Files
Jedi-Academy/codemp/ui/ui_main.c
2013-04-04 14:32:05 -07:00

13882 lines
370 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
/*
=======================================================================
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 "../ghoul2/G2.h"
#include "ui_local.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/game_version.h"
#include "ui_force.h"
#include "../cgame/animtable.h" //we want this to be compiled into the module because we access it in the shared module.
#include "../game/bg_saga.h"
#include "..\cgame\holocronicons.h"
#ifdef _XBOX
#include "../qcommon/qcommon.h"
#include "..\xbox\xboxcommon.h"
#include "../qcommon/xb_settings.h"
#endif
extern void IN_DisplayControllerUnplugged( int controller );
extern void UI_SaberAttachToChar( itemDef_t *item );
extern const char *SE_GetString( const char *psPackageAndStringReference );
char *forcepowerDesc[NUM_FORCE_POWERS] =
{
"@MENUS_OF_EFFECT_JEDI_ONLY_NEFFECT",
"@MENUS_DURATION_IMMEDIATE_NAREA",
"@MENUS_DURATION_5_SECONDS_NAREA",
"@MENUS_DURATION_INSTANTANEOUS",
"@MENUS_INSTANTANEOUS_EFFECT_NAREA",
"@MENUS_DURATION_VARIABLE_20",
"@MENUS_DURATION_INSTANTANEOUS_NAREA",
"@MENUS_OF_EFFECT_LIVING_PERSONS",
"@MENUS_DURATION_VARIABLE_10",
"@MENUS_DURATION_VARIABLE_NAREA",
"@MENUS_DURATION_CONTINUOUS_NAREA",
"@MENUS_OF_EFFECT_JEDI_ALLIES_NEFFECT",
"@MENUS_EFFECT_JEDI_ALLIES_NEFFECT",
"@MENUS_VARIABLE_NAREA_OF_EFFECT",
"@MENUS_EFFECT_NAREA_OF_EFFECT",
"@SP_INGAME_FORCE_SABER_OFFENSE_DESC",
"@SP_INGAME_FORCE_SABER_DEFENSE_DESC",
"@SP_INGAME_FORCE_SABER_THROW_DESC"
};
#ifdef _XBOX
#include "../cgame/cg_local.h"
#include "../client/cl_data.h"
#include "../renderer/modelmem.h"
#include "../xbox/XBLive.h"
#include "../xbox/XBoxCommon.h"
#include "../xbox/XBVoice.h"
#include <xonline.h>
extern XONLINE_ACCEPTED_GAMEINVITE *Sys_AcceptedInvite( void );
// Used to check that only the client that started the UI can control things
int uiClientNum = 0;
int uiclientInputClosed =0;
int storedClientInputClosed =0;
qboolean uiControllerMenu = qfalse;
int unpluggedcontrol2= -1;
#define PAUSE_DELAY 5
int gDelayedPause = 0;
//JLF
int gScrollAccum = 0;
int gScrollDelta = 0;
#define ARROW_SPACE 8
char uglyMug1 = 0;
char uglyMug2 = 0;
#define TEXTSCROLLDESCRETESTEP 50
void UpdateNextBotSlot( void );
void UpdatePrevBotSlot( void );
#define LISTBUFSIZE 10240
#define filepathlength 120
struct playerProfile_t
{
char listBuf[LISTBUFSIZE]; // The list of file names read in
// For scrolling through file names
int currentLine; // Index to currentSaveFileComments[] currently highlighted
int fileCnt; // Number of save files read in
char *modelName;
};
playerProfile_t s_playerProfile;
void resetProfileFileCount()
{
s_playerProfile.fileCnt = -1;
};
#define MAX_PROFILEFILES 8
#define COMMENTSIZE 64
typedef struct
{
char currentProfileName[COMMENTSIZE]; // file name of savegame
char currentProfileComments[COMMENTSIZE]; // file comment
char currentProfileDateTimeString[COMMENTSIZE]; // file time and date
time_t currentProfileDateTime;
} profileData_t;
static profileData_t s_ProfileData[MAX_PROFILEFILES];
void ReadSaveDirectoryProfiles(void);
int UI_GetMaxForceRank(void)
{
char info[MAX_INFO_VALUE];
info[0] = 0;
trap_GetConfigString(CS_SERVERINFO, info, sizeof(info));
return atoi(Info_ValueForKey(info, "g_maxForceRank"));
}
#ifdef _XBOX
// VIRTUAL KEYBOARD DEFINES ETC
//
// Warning: These next values must work out so that there are at least 2 columns and/or
// 2 rows. Otherwise you will not be able to compile because of divide by zero errors.
// Not to mention the ugly keyboard you'd be designing
#define SKB_NUM_LETTERS (36)
#define SKB_NUM_COLS (10) // must be > 1 and < SKB_NUM_LETTERS-1
#define SKB_NUM_ROWS ((SKB_NUM_LETTERS%SKB_NUM_COLS)?(SKB_NUM_LETTERS/SKB_NUM_COLS+1):(SKB_NUM_LETTERS/SKB_NUM_COLS))
#define SKB_TOP (225)
#define SKB_BOT (350)
#define SKB_LEFT (100)
#define SKB_RIGHT (540)
#define SKB_STRING_LENGTH (10)
#define SKB_STRING_TOP (150)
#define SKB_STRING_LEFT (200)
#define SKB_SPACE_H ((SKB_RIGHT-SKB_LEFT)/(SKB_NUM_COLS-1))
#define SKB_SPACE_V ((SKB_BOT-SKB_TOP)/(SKB_NUM_ROWS-1))
#define SKB_ACCEPT_NAME ("skb_accept")
#define SKB_DELETE_NAME ("skb_delete")
#define SKB_KEYBOARD_NAME ("skb_keyboard")
#define SKB_OK_X (390)
#define SKB_OK_Y (400)
#define SKB_BACKSPACE_X (250)
#define SKB_BACKSPACE_Y (400)
#define SKB_PULSE_LARGE (2.80f)
#define SKB_PULSE_SMALL (2.25f)
#define SKB_PULSE_SPEED (0.025f)
char *letters[SKB_NUM_LETTERS] = {
"0", "1", "2", "3",
"4", "5", "6", "7",
"8", "9",
"A", "B", "C", "D",
"E", "F", "G", "H",
"I", "J", "K", "L",
"M", "N", "O", "P",
"Q", "R", "S", "T",
"U", "V", "W", "X",
"Y", "Z", };
typedef struct
{
short activeKey;
short curStringPos;
short curCol;
short curRow;
float pulse_size;
bool pulse_up;
} softkeyboardDef_t;
softkeyboardDef_t skb;
static qboolean UI_SoftKeyboard_HandleKey(int flags, float *special, int key);
static qboolean UI_SoftKeyboardDelete_HandleKey(int flags, float *special, int key);
static qboolean UI_SoftKeyboardAccept_HandleKey(int flags, float *special, int key);
static void UI_SoftKeyboardInit();
static void UI_SoftKeyboardDelete();
static void UI_SoftKeyboardAccept();
static void UI_SoftKeyboard_Draw();
static void UI_SoftKeyboardDelete_Draw();
static void UI_SoftKeyboardAccept_Draw();
static void UI_DrawVoteDesc();
static void UI_DrawPlayerKickDesc();
static void UI_DrawInvisibleVoteListener();
static int UI_MapCountByCurrentGameType();
static void UI_UpdateMoves( void );
static const char *UI_SelectedTeamHead(int index, int *actual);
#endif //_XBOX
/*
===============
UI_XB_BotScript
Handle all UI script calls for our fake scrolling bot list screen
===============
*/
#include "../namespace_begin.h"
extern void Menu_SetItemText(const menuDef_t *menu,const char *itemName, const char *text);
extern void Menu_SetItemBackground(const menuDef_t *menu, const char *itemName, const char *background);
qboolean Item_SetFocus(itemDef_t *item, float x, float y);
#include "../namespace_end.h"
// Dirty little function to get the number of clients that are GOING to
// be in the game, while we're in the UI - used for bot config and such
int UI_NumClients( void )
{
return trap_Cvar_VariableValue("ui_dedicated") ? 0 : ClientManager::NumClients();
}
void UI_XB_BotScript(char **args, const char *name)
{
// Currently visible settings, before commiting back to cvars
static int botValues[16];
static int numBlue, numRed;
static int visibleRows, curOffset;
static char labels[4][4]; // Labels for each item
static bool teamGame;
if ( !String_Parse(args, &name) || !name )
{
return;
}
else if(Q_stricmp(name, "Init") == 0)
{
// How many bots of each color?
numBlue = trap_Cvar_VariableValue( "ui_numBlueBots" );
numRed = trap_Cvar_VariableValue( "ui_numRedBots" );
// Is this a team game?
int gameType = trap_Cvar_VariableValue( "ui_netGameType" );
teamGame = (gameType == 2) || (gameType == 3) || (gameType == 5);
// Fetch all the current ui_blueteam and ui_redteam cvars:
int i;
for(i = 0; i < numBlue; ++i)
{
int bot = trap_Cvar_VariableValue( va("ui_blueteam%i", i+1) );
if (bot > 1)
botValues[i] = bot - 2;
else
botValues[i] = 0;
}
for(i = 0; i < numRed; ++i)
{
int bot = trap_Cvar_VariableValue( va("ui_redteam%i", i+1) );
if (bot > 1)
botValues[numBlue+i] = bot - 2;
else
botValues[numBlue+i] = 0;
}
// How many rows of scrolling joy do we need?
visibleRows = (numBlue+numRed < 4) ? numBlue+numRed : 4;
trap_Cvar_SetValue( "xb_botRows", visibleRows );
// For every visible row, set the label, current value, and portrait:
menuDef_t *menu = Menu_GetFocused();
for(i = 0; i < visibleRows; ++i)
{
// Label
Com_sprintf( labels[i], sizeof(labels[0]), "%i:", i+1 );
Menu_SetItemText(menu, va("bot%i",i), labels[i]);
// Value
trap_Cvar_SetValue( va("ui_bot%i", i), botValues[i] );
}
// curOffset is the index (in botValues) of the first visible row
curOffset = 0;
}
else if(Q_stricmp(name, "Confirm") == 0)
{
int i;
// First, grab all the changes from the currently visible controls
for(i = 0; i < visibleRows; ++i)
botValues[curOffset+i] = trap_Cvar_VariableValue( va("ui_bot%i",i) );
// Now, commit all botValues entries to the ui_blueteam and ui_redteam cvars
for(i = 0; i < numBlue; ++i)
trap_Cvar_SetValue( va("ui_blueteam%i",i+1), botValues[i]+2 );
for(i = 0; i < numRed; ++i)
trap_Cvar_SetValue( va("ui_redteam%i",i+1), botValues[numBlue+i]+2 );
}
else if(Q_stricmp(name, "ScrollUp") == 0)
{
menuDef_t *menu = Menu_GetFocused();
// We fell off the top of the multi-list, go to the bottom of the list:
if (curOffset == 0)
{
goto jumptobottom; // I'm sorry. Really. - BTO
}
// Copy changes to last entry into botValues. This can only happen on the fourth row
botValues[curOffset+3] = trap_Cvar_VariableValue( "ui_bot3" );
// Propagate changes down
int i;
for(i = 3; i >= 1; --i)
{
// Set new label
Com_sprintf( labels[i], sizeof(labels[0]), "%i:", curOffset+i );
// Copy value
trap_Cvar_SetValue( va("ui_bot%i",i), trap_Cvar_VariableValue( va("ui_bot%i",i-1) ) );
}
// Fill in new first item
Com_sprintf( labels[0], sizeof(labels[0]), "%i:", curOffset );
trap_Cvar_SetValue( "ui_bot0", botValues[curOffset-1] );
// Adjust our offset
curOffset--;
// Put focus back on the first item
Item_SetFocus(Menu_FindItemByName( menu, "bot0" ), 0, 0);
}
else if(Q_stricmp(name, "ScrollDown") == 0)
{
menuDef_t *menu = Menu_GetFocused();
// We fell off the bottom of the multi-list, go to the top of the list:
if (curOffset+4 >= numRed+numBlue)
{
goto jumptotop; // I swear! I'll never do it again! - BTO
}
// Copy changes to first entry into botValues. This can only happen on the first row
botValues[curOffset] = trap_Cvar_VariableValue( "ui_bot0" );
// Propagate changes up
int i;
for(i = 0; i <= 2; ++i)
{
// Set new label
Com_sprintf( labels[i], sizeof(labels[0]), "%i:", curOffset+i+2 );
// Copy value
trap_Cvar_SetValue( va("ui_bot%i",i), trap_Cvar_VariableValue( va("ui_bot%i",i+1) ) );
}
// Fill in new last item
Com_sprintf( labels[3], sizeof(labels[0]), "%i:", curOffset+5 );
trap_Cvar_SetValue( "ui_bot3", botValues[curOffset+4] );
// Adjust our offset
curOffset++;
// Put focus back on the last item
Item_SetFocus(Menu_FindItemByName( menu, "bot3" ), 0, 0);
}
else if(Q_stricmp(name, "JumpToTop") == 0)
{
jumptotop:
menuDef_t *menu = Menu_GetFocused();
int i;
for(i = 0; i < visibleRows; ++i)
{
// Save off old value
botValues[curOffset+i] = trap_Cvar_VariableValue( va("ui_bot%i",i) );
// Update label
Com_sprintf( labels[i], sizeof(labels[0]), "%i:", i+1 );
// Update value
trap_Cvar_SetValue( va("ui_bot%i", i), botValues[i] );
}
// Reset curOffset
curOffset = 0;
// Jump to the first item
Item_SetFocus(Menu_FindItemByName( menu, "bot0" ), 0, 0);
}
else if(Q_stricmp(name, "JumpToBottom") == 0)
{
jumptobottom:
menuDef_t *menu = Menu_GetFocused();
int i;
int newOffset = (numBlue + numRed) - visibleRows;
for(i = 0; i < visibleRows; ++i)
{
// Save off old value
botValues[curOffset+i] = trap_Cvar_VariableValue( va("ui_bot%i",i) );
// Update label
Com_sprintf( labels[i], sizeof(labels[0]), "%i:", newOffset+i+1 );
// Update value
trap_Cvar_SetValue( va("ui_bot%i", i), botValues[newOffset+i] );
}
// Adjust curOffset
curOffset = newOffset;
// Jump to the last visible item
Item_SetFocus(Menu_FindItemByName( menu, va("bot%i",visibleRows-1) ), 0, 0);
}
else if(Q_stricmp(name, "UpdateImages") == 0)
{
// This gets called by the action scripts of the multis, so commit to botValues:
int i;
for(i = 0; i < visibleRows; ++i)
botValues[curOffset+i] = trap_Cvar_VariableValue( va("ui_bot%i",i) );
// Make sure that all img# fields are set correctly
menuDef_t *menu = Menu_GetFocused();
for(i = 0; i < visibleRows; ++i)
{
// Update image
const char *botModel = Info_ValueForKey( UI_GetBotInfoByNumber( botValues[curOffset+i] ), "model" );
const char *teamStr;
if (!teamGame)
teamStr = "default";
else if (curOffset+i < numBlue)
teamStr = "blue";
else
teamStr = "red";
Menu_SetItemBackground(menu, va("img%i",i), va("models/players/%s/icon_%s", botModel, teamStr) );
}
}
else if(Q_stricmp(name, "checkBlue") == 0)
{
// This script is NOT run while the other data in this function is valid!
int red = trap_Cvar_VariableValue("ui_numRedBots");
int blue = trap_Cvar_VariableValue("ui_numBlueBots");
// Number of client slots, minus however many local clients:
int maxBots = trap_Cvar_VariableValue("ui_publicSlots") +
trap_Cvar_VariableValue("ui_privateSlots") -
UI_NumClients();
// Check for overflow/underflow, and wrap to the right value:
if(red+blue > maxBots)
trap_Cvar_SetValue("ui_numBlueBots", 0);
else if(blue < 0)
trap_Cvar_SetValue("ui_numBlueBots", maxBots - red );
}
else if(Q_stricmp(name, "checkRed") == 0)
{
// This script is NOT run while the other data in this function is valid!
int red = trap_Cvar_VariableValue("ui_numRedBots");
int blue = trap_Cvar_VariableValue("ui_numBlueBots");
// Number of client slots, minus however many local clients:
int maxBots = trap_Cvar_VariableValue("ui_publicSlots") +
trap_Cvar_VariableValue("ui_privateSlots") -
UI_NumClients();
// Check for overflow/underflow, and wrap to the right value:
if(red+blue > maxBots)
trap_Cvar_SetValue("ui_numRedBots", 0);
else if(red < 0)
trap_Cvar_SetValue("ui_numRedBots", maxBots - blue );
}
else if(Q_stricmp(name, "dedOnUpdateBots") == 0)
{
int deOn = trap_Cvar_VariableValue("ui_dedicated");
int botMin = trap_Cvar_VariableValue("bot_minplayers");
if(deOn && botMin > 0)
{
Cvar_SetValue("bot_minplayers", botMin - 1);
UpdatePrevBotSlot();
}
else if(!deOn && botMin > 0)
{
Cvar_SetValue("bot_minplayers", botMin + 1);
UpdateNextBotSlot();
}
else if(!deOn && botMin == 0)
{
Cvar_SetValue("bot_minplayers", botMin + 1);
}
else
{
UpdateNextBotSlot();
}
}
else if(Q_stricmp(name, "dedChange") == 0)
{
// This script is NOT run while the other data in this function is valid!
int red = trap_Cvar_VariableValue("ui_numRedBots");
int blue = trap_Cvar_VariableValue("ui_numBlueBots");
int pubSlots = trap_Cvar_VariableValue("ui_publicSlots");
int privSlots = trap_Cvar_VariableValue("ui_privateSlots");
int localClients = UI_NumClients();
// If we just turned off dedicated, then re-clamp slots to 8
if(localClients && (pubSlots + privSlots > 8))
{
// Remove only private slots, if possible
if(pubSlots <= 8)
{
privSlots = 8 - pubSlots;
trap_Cvar_SetValue("ui_privateSlots", privSlots);
}
else
{
// Remove all private, and then clamp public
privSlots = 0;
pubSlots = 8;
trap_Cvar_SetValue("ui_privateSlots", privSlots);
trap_Cvar_SetValue("ui_publicSlots", pubSlots);
}
}
// Number of client slots, minus however many local clients:
int maxBots = pubSlots + privSlots - localClients;
// Make sure that bots won't overflow:
if(red+blue > maxBots)
{
// Yup, too many bots now. Remove from whichever side has more:
if(red > blue)
trap_Cvar_SetValue("ui_numRedBots", maxBots - blue);
else
trap_Cvar_SetValue("ui_numBlueBots", maxBots - red);
}
// Likewise, minimum players:
// if(trap_Cvar_VariableValue("bot_minplayers") > maxBots)
// trap_Cvar_SetValue("bot_minplayers", maxBots);
}
}
/*
===============
UI_XBL_PlayerListScript
Handle all UI script calls for player list
===============
*/
void UI_XBL_PlayerListScript(char **args, const char *name)
{
if ( !String_Parse(args, &name) || !name )
{
return;
}
//
// General player-list management
//
else if(Q_stricmp(name, "init") == 0)
{
XBL_PL_Init();
Menu_SetFeederSelection(NULL, FEEDER_XBL_PLAYERS, 0, NULL);
}
else if(Q_stricmp(name, "shutdown") == 0)
{
XBL_PL_Cleanup();
}
else if (Q_stricmp(name, "popup") == 0)
{
// Copy selected player's info into the cvars
if (!XBL_PL_SetCurrentInfo())
return;
// Show the popup
Menus_ActivateByName("playerlist_popup");
}
//
// User-specific actions
//
else if (Q_stricmp(name, "friendAdd") == 0)
{
XBL_PL_MakeFriend();
}
else if (Q_stricmp(name, "friendRemove") == 0)
{
XBL_PL_CancelFriend();
}
else if (Q_stricmp(name, "toggleMute") == 0)
{
XBL_PL_ToggleMute();
}
else if (Q_stricmp(name, "sendFeedback") == 0)
{
XBL_PL_SendFeedBack();
}
else if (Q_stricmp(name, "kick") == 0)
{
XBL_PL_KickPlayer();
}
}
void UI_JoinSession()
{
XBL_MM_SetJoinType( VIA_FRIEND_JOIN );
HRESULT result = XBL_F_PerformMenuAction(UI_F_JOINSESSION);
// Return value other than S_OK means they're playing a different game
if( result != S_OK )
{
// Try to get the right title name:
char titleString[MAX_TITLENAME_LEN+1] = { 0 };
XONLINE_FRIEND* curFriend = XBL_F_GetChosenFriend();
if( curFriend )
XBL_F_GetTitleString( curFriend->dwTitleID, titleString );
// Need to to localization here, so we can splice the titleString in:
if( titleString[0] )
trap_Cvar_Set( "ui_swapMessage", va( SE_GetString("MENUS_INSERT_DISC_NAMED"), titleString ) );
else
trap_Cvar_Set( "ui_swapMessage", "@MENUS_INSERT_DISC_UNKNOWN" );
Menus_ActivateByName("swap_disks_popup");
}
}
void UI_JoinInvite()
{
XBL_MM_SetJoinType( VIA_FRIEND_INVITE );
HRESULT result = XBL_F_PerformMenuAction(UI_F_GAMEACCEPTED);
// Return value other than S_OK means they're playing a different game
if( result != S_OK )
{
// Try to get the right title name:
char titleString[MAX_TITLENAME_LEN+1] = { 0 };
XONLINE_FRIEND* curFriend = XBL_F_GetChosenFriend();
if( curFriend )
XBL_F_GetTitleString( curFriend->dwTitleID, titleString );
if( titleString[0] )
trap_Cvar_Set( "ui_swapMessage", va( SE_GetString("MENUS_INSERT_DISC_NAMED"), titleString ) );
else
trap_Cvar_Set( "ui_swapMessage", "@MENUS_INSERT_DISC_UNKNOWN" );
Menus_ActivateByName("swap_disks_popup");
}
}
void RunVoteScript(const char* name)
{
if (Q_stricmp(name, "voteMap") == 0) {
int nextmap = trap_Cvar_VariableValue("vote_nextmap");
if(nextmap != 0)
{
trap_Cmd_ExecuteText( EXEC_APPEND, va("callvote nextmap\n") );
}
else 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 \"%s\"\n",uiInfo.playerNames[uiInfo.playerIndex]) );
trap_Cmd_ExecuteText( EXEC_APPEND, va("callvote clientkick \"%i\"\n",uiInfo.playerIndexes[uiInfo.playerIndex]) );
}
} else if (Q_stricmp(name, "voteGame") == 0) {
if (ui_netGameType.integer >= 0 && ui_netGameType.integer < uiInfo.numGameTypes) {
trap_Cmd_ExecuteText( EXEC_APPEND, va("callvote g_gametype %i\n",uiInfo.gameTypes[ui_netGameType.integer].gtEnum) );
}
} else if (Q_stricmp(name, "voteLeader") == 0) {
if (uiInfo.teamIndex >= 0 && uiInfo.teamIndex < uiInfo.myTeamCount) {
trap_Cmd_ExecuteText( EXEC_APPEND, va("callteamvote leader \"%s\"\n",uiInfo.teamNames[uiInfo.teamIndex]) );
}
}
}
/*
===============
UI_XBL_HandleFriendsPopUp
Determines which friend pop up to activate based on friend state.
