} + +int trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 ) { + return syscall( UI_LAN_COMPARESERVERS, source, sortKey, sortDir, s1, s2 ); +} + +int trap_MemoryRemaining( void ) { + return syscall( UI_MEMORY_REMAINING ); +} + +int trap_Parse_AddGlobalDefine( char *define ) { + return syscall( UI_PARSE_ADD_GLOBAL_DEFINE, define ); +} + +int trap_Parse_LoadSource( const char *filename ) { + return syscall( UI_PARSE_LOAD_SOURCE, filename ); +} + +int trap_Parse_FreeSource( int handle ) { + return syscall( UI_PARSE_FREE_SOURCE, handle ); +} + +int trap_Parse_ReadToken( int handle, pc_token_t *pc_token ) { + return syscall( UI_PARSE_READ_TOKEN, handle, pc_token ); +} + +int trap_Parse_SourceFileAndLine( int handle, char *filename, int *line ) { + return syscall( UI_PARSE_SOURCE_FILE_AND_LINE, handle, filename, line ); +} + +void trap_S_StopBackgroundTrack( void ) { + syscall( UI_S_STOPBACKGROUNDTRACK ); +} + +void trap_S_StartBackgroundTrack( const char *intro, const char *loop) { + syscall( UI_S_STARTBACKGROUNDTRACK, intro, loop ); +} + +int trap_RealTime(qtime_t *qtime) { + return syscall( UI_REAL_TIME, qtime ); +} + +// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate) +int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits) { + return syscall(UI_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits); +} + +// stops playing the cinematic and ends it. should always return FMV_EOF +// cinematics must be stopped in reverse order of when they are started +e_status trap_CIN_StopCinematic(int handle) { + return syscall(UI_CIN_STOPCINEMATIC, handle); +} + + +// will run a frame of the cinematic but will not draw it. Will return FMV_EOF if the end of the cinematic has been reached. +e_status trap_CIN_RunCinematic (int handle) { + return syscall(UI_CIN_RUNCINEMATIC, handle); +} + + +// draws the current frame +void trap_CIN_DrawCinematic (int handle) { + syscall(UI_CIN_DRAWCINEMATIC, handle); +} + + +// allows you to resize the animation dynamically +void trap_CIN_SetExtents (int handle, int x, int y, int w, int h) { + syscall(UI_CIN_SETEXTENTS, handle, x, y, w, h); +} + + +void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset ) { + syscall( UI_R_REMAP_SHADER, oldShader, newShader, timeOffset ); +} + +void trap_SetPbClStatus( int status ) { + syscall( UI_SET_PBCLSTATUS, status ); +} -- cgit