===============
*/
void UI_XBL_HandleFriendsPopUp( void )
{
// Get the chosen friend
const XONLINE_FRIEND* curFriend = XBL_F_GetChosenFriend();
if( !curFriend )
return;
// Is the friend's game joinable?
bool joinAvail = (bool)(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_JOINABLE);
// We can invite if we're playing...
bool inviteAvail = XBL_F_GetState( XONLINE_FRIENDSTATE_FLAG_PLAYING );
// Are we in the same game as this friend?
bool sameSession = (memcmp( &curFriend->sessionID, Net_GetXNKID(), sizeof(XNKID) ) == 0);
// Double check that we're REALLY in a game
uiClientState_t cstate;
trap_GetClientState( &cstate );
if( cstate.connState != CA_ACTIVE && !com_dedicated->integer )
inviteAvail = false;
// If we're in the same game, neither option makes sense
if( sameSession )
inviteAvail = joinAvail = false;
// Put the friend's name into the cvar used to display it in all the popups
trap_Cvar_Set( "fl_selectedName", curFriend->szGamertag );
// Based on current friendstates activate correct popup
// Player has received a game invite fom the indicated friend (Accept/Decline/Remove)
if( curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_RECEIVEDINVITE &&
!sameSession )
Menus_ActivateByName("xbf_ReceivedInvite_popup");
// We sent an invite, didn't hear back. Player is online and playing (joinable). (Cancel/Join/Remove)
else if( (curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_SENTINVITE) &&
!(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_INVITEACCEPTED) &&
!(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_INVITEREJECTED) &&
(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_PLAYING) &&
joinAvail )
Menus_ActivateByName("xbf_SentInviteCanJoin_popup");
// We sent an invite, didn't hear back. Player is idle, offline, or in our game (not joinable). (Cancel/Remove)
else if( (curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_SENTINVITE) &&
!(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_INVITEACCEPTED) &&
!(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_INVITEREJECTED) &&
!(curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_PLAYING) )
Menus_ActivateByName("xbf_SentInviteNoJoin_popup");
// Player has received a friend request. (Accept/Decline/Block)
else if( curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_RECEIVEDREQUEST )
Menus_ActivateByName("xbf_ReceivedRequest_popup");
// Player has sent a friend request. (Revoke)
else if( curFriend->dwFriendState & XONLINE_FRIENDSTATE_FLAG_SENTREQUEST )
Menus_ActivateByName("xbf_SentRequest_popup");
// Now, there are four more options, for all combinations of join and invite being available.
// It really doesn't matter if the user is online or offline.
// Player is joinable, and we have the option to invite (Invite/Join/Remove)
else if( joinAvail && inviteAvail )
Menus_ActivateByName("xbf_BasicInviteJoin_popup");
// Player is joinable, but we can't send an invitation (Join/Remove)
else if( joinAvail && !inviteAvail )
Menus_ActivateByName("xbf_BasicJoin_popup");
// Player can be invited, but we can't join their game (Invite/Remove)
else if( !joinAvail && inviteAvail )
Menus_ActivateByName("xbf_BasicInvite_popup");
// We can't invite, can't join (Remove)
else
Menus_ActivateByName("xbf_Basic_popup");
}
/*
===============
UI_XBL_FriendsListScript
Handle all UI script calls for friends list
===============
*/
void UI_XBL_FriendsListScript(char **args, const char *name)
{
if ( !String_Parse(args, &name) || !name )
{
return;
}
//
// General friends-list management
//
else if(Q_stricmp(name, "init") == 0)
{
// VVFIXME - Initialize selection or something? - generate isn't instant!
XBL_F_GenerateFriendsList();
Menu_SetFeederSelection(NULL, FEEDER_XBL_FRIENDS, 0, NULL);
}
else if(Q_stricmp(name, "shutdown") == 0)
{
XBL_F_ReleaseFriendsList();
}
else if (Q_stricmp(name, "popup") == 0)
{
// Display the correct popup, depending on many factors
UI_XBL_HandleFriendsPopUp();
}
//
// Respond to friend requests
//
else if (Q_stricmp(name, "accept") == 0)
{
XBL_F_PerformMenuAction(UI_F_FRIENDACCEPTED);
}
else if (Q_stricmp(name, "decline") == 0)
{
XBL_F_PerformMenuAction(UI_F_FRIENDDECLINE);
}
else if (Q_stricmp(name, "block") == 0)
{
XBL_F_PerformMenuAction(UI_F_FRIENDBLOCK);
}
else if (Q_stricmp(name, "blockInit") == 0)
{
// Need to set xb_errMessage to be the properly formatted string
// containing the gamertag of the player:
Cvar_Set( "xb_errMessage", va( SE_GetString( "MENUS_CONFIRM_BLOCK" ), Cvar_VariableString( "fl_selectedName" ) ) );
}
//
// Remove an existing friend or cancel a pending friend request
//
else if (Q_stricmp(name, "remove") == 0)
{
// Destructive action, need to get confirmation:
UI_xboxErrorPopup( XB_POPUP_CONFIRM_FRIEND_REMOVE );
// XBL_F_PerformMenuAction(UI_F_FRIENDREMOVE);
}
else if (Q_stricmp(name, "cancel") == 0)
{
XBL_F_PerformMenuAction(UI_F_FRIENDCANCEL);
}
//
// Invite someone to play, or cancel a pending invitation
//
else if (Q_stricmp(name, "invite") == 0)
{
XBL_F_PerformMenuAction(UI_F_GAMEREQUESTED);
}
else if(Q_stricmp(name, "uninvite") == 0)
{
XBL_F_PerformMenuAction(UI_F_GAMECANCEL);
}
//
// Respond to a game invitation - three stages
//
else if (Q_stricmp(name, "acceptInvite") == 0)
{
XONLINE_FRIEND* curFriend = XBL_F_GetChosenFriend();
if( com_sv_running->integer || cls.state == CA_ACTIVE )
{
// We're already playing/hosting, get confirmation:
XBL_MM_SetJoinType( VIA_FRIEND_INVITE );
UI_xboxErrorPopup( XB_POPUP_HOST_JOIN_CONFIRM );
}
else if( curFriend && XBL_MM_ThisSessionIsLagging( &curFriend->sessionID ) )
{
// We're in the front-end, but the server is slow:
XBL_MM_SetJoinType(VIA_FRIEND_INVITE);
Menus_ActivateByName( "slow_server_popup" );
}
else
{
// Front-end, server is fast:
UI_JoinInvite();
}
}
else if (Q_stricmp(name, "declineInvite") == 0)
{
XBL_F_PerformMenuAction(UI_F_GAMEDECLINE);
}
else if (Q_stricmp(name, "removeInviter") == 0)
{
XBL_F_PerformMenuAction(UI_F_GAMEFRIENDREMOVED);
}
//
// Join someone else's game uninvited
//
else if (Q_stricmp(name, "join") == 0)
{
XONLINE_FRIEND* curFriend = XBL_F_GetChosenFriend();
if( com_sv_running->integer || cls.state == CA_ACTIVE )
{
// We're already playing/hosting, get confirmation:
XBL_MM_SetJoinType( VIA_FRIEND_JOIN );
UI_xboxErrorPopup( XB_POPUP_HOST_JOIN_CONFIRM );
}
else if( curFriend && XBL_MM_ThisSessionIsLagging( &curFriend->sessionID ) )
{
// We're in the front-end, but the server is slow:
XBL_MM_SetJoinType(VIA_FRIEND_JOIN);
Menus_ActivateByName( "slow_server_popup" );
}
else
{
// Front-end, server is fast:
UI_JoinSession();
}
}
// Appear online/offline
else if(Q_stricmp(name, "toggleOnline") == 0)
{
XBL_F_PerformMenuAction(UI_F_TOGGLEONLINE);
}
}
// Function to allow the server to switch maps and such. Most of this code is
// based on CheckVote() in g_main.c
void UI_ServerMap( char **args, const char *name )
{
if ( !String_Parse(args, &name) || !name )
{
return;
}
// update - Makes sure that the newMap variable is valid for the newGameType
else if (Q_stricmp(name, "update") == 0)
{
// Get current game type:
int newGameType = trap_Cvar_VariableValue( "ui_newGameType" );
const char *newMap;
switch (newGameType)
{
case 0: case 6:
newMap = "mp/ffa1"; break;
case 3: case 4:
newMap = "mp/duel1"; break;
case 7:
newMap = "mp/siege_hoth"; break;
case 8:
newMap = "mp/ctf1"; break;
default:
assert( 0 );
}
// Update the map var
trap_Cvar_Set( "ui_newMap", newMap );
}
else if (Q_stricmp(name, "confirm") == 0)
{
// Executes the map switch, lots of code stolen from CheckVote and such
int botMin = trap_Cvar_VariableValue( "bot_minplayers" );
int tempBotMin = trap_Cvar_VariableValue( "temp_bot_minplayers" );
if( tempBotMin != botMin )
{
trap_Cvar_SetValue("bot_minplayers", tempBotMin);
}
// Grab the target values from the cvars:
int newGameType = trap_Cvar_VariableValue( "ui_newGameType" );
char newMap[64];
trap_Cvar_VariableStringBuffer( "ui_newMap", newMap, sizeof(newMap) );
int gameType = trap_Cvar_VariableValue( "g_gametype" );
// If we're switching gametypes...
if (newGameType != gameType)
Cbuf_ExecuteText( EXEC_APPEND, va("g_gametype %d\n", newGameType) );
// And then we always send the map change command:
Cbuf_ExecuteText( EXEC_APPEND, va("map %s\n", newMap) );
Cbuf_ExecuteText( EXEC_APPEND, "kick allbots\n");
}
}
static void UI_SwitchForceSide(int val, int min, int max);
const char *UI_TeamName(int team);
void UI_XB_ForceScript( char **args, const char *name )
{
if ( !String_Parse(args, &name) || !name )
{
return;
}
// init - sets initial cvars for the first force screen
else if (Q_stricmp(name, "init") == 0)
{
char info[MAX_INFO_STRING];
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
int ingameChangingForce = 0;
int team = trap_Cvar_VariableValue( "xb_joinTeam" );
if ( team == 4)
{
ingameChangingForce = 1;
team = ClientManager::ActiveClient().myTeam;
}
int forceTeams = atoi(Info_ValueForKey(info, "g_forceBasedTeams"));
int gametype = atoi(Info_ValueForKey(info, "g_gametype"));
uiMaxRank = atoi(Info_ValueForKey(info, "g_maxForceRank"));
// If team specific powers are on, make sure that we restrict the user:
if (forceTeams && (gametype >= GT_TEAM))
trap_Cvar_SetValue( "ui_disableForceSideChange", 1 );
else
trap_Cvar_SetValue( "ui_disableForceSideChange", 0 );
int forceSide;
// If we're not playing a team game, just put them on light side
/* if (gametype < GT_TEAM) // No teams - light powers
forceSide = 0;
else if (team == 1) // Blue team - light powers
forceSide = 1;
else // Red team - dark powers
forceSide = 2;
*/
//JLF NEW
if (forceTeams)
{
if ( team == TEAM_RED)
ClientManager::ActiveClient().forceSide = FORCE_DARKSIDE;
else
ClientManager::ActiveClient().forceSide = FORCE_LIGHTSIDE;
}
uiForceSide = ClientManager::ActiveClient().forceSide;
forceSide = uiForceSide;
// uiForceSide = 1;
UI_UpdateForcePowers();
uiForceSide = forceSide;
// Set the force side cvar - unless we came from the in-game menu directly,
// in which case we override and don't change this:
if (ingameChangingForce)
{
trap_Cvar_SetValue("ui_forceSideCvar",uiForceSide);
forceSide = trap_Cvar_VariableValue( "ui_forceSideCvar" );
}
else
{
/*
// If we're not playing a team game, just put them on light side
if (gametype < GT_TEAM) // No teams - light powers
forceSide = uiForceSide;
else if (team == TEAM_BLUE) // Blue team - light powers
forceSide = 1;
else // Red team - dark powers
forceSide = 2;
*/
trap_Cvar_SetValue( "ui_forceSideCvar", forceSide);
// uiForceSide = forceSide;
}
if ( gametype < GT_TEAM)
{
uiForcePowersRank[FP_TEAM_HEAL] = 0;
uiForcePowersRank[FP_TEAM_FORCE] = 0;
}
// Cvar_SetValue("ui_forceConfigCvar",ClientManager::ActiveClient().forceConfig);
// Update the configuration feeder
Cvar_SetValue("ui_forceConfigCvar", 0 );
ClientManager::ActiveClient().forceConfig = 0;
UI_FeederSelection(FEEDER_FORCECFG, trap_Cvar_VariableValue("ui_forceConfigCvar"), NULL);
UI_ForceSide_HandleKey(0, 0, A_CURSOR_RIGHT, (forceSide==1)?2:1, 1, 2, UI_FORCE_SIDE);
UI_SwitchForceSide(forceSide, 1, 2);
// trap_Cvar_Set( "ui_forceConfigModified", "1" );
}
// Confirm - make changes to force powers, (also sets team, indirectly)
else if (Q_stricmp(name, "confirm") == 0)
{
// Similar to the setForce uiScript, but more automatic:
// What team are we joining?
int team = trap_Cvar_VariableValue( "xb_joinTeam" );
int myTeam = ClientManager::ActiveClient().myTeam;
int gametype = trap_Cvar_VariableValue( "g_gametype" );
gTouchedForce[ClientManager::ActiveClientNum()] = qtrue;
//JLF
if (team == 4)
{
// No change, came directly from in-game menu without team picker:
//JLFTESTXXX
// if ( myTeam != TEAM_SPECTATOR )
// UI_UpdateClientForcePowers( UI_TeamName(myTeam) ); // Will cause respawn?
// else
UI_UpdateClientForcePowers( NULL ); // Just update powers
}
else if (team == 1)
{
// Meaning depends on whether or not we're playing powerduel
if (gametype == GT_POWERDUEL)
{
UI_UpdateClientForcePowers( NULL );
Cbuf_ExecuteText( EXEC_APPEND, "duelteam single\n" ); // Join singles team
}
else
UI_UpdateClientForcePowers( "red" ); // Join red team
// UI_UpdateClientForcePowers( "blue" ); // Join blue team
}
else if (team == 2)
{
// Meaning depends on whether or not we're playing powerduel
if (gametype == GT_POWERDUEL)
{
UI_UpdateClientForcePowers( NULL );
Cbuf_ExecuteText( EXEC_APPEND, "duelteam double\n" ); // Join doubles team
}
else
UI_UpdateClientForcePowers( "blue" ); // Join blue team
// UI_UpdateClientForcePowers( "red" ); // Join red team
}
else if (team == 0)
{
// Non-team game
UI_UpdateClientForcePowers( "free" );
}
ClientManager::ActiveClient().forceSide = Cvar_VariableValue("ui_forceSideCvar");
// if (trap_Cvar_VariableValue("ui_forceConfigModified"))
// {
// ClientManager::ActiveClient().forceConfig = Cvar_VariableValue("ui_forceConfigCvar");
// }
}
}
/*
MASTER Startup function for saved games, invite checks, etc...
Modeled after XBL_Login
*/
void XB_Startup( XBStartupState startupState )
{
if( startupState <= STARTUP_LOAD_SETTINGS )
{
// Cheap trick to prime the _initLD function in win_main_console -
// so that Load will return true if user chose not to save settings in SP:
Sys_AcceptedInvite();
bool bSuccess = Settings.Load();
if( !bSuccess )
{
// Odd. If saving was disabled, then Load will appear to work.
UI_xboxErrorPopup( XB_POPUP_CORRUPT_SETTINGS );
return;
}
}
if( startupState <= STARTUP_COMBINED_SPACE_CHECK )
{
// Gah. This should ALWAYS work, but if it doesn't, we just disable settings
// to thwart the cosmic rays that allowed it to happen!
if( !Settings.Save() )
Settings.Disable();
}
if( startupState <= STARTUP_INVITE_CHECK )
{
// Last real stage in MP:
// Restore all settings (from file or defaults):
Settings.SetAll();
// Called when the first MP menu is opened, to possibly put us on the fast-track
// to joining a Live game. If so, we immediately open the account menu.
XONLINE_ACCEPTED_GAMEINVITE *pInvite = Sys_AcceptedInvite();
// If there's no invite, do nothing here (common case)
if (!pInvite)
return;
// There's an invite waiting. Now we try to do some automation:
// First, start up Xbox Live. Let that fail:
if (XBL_Init() != S_OK)
return;
// Next, we try to locate the user that accepted the invite,
// this can also fail:
if (!XBL_SetAccountIndexByXuid( &pInvite->xuidAcceptedFriend ) )
return;
// Now start the popup-filled login sequence:
XBL_Login( LOGIN_PASSCODE_CHECK );
// Fix for various bugs where xb_gameType wasn't getting set in this
// code-path - caused much UI to stop working. Doh.
Cvar_SetValue( "xb_gameType", 3 );
}
}
void UI_TransitionVoteMenu( char **args, const char *name )
{
char nextmenu[32];
if(cgs.voteTime <= 0)
trap_Cvar_VariableStringBuffer("call_vote_menu_name", nextmenu, sizeof(nextmenu));
else if(!cgs.votePlaced)
trap_Cvar_VariableStringBuffer("vote_menu_name", nextmenu, sizeof(nextmenu));
else
trap_Cvar_VariableStringBuffer("alreadyvote_menu_name", nextmenu, sizeof(nextmenu));
Menus_OpenByName(nextmenu);
}
#endif // _XBOX
void UI_AssignGameType(char **args, const char *name)
{
if ( !String_Parse(args, &name) || !name )
{
Com_Printf("Need a gametype argument");
return;
}
if(Q_stricmp(name, "FFA") == 0)
ui_netGameType.integer = 0;
else if(Q_stricmp(name, "Duel") == 0)
ui_netGameType.integer = 1;
else if(Q_stricmp(name, "PowerDuel") == 0)
ui_netGameType.integer = 2;
else if(Q_stricmp(name, "TeamFFA") == 0)
ui_netGameType.integer = 3;
else if(Q_stricmp(name, "Siege") == 0)
ui_netGameType.integer = 4;
else if(Q_stricmp(name, "CTF") == 0)
ui_netGameType.integer = 5;
else
Com_Printf("Bad gametype: %s", name);
// 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);
}
// Movedata Sounds
typedef enum
{
MDS_NONE = 0,
MDS_FORCE_JUMP,
MDS_ROLL,
MDS_SABER,
MDS_MOVE_SOUNDS_MAX
};
typedef enum
{
MD_ACROBATICS = 0,
MD_SINGLE_FAST,
MD_SINGLE_MEDIUM,
MD_SINGLE_STRONG,
MD_DUAL_SABERS,
MD_SABER_STAFF,
MD_MOVE_TITLE_MAX
};
// Some hard coded badness
// At some point maybe this should be externalized to a .dat file
char *datapadMoveTitleData[MD_MOVE_TITLE_MAX] =
{
"@MENUS_ACROBATICS",
"@MENUS_SINGLE_FAST",
"@MENUS_SINGLE_MEDIUM",
"@MENUS_SINGLE_STRONG",
"@MENUS_DUAL_SABERS",
"@MENUS_SABER_STAFF",
};
char *datapadMoveTitleBaseAnims[MD_MOVE_TITLE_MAX] =
{
"BOTH_RUN1",
"BOTH_SABERFAST_STANCE",
"BOTH_STAND2",
"BOTH_SABERSLOW_STANCE",
"BOTH_SABERDUAL_STANCE",
"BOTH_SABERSTAFF_STANCE",
};
#define MAX_MOVES 16
typedef struct
{
char *title;
char *desc;
char *anim;
short sound;
} datpadmovedata_t;
static datpadmovedata_t datapadMoveData[MD_MOVE_TITLE_MAX][MAX_MOVES] =
{
// Acrobatics
"@MENUS_FORCE_JUMP1", "@MENUS_FORCE_JUMP1_DESC", "BOTH_FORCEJUMP1", MDS_FORCE_JUMP,
"@MENUS_FORCE_FLIP", "@MENUS_FORCE_FLIP_DESC", "BOTH_FLIP_F", MDS_FORCE_JUMP,
"@MENUS_ROLL", "@MENUS_ROLL_DESC", "BOTH_ROLL_F", MDS_ROLL,
"@MENUS_BACKFLIP_OFF_WALL", "@MENUS_BACKFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_BACK1", MDS_FORCE_JUMP,
"@MENUS_SIDEFLIP_OFF_WALL", "@MENUS_SIDEFLIP_OFF_WALL_DESC", "BOTH_WALL_FLIP_RIGHT", MDS_FORCE_JUMP,
"@MENUS_WALL_RUN", "@MENUS_WALL_RUN_DESC", "BOTH_WALL_RUN_RIGHT", MDS_FORCE_JUMP,
"@MENUS_WALL_GRAB_JUMP", "@MENUS_WALL_GRAB_JUMP_DESC", "BOTH_FORCEWALLREBOUND_FORWARD",MDS_FORCE_JUMP,
"@MENUS_RUN_UP_WALL_BACKFLIP", "@MENUS_RUN_UP_WALL_BACKFLIP_DESC", "BOTH_FORCEWALLRUNFLIP_START", MDS_FORCE_JUMP,
"@MENUS_JUMPUP_FROM_KNOCKDOWN", "@MENUS_JUMPUP_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN3", MDS_NONE,
"@MENUS_JUMPKICK_FROM_KNOCKDOWN", "@MENUS_JUMPKICK_FROM_KNOCKDOWN_DESC","BOTH_KNOCKDOWN2", MDS_NONE,
"@MENUS_ROLL_FROM_KNOCKDOWN", "@MENUS_ROLL_FROM_KNOCKDOWN_DESC", "BOTH_KNOCKDOWN1", MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Fast Style
"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
"@MENUS_LUNGE_ATTACK", "@MENUS_LUNGE_ATTACK_DESC", "BOTH_LUNGE2_B__T_", MDS_SABER,
"@MENUS_FAST_ATTACK_KATA", "@MENUS_FAST_ATTACK_KATA_DESC", "BOTH_A1_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Medium Style
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_FLIP_ATTACK", "@MENUS_FLIP_ATTACK_DESC", "BOTH_JUMPFLIPSLASHDOWN1", MDS_FORCE_JUMP,
"@MENUS_MEDIUM_ATTACK_KATA", "@MENUS_MEDIUM_ATTACK_KATA_DESC", "BOTH_A2_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Single Saber, Strong Style
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_JUMP_ATTACK", "@MENUS_JUMP_ATTACK_DESC", "BOTH_FORCELEAP2_T__B_", MDS_FORCE_JUMP,
"@MENUS_STRONG_ATTACK_KATA", "@MENUS_STRONG_ATTACK_KATA_DESC", "BOTH_A3_SPECIAL", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN", MDS_FORCE_JUMP,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
//Dual Sabers
"@MENUS_SLASH_BACK", "@MENUS_SLASH_BACK_DESC", "BOTH_ATTACK_BACK", MDS_SABER,
"@MENUS_FLIP_FORWARD_ATTACK", "@MENUS_FLIP_FORWARD_ATTACK_DESC", "BOTH_JUMPATTACK6", MDS_FORCE_JUMP,
"@MENUS_DUAL_SABERS_TWIRL", "@MENUS_DUAL_SABERS_TWIRL_DESC", "BOTH_SPINATTACK6", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_DUAL", MDS_FORCE_JUMP,
"@MENUS_DUAL_SABER_BARRIER", "@MENUS_DUAL_SABER_BARRIER_DESC", "BOTH_A6_SABERPROTECT", MDS_SABER,
"@MENUS_DUAL_STAB_FRONT_BACK", "@MENUS_DUAL_STAB_FRONT_BACK_DESC", "BOTH_A6_FB", MDS_SABER,
"@MENUS_DUAL_STAB_LEFT_RIGHT", "@MENUS_DUAL_STAB_LEFT_RIGHT_DESC", "BOTH_A6_LR", MDS_SABER,
"@MENUS_CARTWHEEL", "@MENUS_CARTWHEEL_DESC", "BOTH_ARIAL_RIGHT", MDS_FORCE_JUMP,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
// Saber Staff
"@MENUS_STAB_BACK", "@MENUS_STAB_BACK_DESC", "BOTH_A2_STABBACK1", MDS_SABER,
"@MENUS_BACK_FLIP_ATTACK", "@MENUS_BACK_FLIP_ATTACK_DESC", "BOTH_JUMPATTACK7", MDS_FORCE_JUMP,
"@MENUS_SABER_STAFF_TWIRL", "@MENUS_SABER_STAFF_TWIRL_DESC", "BOTH_SPINATTACK7", MDS_SABER,
"@MENUS_ATTACK_ENEMYONGROUND", "@MENUS_ATTACK_ENEMYONGROUND_DESC", "BOTH_STABDOWN_STAFF", MDS_FORCE_JUMP,
"@MENUS_SPINNING_KATA", "@MENUS_SPINNING_KATA_DESC", "BOTH_A7_SOULCAL", MDS_SABER,
"@MENUS_KICK1", "@MENUS_KICK1_DESC", "BOTH_A7_KICK_F", MDS_FORCE_JUMP,
"@MENUS_JUMP_KICK", "@MENUS_JUMP_KICK_DESC", "BOTH_A7_KICK_F_AIR", MDS_FORCE_JUMP,
"@MENUS_BUTTERFLY_ATTACK", "@MENUS_BUTTERFLY_ATTACK_DESC", "BOTH_BUTTERFLY_FR1", MDS_SABER,
"@MENUS_BOTH_ROLL_STAB", "@MENUS_BOTH_ROLL_STAB2_DESC", "BOTH_ROLL_STAB", MDS_SABER,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
NULL, NULL, 0, MDS_NONE,
};
/*
================
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_debug;
vmCvar_t ui_initialized;
vmCvar_t ui_char_color_red;
vmCvar_t ui_char_color_green;
vmCvar_t ui_char_color_blue;
vmCvar_t ui_PrecacheModels;
vmCvar_t ui_char_anim;
//JLF Menu progression
vmCvar_t ui_menuProgression;
//vmCvar_t ui_menuClient;
//controller menu
vmCvar_t ControllerOutNum ;
vmCvar_t ui_respawnneeded;
//END JLFCALLOUT
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 );
void UI_SetSiegeTeams(void);
extern qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel );
void UI_SiegeSetCvarsForClass(siegeClass_t *scl);
int UI_SiegeClassNum(siegeClass_t *scl);
void UI_UpdateCvarsForClass(const int team,const baseClass,const int index);
void UI_UpdateSiegeStatusIcons(void);
void UI_ClampMaxPlayers(void);
static void UI_CheckServerName( void );
static qboolean UI_CheckPassword( void );
static void UI_JoinServer( void );
#include "../namespace_begin.h"
// Functions in BG or ui_shared
void Menu_ShowGroup (menuDef_t *menu, char *itemName, qboolean showFlag);
void Menu_ItemDisable(menuDef_t *menu, char *name,int disableFlag);
int Menu_ItemsMatchingGroup(menuDef_t *menu, const char *name);
itemDef_t *Menu_GetMatchingItemByNumber(menuDef_t *menu, int index, const char *name);
int BG_GetUIPortrait(const int team, const short classIndex, const short cntIndex);
char *BG_GetUIPortraitFile(const int team, const short classIndex, const short cntIndex);
siegeClass_t *BG_GetClassOnBaseClass(const int team, const short classIndex, const short cntIndex);
int 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;
case UI_HASUNIQUECDKEY: // mod authors need to observe this
return qtrue; // bk010117 - change this to qfalse for mods!
case UI_MENU_RESET:
Menu_Reset();
return 0;
}
return -1;
}
#include "../namespace_end.h"
siegeClassDesc_t g_UIClassDescriptions[MAX_SIEGE_CLASSES];
siegeTeam_t *siegeTeam1 = NULL;
siegeTeam_t *siegeTeam2 = NULL;
int g_UIGloballySelectedSiegeClass = -1;
//Cut down version of the stuff used in the game code
//This is just the bare essentials of what we need to load animations properly for ui ghoul2 models.
//This function doesn't need to be sync'd with the BG_ version in bg_panimate.c unless some sort of fundamental change
//is made. Just make sure the variables/functions accessed in ui_shared.c exist in both modules.
qboolean UIPAFtextLoaded = qfalse;
animation_t uiHumanoidAnimations[MAX_TOTALANIMATIONS]; //humanoid animations are the only ones that are statically allocated.
#include "../namespace_begin.h"
bgLoadedAnim_t bgAllAnims[MAX_ANIM_FILES];
int uiNumAllAnims = 1; //start off at 0, because 0 will always be assigned to humanoid.
#include "../namespace_end.h"
animation_t *UI_AnimsetAlloc(void)
{
assert (uiNumAllAnims < MAX_ANIM_FILES);
bgAllAnims[uiNumAllAnims].anims = (animation_t *) BG_Alloc(sizeof(animation_t)*MAX_TOTALANIMATIONS);
return bgAllAnims[uiNumAllAnims].anims;
}
/*
======================
UI_ParseAnimationFile
Read a configuration file containing animation coutns and rates
models/players/visor/animation.cfg, etc
======================
*/
#include "../namespace_begin.h"
//static char UIPAFtext[60000];
int UI_ParseAnimationFile(const char *filename, animation_t *animset, qboolean isHumanoid)
{
char *text_p;
int len;
int i;
char *token;
float fps;
int skip;
int usedIndex = -1;
int nextIndex = uiNumAllAnims;
fileHandle_t f;
int animNum;
if (!isHumanoid)
{
i = 1;
while (i < uiNumAllAnims)
{ //see if it's been loaded already
if (!Q_stricmp(bgAllAnims[i].filename, filename))
{
animset = bgAllAnims[i].anims;
return i; //alright, we already have it.
}
i++;
}
//Looks like it has not yet been loaded. Allocate space for the anim set if we need to, and continue along.
if (!animset)
{
if (strstr(filename, "players/_humanoid/"))
{ //then use the static humanoid set.
animset = uiHumanoidAnimations;
isHumanoid = qtrue;
nextIndex = 0;
}
else
{
animset = UI_AnimsetAlloc();
if (!animset)
{
assert(!"Anim set alloc failed!");
return -1;
}
}
}
}
#ifdef _DEBUG
else
{
assert(animset);
}
#endif
char *UIPAFtext = NULL;
// load the file
if (!UIPAFtextLoaded || !isHumanoid)
{ //rww - We are always using the same animation config now. So only load it once.
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if (len <= 0)
return -1;
/*
if ( (len <= 0) || (len >= sizeof( UIPAFtext ) - 1) )
{
if (len > 0)
{
Com_Error(ERR_DROP, "%s exceeds the allowed ui-side animation buffer!", filename);
}
return -1;
}
*/
UIPAFtext = (char *) Z_Malloc( len+1, TAG_TEMP_WORKSPACE, qfalse, 4 );
trap_FS_Read( UIPAFtext, len, f );
UIPAFtext[len] = 0;
trap_FS_FCloseFile( f );
}
else
{
return 0; //humanoid index
}
// parse the text
text_p = UIPAFtext;
skip = 0; // quiet the compiler warning
//FIXME: have some way of playing anims backwards... negative numFrames?
//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
for(i = 0; i < MAX_ANIMATIONS; i++)
{
animset[i].firstFrame = 0;
animset[i].numFrames = 0;
animset[i].loopFrames = -1;
animset[i].frameLerp = 100;
// animset[i].initialLerp = 100;
}
// read information for each frame
while(1)
{
token = COM_Parse( (const char **)(&text_p) );
if ( !token || !token[0])
{
break;
}
animNum = GetIDForString(animTable, token);
if(animNum == -1)
{
//#ifndef FINAL_BUILD
#ifdef _DEBUG
//Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, filename);
#endif
continue;
}
token = COM_Parse( (const char **)(&text_p) );
if ( !token )
{
break;
}
animset[animNum].firstFrame = atoi( token );
token = COM_Parse( (const char **)(&text_p) );
if ( !token )
{
break;
}
animset[animNum].numFrames = atoi( token );
token = COM_Parse( (const char **)(&text_p) );
if ( !token )
{
break;
}
animset[animNum].loopFrames = atoi( token );
token = COM_Parse( (const char **)(&text_p) );
if ( !token )
{
break;
}
fps = atof( token );
if ( fps == 0 )
{
fps = 1;//Don't allow divide by zero error
}
if ( fps < 0 )
{//backwards
animset[animNum].frameLerp = floor(1000.0f / fps);
}
else
{
animset[animNum].frameLerp = ceil(1000.0f / fps);
}
// animset[animNum].initialLerp = ceil(1000.0f / fabs(fps));
}
if (isHumanoid)
{
bgAllAnims[0].anims = animset;
strcpy(bgAllAnims[0].filename, filename);
UIPAFtextLoaded = qtrue;
usedIndex = 0;
}
else
{
bgAllAnims[nextIndex].anims = animset;
strcpy(bgAllAnims[nextIndex].filename, filename);
usedIndex = nextIndex;
if (nextIndex)
{ //don't bother increasing the number if this ended up as a humanoid load.
uiNumAllAnims++;
}
else
{
UIPAFtextLoaded = qtrue;
usedIndex = 0;
}
}
Z_Free( UIPAFtext );
return usedIndex;
}
//menuDef_t *Menus_FindByName(const char *p);
void Menu_ShowItemByName(menuDef_t *menu, const char *p, qboolean bShow);
#include "../namespace_end.h"
void UpdateForceUsed();
char holdSPString[MAX_STRING_CHARS]={0};
char holdSPString2[MAX_STRING_CHARS]={0};
uiInfo_t uiInfo;
static void UI_BuildFindPlayerList(qboolean force);
static int UI_MapCountByGameType(qboolean singlePlayer);
static int UI_HeadCountByColor( void );
static void UI_ParseGameInfo(const char *teamFile);
static const char *UI_SelectedMap(int index, int *actual);
static int UI_GetIndexFromSelection(int actual);
static void UI_SiegeClassCnt( const int team );
int ProcessNewUI( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 );
int uiSkinColor=TEAM_FREE;
int uiHoldSkinColor=TEAM_FREE; // Stores the skin color so that in non-team games, the player screen remembers the team you chose, in case you're coming back from the force powers screen.
static const char *skillLevels[] = {
"SKILL1",//"I Can Win",
"SKILL2",//"Bring It On",
"SKILL3",//"Hurt Me Plenty",
"SKILL4",//"Hardcore",
"SKILL5"//"Nightmare"
};
static const int numSkillLevels = sizeof(skillLevels) / sizeof(const char*);
static const char *teamArenaGameTypes[] = {
"FFA",
"Holocron",
"JediMaster",
"Duel",
"PowerDuel",
"SP",
"Team FFA",
"Siege",
"CTF",
"CTY",
"TeamTournament"
};
static int const numTeamArenaGameTypes = sizeof(teamArenaGameTypes) / sizeof(const char*);
static char* netnames[] = {
"???",
"UDP",
"IPX",
NULL
};
static int gamecodetoui[] = {4,2,3,0,5,1,6};
static int uitogamecode[] = {4,6,2,3,1,5,7};
const char *UI_GetStringEdString(const char *refSection, const char *refName);
const char *UI_TeamName(int team) {
if (team==TEAM_RED)
return "RED";
else if (team==TEAM_BLUE)
return "BLUE";
else if (team==TEAM_SPECTATOR)
return "SPECTATOR";
return "FREE";
}
// returns either string or NULL for OOR...
//
static const char *GetCRDelineatedString( const char *psStripFileRef, const char *psStripStringRef, int iIndex)
{
static char sTemp[256];
const char *psList = UI_GetStringEdString(psStripFileRef, psStripStringRef);
char *p;
while (iIndex--)
{
psList = strchr(psList,'\n');
if (!psList){
return NULL; // OOR
}
psList++;
}
strcpy(sTemp,psList);
p = strchr(sTemp,'\n');
if (p) {
*p = '\0';
}
return sTemp;
}
static const char *GetMonthAbbrevString( int iMonth )
{
const char *p = GetCRDelineatedString("MP_INGAME","MONTHS", iMonth);
return p ? p : "Jan"; // sanity
}
static const int numNetSources = 3; // now hard-entered in StringEd file
static const char *GetNetSourceString(int iSource)
{
const char *p = GetCRDelineatedString("MP_INGAME","NET_SOURCES", iSource);
return p ? p : "??";
}
void AssetCache() {
int n;
//if (Assets.textFont == NULL) {
//}
//Assets.background = trap_R_RegisterShaderNoMip( ASSET_BACKGROUND );
//Com_Printf("Menu Size: %i bytes\n", sizeof(Menus));
// 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 );
// Icons for various server settings.
// uiInfo.uiDC.Assets.needPass = trap_R_RegisterShaderNoMip( "gfx/menus/needpass" );
// uiInfo.uiDC.Assets.noForce = trap_R_RegisterShaderNoMip( "gfx/menus/noforce" );
// uiInfo.uiDC.Assets.forceRestrict = trap_R_RegisterShaderNoMip( "gfx/menus/forcerestrict" );
// uiInfo.uiDC.Assets.saberOnly = trap_R_RegisterShaderNoMip( "gfx/menus/saberonly" );
// uiInfo.uiDC.Assets.trueJedi = trap_R_RegisterShaderNoMip( "gfx/menus/truejedi" );
for( n = 0; n < NUM_CROSSHAIRS; n++ ) {
uiInfo.uiDC.Assets.crosshairShader[n] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a' + n ) );
}
}
void _UI_DrawSides(float x, float y, float w, float h, float size) {
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) {
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 );
}
#include "../namespace_begin.h"
int MenuFontToHandle(int iMenuFont)
{
switch (iMenuFont)
{
case 1: return uiInfo.uiDC.Assets.qhSmallFont;
case 2: return uiInfo.uiDC.Assets.qhMediumFont;
case 3: return uiInfo.uiDC.Assets.qhBigFont;
case 4: return uiInfo.uiDC.Assets.qhSmall2Font;
}
return uiInfo.uiDC.Assets.qhMediumFont; // 0;
}
#include "../namespace_end.h"
int Text_Width(const char *text, float scale, int iMenuFont)
{
int iFontIndex = MenuFontToHandle(iMenuFont);
return trap_R_Font_StrLenPixels(text, iFontIndex, scale);
}
int Text_Height(const char *text, float scale, int iMenuFont)
{
int iFontIndex = MenuFontToHandle(iMenuFont);
return trap_R_Font_HeightPixels(iFontIndex, scale);
}
void Text_Paint(float x, float y, float scale, vec4_t color, const char *text, float adjust, int limit, int style, int iMenuFont)
{
int iStyleOR = 0;
int iFontIndex = MenuFontToHandle(iMenuFont);
//
// kludge.. convert JK2 menu styles to SOF2 printstring ctrl codes...
//
switch (style)
{
case ITEM_TEXTSTYLE_NORMAL: iStyleOR = 0;break; // JK2 normal text
case ITEM_TEXTSTYLE_BLINK: iStyleOR = (int)STYLE_BLINK;break; // JK2 fast blinking
case ITEM_TEXTSTYLE_PULSE: iStyleOR = (int)STYLE_BLINK;break; // JK2 slow pulsing
case ITEM_TEXTSTYLE_SHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow
case ITEM_TEXTSTYLE_OUTLINED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow
case ITEM_TEXTSTYLE_OUTLINESHADOWED: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow
case ITEM_TEXTSTYLE_SHADOWEDMORE: iStyleOR = (int)STYLE_DROPSHADOW;break; // JK2 drop shadow
}
trap_R_Font_DrawString( x, // int ox
y, // int oy
text, // const char *text
color, // paletteRGBA_c c
iStyleOR | iFontIndex, // const int iFontHandle
!limit?-1:limit, // iCharLimit (-1 = none)
scale // const float scale = 1.0f
);
}
void Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style, int iMenuFont)
{
Text_Paint(x, y, scale, color, text, 0, limit, style, iMenuFont);
// now print the cursor as well... (excuse the braces, it's for porting C++ to C)
//
{
char sTemp[1024];
int iCopyCount = limit ? min(strlen(text), limit) : strlen(text);
iCopyCount = min(iCopyCount,cursorPos);
iCopyCount = min(iCopyCount,sizeof(sTemp));
// copy text into temp buffer for pixel measure...
//
strncpy(sTemp,text,iCopyCount);
sTemp[iCopyCount] = '\0';
{
int iFontIndex = MenuFontToHandle( iMenuFont );
int iNextXpos = trap_R_Font_StrLenPixels(sTemp, iFontIndex, scale );
Text_Paint(x+iNextXpos, y, scale, color, va("%c",cursor), 0, limit, style|ITEM_TEXTSTYLE_BLINK, iMenuFont);
}
}
}
// maxX param is initially an X limit, but is also used as feedback. 0 = text was clipped to fit within, else maxX = next pos
//
static void Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit, int iMenuFont)
{
// this is kinda dirty, but...
//
int iFontIndex = MenuFontToHandle(iMenuFont);
//float fMax = *maxX;
int iPixelLen = trap_R_Font_StrLenPixels(text, iFontIndex, scale);
if (x + iPixelLen > *maxX)
{
// whole text won't fit, so we need to print just the amount that does...
// Ok, this is slow and tacky, but only called occasionally, and it works...
//
char sTemp[4096]={0}; // lazy assumption
const char *psText = text;
char *psOut = &sTemp[0];
char *psOutLastGood = psOut;
unsigned int uiLetter;
while (*psText && (x + trap_R_Font_StrLenPixels(sTemp, iFontIndex, scale)<=*maxX)
&& psOut < &sTemp[sizeof(sTemp)-1] // sanity
)
{
int iAdvanceCount;
psOutLastGood = psOut;
uiLetter = trap_AnyLanguage_ReadCharFromString(psText, &iAdvanceCount, NULL);
psText += iAdvanceCount;
if (uiLetter > 255)
{
*psOut++ = uiLetter>>8;
*psOut++ = uiLetter&0xFF;
}
else
{
*psOut++ = uiLetter&0xFF;
}
}
*psOutLastGood = '\0';
*maxX = 0; // feedback
Text_Paint(x, y, scale, color, sTemp, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
}
else
{
// whole text fits fine, so print it all...
//
*maxX = x + iPixelLen; // feedback the next position, as the caller expects
Text_Paint(x, y, scale, color, text, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
}
}
void UI_ShowPostGame(qboolean newHigh) {
trap_Cvar_Set ("cg_cameraOrbit", "0");
trap_Cvar_Set("cg_thirdPerson", "0");
#ifdef _XBOX
ClientManager::ActiveClient().cg_thirdPerson = 0;
#endif
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;
vmCvar_t ui_rankChange;
static void UI_BuildPlayerList();
char parsedFPMessage[1024];
#include "../namespace_begin.h"
extern int FPMessageTime;
#include "../namespace_end.h"
void Text_PaintCenter(float x, float y, float scale, vec4_t color, const char *text, float adjust, int iMenuFont);
const char *UI_GetStringEdString(const char *refSection, const char *refName)
{
static char text[1024]={0};
trap_SP_GetStringTextString(va("%s_%s", refSection, refName), text, sizeof(text));
return text;
}
#define UI_FPS_FRAMES 4
void _UI_Refresh( int realtime )
{
// Severy hackery in split screen. We only draw the UI once - and we always
// do it on the second pass (when client 1 calls this function). But we need
// to temporarily set the active client to be the one that opened the UI in
// the first place.
if (ClientManager::splitScreenMode && cls.state == CA_ACTIVE)
{
if (ClientManager::ActiveClientNum() == 0)
return;
ClientManager::ActivateClient( uiClientNum );
}
static int index;
static int previousTimes[UI_FPS_FRAMES];
//if ( !( trap_Key_GetCatcher() & KEYCATCH_UI ) ) {
// return;
//}
if( !com_dedicated->integer )
{
trap_G2API_SetTime(realtime, 0);
trap_G2API_SetTime(realtime, 1);
}
//ghoul2 timer must be explicitly updated during ui rendering.
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;
}
if (gDelayedPause > 0)
{
gDelayedPause--;
if ( gDelayedPause <= 0 )
{
trap_Cvar_Set( "cl_paused", "1" );
}
}
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
#ifndef _XBOX
UI_BuildFindPlayerList(qfalse);
#endif
}
#ifndef _XBOX
// draw cursor
UI_SetColor( NULL );
if (Menu_Count() > 0) {
UI_DrawHandlePic( uiInfo.uiDC.cursorx, uiInfo.uiDC.cursory, 48, 48, uiInfo.uiDC.Assets.cursor);
}
#endif
#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
if (ui_rankChange.integer)
{
FPMessageTime = realtime + 3000;
if (!parsedFPMessage[0] /*&& uiMaxRank > ui_rankChange.integer*/)
{
const char *printMessage = UI_GetStringEdString("MP_INGAME", "SET_NEW_RANK");
int i = 0;
int p = 0;
int linecount = 0;
while (printMessage[i] && p < 1024)
{
parsedFPMessage[p] = printMessage[i];
p++;
i++;
linecount++;
if (linecount > 64 && printMessage[i] == ' ')
{
parsedFPMessage[p] = '\n';
p++;
linecount = 0;
}
}
parsedFPMessage[p] = '\0';
}
//JLF this line was commented out (it seems like a bad idea
if (uiMaxRank > ui_rankChange.integer)
{
uiMaxRank = ui_rankChange.integer;
uiForceRank = uiMaxRank;
/*
while (x < NUM_FORCE_POWERS)
{
//For now just go ahead and clear force powers upon rank change
uiForcePowersRank[x] = 0;
x++;
}
uiForcePowersRank[FP_LEVITATION] = 1;
uiForceUsed = 0;
*/
//Use BG_LegalizedForcePowers and transfer the result into the UI force settings
//JLF NEW
if (ClientManager::NumClients()==2)
{
ClientManager::ActivateClient(1);
UI_UpdateForcePowers();
UI_ReadLegalForce();
UI_UpdateClientForcePowers(NULL);
ClientManager::ActivateClient(0);
}
//JLF NEW
UI_UpdateForcePowers();
UI_ReadLegalForce();
//JLF NEW
UI_UpdateClientForcePowers(NULL);
}
if (ui_freeSaber.integer && uiForcePowersRank[FP_SABER_OFFENSE] < 1)
{
uiForcePowersRank[FP_SABER_OFFENSE] = 1;
}
if (ui_freeSaber.integer && uiForcePowersRank[FP_SABER_DEFENSE] < 1)
{
uiForcePowersRank[FP_SABER_DEFENSE] = 1;
}
trap_Cvar_Set("ui_rankChange", "0");
//remember to update the force power count after changing the max rank
UpdateForceUsed();
}
if (ui_freeSaber.integer)
{
bgForcePowerCost[FP_SABER_OFFENSE][FORCE_LEVEL_1] = 0;
bgForcePowerCost[FP_SABER_DEFENSE][FORCE_LEVEL_1] = 0;
}
else
{
bgForcePowerCost[FP_SABER_OFFENSE][FORCE_LEVEL_1] = 1;
bgForcePowerCost[FP_SABER_DEFENSE][FORCE_LEVEL_1] = 1;
}
/*
if (parsedFPMessage[0] && FPMessageTime > realtime)
{
vec4_t txtCol;
int txtStyle = ITEM_TEXTSTYLE_SHADOWED;
if ((FPMessageTime - realtime) < 2000)
{
txtCol[0] = colorWhite[0];
txtCol[1] = colorWhite[1];
txtCol[2] = colorWhite[2];
txtCol[3] = (((float)FPMessageTime - (float)realtime)/2000);
txtStyle = 0;
}
else
{
txtCol[0] = colorWhite[0];
txtCol[1] = colorWhite[1];
txtCol[2] = colorWhite[2];
txtCol[3] = colorWhite[3];
}
Text_Paint(10, 0, 1, txtCol, parsedFPMessage, 0, 1024, txtStyle, FONT_MEDIUM);
}
*/
//For now, don't bother.
// Undo the split screen hackery from the top. If we're in split screen,
// then we've stomped active client with the id of whoever opened the UI
if (ClientManager::splitScreenMode && cls.state == CA_ACTIVE)
ClientManager::ActivateClient( 1 );
}
/*
=================
_UI_Shutdown
=================
*/
#include "../namespace_begin.h"
void UI_CleanupGhoul2(void);
#include "../namespace_end.h"
void _UI_Shutdown( void ) {
// trap_LAN_SaveCachedServers();
UI_CleanupGhoul2();
}
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;
}
char *buf = (char *) Z_Malloc( len+1, TAG_TEMP_WORKSPACE, qfalse, 4 );
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;
if (!trap_PC_ReadToken(handle, &token))
return qfalse;
if (Q_stricmp(token.string, "{") != 0) {
return qfalse;
}
while ( 1 ) {
memset(&token, 0, sizeof(pc_token_t));
if (!trap_PC_ReadToken(handle, &token))
return qfalse;
if (Q_stricmp(token.string, "}") == 0) {
return qtrue;
}
// font
if (Q_stricmp(token.string, "font") == 0) {
int pointSize;
if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle,&pointSize)) {
return qfalse;
}
//trap_R_RegisterFont(tempStr, pointSize, &uiInfo.uiDC.Assets.textFont);
uiInfo.uiDC.Assets.qhMediumFont = trap_R_RegisterFont(token.string);
uiInfo.uiDC.Assets.fontRegistered = qtrue;
continue;
}
if (Q_stricmp(token.string, "smallFont") == 0) {
int pointSize;
if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle,&pointSize)) {
return qfalse;
}
//trap_R_RegisterFont(token, pointSize, &uiInfo.uiDC.Assets.smallFont);
uiInfo.uiDC.Assets.qhSmallFont = trap_R_RegisterFont(token.string);
continue;
}
if (Q_stricmp(token.string, "small2Font") == 0) {
int pointSize;
if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle,&pointSize)) {
return qfalse;
}
//trap_R_RegisterFont(token, pointSize, &uiInfo.uiDC.Assets.smallFont);
uiInfo.uiDC.Assets.qhSmall2Font = trap_R_RegisterFont(token.string);
continue;
}
if (Q_stricmp(token.string, "bigFont") == 0) {
int pointSize;
if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle,&pointSize)) {
return qfalse;
}
//trap_R_RegisterFont(token, pointSize, &uiInfo.uiDC.Assets.bigFont);
uiInfo.uiDC.Assets.qhBigFont = trap_R_RegisterFont(token.string);
continue;
}
if (Q_stricmp(token.string, "cursor") == 0)
{
if (!PC_String_Parse(handle, &uiInfo.uiDC.Assets.cursorStr))
{
Com_Printf(S_COLOR_YELLOW,"Bad 1st parameter for keyword 'cursor'");
return qfalse;
}
// uiInfo.uiDC.Assets.cursor = trap_R_RegisterShaderNoMip( uiInfo.uiDC.Assets.cursorStr);
continue;
}
// gradientbar
// if (Q_stricmp(token.string, "gradientbar") == 0) {
// if (!trap_PC_ReadToken(handle, &token)) {
// return qfalse;
// }
// uiInfo.uiDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(token.string);
// continue;
// }
// enterMenuSound
if (Q_stricmp(token.string, "menuEnterSound") == 0) {
if (!trap_PC_ReadToken(handle, &token)) {
return qfalse;
}
uiInfo.uiDC.Assets.menuEnterSound = trap_S_RegisterSound( token.string );
continue;
}
// exitMenuSound
if (Q_stricmp(token.string, "menuExitSound") == 0) {
if (!trap_PC_ReadToken(handle, &token)) {
return qfalse;
}
uiInfo.uiDC.Assets.menuExitSound = trap_S_RegisterSound( token.string );
continue;
}
// itemFocusSound
if (Q_stricmp(token.string, "itemFocusSound") == 0) {
if (!trap_PC_ReadToken(handle, &token)) {
return qfalse;
}
uiInfo.uiDC.Assets.itemFocusSound = trap_S_RegisterSound( token.string );
continue;
}
// menuBuzzSound
if (Q_stricmp(token.string, "menuBuzzSound") == 0) {
if (!trap_PC_ReadToken(handle, &token)) {
return qfalse;
}
uiInfo.uiDC.Assets.menuBuzzSound = trap_S_RegisterSound( token.string );
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;
}
if (Q_stricmp(token.string, "moveRollSound") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.moveRollSound = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "moveJumpSound") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.moveJumpSound = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound1") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound1 = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound2") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound2 = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound3") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound3 = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound4") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound4 = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound5") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound5 = trap_S_RegisterSound( token.string );
}
continue;
}
if (Q_stricmp(token.string, "datapadmoveSaberSound6") == 0)
{
if (trap_PC_ReadToken(handle,&token))
{
uiInfo.uiDC.Assets.datapadmoveSaberSound6 = trap_S_RegisterSound( token.string );
}
continue;
}
// precaching various sound files used in the menus
if (Q_stricmp(token.string, "precacheSound") == 0)
{
const char *tempStr;
if (PC_Script_Parse(handle, &tempStr))
{
char *soundFile;
do
{
soundFile = COM_ParseExt(&tempStr, qfalse);
if (soundFile[0] != 0 && soundFile[0] != ';') {
trap_S_RegisterSound( soundFile);
}
} while (soundFile[0]);
}
continue;
}
}
return qfalse;
}
void UI_Report() {
String_Report();
//Font_Report();
}
#include "../namespace_begin.h"
void UIC_SaveMenuFile( const char *filename, int menuLen );
bool UIC_LoadMenuFile( const char *filename, int menuLen );
#include "../namespace_end.h"
// Global flag - used by various parse routines to tell us that we can't
// make a UIC file, because the .menu parsing has side-effects that are
// too complicated:
bool gDoNotMakeUic;
void UI_ParseMenu(const char *menuFile) {
// If this isn't a final build version, grab the size of the .menu file.
// UIC_LoadMenuFile will verify that the one stored in the .uic matches.
// Not as good as a CRC or timestamp, but it's all we've really got:
int menuLen = 0;
#ifndef FINAL_BUILD
menuLen = FS_ReadFile( menuFile, NULL );
#endif
// First, if there's a uic file, load that instead! Woot Woot!
char uicName[MAX_QPATH];
COM_StripExtension( menuFile, uicName );
void FS_ReplaceSeparators( char *path );
FS_ReplaceSeparators( uicName );
if( UIC_LoadMenuFile( va("%s.uic", uicName), menuLen ) )
return;
// Nope, do the old-fashioned thing
int handle;
pc_token_t token;
// Need to know if menu had an assetGlobalDef - those can't be converted to UIC
gDoNotMakeUic = false;
int menusCreated = 0;
//Com_Printf("Parsing menu file: %s\n", menuFile);
handle = trap_PC_LoadSource(menuFile);
if (!handle) {
return;
}
while ( 1 ) {
memset(&token, 0, sizeof(pc_token_t));
if (!trap_PC_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)) {
gDoNotMakeUic = true; // Assetglobaldef registers various assets
continue;
} else {
break;
}
}
if (Q_stricmp(token.string, "menudef") == 0) {
// start a new menu
Menu_New(handle);
// Keep track, just in case someone puts multiple menuDefs in a single .menu
menusCreated++;
}
}
trap_PC_FreeSource(handle);
// If there wasn't an assetGlobalDef, then we can build a compiled version
// of this menu (including source menu file's length:
if( !gDoNotMakeUic && (menusCreated == 1) )
UIC_SaveMenuFile( va("d:\\base\\%s.uic", uicName), menuLen );
}
qboolean Load_Menu(int handle) {
pc_token_t token;
if (!trap_PC_ReadToken(handle, &token))
return qfalse;
if (token.string[0] != '{') {
return qfalse;
}
while ( 1 ) {
if (!trap_PC_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();
trap_PC_LoadGlobalDefines ( "ui/jk2mp/menudef.h" );
handle = trap_PC_LoadSource( menuFile );
if (!handle) {
Com_Printf( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile );
handle = trap_PC_LoadSource( "ui/jk2mpmenus.txt" );
if (!handle) {
trap_Error( va( S_COLOR_RED "default menu file not found: ui/menus.txt, unable to continue!\n", menuFile ) );
}
}
if (reset) {
Menu_Reset();
}
while ( 1 ) {
if (!trap_PC_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_PC_FreeSource( handle );
trap_PC_RemoveAllGlobalDefines ( );
}
void UI_Load() {
char *menuSet;
char lastName[1024];
menuDef_t *menu = Menu_GetFocused();
if (menu && menu->window.name) {
strcpy(lastName, menu->window.name);
}
else
{
lastName[0] = 0;
}
if (uiInfo.inGameLoad)
{
menuSet= "ui/jk2mpingame.txt";
}
else
{
menuSet= UI_Cvar_VariableString("ui_menuFilesMP");
}
if (menuSet == NULL || menuSet[0] == '\0') {
menuSet = "ui/jk2mpmenus.txt";
}
String_Init();
#ifdef PRE_RELEASE_TADEMO
UI_ParseGameInfo("demogameinfo.txt");
#else
UI_ParseGameInfo("ui/jk2mp/gameinfo.txt");
#endif
UI_LoadArenas();
UI_LoadBots();
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 iMenuFont) {
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, iMenuFont);
}
static void UI_DrawClanName(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
Text_Paint(rect->x, rect->y, scale, color, UI_Cvar_VariableString("ui_teamName"), 0, 0, textStyle, iMenuFont);
}
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));
}
}
static const char* UI_GetGameTypeName(int gtEnum)
{
switch ( gtEnum )
{
case GT_FFA:
return UI_GetStringEdString("MENUS", "FREE_FOR_ALL");//"Free For All";
case GT_HOLOCRON:
return UI_GetStringEdString("MENUS", "HOLOCRON_FFA");//"Holocron FFA";
case GT_JEDIMASTER:
return UI_GetStringEdString("MENUS", "SAGA");//"Jedi Master";??
case GT_SINGLE_PLAYER:
return UI_GetStringEdString("MENUS", "SAGA");//"Team FFA";
case GT_DUEL:
return UI_GetStringEdString("MENUS", "DUEL");//"Team FFA";
case GT_POWERDUEL:
return UI_GetStringEdString("MENUS", "POWERDUEL");//"Team FFA";
case GT_TEAM:
return UI_GetStringEdString("MENUS", "TEAM_FFA");//"Team FFA";
case GT_SIEGE:
return UI_GetStringEdString("MENUS", "SIEGE");//"Siege";
case GT_CTF:
return UI_GetStringEdString("MENUS", "CAPTURE_THE_FLAG");//"Capture the Flag";
case GT_CTY:
return UI_GetStringEdString("MENUS", "CAPTURE_THE_YSALIMARI");//"Capture the Ysalamiri";
}
return UI_GetStringEdString("MENUS", "SAGA");//"Team FFA";
}
// 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, int iMenuFont)
{
Text_Paint(rect->x, rect->y, scale, color, UI_GetGameTypeName(uiInfo.gameTypes[ui_gameType.integer].gtEnum), 0, 0, textStyle, iMenuFont);
}
static void UI_DrawNetGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont)
{
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, UI_GetGameTypeName(uiInfo.gameTypes[ui_netGameType.integer].gtEnum) , 0, 0, textStyle, iMenuFont);
}
static void UI_DrawAutoSwitch(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
#ifdef _XBOX
int switchVal = ClientManager::ActiveClient().cg_autoswitch;
#else
int switchVal = trap_Cvar_VariableValue("cg_autoswitch");
#endif //_XBOX
const char *switchString = "AUTOSWITCH1";
const char *stripString = NULL;
switch(switchVal)
{
case 2:
switchString = "AUTOSWITCH2";
break;
case 3:
switchString = "AUTOSWITCH3";
break;
case 0:
switchString = "AUTOSWITCH0";
break;
default:
break;
}
stripString = UI_GetStringEdString("MP_INGAME", (char *)switchString);
if (stripString)
{
Text_Paint(rect->x, rect->y, scale, color, stripString, 0, 0, textStyle, iMenuFont);
}
}
static void UI_DrawJoinGameType(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont)
{
if (ui_joinGameType.integer < 0 || ui_joinGameType.integer > uiInfo.numJoinGameTypes)
{
trap_Cvar_Set("ui_joinGameType", "0");
}
Text_Paint(rect->x, rect->y, scale, color, UI_GetGameTypeName(uiInfo.joinGameTypes[ui_joinGameType.integer].gtEnum) , 0, 0, textStyle, iMenuFont);
}
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_DrawSkill(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
int i;
i = trap_Cvar_VariableValue( "g_spSkill" );
if (i < 1 || i > numSkillLevels) {
i = 1;
}
Text_Paint(rect->x, rect->y, scale, color, (char *)UI_GetStringEdString("MP_INGAME", (char *)skillLevels[i-1]),0, 0, textStyle, iMenuFont);
}
static void UI_DrawGenericNum(rectDef_t *rect, float scale, vec4_t color, int textStyle, int val, int min, int max, int type,int iMenuFont)
{
int i;
char s[256];
i = val;
if (i < min || i > max)
{
i = min;
}
Com_sprintf(s, sizeof(s), "%i\0", val);
Text_Paint(rect->x, rect->y, scale, color, s,0, 0, textStyle, iMenuFont);
}
static void UI_DrawForceMastery(rectDef_t *rect, float scale, vec4_t color, int textStyle, int val, int min, int max, int iMenuFont)
{
int i;
char *s;
i = val;
if (i < min || i > max)
{
i = min;
}
s = (char *)UI_GetStringEdString("MP_INGAME", forceMasteryLevels[val]);
Text_Paint(rect->x, rect->y, scale, color, s, 0, 0, textStyle, iMenuFont);
}
static void UI_DrawSkinColor(rectDef_t *rect, float scale, vec4_t color, int textStyle, int val, int min, int max, int iMenuFont)
{
int i;
char s[256];
i = val;
if (i < min || i > max)
{
i = min;
}
switch(val)
{
case TEAM_RED:
trap_SP_GetStringTextString("MENUS_TEAM_RED", s, sizeof(s));
// Com_sprintf(s, sizeof(s), "Red\0");
break;
case TEAM_BLUE:
trap_SP_GetStringTextString("MENUS_TEAM_BLUE", s, sizeof(s));
// Com_sprintf(s, sizeof(s), "Blue\0");
break;
default:
trap_SP_GetStringTextString("MENUS_DEFAULT", s, sizeof(s));
// Com_sprintf(s, sizeof(s), "Default\0");
break;
}
Text_Paint(rect->x, rect->y, scale, color, s, 0, 0, textStyle, iMenuFont);
}
//JLF
#ifdef _XBOX
static void UI_SwitchForceSide(int val, int min, int max)
{
int i;
char s[256];
menuDef_t *menu;
char info[MAX_INFO_VALUE];
i = val;
if (i < min || i > max)
{
i = min;
}
info[0] = '\0';
trap_GetConfigString(CS_SERVERINFO, info, sizeof(info));
/*
if (atoi( Info_ValueForKey( info, "g_forceBasedTeams" ) ))
{
switch(ClientManager::ActiveClient().myTeam)
{
case TEAM_RED:
uiForceSide = FORCE_DARKSIDE;
break;
case TEAM_BLUE:
uiForceSide = FORCE_LIGHTSIDE;
break;
default:
break;
}
}
*/
if (val == FORCE_LIGHTSIDE)
{
trap_SP_GetStringTextString("MENUS_FORCEDESC_LIGHT",s, sizeof(s));
menu = Menus_FindByName("forcealloc");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers", qfalse);
Menu_ShowItemByName(menu, "darkpowers_team", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_playerforce");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers", qfalse);
Menu_ShowItemByName(menu, "darkpowers_team", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_forcepoints");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers", qfalse);
Menu_ShowItemByName(menu, "darkpowers_team", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
}
else
{
trap_SP_GetStringTextString("MENUS_FORCEDESC_DARK",s, sizeof(s));
menu = Menus_FindByName("forcealloc");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qfalse);
Menu_ShowItemByName(menu, "darkpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_playerforce");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qfalse);
Menu_ShowItemByName(menu, "darkpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_forcepoints");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qfalse);
Menu_ShowItemByName(menu, "darkpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
}
}
#endif
static void UI_DrawForceSide(rectDef_t *rect, float scale, vec4_t color, int textStyle, int val, int min, int max, int iMenuFont)
{
int i;
char s[256];
menuDef_t *menu;
char info[MAX_INFO_VALUE];
i = val;
if (i < min || i > max)
{
i = min;
}
info[0] = '\0';
trap_GetConfigString(CS_SERVERINFO, info, sizeof(info));
if (atoi( Info_ValueForKey( info, "g_forceBasedTeams" ) ))
{
switch(ClientManager::ActiveClient().myTeam)
{
case TEAM_RED:
uiForceSide = FORCE_DARKSIDE;
color[0] = 0.2;
color[1] = 0.2;
color[2] = 0.2;
break;
case TEAM_BLUE:
uiForceSide = FORCE_LIGHTSIDE;
color[0] = 0.2;
color[1] = 0.2;
color[2] = 0.2;
break;
default:
break;
}
}
if (val == FORCE_LIGHTSIDE)
{
trap_SP_GetStringTextString("MENUS_FORCEDESC_LIGHT",s, sizeof(s));
menu = Menus_FindByName("forcealloc");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers", qfalse);
Menu_ShowItemByName(menu, "darkpowers_team", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_playerforce");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers", qfalse);
Menu_ShowItemByName(menu, "darkpowers_team", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
}
else
{
trap_SP_GetStringTextString("MENUS_FORCEDESC_DARK",s, sizeof(s));
menu = Menus_FindByName("forcealloc");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qfalse);
Menu_ShowItemByName(menu, "darkpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
menu = Menus_FindByName("ingame_playerforce");
if (menu)
{
Menu_ShowItemByName(menu, "lightpowers", qfalse);
Menu_ShowItemByName(menu, "lightpowers_team", qfalse);
Menu_ShowItemByName(menu, "darkpowers", qtrue);
Menu_ShowItemByName(menu, "darkpowers_team", qtrue);//(ui_gameType.integer >= GT_TEAM));
}
}
Text_Paint(rect->x, rect->y, scale, color, s,0, 0, textStyle, iMenuFont);
}
qboolean UI_HasSetSaberOnly( void )
{
char info[MAX_INFO_STRING];
int i = 0;
int wDisable = 0;
int gametype = 0;
gametype = atoi(Info_ValueForKey(info, "g_gametype"));
if ( gametype == GT_JEDIMASTER )
{ //set to 0
return qfalse;
}
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
if (gametype == GT_DUEL || gametype == GT_POWERDUEL)
{
wDisable = atoi(Info_ValueForKey(info, "g_duelWeaponDisable"));
}
else
{
wDisable = atoi(Info_ValueForKey(info, "g_weaponDisable"));
}
while (i < WP_NUM_WEAPONS)
{
if (!(wDisable & (1 << i)) &&
i != WP_SABER && i != WP_NONE)
{
return qfalse;
}
i++;
}
return qtrue;
}
static qboolean UI_AllForceDisabled(int force)
{
int i;
if (force)
{
for (i=0;i<NUM_FORCE_POWERS;i++)
{
if (!(force & (1<<i)))
{
return qfalse;
}
}
return qtrue;
}
return qfalse;
}
qboolean UI_TrueJediEnabled( void )
{
char info[MAX_INFO_STRING];
int gametype = 0, disabledForce = 0, trueJedi = 0;
qboolean saberOnly = qfalse, allForceDisabled = qfalse;
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
//already have serverinfo at this point for stuff below. Don't bother trying to use ui_forcePowerDisable.
//if (ui_forcePowerDisable.integer)
//if (atoi(Info_ValueForKey(info, "g_forcePowerDisable")))
disabledForce = atoi(Info_ValueForKey(info, "g_forcePowerDisable"));
allForceDisabled = UI_AllForceDisabled(disabledForce);
gametype = atoi(Info_ValueForKey(info, "g_gametype"));
saberOnly = UI_HasSetSaberOnly();
if ( gametype == GT_HOLOCRON
|| gametype == GT_JEDIMASTER
|| saberOnly
|| allForceDisabled )
{
trueJedi = 0;
}
else
{
trueJedi = atoi( Info_ValueForKey( info, "g_jediVmerc" ) );
}
return (trueJedi != 0);
}
static void UI_DrawJediNonJedi(rectDef_t *rect, float scale, vec4_t color, int textStyle, int val, int min, int max, int iMenuFont)
{
int i;
char s[256];
//menuDef_t *menu;
char info[MAX_INFO_VALUE];
i = val;
if (i < min || i > max)
{
i = min;
}
info[0] = '\0';
trap_GetConfigString(CS_SERVERINFO, info, sizeof(info));
if ( !UI_TrueJediEnabled() )
{//true jedi mode is not on, do not draw this button type
return;
}
if ( val == FORCE_NONJEDI )
{
trap_SP_GetStringTextString("MENUS_NO",s, sizeof(s));
}
else
{
trap_SP_GetStringTextString("MENUS_YES",s, sizeof(s));
}
Text_Paint(rect->x, rect->y, scale, color, s,0, 0, textStyle, iMenuFont);
}
static void UI_DrawTeamName(rectDef_t *rect, float scale, vec4_t color, qboolean blue, int textStyle, int iMenuFont) {
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, iMenuFont);
}
}
static void UI_DrawTeamMember(rectDef_t *rect, float scale, vec4_t color, qboolean blue, int num, int textStyle, int iMenuFont)
{
// 0 - None
// 1 - Human
// 2..NumCharacters - Bot
int value = trap_Cvar_VariableValue(va(blue ? "ui_blueteam%i" : "ui_redteam%i", num));
const char *text;
int maxcl = trap_Cvar_VariableValue( "sv_maxClients" );
vec4_t finalColor;
int numval = num;
numval *= 2;
if (blue)
{
numval -= 1;
}
finalColor[0] = color[0];
finalColor[1] = color[1];
finalColor[2] = color[2];
finalColor[3] = color[3];
if (numval > maxcl)
{
finalColor[0] *= 0.5;
finalColor[1] *= 0.5;
finalColor[2] *= 0.5;
value = -1;
}
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_SIEGE)
{
if (value > 1 )
{
value = 1;
}
}
if (value <= 1) {
if (value == -1)
{
//text = "Closed";
text = UI_GetStringEdString("MENUS", "CLOSED");
}
else
{
//text = "Human";
text = UI_GetStringEdString("MENUS", "HUMAN");
}
} else {
value -= 2;
if (value >= UI_GetNumBots()) {
value = 1;
}
text = UI_GetBotNameByNumber(value);
}
Text_Paint(rect->x, rect->y, scale, finalColor, text, 0, 0, textStyle, iMenuFont);
}
static void UI_DrawEffects(rectDef_t *rect, float scale, vec4_t color)
{
UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiSaberColorShaders[uiInfo.effectsColor]);
}
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("menu/art/unknownmap_mp"));
}
}
static void UI_DrawMapTimeToBeat(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
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, iMenuFont);
}
static void UI_SetForceDisabled(int force)
{
int i = 0;
if (force)
{
while (i < NUM_FORCE_POWERS)
{
if (force & (1 << i))
{
uiForcePowersDisabled[i] = qtrue;
if (i != FP_LEVITATION && i != FP_SABER_OFFENSE && i != FP_SABER_DEFENSE)
{
uiForcePowersRank[i] = 0;
}
else
{
if (i == FP_LEVITATION)
{
uiForcePowersRank[i] = 1;
}
else
{
uiForcePowersRank[i] = 3;
}
}
}
else
{
uiForcePowersDisabled[i] = qfalse;
}
i++;
}
}
else
{
i = 0;
while (i < NUM_FORCE_POWERS)
{
uiForcePowersDisabled[i] = qfalse;
i++;
}
}
}
// The game type on create server has changed - make the HUMAN/BOTS fields active
#ifndef _XBOX
void UpdateBotButtons(void)
{
menuDef_t *menu;
menu = Menu_GetFocused();
if (!menu)
{
return;
}
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_SIEGE)
{
Menu_ShowItemByName(menu, "humanbotfield", qfalse);
Menu_ShowItemByName(menu, "humanbotnonfield", qtrue);
}
else
{
Menu_ShowItemByName(menu, "humanbotfield", qtrue);
Menu_ShowItemByName(menu, "humanbotnonfield", qfalse);
}
}
#endif // _XBOX
void UpdateForceStatus()
{
menuDef_t *menu;
// Currently we don't make a distinction between those that wish to play Jedi of lower than maximum skill.
/* if (ui_forcePowerDisable.integer)
{
uiForceRank = 0;
uiForceAvailable = 0;
uiForceUsed = 0;
}
else
{
uiForceRank = uiMaxRank;
uiForceUsed = 0;
uiForceAvailable = forceMasteryPoints[uiForceRank];
}
*/
menu = Menus_FindByName("ingame_player");
if (menu)
{
char info[MAX_INFO_STRING];
int disabledForce = 0;
qboolean trueJedi = qfalse, allForceDisabled = qfalse;
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
//already have serverinfo at this point for stuff below. Don't bother trying to use ui_forcePowerDisable.
//if (ui_forcePowerDisable.integer)
//if (atoi(Info_ValueForKey(info, "g_forcePowerDisable")))
disabledForce = atoi(Info_ValueForKey(info, "g_forcePowerDisable"));
allForceDisabled = UI_AllForceDisabled(disabledForce);
trueJedi = UI_TrueJediEnabled();
if ( !trueJedi || allForceDisabled )
{
Menu_ShowItemByName(menu, "jedinonjedi", qfalse);
}
else
{
Menu_ShowItemByName(menu, "jedinonjedi", qtrue);
}
if ( allForceDisabled == qtrue || (trueJedi && uiJediNonJedi == FORCE_NONJEDI) )
{ // No force stuff
Menu_ShowItemByName(menu, "noforce", qtrue);
Menu_ShowItemByName(menu, "yesforce", qfalse);
// We don't want the saber explanation to say "configure saber attack 1" since we can't.
Menu_ShowItemByName(menu, "sabernoneconfigme", qfalse);
}
else
{
UI_SetForceDisabled(disabledForce);
Menu_ShowItemByName(menu, "noforce", qfalse);
Menu_ShowItemByName(menu, "yesforce", qtrue);
}
//Moved this to happen after it's done with force power disabling stuff
if (uiForcePowersRank[FP_SABER_OFFENSE] > 0 || ui_freeSaber.integer)
{ // Show lightsaber stuff.
Menu_ShowItemByName(menu, "nosaber", qfalse);
Menu_ShowItemByName(menu, "yessaber", qtrue);
}
else
{
Menu_ShowItemByName(menu, "nosaber", qtrue);
Menu_ShowItemByName(menu, "yessaber", qfalse);
}
// The leftmost button should be "apply" unless you are in spectator, where you can join any team.
if (ClientManager::ActiveClient().myTeam != TEAM_SPECTATOR)
{
Menu_ShowItemByName(menu, "playerapply", qtrue);
Menu_ShowItemByName(menu, "playerforcejoin", qfalse);
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
}
else
{
// Set or reset buttons based on choices
if (atoi(Info_ValueForKey(info, "g_gametype")) >= GT_TEAM)
{ // This is a team-based game.
Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
// This is disabled, always show both sides from spectator.
if ( 0 && atoi(Info_ValueForKey(info, "g_forceBasedTeams")))
{ // Show red or blue based on what side is chosen.
if (uiForceSide==FORCE_LIGHTSIDE)
{
Menu_ShowItemByName(menu, "playerforcered", qfalse);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
else if (uiForceSide==FORCE_DARKSIDE)
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qfalse);
}
else
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
}
else
{
Menu_ShowItemByName(menu, "playerforcered", qtrue);
Menu_ShowItemByName(menu, "playerforceblue", qtrue);
}
}
else
{
Menu_ShowItemByName(menu, "playerforcered", qfalse);
Menu_ShowItemByName(menu, "playerforceblue", qfalse);
}
Menu_ShowItemByName(menu, "playerapply", qfalse);
Menu_ShowItemByName(menu, "playerforcejoin", qtrue);
Menu_ShowItemByName(menu, "playerforcespectate", qtrue);
}
}
if ( !UI_TrueJediEnabled() )
{// Take the current team and force a skin color based on it.
char info[MAX_INFO_STRING];
int team;
char * progressionvalue = Cvar_VariableString("ui_menuProgression");
if ((Q_stricmp(progressionvalue, "ingamemenu") == 0))
team = ClientManager::ActiveClient().myTeam;
else
team =(int)(trap_Cvar_VariableValue("xb_joinTeam"));
switch(team )
{
case TEAM_RED:
uiSkinColor = TEAM_RED;
uiInfo.effectsColor = SABER_RED;
break;
case TEAM_BLUE:
uiSkinColor = TEAM_BLUE;
uiInfo.effectsColor = SABER_BLUE;
break;
default:
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
if (atoi(Info_ValueForKey(info, "g_gametype")) >= GT_TEAM)
{
uiSkinColor = TEAM_FREE;
}
else // A bit of a hack so non-team games will remember which skin set you chose in the player menu
{
uiSkinColor = uiHoldSkinColor;
}
break;
}
}
}
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 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 "Kyle";
}
static void UI_NextOpponent() {
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() {
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 iMenuFont) {
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, iMenuFont);
}
}
static void UI_DrawOpponentName(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
Text_Paint(rect->x, rect->y, scale, color, UI_Cvar_VariableString("ui_opponentName"), 0, 0, textStyle, iMenuFont);
}
static int UI_OwnerDrawWidth(int ownerDraw, float scale) {
int i, h, value, findex, iUse = 0;
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_SKIN_COLOR:
switch(uiSkinColor)
{
case TEAM_RED:
// s = "Red";
s = (char *)UI_GetStringEdString("MENUS", "TEAM_RED");
break;
case TEAM_BLUE:
// s = "Blue";
s = (char *)UI_GetStringEdString("MENUS", "TEAM_BLUE");
break;
default:
// s = "Default";
s = (char *)UI_GetStringEdString("MENUS", "DEFAULT");
break;
}
break;
case UI_FORCE_SIDE:
i = uiForceSide;
if (i < 1 || i > 2) {
i = 1;
}
if (i == FORCE_LIGHTSIDE)
{
// s = "Light";
s = (char *)UI_GetStringEdString("MENUS", "FORCEDESC_LIGHT");
}
else
{
// s = "Dark";
s = (char *)UI_GetStringEdString("MENUS", "FORCEDESC_DARK");
}
break;
case UI_JEDI_NONJEDI:
i = uiJediNonJedi;
if (i < 0 || i > 1)
{
i = 0;
}
if (i == FORCE_NONJEDI)
{
// s = "Non-Jedi";
s = (char *)UI_GetStringEdString("MENUS", "NO");
}
else
{
// s = "Jedi";
s = (char *)UI_GetStringEdString("MENUS", "YES");
}
break;
case UI_FORCE_RANK:
i = uiForceRank;
if (i < 1 || i > MAX_FORCE_RANK) {
i = 1;
}
s = (char *)UI_GetStringEdString("MP_INGAME", forceMasteryLevels[i]);
break;
case UI_FORCE_RANK_HEAL:
case UI_FORCE_RANK_LEVITATION:
case UI_FORCE_RANK_SPEED:
case UI_FORCE_RANK_PUSH:
case UI_FORCE_RANK_PULL:
case UI_FORCE_RANK_TELEPATHY:
case UI_FORCE_RANK_GRIP:
case UI_FORCE_RANK_LIGHTNING:
case UI_FORCE_RANK_RAGE:
case UI_FORCE_RANK_PROTECT:
case UI_FORCE_RANK_ABSORB:
case UI_FORCE_RANK_TEAM_HEAL:
case UI_FORCE_RANK_TEAM_FORCE:
case UI_FORCE_RANK_DRAIN:
case UI_FORCE_RANK_SEE:
case UI_FORCE_RANK_SABERATTACK:
case UI_FORCE_RANK_SABERDEFEND:
case UI_FORCE_RANK_SABERTHROW:
findex = (ownerDraw - UI_FORCE_RANK)-1;
//this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index
i = uiForcePowersRank[findex];
if (i < 0 || i > NUM_FORCE_POWER_LEVELS-1)
{
i = 0;
}
s = va("%i", uiForcePowersRank[findex]);
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 = (char *)UI_GetStringEdString("MP_INGAME", (char *)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", (char *)UI_GetStringEdString("MENUS", "TEAM_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", (char *)UI_GetStringEdString("MENUS", "TEAM_RED"), uiInfo.teamList[i].teamName);
}
break;
case UI_BLUETEAM1:
case UI_BLUETEAM2:
case UI_BLUETEAM3:
case UI_BLUETEAM4:
case UI_BLUETEAM5:
case UI_BLUETEAM6:
case UI_BLUETEAM7:
case UI_BLUETEAM8:
if (ownerDraw <= UI_BLUETEAM5)
{
iUse = ownerDraw-UI_BLUETEAM1 + 1;
}
else
{
iUse = ownerDraw-274; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
value = trap_Cvar_VariableValue(va("ui_blueteam%i", iUse));
if (value <= 1) {
text = "Human";
} else {
value -= 2;
if (value >= uiInfo.aliasCount) {
value = 1;
}
text = uiInfo.aliasList[value].name;
}
s = va("%i. %s", iUse, text);
break;
case UI_REDTEAM1:
case UI_REDTEAM2:
case UI_REDTEAM3:
case UI_REDTEAM4:
case UI_REDTEAM5:
case UI_REDTEAM6:
case UI_REDTEAM7:
case UI_REDTEAM8:
if (ownerDraw <= UI_REDTEAM5)
{
iUse = ownerDraw-UI_REDTEAM1 + 1;
}
else
{
iUse = ownerDraw-277; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
value = trap_Cvar_VariableValue(va("ui_redteam%i", iUse));
if (value <= 1) {
text = "Human";
} else {
value -= 2;
if (value >= uiInfo.aliasCount) {
value = 1;
}
text = uiInfo.aliasList[value].name;
}
s = va("%i. %s", iUse, text);
break;
case UI_TIER:
break;
case UI_TIER_MAPNAME:
break;
case UI_TIER_GAMETYPE:
break;
case UI_ALLMAPS_SELECTION:
break;
case UI_OPPONENT_NAME:
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 iMenuFont)
{
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,iMenuFont);
}
static void UI_DrawBotSkill(rectDef_t *rect, float scale, vec4_t color, int textStyle,int iMenuFont)
{
if (uiInfo.skillIndex >= 0 && uiInfo.skillIndex < numSkillLevels)
{
Text_Paint(rect->x, rect->y, scale, color, (char *)UI_GetStringEdString("MP_INGAME", (char *)skillLevels[uiInfo.skillIndex]), 0, 0, textStyle,iMenuFont);
}
}
static void UI_DrawRedBlue(rectDef_t *rect, float scale, vec4_t color, int textStyle,int iMenuFont)
{
Text_Paint(rect->x, rect->y, scale, color, (uiInfo.redBlue == 0) ? UI_GetStringEdString("MP_INGAME","RED") : UI_GetStringEdString("MP_INGAME","BLUE"), 0, 0, textStyle,iMenuFont);
}
static void UI_DrawCrosshair(rectDef_t *rect, float scale, vec4_t color) {
trap_R_SetColor( color );
if (uiInfo.currentCrosshair < 0 || uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
uiInfo.currentCrosshair = 0;
}
UI_DrawHandlePic( rect->x, rect->y, rect->w, rect->h, uiInfo.uiDC.Assets.crosshairShader[uiInfo.currentCrosshair]);
trap_R_SetColor( NULL );
}
/*
===============
UI_BuildPlayerList
===============
*/
static void UI_BuildPlayerList() {
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;
playerTeamNumber = 0;
for( n = 0; n < count; n++ ) {
trap_GetConfigString( CS_PLAYERS + n, info, MAX_INFO_STRING );
if (info[0]) {
Q_strncpyz( uiInfo.playerNames[uiInfo.playerCount], Info_ValueForKey( info, "n" ), MAX_NAME_LENGTH );
Q_CleanStr( uiInfo.playerNames[uiInfo.playerCount] );
if(uiInfo.playerCount == 0) {
Cvar_Set("vote_cantkick", va(UI_GetStringEdString("MP_SVGAME", "CANT_KICK"), uiInfo.playerNames[0]));
}
uiInfo.playerIndexes[uiInfo.playerCount] = n;
uiInfo.playerCount++;
team2 = atoi(Info_ValueForKey(info, "t"));
if (team2 == team && n != uiInfo.playerNumber) {
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]);
}
else
{
trap_Cvar_Set("cg_selectedPlayerName", "Everyone");
}
if (!team || team == TEAM_SPECTATOR || !uiInfo.teamLeader)
{
n = uiInfo.myTeamCount;
trap_Cvar_Set("cg_selectedPlayer", va("%d", n));
trap_Cvar_Set("cg_selectedPlayerName", "N/A");
}
}
static void UI_DrawSelectedPlayer(rectDef_t *rect, float scale, vec4_t color, int textStyle, int iMenuFont) {
if (uiInfo.uiDC.realTime > uiInfo.playerRefresh) {
uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000;
UI_BuildPlayerList();
}
Text_Paint(rect->x, rect->y, scale, color, UI_Cvar_VariableString("cg_selectedPlayerName"), 0, 0, textStyle, iMenuFont);
}
/*
=================
UI_Version
=================
*/
static void UI_Version(rectDef_t *rect, float scale, vec4_t color, int iMenuFont)
{
int width;
width = uiInfo.uiDC.textWidth(Q3_VERSION, scale, iMenuFont);
uiInfo.uiDC.drawText(rect->x - width, rect->y, scale, color, Q3_VERSION, 0, 0, 0, iMenuFont);
}
/*
=================
UI_OwnerDraw
=================
*/
// 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,int iMenuFont)
{
rectDef_t rect;
int findex;
int drawRank = 0, iUse = 0;
rect.x = x + text_x;
rect.y = y + text_y;
rect.w = w;
rect.h = h;
switch (ownerDraw)
{
case UI_HANDICAP:
UI_DrawHandicap(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_SKIN_COLOR:
UI_DrawSkinColor(&rect, scale, color, textStyle, uiSkinColor, TEAM_FREE, TEAM_BLUE, iMenuFont);
break;
case UI_FORCE_SIDE:
UI_DrawForceSide(&rect, scale, color, textStyle, uiForceSide, 1, 2, iMenuFont);
break;
case UI_JEDI_NONJEDI:
UI_DrawJediNonJedi(&rect, scale, color, textStyle, uiJediNonJedi, 0, 1, iMenuFont);
break;
case UI_FORCE_POINTS:
UI_DrawGenericNum(&rect, scale, color, textStyle, uiForceAvailable, 1, forceMasteryPoints[MAX_FORCE_RANK], ownerDraw,iMenuFont);
break;
case UI_FORCE_MASTERY_SET:
UI_DrawForceMastery(&rect, scale, color, textStyle, uiForceRank, 0, MAX_FORCE_RANK, iMenuFont);
break;
case UI_FORCE_RANK:
UI_DrawForceMastery(&rect, scale, color, textStyle, uiForceRank, 0, MAX_FORCE_RANK, iMenuFont);
break;
case UI_FORCE_RANK_HEAL:
case UI_FORCE_RANK_LEVITATION:
case UI_FORCE_RANK_SPEED:
case UI_FORCE_RANK_PUSH:
case UI_FORCE_RANK_PULL:
case UI_FORCE_RANK_TELEPATHY:
case UI_FORCE_RANK_GRIP:
case UI_FORCE_RANK_LIGHTNING:
case UI_FORCE_RANK_RAGE:
case UI_FORCE_RANK_PROTECT:
case UI_FORCE_RANK_ABSORB:
case UI_FORCE_RANK_TEAM_HEAL:
case UI_FORCE_RANK_TEAM_FORCE:
case UI_FORCE_RANK_DRAIN:
case UI_FORCE_RANK_SEE:
case UI_FORCE_RANK_SABERATTACK:
case UI_FORCE_RANK_SABERDEFEND:
case UI_FORCE_RANK_SABERTHROW:
// uiForceRank
/*
uiForceUsed
// Only fields for white stars
if (uiForceUsed<3)
{
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);
}
else if (uiForceUsed<6)
{
Menu_ShowItemByName(menu, "lightpowers_team", qtrue);
}
*/
findex = (ownerDraw - UI_FORCE_RANK)-1;
//this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index
if (uiForcePowerDarkLight[findex] && uiForceSide != uiForcePowerDarkLight[findex])
{
color[0] *= 0.5;
color[1] *= 0.5;
color[2] *= 0.5;
}
/* else if (uiForceRank < UI_ForceColorMinRank[bgForcePowerCost[findex][FORCE_LEVEL_1]])
{
color[0] *= 0.5;
color[1] *= 0.5;
color[2] *= 0.5;
}
*/ drawRank = uiForcePowersRank[findex];
UI_DrawForceStars(&rect, scale, color, textStyle, findex, drawRank, 0, NUM_FORCE_POWER_LEVELS-1);
break;
case UI_EFFECTS:
UI_DrawEffects(&rect, scale, color);
break;
case UI_PLAYERMODEL:
//UI_DrawPlayerModel(&rect);
break;
case UI_CLANNAME:
UI_DrawClanName(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_CLANLOGO:
UI_DrawClanLogo(&rect, scale, color);
break;
case UI_GAMETYPE:
UI_DrawGameType(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_NETGAMETYPE:
UI_DrawNetGameType(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_AUTOSWITCHLIST:
UI_DrawAutoSwitch(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_MAPPREVIEW:
UI_DrawMapPreview(&rect, scale, color, qtrue);
break;
case UI_MAP_TIMETOBEAT:
UI_DrawMapTimeToBeat(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_SKILL:
UI_DrawSkill(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_TOTALFORCESTARS:
// UI_DrawTotalForceStars(&rect, scale, color, textStyle);
break;
case UI_BLUETEAMNAME:
UI_DrawTeamName(&rect, scale, color, qtrue, textStyle, iMenuFont);
break;
case UI_REDTEAMNAME:
UI_DrawTeamName(&rect, scale, color, qfalse, textStyle, iMenuFont);
break;
case UI_BLUETEAM1:
case UI_BLUETEAM2:
case UI_BLUETEAM3:
case UI_BLUETEAM4:
case UI_BLUETEAM5:
case UI_BLUETEAM6:
case UI_BLUETEAM7:
case UI_BLUETEAM8:
if (ownerDraw <= UI_BLUETEAM5)
{
iUse = ownerDraw-UI_BLUETEAM1 + 1;
}
else
{
iUse = ownerDraw-274; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
UI_DrawTeamMember(&rect, scale, color, qtrue, iUse, textStyle, iMenuFont);
break;
case UI_REDTEAM1:
case UI_REDTEAM2:
case UI_REDTEAM3:
case UI_REDTEAM4:
case UI_REDTEAM5:
case UI_REDTEAM6:
case UI_REDTEAM7:
case UI_REDTEAM8:
if (ownerDraw <= UI_REDTEAM5)
{
iUse = ownerDraw-UI_REDTEAM1 + 1;
}
else
{
iUse = ownerDraw-277; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
UI_DrawTeamMember(&rect, scale, color, qfalse, iUse, textStyle, iMenuFont);
break;
case UI_OPPONENTMODEL:
//UI_DrawOpponent(&rect);
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_ALLMAPS_SELECTION:
UI_DrawAllMapsSelection(&rect, scale, color, textStyle, qtrue, iMenuFont);
break;
case UI_MAPS_SELECTION:
UI_DrawAllMapsSelection(&rect, scale, color, textStyle, qfalse, iMenuFont);
break;
case UI_OPPONENT_NAME:
UI_DrawOpponentName(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_BOTNAME:
UI_DrawBotName(&rect, scale, color, textStyle,iMenuFont);
break;
case UI_BOTSKILL:
UI_DrawBotSkill(&rect, scale, color, textStyle,iMenuFont);
break;
case UI_REDBLUE:
UI_DrawRedBlue(&rect, scale, color, textStyle,iMenuFont);
break;
case UI_CROSSHAIR:
UI_DrawCrosshair(&rect, scale, color);
break;
case UI_SELECTEDPLAYER:
UI_DrawSelectedPlayer(&rect, scale, color, textStyle, iMenuFont);
break;
case UI_VERSION:
UI_Version(&rect, scale, color, iMenuFont);
break;
#ifdef _XBOX
case UI_PLAYERKICK_DESC:
UI_DrawPlayerKickDesc();
break;
case UI_VOTE_DESC:
UI_DrawVoteDesc();
break;
case UI_VOTE_LISTENER:
UI_DrawInvisibleVoteListener();
break;
case UI_SOFT_KEYBOARD:
UI_SoftKeyboard_Draw();
break;
case UI_SOFT_KEYBOARD_ACCEPT:
UI_SoftKeyboardAccept_Draw();
break;
case UI_SOFT_KEYBOARD_DELETE:
UI_SoftKeyboardDelete_Draw();
break;
#endif
default:
break;
}
}
static qboolean UI_OwnerDrawVisible(int flags) {
qboolean vis = qtrue;
while (flags) {
if (flags & UI_SHOW_FFA) {
if (trap_Cvar_VariableValue("g_gametype") != GT_FFA && trap_Cvar_VariableValue("g_gametype") != GT_HOLOCRON && trap_Cvar_VariableValue("g_gametype") != GT_JEDIMASTER) {
vis = qfalse;
}
flags &= ~UI_SHOW_FFA;
}
if (flags & UI_SHOW_NOTFFA) {
if (trap_Cvar_VariableValue("g_gametype") == GT_FFA || trap_Cvar_VariableValue("g_gametype") == GT_HOLOCRON || trap_Cvar_VariableValue("g_gametype") != GT_JEDIMASTER) {
vis = qfalse;
}
flags &= ~UI_SHOW_NOTFFA;
}
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_ANYTEAMGAME) {
if (uiInfo.gameTypes[ui_gameType.integer].gtEnum <= GT_TEAM ) {
vis = qfalse;
}
flags &= ~UI_SHOW_ANYTEAMGAME;
}
if (flags & UI_SHOW_ANYNONTEAMGAME) {
if (uiInfo.gameTypes[ui_gameType.integer].gtEnum > GT_TEAM ) {
vis = qfalse;
}
flags &= ~UI_SHOW_ANYNONTEAMGAME;
}
if (flags & UI_SHOW_NETANYTEAMGAME) {
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum <= GT_TEAM ) {
vis = qfalse;
}
flags &= ~UI_SHOW_NETANYTEAMGAME;
}
if (flags & UI_SHOW_NETANYNONTEAMGAME) {
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum > GT_TEAM ) {
vis = qfalse;
}
flags &= ~UI_SHOW_NETANYNONTEAMGAME;
}
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 == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
int h;
h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") );
if (key == A_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_Effects_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
if ( !UI_TrueJediEnabled() )
{
int team = ClientManager::ActiveClient().myTeam;
if (team == TEAM_RED || team==TEAM_BLUE)
{
return qfalse;
}
}
if (key == A_MOUSE2) {
uiInfo.effectsColor--;
} else {
uiInfo.effectsColor++;
}
if( uiInfo.effectsColor > 5 ) {
uiInfo.effectsColor = 0;
} else if (uiInfo.effectsColor < 0) {
uiInfo.effectsColor = 5;
}
trap_Cvar_SetValue( "color1", /*uitogamecode[uiInfo.effectsColor]*/uiInfo.effectsColor );
return qtrue;
}
return qfalse;
}
#include "../namespace_begin.h"
extern void Item_RunScript(itemDef_t *item, const char *s); //from ui_shared;
#include "../namespace_end.h"
// For hot keys on the chat main menu.
static qboolean UI_Chat_Main_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "attack");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "defend");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "request");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "reply");
}
else if ((key == A_5) || ( key == A_PERCENT))
{
item = Menu_FindItemByName(menu, "spot");
}
else if ((key == A_6) || ( key == A_CARET))
{
item = Menu_FindItemByName(menu, "tactics");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Attack_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "att_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "att_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "att_03");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Defend_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "def_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "def_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "def_03");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "def_04");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Request_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "req_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "req_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "req_03");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "req_04");
}
else if ((key == A_5) || ( key == A_PERCENT))
{
item = Menu_FindItemByName(menu, "req_05");
}
else if ((key == A_6) || ( key == A_CARET))
{
item = Menu_FindItemByName(menu, "req_06");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Reply_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "rep_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "rep_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "rep_03");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "rep_04");
}
else if ((key == A_5) || ( key == A_PERCENT))
{
item = Menu_FindItemByName(menu, "rep_05");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Spot_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "spot_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "spot_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "spot_03");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "spot_04");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
// For hot keys on the chat main menu.
static qboolean UI_Chat_Tactical_HandleKey(int key)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused();
if (!menu)
{
return (qfalse);
}
if ((key == A_1) || ( key == A_PLING))
{
item = Menu_FindItemByName(menu, "tac_01");
}
else if ((key == A_2) || ( key == A_AT))
{
item = Menu_FindItemByName(menu, "tac_02");
}
else if ((key == A_3) || ( key == A_HASH))
{
item = Menu_FindItemByName(menu, "tac_03");
}
else if ((key == A_4) || ( key == A_STRING))
{
item = Menu_FindItemByName(menu, "tac_04");
}
else if ((key == A_5) || ( key == A_PERCENT))
{
item = Menu_FindItemByName(menu, "tac_05");
}
else if ((key == A_6) || ( key == A_CARET))
{
item = Menu_FindItemByName(menu, "tac_06");
}
else
{
return (qfalse);
}
if (item)
{
Item_RunScript(item, item->action);
}
return (qtrue);
}
static qboolean UI_GameType_HandleKey(int flags, float *special, int key, qboolean resetMap) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
int oldCount = UI_MapCountByGameType(qtrue);
// hard coded mess here
if (key == A_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_gameType", va("%d", ui_gameType.integer));
UI_SetCapFragLimits(qtrue);
#ifndef _XBOX
UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum);
#endif
if (resetMap && oldCount != UI_MapCountByGameType(qtrue)) {
trap_Cvar_Set( "ui_currentMap", "0");
Menu_SetFeederSelection(NULL, FEEDER_MAPS, 0, NULL);
}
return qtrue;
}
return qfalse;
}
// If we're in the solo menu, don't let them see siege maps.
static qboolean UI_InSoloMenu( void )
{
menuDef_t *menu;
itemDef_t *item;
char *name = "solo_gametypefield";
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
return (qfalse);
}
item = Menu_FindItemByName(menu, name);
if (item)
{
return qtrue;
}
return (qfalse);
}
static qboolean UI_NetGameType_HandleKey(int flags, float *special, int key)
{
#ifdef _XBOX
if (key == A_CURSOR_RIGHT || key == A_CURSOR_LEFT)
#else
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER)
#endif
{
#ifdef _XBOX
if (key == A_CURSOR_LEFT)
#else
if (key == A_MOUSE2)
#endif
{
ui_netGameType.integer--;
if (UI_InSoloMenu())
{
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_SIEGE)
{
ui_netGameType.integer--;
}
}
}
else
{
ui_netGameType.integer++;
if (UI_InSoloMenu())
{
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_SIEGE)
{
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_AutoSwitch_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
#ifdef _XBOX
int switchVal = ClientManager::ActiveClient().cg_autoswitch;
#else
int switchVal = trap_Cvar_VariableValue("cg_autoswitch");
#endif //_XBOX
if (key == A_MOUSE2) {
switchVal--;
} else {
switchVal++;
}
if (switchVal < 0)
{
switchVal = 2;
}
else if (switchVal >= 3)
{
switchVal = 0;
}
#ifdef _XBOX
ClientManager::ActiveClient().cg_autoswitch = switchVal;
#endif
trap_Cvar_Set( "cg_autoswitch", va("%i", switchVal));
return qtrue;
}
return qfalse;
}
static qboolean UI_Skill_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
int i = trap_Cvar_VariableValue( "g_spSkill" );
if (key == A_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 == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
int i;
i = UI_TeamIndexFromName(UI_Cvar_VariableString((blue) ? "ui_blueTeam" : "ui_redTeam"));
if (key == A_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 == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_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);
int maxcl = trap_Cvar_VariableValue( "sv_maxClients" );
int numval = num;
numval *= 2;
if (blue)
{
numval -= 1;
}
if (numval > maxcl)
{
return qfalse;
}
if (value < 1)
{
value = 1;
}
if (key == A_MOUSE2) {
value--;
} else {
value++;
}
/*if (ui_actualNetGameType.integer >= GT_TEAM) {
if (value >= uiInfo.characterCount + 2) {
value = 0;
} else if (value < 0) {
value = uiInfo.characterCount + 2 - 1;
}
} else {*/
if (value >= UI_GetNumBots() + 2) {
value = 1;
} else if (value < 1) {
value = UI_GetNumBots() + 2 - 1;
}
//}
trap_Cvar_Set(cvar, va("%i", value));
return qtrue;
}
return qfalse;
}
static qboolean UI_OpponentName_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
if (key == A_MOUSE2) {
UI_PriorOpponent();
} else {
UI_NextOpponent();
}
return qtrue;
}
return qfalse;
}
static qboolean UI_BotName_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
// int game = trap_Cvar_VariableValue("g_gametype");
int value = uiInfo.botIndex;
if (key == A_MOUSE2) {
value--;
} else {
value++;
}
/*
if (game >= GT_TEAM) {
if (value >= uiInfo.characterCount + 2) {
value = 0;
} else if (value < 0) {
value = uiInfo.characterCount + 2 - 1;
}
} else {
*/
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 == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
if (key == A_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 == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
uiInfo.redBlue ^= 1;
return qtrue;
}
return qfalse;
}
static qboolean UI_Crosshair_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
if (key == A_MOUSE2) {
uiInfo.currentCrosshair--;
} else {
uiInfo.currentCrosshair++;
}
if (uiInfo.currentCrosshair >= NUM_CROSSHAIRS) {
uiInfo.currentCrosshair = 0;
} else if (uiInfo.currentCrosshair < 0) {
uiInfo.currentCrosshair = NUM_CROSSHAIRS - 1;
}
trap_Cvar_Set("cg_drawCrosshair", va("%d", uiInfo.currentCrosshair));
return qtrue;
}
return qfalse;
}
static qboolean UI_SelectedPlayer_HandleKey(int flags, float *special, int key) {
if (key == A_MOUSE1 || key == A_MOUSE2 || key == A_ENTER || key == A_KP_ENTER) {
int selected;
UI_BuildPlayerList();
if (!uiInfo.teamLeader) {
return qfalse;
}
selected = trap_Cvar_VariableValue("cg_selectedPlayer");
if (key == A_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_VoiceChat_HandleKey(int flags, float *special, int key)
{
qboolean ret = qfalse;
switch(key)
{
case A_1:
case A_KP_1:
ret = qtrue;
break;
case A_2:
case A_KP_2:
ret = qtrue;
break;
}
return ret;
}
*/
#ifdef _XBOX
static qboolean UI_XboxPasscode_HandleKey(int flags, float *special, int key)
{
static BYTE passcode[XONLINE_PASSCODE_LENGTH];
int passcodeState = trap_Cvar_VariableValue( "xb_passcodeState" );
// If the user hasn't entered a full passcode yet
if (passcodeState >= 0 && passcodeState <= 3)
{
switch (key)
{
// Undo our stupid UI joy2key mapping that was done in the input system
case A_CURSOR_DOWN:
passcode[passcodeState++] = XONLINE_PASSCODE_DPAD_DOWN; break;
case A_CURSOR_LEFT:
passcode[passcodeState++] = XONLINE_PASSCODE_DPAD_LEFT; break;
case A_CURSOR_RIGHT:
passcode[passcodeState++] = XONLINE_PASSCODE_DPAD_RIGHT; break;
case A_CURSOR_UP:
passcode[passcodeState++] = XONLINE_PASSCODE_DPAD_UP; break;
case A_PAGE_UP:
passcode[passcodeState++] = XONLINE_PASSCODE_GAMEPAD_LEFT_TRIGGER; break;
case A_PAGE_DOWN:
passcode[passcodeState++] = XONLINE_PASSCODE_GAMEPAD_RIGHT_TRIGGER; break;
case A_DELETE:
passcode[passcodeState++] = XONLINE_PASSCODE_GAMEPAD_X; break;
case A_BACKSPACE:
passcode[passcodeState++] = XONLINE_PASSCODE_GAMEPAD_Y; break;
default:
// No other button (including "A") does anything here
return qfalse;
}
// User has incremented passcodeState - change the cvar, and we're done
trap_Cvar_Set( "xb_passcodeState", va("%d", passcodeState) );
return qtrue;
}
// If the user has a full passcode on screen:
if (passcodeState == 4)
{
// Pressing "A" tests the code. Every other button does nothing
if (key != A_MOUSE1)
return qfalse;
// Test the passcode
XONLINE_USER *pUser = XBL_GetUserInfo( XBL_GetSelectedAccountIndex() );
if (memcmp(pUser->passcode, passcode, sizeof(passcode)) == 0)
{
// Success - resume logging in
Menus_CloseByName( "xbox_passcode" );
XBL_Login( LOGIN_CONNECT );
return qtrue;
}
else
{
// Wrong - set state to invalid - so menu changes
trap_Cvar_Set( "xb_passcodeState", "5" );
return qtrue;
}
}
// If the user had already entered an invalid passcode
if (passcodeState == 5)
{
// Pressing "A" brings them back to the beginning, to try again.
// All other buttons do nothing
if (key != A_MOUSE1)
return qfalse;
trap_Cvar_Set( "xb_passcodeState", "0" );
return qtrue;
}
// No other state is valid!
assert( 0 );
return qfalse;
}
#endif
static qboolean UI_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) {
int findex, iUse = 0;
switch (ownerDraw) {
case UI_HANDICAP:
return UI_Handicap_HandleKey(flags, special, key);
break;
case UI_SKIN_COLOR:
return UI_SkinColor_HandleKey(flags, special, key, uiSkinColor, TEAM_FREE, TEAM_BLUE, ownerDraw);
break;
case UI_FORCE_SIDE:
return UI_ForceSide_HandleKey(flags, special, key, uiForceSide, 1, 2, ownerDraw);
break;
case UI_JEDI_NONJEDI:
return UI_JediNonJedi_HandleKey(flags, special, key, uiJediNonJedi, 0, 1, ownerDraw);
break;
case UI_FORCE_MASTERY_SET:
return UI_ForceMaxRank_HandleKey(flags, special, key, uiForceRank, 1, MAX_FORCE_RANK, ownerDraw);
break;
case UI_FORCE_RANK:
break;
case UI_CHAT_MAIN:
return UI_Chat_Main_HandleKey(key);
break;
case UI_CHAT_ATTACK:
return UI_Chat_Attack_HandleKey(key);
break;
case UI_CHAT_DEFEND:
return UI_Chat_Defend_HandleKey(key);
break;
case UI_CHAT_REQUEST:
return UI_Chat_Request_HandleKey(key);
break;
case UI_CHAT_REPLY:
return UI_Chat_Reply_HandleKey(key);
break;
case UI_CHAT_SPOT:
return UI_Chat_Spot_HandleKey(key);
break;
case UI_CHAT_TACTICAL:
return UI_Chat_Tactical_HandleKey(key);
break;
case UI_FORCE_RANK_HEAL:
case UI_FORCE_RANK_LEVITATION:
case UI_FORCE_RANK_SPEED:
case UI_FORCE_RANK_PUSH:
case UI_FORCE_RANK_PULL:
case UI_FORCE_RANK_TELEPATHY:
case UI_FORCE_RANK_GRIP:
case UI_FORCE_RANK_LIGHTNING:
case UI_FORCE_RANK_RAGE:
case UI_FORCE_RANK_PROTECT:
case UI_FORCE_RANK_ABSORB:
case UI_FORCE_RANK_TEAM_HEAL:
case UI_FORCE_RANK_TEAM_FORCE:
case UI_FORCE_RANK_DRAIN:
case UI_FORCE_RANK_SEE:
case UI_FORCE_RANK_SABERATTACK:
case UI_FORCE_RANK_SABERDEFEND:
case UI_FORCE_RANK_SABERTHROW:
findex = (ownerDraw - UI_FORCE_RANK)-1;
//this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index
return UI_ForcePowerRank_HandleKey(flags, special, key, uiForcePowersRank[findex], 0, NUM_FORCE_POWER_LEVELS-1, ownerDraw);
break;
case UI_EFFECTS:
return UI_Effects_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_AUTOSWITCHLIST:
return UI_AutoSwitch_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:
case UI_BLUETEAM6:
case UI_BLUETEAM7:
case UI_BLUETEAM8:
if (ownerDraw <= UI_BLUETEAM5)
{
iUse = ownerDraw-UI_BLUETEAM1 + 1;
}
else
{
iUse = ownerDraw-274; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
UI_TeamMember_HandleKey(flags, special, key, qtrue, iUse);
break;
case UI_REDTEAM1:
case UI_REDTEAM2:
case UI_REDTEAM3:
case UI_REDTEAM4:
case UI_REDTEAM5:
case UI_REDTEAM6:
case UI_REDTEAM7:
case UI_REDTEAM8:
if (ownerDraw <= UI_REDTEAM5)
{
iUse = ownerDraw-UI_REDTEAM1 + 1;
}
else
{
iUse = ownerDraw-277; //unpleasent hack because I don't want to move up all the UI_BLAHTEAM# defines
}
UI_TeamMember_HandleKey(flags, special, key, qfalse, iUse);
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_CROSSHAIR:
UI_Crosshair_HandleKey(flags, special, key);
break;
case UI_SELECTEDPLAYER:
UI_SelectedPlayer_HandleKey(flags, special, key);
break;
// case UI_VOICECHAT:
// UI_VoiceChat_HandleKey(flags, special, key);
// break;
#ifdef _XBOX
case UI_XBOX_PASSCODE:
UI_XboxPasscode_HandleKey(flags, special, key);
break;
case UI_SOFT_KEYBOARD:
return UI_SoftKeyboard_HandleKey(flags, special, key);
break;
case UI_SOFT_KEYBOARD_DELETE:
return UI_SoftKeyboardDelete_HandleKey(flags, special, key);
break;
case UI_SOFT_KEYBOARD_ACCEPT:
return UI_SoftKeyboardAccept_HandleKey(flags, special, key);
break;
#endif
default:
break;
}
return qfalse;
}
static float UI_GetValue(int ownerDraw) {
return 0;
}
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];
temp = trap_Cvar_VariableValue( "g_gametype" );
trap_Cvar_Set("ui_gameType", va("%i", temp));
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, 0, A_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));
temp = trap_Cvar_VariableValue( "duel_fraglimit" );
trap_Cvar_Set("ui_saveDuelLimit", 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");
#ifdef _XBOX
ClientManager::ActiveClient().cg_thirdPerson = 0;
#endif
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;
if (g == GT_DUEL || g == GT_POWERDUEL) {
temp = uiInfo.mapList[ui_currentMap.integer].teamMembers * 2;
trap_Cvar_Set("sv_maxClients", va("%d", temp));
Com_sprintf( buff, sizeof(buff), "wait ; addbot %s %f "", %i \n", uiInfo.mapList[ui_currentMap.integer].opponentName, skill, delay);
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
} else if (g == GT_HOLOCRON || g == GT_JEDIMASTER) {
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, (g == GT_HOLOCRON) ? "" : "Blue", 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, (g == GT_HOLOCRON) ? "" : "Red", delay, uiInfo.teamList[k].teamMembers[i]);
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
delay += 500;
}
} else {
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, (g == GT_FFA) ? "" : "Blue", 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, (g == GT_FFA) ? "" : "Red", delay, uiInfo.teamList[k].teamMembers[i]);
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
delay += 500;
}
}
if (g >= GT_TEAM ) {
trap_Cmd_ExecuteText( EXEC_APPEND, "wait 5; team Red\n" );
}
}
static void UI_Update(const char *name) {
int val = trap_Cvar_VariableValue(name);
if (Q_stricmp(name, "s_khz") == 0)
{
trap_Cmd_ExecuteText( EXEC_APPEND, "snd_restart\n" );
return;
}
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, "ui_r_colorbits") == 0)
{
switch (val)
{
case 0:
trap_Cvar_SetValue( "ui_r_depthbits", 0 );
break;
case 16:
trap_Cvar_SetValue( "ui_r_depthbits", 16 );
break;
case 32:
trap_Cvar_SetValue( "ui_r_depthbits", 24 );
break;
}
}
else if (Q_stricmp(name, "ui_r_lodbias") == 0)
{
switch (val)
{
case 0:
trap_Cvar_SetValue( "ui_r_subdivisions", 4 );
break;
case 1:
trap_Cvar_SetValue( "ui_r_subdivisions", 12 );
break;
case 2:
trap_Cvar_SetValue( "ui_r_subdivisions", 20 );
break;
}
}
else if (Q_stricmp(name, "ui_r_glCustom") == 0)
{
switch (val)
{
case 0: // high quality
trap_Cvar_SetValue( "ui_r_fullScreen", 1 );
trap_Cvar_SetValue( "ui_r_subdivisions", 4 );
trap_Cvar_SetValue( "ui_r_lodbias", 0 );
trap_Cvar_SetValue( "ui_r_colorbits", 32 );
trap_Cvar_SetValue( "ui_r_depthbits", 24 );
trap_Cvar_SetValue( "ui_r_picmip", 0 );
trap_Cvar_SetValue( "ui_r_mode", 4 );
trap_Cvar_SetValue( "ui_r_texturebits", 32 );
trap_Cvar_SetValue( "ui_r_fastSky", 0 );
trap_Cvar_SetValue( "ui_r_inGameVideo", 1 );
//trap_Cvar_SetValue( "ui_cg_shadows", 2 );//stencil
trap_Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
break;
case 1: // normal
trap_Cvar_SetValue( "ui_r_fullScreen", 1 );
trap_Cvar_SetValue( "ui_r_subdivisions", 4 );
trap_Cvar_SetValue( "ui_r_lodbias", 0 );
trap_Cvar_SetValue( "ui_r_colorbits", 0 );
trap_Cvar_SetValue( "ui_r_depthbits", 24 );
trap_Cvar_SetValue( "ui_r_picmip", 1 );
trap_Cvar_SetValue( "ui_r_mode", 3 );
trap_Cvar_SetValue( "ui_r_texturebits", 0 );
trap_Cvar_SetValue( "ui_r_fastSky", 0 );
trap_Cvar_SetValue( "ui_r_inGameVideo", 1 );
//trap_Cvar_SetValue( "ui_cg_shadows", 2 );
trap_Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
break;
case 2: // fast
trap_Cvar_SetValue( "ui_r_fullScreen", 1 );
trap_Cvar_SetValue( "ui_r_subdivisions", 12 );
trap_Cvar_SetValue( "ui_r_lodbias", 1 );
trap_Cvar_SetValue( "ui_r_colorbits", 0 );
trap_Cvar_SetValue( "ui_r_depthbits", 0 );
trap_Cvar_SetValue( "ui_r_picmip", 2 );
trap_Cvar_SetValue( "ui_r_mode", 3 );
trap_Cvar_SetValue( "ui_r_texturebits", 0 );
trap_Cvar_SetValue( "ui_r_fastSky", 1 );
trap_Cvar_SetValue( "ui_r_inGameVideo", 0 );
//trap_Cvar_SetValue( "ui_cg_shadows", 1 );
trap_Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
break;
case 3: // fastest
trap_Cvar_SetValue( "ui_r_fullScreen", 1 );
trap_Cvar_SetValue( "ui_r_subdivisions", 20 );
trap_Cvar_SetValue( "ui_r_lodbias", 2 );
trap_Cvar_SetValue( "ui_r_colorbits", 16 );
trap_Cvar_SetValue( "ui_r_depthbits", 16 );
trap_Cvar_SetValue( "ui_r_mode", 3 );
trap_Cvar_SetValue( "ui_r_picmip", 3 );
trap_Cvar_SetValue( "ui_r_texturebits", 16 );
trap_Cvar_SetValue( "ui_r_fastSky", 1 );
trap_Cvar_SetValue( "ui_r_inGameVideo", 0 );
//trap_Cvar_SetValue( "ui_cg_shadows", 0 );
trap_Cvar_Set( "ui_r_texturemode", "GL_LINEAR_MIPMAP_NEAREST" );
break;
}
}
}
int gUISelectedMap = 0;
/*
===============
UI_DeferMenuScript
Return true if the menu script should be deferred for later
===============
*/
static qboolean UI_DeferMenuScript ( char **args )
{
const char* name;
// Whats the reason for being deferred?
if (!String_Parse( (char**)args, &name))
{
return qfalse;
}
// Handle the custom cases
if ( !Q_stricmp ( name, "VideoSetup" ) )
{
const char* warningMenuName;
qboolean deferred;
// No warning menu specified
if ( !String_Parse( (char**)args, &warningMenuName) )
{
return qfalse;
}
// Defer if the video options were modified
deferred = trap_Cvar_VariableValue ( "ui_r_modified" ) ? qtrue : qfalse;
if ( deferred )
{
// Open the warning menu
Menus_OpenByName(warningMenuName);
}
return deferred;
}
else if ( !Q_stricmp ( name, "RulesBackout" ) )
{
qboolean deferred;
deferred = trap_Cvar_VariableValue ( "ui_rules_backout" ) ? qtrue : qfalse ;
trap_Cvar_Set ( "ui_rules_backout", "0" );
return deferred;
}
return qfalse;
}
#ifdef _XBOX
static void AddUIClient(void)
{
if (ClientManager::NumClients() == 1)
{
ClientManager::splitScreenMode = qtrue;
ClientManager::AddClient();
ClientManager::ActivateClient(1);
ClientManager::SetMainClient(1);
ClientManager::ClientForceInit(1);
// ClientManager::SetActiveController(1);
// Restore this client's settings from the Settings struct
Settings.SetAll();
}
}
//extern void Client_Free(void);
//extern void CL_FreeKeyBindings(void);
void RemoveUIClient(void)
{
if (ClientManager::NumClients() == 2)
{
//remove client if there are two
ClientManager::ActivateClient(1);
//Client_Free();
//CL_FreeKeyBindings();
ClientManager::splitScreenMode = qfalse;
ClientManager::Resize(1);
ClientManager::ActivateClient(0);
ClientManager::SetMainClient(0);
}
}
#endif // _XBOX
/*
=================
UI_UpdateVideoSetup
Copies the temporary user interface version of the video cvars into
their real counterparts. This is to create a interface which allows
you to discard your changes if you did something you didnt want
=================
*/
#ifndef _XBOX
void UI_UpdateVideoSetup ( void )
{
trap_Cvar_Set ( "r_mode", UI_Cvar_VariableString ( "ui_r_mode" ) );
trap_Cvar_Set ( "r_fullscreen", UI_Cvar_VariableString ( "ui_r_fullscreen" ) );
trap_Cvar_Set ( "r_colorbits", UI_Cvar_VariableString ( "ui_r_colorbits" ) );
trap_Cvar_Set ( "r_lodbias", UI_Cvar_VariableString ( "ui_r_lodbias" ) );
trap_Cvar_Set ( "r_picmip", UI_Cvar_VariableString ( "ui_r_picmip" ) );
trap_Cvar_Set ( "r_texturebits", UI_Cvar_VariableString ( "ui_r_texturebits" ) );
trap_Cvar_Set ( "r_texturemode", UI_Cvar_VariableString ( "ui_r_texturemode" ) );
trap_Cvar_Set ( "r_detailtextures", UI_Cvar_VariableString ( "ui_r_detailtextures" ) );
trap_Cvar_Set ( "r_ext_compress_textures", UI_Cvar_VariableString ( "ui_r_ext_compress_textures" ) );
trap_Cvar_Set ( "r_depthbits", UI_Cvar_VariableString ( "ui_r_depthbits" ) );
trap_Cvar_Set ( "r_subdivisions", UI_Cvar_VariableString ( "ui_r_subdivisions" ) );
trap_Cvar_Set ( "r_fastSky", UI_Cvar_VariableString ( "ui_r_fastSky" ) );
trap_Cvar_Set ( "r_inGameVideo", UI_Cvar_VariableString ( "ui_r_inGameVideo" ) );
trap_Cvar_Set ( "r_allowExtensions", UI_Cvar_VariableString ( "ui_r_allowExtensions" ) );
trap_Cvar_Set ( "cg_shadows", UI_Cvar_VariableString ( "ui_cg_shadows" ) );
trap_Cvar_Set ( "ui_r_modified", "0" );
trap_Cmd_ExecuteText( EXEC_APPEND, "vid_restart;" );
}
#endif // _XBOX
/*
=================
UI_GetVideoSetup
Retrieves the current actual video settings into the temporary user
interface versions of the cvars.
=================
*/
#ifndef _XBOX
void UI_GetVideoSetup ( void )
{
// Make sure the cvars are registered as read only.
trap_Cvar_Register ( NULL, "ui_r_glCustom", "4", CVAR_ROM|CVAR_INTERNAL|CVAR_ARCHIVE );
trap_Cvar_Register ( NULL, "ui_r_mode", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_fullscreen", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_colorbits", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_lodbias", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_picmip", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_texturebits", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_texturemode", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_detailtextures", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_ext_compress_textures","0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_depthbits", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_subdivisions", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_fastSky", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_inGameVideo", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_allowExtensions", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_cg_shadows", "0", CVAR_ROM|CVAR_INTERNAL );
trap_Cvar_Register ( NULL, "ui_r_modified", "0", CVAR_ROM|CVAR_INTERNAL );
// Copy over the real video cvars into their temporary counterparts
trap_Cvar_Set ( "ui_r_mode", UI_Cvar_VariableString ( "r_mode" ) );
trap_Cvar_Set ( "ui_r_colorbits", UI_Cvar_VariableString ( "r_colorbits" ) );
trap_Cvar_Set ( "ui_r_fullscreen", UI_Cvar_VariableString ( "r_fullscreen" ) );
trap_Cvar_Set ( "ui_r_lodbias", UI_Cvar_VariableString ( "r_lodbias" ) );
trap_Cvar_Set ( "ui_r_picmip", UI_Cvar_VariableString ( "r_picmip" ) );
trap_Cvar_Set ( "ui_r_texturebits", UI_Cvar_VariableString ( "r_texturebits" ) );
trap_Cvar_Set ( "ui_r_texturemode", UI_Cvar_VariableString ( "r_texturemode" ) );
trap_Cvar_Set ( "ui_r_detailtextures", UI_Cvar_VariableString ( "r_detailtextures" ) );
trap_Cvar_Set ( "ui_r_ext_compress_textures", UI_Cvar_VariableString ( "r_ext_compress_textures" ) );
trap_Cvar_Set ( "ui_r_depthbits", UI_Cvar_VariableString ( "r_depthbits" ) );
trap_Cvar_Set ( "ui_r_subdivisions", UI_Cvar_VariableString ( "r_subdivisions" ) );
trap_Cvar_Set ( "ui_r_fastSky", UI_Cvar_VariableString ( "r_fastSky" ) );
trap_Cvar_Set ( "ui_r_inGameVideo", UI_Cvar_VariableString ( "r_inGameVideo" ) );
trap_Cvar_Set ( "ui_r_allowExtensions", UI_Cvar_VariableString ( "r_allowExtensions" ) );
trap_Cvar_Set ( "ui_cg_shadows", UI_Cvar_VariableString ( "cg_shadows" ) );
trap_Cvar_Set ( "ui_r_modified", "0" );
}
#endif // _XBOX
// If the game type is siege, hide the addbot button. I would have done a cvar text on that item,
// but it already had one on it.
#ifndef _XBOX
static void UI_SetBotButton ( void )
{
int gameType = trap_Cvar_VariableValue( "g_gametype" );
int server;
menuDef_t *menu;
itemDef_t *item;
char *name = "addBot";
server = trap_Cvar_VariableValue( "sv_running" );
// If in siege or a client, don't show add bot button
if ((gameType==GT_SIEGE) || (server==0)) // If it's not siege, don't worry about it
{
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
return;
}
item = Menu_FindItemByName(menu, name);
if (item)
{
Menu_ShowItemByName(menu, name, qfalse);
}
}
}
#endif // _XBOX
// Update the model cvar and everything is good.
static void UI_UpdateCharacterCvars ( void )
{
char skin[MAX_QPATH];
char model[MAX_QPATH];
char head[MAX_QPATH];
char torso[MAX_QPATH];
char legs[MAX_QPATH];
trap_Cvar_VariableStringBuffer("ui_char_model", model, sizeof(model));
trap_Cvar_VariableStringBuffer("ui_char_skin_head", head, sizeof(head));
trap_Cvar_VariableStringBuffer("ui_char_skin_torso", torso, sizeof(torso));
trap_Cvar_VariableStringBuffer("ui_char_skin_legs", legs, sizeof(legs));
Com_sprintf( skin, sizeof( skin ), "%s/%s|%s|%s",
model,
head,
torso,
legs
);
trap_Cvar_Set ( "model", skin );
trap_Cvar_Set ( "char_color_red", UI_Cvar_VariableString ( "ui_char_color_red" ) );
trap_Cvar_Set ( "char_color_green", UI_Cvar_VariableString ( "ui_char_color_green" ) );
trap_Cvar_Set ( "char_color_blue", UI_Cvar_VariableString ( "ui_char_color_blue" ) );
trap_Cvar_Set ( "ui_selectedModelIndex", "-1");
strcpy(ClientManager::ActiveClient().model, skin);
strcpy(ClientManager::ActiveClient().char_color_red, UI_Cvar_VariableString ( "ui_char_color_red" ));
strcpy(ClientManager::ActiveClient().char_color_green, UI_Cvar_VariableString ( "ui_char_color_green" ));
strcpy(ClientManager::ActiveClient().char_color_blue, UI_Cvar_VariableString ( "ui_char_color_blue" ));
}
static void UI_GetCharacterCvars ( void )
{
char *model;
char *skin;
int i;
trap_Cvar_Set ( "ui_char_color_red", UI_Cvar_VariableString ( "char_color_red" ) );
trap_Cvar_Set ( "ui_char_color_green", UI_Cvar_VariableString ( "char_color_green" ) );
trap_Cvar_Set ( "ui_char_color_blue", UI_Cvar_VariableString ( "char_color_blue" ) );
model = UI_Cvar_VariableString ( "model" );
//NEW CLIENTDATA CODE
trap_Cvar_Set ( "ui_char_color_red", ClientManager::ActiveClient().char_color_red );
trap_Cvar_Set ( "ui_char_color_green", ClientManager::ActiveClient().char_color_green );
trap_Cvar_Set ( "ui_char_color_blue", ClientManager::ActiveClient().char_color_blue );
model = ClientManager::ActiveClient().model;
//END
skin = strrchr(model,'/');
if (skin && strchr(model,'|')) //we have a multipart custom jedi
{
char skinhead[MAX_QPATH];
char skintorso[MAX_QPATH];
char skinlower[MAX_QPATH];
char *p2;
*skin=0;
skin++;
//now get the the individual files
//advance to second
p2 = strchr(skin, '|');
assert(p2);
*p2=0;
p2++;
strcpy (skinhead, skin);
//advance to third
skin = strchr(p2, '|');
assert(skin);
*skin=0;
skin++;
strcpy (skintorso,p2);
strcpy (skinlower,skin);
trap_Cvar_Set("ui_char_model", model);
trap_Cvar_Set("ui_char_skin_head", skinhead);
trap_Cvar_Set("ui_char_skin_torso", skintorso);
trap_Cvar_Set("ui_char_skin_legs", skinlower);
for (i = 0; i < uiInfo.playerSpeciesCount; i++)
{
if ( !stricmp(model, uiInfo.playerSpecies[i].Name) )
{
uiInfo.playerSpeciesIndex = i;
break;
}
}
}
else
{
model = UI_Cvar_VariableString ( "ui_char_model" );
for (i = 0; i < uiInfo.playerSpeciesCount; i++)
{
if ( !stricmp(model, uiInfo.playerSpecies[i].Name) )
{
uiInfo.playerSpeciesIndex = i;
return; //FOUND IT, don't fall through
}
}
//nope, didn't find it.
uiInfo.playerSpeciesIndex = 0;//jic
trap_Cvar_Set("ui_char_model", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name);
trap_Cvar_Set("ui_char_skin_head", "head_a1");
trap_Cvar_Set("ui_char_skin_torso","torso_a1");
trap_Cvar_Set("ui_char_skin_legs", "lower_a1");
}
}
#ifdef _XBOX
#define SIEGE_OBJ_XOFFSET 178.0f
#define SIEGE_OBJ_YOFFSET 82.0f
#define SIEGE_OBJ_MULT 0.8f
#endif //_XBOX
void UI_SetSiegeObjectiveGraphicPos(menuDef_t *menu,const char *itemName,const char *cvarName)
{
itemDef_t *item;
char cvarBuf[1024];
const char *holdVal;
char *holdBuf;
item = Menu_FindItemByName(menu, itemName);
if (item)
{
// get cvar data
trap_Cvar_VariableStringBuffer(cvarName, cvarBuf, sizeof(cvarBuf));
holdBuf = cvarBuf;
if (String_Parse(&holdBuf,&holdVal))
{
item->window.rectClient.x = atof(holdVal);
if (String_Parse(&holdBuf,&holdVal))
{
item->window.rectClient.y = atof(holdVal);
if (String_Parse(&holdBuf,&holdVal))
{
item->window.rectClient.w = atof(holdVal);
if (String_Parse(&holdBuf,&holdVal))
{
item->window.rectClient.h = atof(holdVal);
#ifdef _XBOX
item->window.rectClient.x += SIEGE_OBJ_XOFFSET;
item->window.rectClient.y += SIEGE_OBJ_YOFFSET;
item->window.rectClient.w *= SIEGE_OBJ_MULT;
item->window.rectClient.h *= SIEGE_OBJ_MULT;
item->window.rect.x = item->window.rectClient.x;
item->window.rect.y = item->window.rectClient.y;
item->window.rect.w = item->window.rectClient.w;
item->window.rect.h = item->window.rectClient.h;
#else
item->window.rect.x = item->window.rectClient.x;
item->window.rect.y = item->window.rectClient.y;
item->window.rect.w = item->window.rectClient.w;
item->window.rect.h = item->window.rectClient.h;
#endif //_XBOX
}
}
}
}
}
}
void UI_FindCurrentSiegeTeamClass( void )
{
menuDef_t *menu;
int myTeam = ClientManager::ActiveClient().myTeam;
char *itemname;
itemDef_t *item;
int baseClass;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
if (( myTeam != TEAM_RED ) && ( myTeam != TEAM_BLUE ))
{
return;
}
// If the player is on a team,
if ( myTeam == TEAM_RED )
{
itemDef_t *item;
item = (itemDef_t *) Menu_FindItemByName(menu, "onteam1" );
if (item)
{
Item_RunScript(item, item->action);
}
}
else if ( myTeam == TEAM_BLUE )
{
itemDef_t *item;
item = (itemDef_t *) Menu_FindItemByName(menu, "onteam2" );
if (item)
{
Item_RunScript(item, item->action);
}
}
baseClass = (int)trap_Cvar_VariableValue("ui_siege_class");
// Find correct class button and activate it.
if (baseClass == SPC_INFANTRY)
{
itemname = "class1_button";
}
else if (baseClass == SPC_HEAVY_WEAPONS)
{
itemname = "class2_button";
}
else if (baseClass == SPC_DEMOLITIONIST)
{
itemname = "class3_button";
}
else if (baseClass == SPC_VANGUARD)
{
itemname = "class4_button";
}
else if (baseClass == SPC_SUPPORT)
{
itemname = "class5_button";
}
else if (baseClass == SPC_SUPPORT)
{
itemname = "class5_button";
}
else if (baseClass == SPC_JEDI)
{
itemname = "class6_button";
}
else
{
return;
}
item = (itemDef_t *) Menu_FindItemByName(menu, itemname );
if (item)
{
Item_RunScript(item, item->action);
}
}
void UI_UpdateSiegeObjectiveGraphics( void )
{
menuDef_t *menu;
int teamI,objI;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
// Hiding a bunch of fields because the opening section of the siege menu was getting too long
Menu_ShowGroup(menu,"class_button",qfalse);
Menu_ShowGroup(menu,"class_count",qfalse);
Menu_ShowGroup(menu,"feeders",qfalse);
Menu_ShowGroup(menu,"classdescription",qfalse);
Menu_ShowGroup(menu,"minidesc",qfalse);
Menu_ShowGroup(menu,"obj_longdesc",qfalse);
Menu_ShowGroup(menu,"objective_pic",qfalse);
Menu_ShowGroup(menu,"stats",qfalse);
Menu_ShowGroup(menu,"forcepowerlevel",qfalse);
// Get objective icons for each team
for (teamI=1;teamI<3;teamI++)
{
for (objI=1;objI<8;objI++)
{
Menu_SetItemBackground(menu,va("tm%i_icon%i",teamI,objI),va("*team%i_objective%i_mapicon",teamI,objI));
Menu_SetItemBackground(menu,va("tm%i_l_icon%i",teamI,objI),va("*team%i_objective%i_mapicon",teamI,objI));
}
}
// Now get their placement on the map
for (teamI=1;teamI<3;teamI++)
{
for (objI=1;objI<8;objI++)
{
UI_SetSiegeObjectiveGraphicPos(menu,va("tm%i_icon%i",teamI,objI),va("team%i_objective%i_mappos",teamI,objI));
}
}
}
saber_colors_t TranslateSaberColor( const char *name );
static void UI_UpdateSaberCvars ( int playerNum )
{
saber_colors_t colorI;
trap_Cvar_Set ( "saber1", UI_Cvar_VariableString ( "ui_saber" ) );
trap_Cvar_Set ( "saber2", UI_Cvar_VariableString ( "ui_saber2" ) );
colorI = TranslateSaberColor( UI_Cvar_VariableString ( "ui_saber_color" ) );
trap_Cvar_Set ( "color1", va("%d",colorI));
trap_Cvar_Set ( "g_saber_color", UI_Cvar_VariableString ( "ui_saber_color" ));
strcpy(ClientManager::ActiveClient().color1, va("%d",colorI));
colorI = TranslateSaberColor( UI_Cvar_VariableString ( "ui_saber2_color" ) );
trap_Cvar_Set ( "color2", va("%d",colorI) );
trap_Cvar_Set ( "g_saber2_color", UI_Cvar_VariableString ( "ui_saber2_color" ));
strcpy(ClientManager::ActiveClient().color2, va("%d",colorI));
strcpy(ClientManager::ActiveClient().saber1, UI_Cvar_VariableString ( "ui_saber" ));
strcpy(ClientManager::ActiveClient().saber2, UI_Cvar_VariableString ( "ui_saber2" ));
strcpy(ClientManager::ActiveClient().saber_color1, UI_Cvar_VariableString ( "ui_saber_color" ));
strcpy(ClientManager::ActiveClient().saber_color2, UI_Cvar_VariableString ( "ui_saber2_color" ));
ClientManager::ActiveClient().cvar_modifiedFlags |= CVAR_USERINFO;
}
// More hard coded goodness for the menus.
static void UI_SetSaberBoxesandHilts (void)
{
menuDef_t *menu;
itemDef_t *item;
qboolean getBig = qfalse;
char sType[MAX_QPATH];
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
return;
}
trap_Cvar_VariableStringBuffer( "ui_saber_type", sType, sizeof(sType) );
if ( Q_stricmp( "dual", sType ) != 0 )
{
// trap_Cvar_Set("ui_saber", "single_1");
// trap_Cvar_Set("ui_saber2", "single_1");
getBig = qtrue;
}
else if (Q_stricmp( "staff", sType ) != 0 )
{
// trap_Cvar_Set("ui_saber", "dual_1");
// trap_Cvar_Set("ui_saber2", "none");
getBig = qtrue;
}
if (!getBig)
{
return;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "box2middle" );
if(item)
{
item->window.rect.x = 212;
item->window.rect.y = 126;
item->window.rect.w = 219;
item->window.rect.h = 44;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "box2bottom" );
if(item)
{
item->window.rect.x = 212;
item->window.rect.y = 170;
item->window.rect.w = 219;
item->window.rect.h = 60;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "box3middle" );
if(item)
{
item->window.rect.x = 418;
item->window.rect.y = 126;
item->window.rect.w = 219;
item->window.rect.h = 44;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "box3bottom" );
if(item)
{
item->window.rect.x = 418;
item->window.rect.y = 170;
item->window.rect.w = 219;
item->window.rect.h = 60;
}
}
//extern qboolean UI_SaberModelForSaber( const char *saberName, char *saberModel );
extern qboolean UI_SaberSkinForSaber( const char *saberName, char *saberSkin );
#include "../namespace_begin.h"
extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name,int *runTimeLength );
extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
#include "../namespace_end.h"
static void UI_UpdateSaberType( void )
{
char sType[MAX_QPATH];
trap_Cvar_VariableStringBuffer( "ui_saber_type", sType, sizeof(sType) );
if ( Q_stricmp( "single", sType ) == 0 ||
Q_stricmp( "staff", sType ) == 0 )
{
trap_Cvar_Set( "ui_saber2", "none" );
}
}
static void UI_UpdateSaberHilt( qboolean secondSaber )
{
menuDef_t *menu;
itemDef_t *item;
char model[MAX_QPATH];
char modelPath[MAX_QPATH];
char skinPath[MAX_QPATH];
char *itemName;
char *saberCvarName;
int animRunLength;
menu = Menu_GetFocused(); // Get current menu (either video or ingame video, I would assume)
if (!menu)
{
return;
}
if ( secondSaber )
{
itemName = "saber2";
saberCvarName = "ui_saber2";
}
else
{
itemName = "saber";
saberCvarName = "ui_saber";
}
item = (itemDef_t *) Menu_FindItemByName(menu, itemName );
if(!item)
{
Com_Error( ERR_FATAL, "UI_UpdateSaberHilt: Could not find item (%s) in menu (%s)", itemName, menu->window.name);
}
trap_Cvar_VariableStringBuffer( saberCvarName, model, sizeof(model) );
item->text = model;
//read this from the sabers.cfg
if ( UI_SaberModelForSaber( model, modelPath ) )
{//successfully found a model
ItemParse_asset_model_go( item, modelPath, &animRunLength );//set the model
//get the customSkin, if any
//COM_StripExtension( modelPath, skinPath );
//COM_DefaultExtension( skinPath, sizeof( skinPath ), ".skin" );
if ( UI_SaberSkinForSaber( model, skinPath ) )
{
ItemParse_model_g2skin_go( item, skinPath );//apply the skin
}
else
{
ItemParse_model_g2skin_go( item, NULL );//apply the skin
}
}
}
static void UI_UpdateSaberColor( qboolean secondSaber )
{
}
extern char * SaberColorToString(saber_colors_t color);
static void UI_GetSaberCvars ( void )
{
// trap_Cvar_Set ( "ui_saber_type", UI_Cvar_VariableString ( "g_saber_type" ) );
trap_Cvar_Set ( "ui_saber", UI_Cvar_VariableString ( "saber1" ) );
trap_Cvar_Set ( "ui_saber2", UI_Cvar_VariableString ( "saber2" ));
trap_Cvar_Set("g_saber_color", SaberColorToString(trap_Cvar_VariableValue("color1")));
trap_Cvar_Set("g_saber2_color", SaberColorToString(trap_Cvar_VariableValue("color2")));
trap_Cvar_Set ( "ui_saber_color", UI_Cvar_VariableString ( "g_saber_color" ) );
trap_Cvar_Set ( "ui_saber2_color", UI_Cvar_VariableString ( "g_saber2_color" ) );
//JLF NEW CLIENTDATA ACCESS
trap_Cvar_Set ( "ui_saber", ClientManager::ActiveClient().saber1);
trap_Cvar_Set ( "ui_saber2", ClientManager::ActiveClient().saber2);
trap_Cvar_Set("g_saber_color", SaberColorToString(atoi(ClientManager::ActiveClient().color1)));
trap_Cvar_Set("g_saber2_color",SaberColorToString(atoi(ClientManager::ActiveClient().color2)));
trap_Cvar_Set ( "ui_saber_color", UI_Cvar_VariableString ( "g_saber_color" ) );
trap_Cvar_Set ( "ui_saber2_color", UI_Cvar_VariableString ( "g_saber2_color" ) );
}
//extern qboolean ItemParse_model_g2skin_go( itemDef_t *item, const char *skinName );
#include "../namespace_begin.h"
extern qboolean ItemParse_model_g2anim_go( itemDef_t *item, const char *animName );
#include "../namespace_end.h"
//extern qboolean ItemParse_asset_model_go( itemDef_t *item, const char *name );
void UI_UpdateCharacterSkin( void )
{
menuDef_t *menu;
itemDef_t *item;
char skin[MAX_QPATH];
char model[MAX_QPATH];
char head[MAX_QPATH];
char torso[MAX_QPATH];
char legs[MAX_QPATH];
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "character");
if (!item)
{
Com_Error( ERR_FATAL, "UI_UpdateCharacterSkin: Could not find item (character) in menu (%s)", menu->window.name);
}
trap_Cvar_VariableStringBuffer("ui_char_model", model, sizeof(model));
trap_Cvar_VariableStringBuffer("ui_char_skin_head", head, sizeof(head));
trap_Cvar_VariableStringBuffer("ui_char_skin_torso", torso, sizeof(torso));
trap_Cvar_VariableStringBuffer("ui_char_skin_legs", legs, sizeof(legs));
Com_sprintf( skin, sizeof( skin ), "models/players/%s/|%s|%s|%s",
model,
head,
torso,
legs
);
ModelMem.SetUISkin( skin );
ItemParse_model_g2skin_go( item, skin );
}
static void UI_ResetCharacterListBoxes( void )
{
itemDef_t *item;
menuDef_t *menu;
listBoxDef_t *listPtr;
menu = Menu_GetFocused();
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "headlistbox");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "torsolistbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "lowerlistbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "colorbox");
if (item)
{
listPtr = (listBoxDef_t*)item->typeData;
if( listPtr )
{
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
}
}
//Rewritten to use ui_botInfos instead. Cleaner and makes player names
//and bot names consistent.
const char *UI_ModelNameToPlayerName( const char *model )
{
static char s_Name[64];
char *p;
// Make a copy first:
Q_strncpyz( s_Name, model, 64 );
// Remove the slash, and color/default crap:
if( p = strstr(s_Name, "/"))
* p = 0;
// Special cases:
if( Q_stricmp( s_Name, "alora2" ) == 0 )
strcpy( s_Name, "Alora" );
else if( Q_stricmp( s_Name, "tavion_new" ) == 0 )
strcpy( s_Name, "Tavion" );
else if( Q_stricmp( s_Name, "tavion" ) == 0 )
strcpy( s_Name, "Tavion" );
else if( Q_stricmp( s_Name, "lando" ) == 0 )
strcpy( s_Name, "Lando" );
else if( strstr( s_Name, "jedi_" ) )
strcpy( s_Name, "Jaden" );
else {
//Standard case. Loop through ui_botInfos and try to match the model.
for(int i=0; i<UI_GetNumBots(); i++) {
const char *info = Info_ValueForKey(UI_GetBotInfoByNumber(i),
"model");
if(!Q_stricmp(info, s_Name)) {
strcpy(s_Name, Info_ValueForKey(UI_GetBotInfoByNumber(i),
"name"));
break;
}
}
assert(i != UI_GetNumBots());
}
// Now, check against the rest of the player names on the server, until we find one we can use:
uiClientState_t cs;
trap_GetClientState( &cs );
char info[MAX_INFO_STRING];
int myNum;
for( myNum = 0; myNum < MAX_CLIENTS; myNum++ )
{
bool taken = false;
char numberedName[64];
strcpy( numberedName, s_Name );
if( myNum )
strcat( numberedName, va(" %d", myNum+1) );
// Is this name taken?
for( int i = 0; i < MAX_CLIENTS; ++i )
{
if( i == cs.clientNum )
continue;
trap_GetConfigString( CS_PLAYERS + i, info, MAX_INFO_STRING );
if( !info[0] )
continue;
if( Q_stricmp( numberedName, Info_ValueForKey(info, "n") ) == 0 )
{
taken = true;
break;
}
}
// If no one else has this variation, let's use it
if( !taken )
{
strcpy( s_Name, numberedName );
return s_Name;
}
}
// We should never get here
assert( 0 );
return "Padawan";
}
static void UI_SetPlayerName(void)
{
// Set the player model Cvar to the UImodel Cvar value
// trap_Cvar_Set( "model", Cvar_VariableString("UImodel"));
if( Cvar_VariableValue( "xb_gameType" ) != 3 ) {
extern vmCvar_t g_gametype;
if(cgs.gametype == GT_SIEGE) {
Q_strncpyz(ClientManager::ActiveClient().autoName,
UI_ModelNameToPlayerName(
bgSiegeClasses[g_UIGloballySelectedSiegeClass].forcedModel),
STRING_SIZE);
} else {
Q_strncpyz(ClientManager::ActiveClient().autoName, UI_ModelNameToPlayerName( ClientManager::ActiveClient().model), STRING_SIZE );
}
}
ClientManager::ActiveClient().cvar_modifiedFlags |= CVAR_USERINFO;
}
void UI_closeInGame()
{
#ifdef _XBOX
UI_SetPlayerName();
#endif
trap_Key_SetCatcher( trap_Key_GetCatcher() & ~KEYCATCH_UI );
trap_Key_ClearStates();
trap_Cvar_Set( "cl_paused", "0" );
Menus_CloseAll();
ClientManager::ClearAllClientInputs();
}
void UI_setClientInputClosed(int input)
{
uiclientInputClosed = input;
int currentclient;
currentclient = ClientManager::ActiveClientNum();
ClientManager::ActivateClient(0);
if (ClientManager::ActiveClient().controller == uiclientInputClosed)
uiclientInputClosed = 2+4+8;
if (ClientManager::splitScreenMode)
{
ClientManager::ActivateClient(1);
if (ClientManager::ActiveClient().controller == uiclientInputClosed)
uiclientInputClosed = 1+4+8;
}
ClientManager::ActivateClient(currentclient);
}
//JLF
qboolean UI_testMenuProgression(char **args)
{
const char *menuname;
char *progressionvalue;
qboolean back = qfalse;
static int saberback;
itemDef_t item;
if ( !String_Parse(args, &menuname) )
{
return qfalse;
}
progressionvalue = Cvar_VariableString("ui_menuProgression");
//ingame menu
if ((Q_stricmp(progressionvalue, "ingamemenu") == 0)) //straight off menu
{
if (Q_stricmp(menuname, "characterModelSelection") == 0)
{
Menus_CloseByName("characterModelSelection");
Menus_ActivateByName("characterSetup");
}
else if (Q_stricmp(menuname, "characterSelect") == 0)
{
Menus_CloseByName("characterSelect");
Menus_ActivateByName("characterSetup");
}
else if ((Q_stricmp(menuname, "characterSaberCustom") == 0))
{
Menus_CloseByName("characterSaberCustom");
trap_Cvar_Set("ui_respawnneeded", "1");
Menus_ActivateByName("characterSetup");
}
else if ((Q_stricmp(menuname, "ingame_forcepoints") == 0))
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, "uiScript xb_force confirm ");
Menus_CloseByName("ingame_forcepoints");
trap_Cvar_Set("ui_respawnneeded", "1");
Menus_ActivateByName("characterSetup");
}
}
//join game 1 player
else if ((Q_stricmp(progressionvalue, "joingame1player") == 0)) //join 1 player
{
if ((Q_stricmp(menuname, "characterModelSelection") == 0)||(Q_stricmp(menuname, "characterSelect") == 0))
{
if (UI_GetMaxForceRank() == 0) // skip the force set up
{
//open the saber screen
Menus_ActivateByName("characterSaberCustom");
}
else
{
//open the force screens
Menus_ActivateByName("ingame_playerforce");
}
}
else if ((Q_stricmp(menuname, "ingame_forcepoints") == 0))
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, "uiScript xb_force confirm ");
Menus_CloseByName("ingame_forcepoints");
//trap_Cvar_Set("ui_respawnneeded", "1");
Menus_ActivateByName("characterSaberCustom");
/*
if (uiForcePowersRank[FP_SABER_OFFENSE]<1)
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " uiScript xb_force confirm ; uiScript closeingame");//was at first(uiScript setForce none ;delay 1 ;)
}
else
{
Menus_CloseByName("ingame_forcepoints");
Menus_ActivateByName("characterSaberCustom");
}
*/
}
else if ((Q_stricmp(menuname, "characterSaberCustom") == 0))
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " uiScript xb_force confirm ; uiScript closeingame"); //uiScript setForce none ; delay 1 ;
}
}
//join game 2 player split screen
else if ((Q_stricmp(progressionvalue, "joingame2player") == 0)) //join 2 player
{
if ((Q_stricmp(menuname, "characterModelSelection") == 0)||(Q_stricmp(menuname, "characterSelect") == 0))
{
if (UI_GetMaxForceRank() == 0) // skip the force set up
{
Menus_ActivateByName("characterSaberCustom");
}
else
{
//open the force screens
Menus_ActivateByName("ingame_playerforce");
}
}
else if ((Q_stricmp(menuname, "ingame_forcepoints") == 0))
{
Menus_CloseByName("ingame_forcepoints");
if (uiForcePowersRank[FP_SABER_OFFENSE]<1)
{
if ( uiClientNum == 0)
{
Menus_ActivateByName("ingame_Player2");
uiClientNum = 1;
ClientManager::ActivateClient(1);
}
else
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, "uiScript xb_force confirm ; uiScript closeingame");//uiScript setForce none ; delay 1 ;
}
}
else //saber does exist
{
Menus_ActivateByName("characterSaberCustom");
}
}
else if ((Q_stricmp(menuname, "characterSaberCustom") == 0))
{
if ( uiClientNum == 0)
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, "uiScript xb_force confirm ; close characterSaberCustom ; open ingame_Player2");//uiScript setForce none ; delay 1 ;
}
else // client 1
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " uiScript xb_force confirm ; uiScript closeingame"); //uiScript setForce none ; delay 1 ;
}
}
else if ((Q_stricmp(menuname, "ingame_Player2") == 0))
{
Menus_ActivateByName("characterModelSelection");
}
}
else if ((Q_stricmp(progressionvalue, "ChangeTeam") == 0)) //changeteam
{
if (Q_stricmp(menuname, "ingame_ChangeTeam") == 0)
{
int team = trap_Cvar_VariableValue("xb_joinTeam");
int gametype = trap_Cvar_VariableValue("g_gametype");
if ( team == ClientManager::ActiveClient().myTeam)
{
UI_closeInGame();
if( gametype == GT_POWERDUEL )
// trap_Cmd_ExecuteText( EXEC_APPEND, va("duelteam %s\n", (team == 1) ? "single" : "double") );
AddDeferedCommand( va("duelteam %s\n", (team == 1) ? "single" : "double") );
else
{
if (team == 1)//red
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team %s\n","forcered"));
AddDeferedCommand( va("team %s\n","forcered") );
else if (team == 2) //blue
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team %s\n","forceblue"));
AddDeferedCommand( va("team %s\n","forceblue") );
else
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team %s\n",UI_TeamName(team)));
AddDeferedCommand( va("team %s\n",UI_TeamName(team)) );
}
}
else
{
if ( gametype == GT_SIEGE)
{
Menus_CloseAll();
Menus_OpenByName("ingame_siegecharacter");
}
else
{
int forcebasedteams = trap_Cvar_VariableValue("g_forceBasedTeams");
if ( forcebasedteams == 0)
{
UI_closeInGame();
if( gametype == GT_POWERDUEL )
// trap_Cmd_ExecuteText( EXEC_APPEND, va("duelteam %s\n", (team == 1) ? "single" : "double") );
AddDeferedCommand( va("duelteam %s\n", (team == 1) ? "single" : "double") );
else
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team %s\n",UI_TeamName(team)));
AddDeferedCommand( va("team %s\n",UI_TeamName(team)));
}
else
{
if (UI_GetMaxForceRank() == 0) // skip the force set up
{
UI_closeInGame();
if( gametype == GT_POWERDUEL )
// trap_Cmd_ExecuteText( EXEC_APPEND, va("duelteam %s\n", (team == 1) ? "single" : "double") );
AddDeferedCommand( va("duelteam %s\n", (team == 1) ? "single" : "double") );
else
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team %s\n",UI_TeamName(team)));
AddDeferedCommand( va("team %s\n",UI_TeamName(team)));
}
else
{
// UI_xboxErrorPopup( XB_POPUP_FORCE_CONFIGURE_CONFIRM);
Menus_CloseAll();
Menus_OpenByName("ingame_playerforce");
}
}
}
}
}
if (Q_stricmp(menuname, "ingame_forcePoints") == 0)
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " uiScript xb_force confirm ; uiScript closeingame");//uiScript setForce none ; delay 1 ;
}
}
else
return qfalse;
return qtrue;
}
#define MAX_SABER_HILTS 64
char *saberSingleHiltInfo [MAX_SABER_HILTS];
char *saberStaffHiltInfo [MAX_SABER_HILTS];
qboolean UI_SaberProperNameForSaber( const char *saberName, char *saberProperName );
void UI_SaberGetHiltInfo( char *singleHilts[MAX_SABER_HILTS], char *staffHilts[MAX_SABER_HILTS] );
void setArrowX(itemDef_t * arrowcontrol, int xloc)
{
arrowcontrol->window.rect.x = xloc;
}
static void UI_UpdateCharacter( qboolean changedModel )
{
menuDef_t *menu;
itemDef_t *item;
char modelPath[MAX_QPATH];
int animRunLength;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
item = (itemDef_t *) Menu_FindItemByName(menu, "character");
if (!item)
{
Com_Error( ERR_FATAL, "UI_UpdateCharacter: Could not find item (character) in menu (%s)", menu->window.name);
}
ItemParse_model_g2anim_go( item, ui_char_anim.string );
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", UI_Cvar_VariableString ( "ui_char_model" ) );
ModelMem.SetUIName( modelPath );
ItemParse_asset_model_go( item, modelPath, &animRunLength );
if ( changedModel )
{//set all skins to first skin since we don't know you always have all skins
//FIXME: could try to keep the same spot in each list as you swtich models
UI_FeederSelection(FEEDER_PLAYER_SKIN_HEAD, 0, item); //fixme, this is not really the right item!!
UI_FeederSelection(FEEDER_PLAYER_SKIN_TORSO, 0, item);
UI_FeederSelection(FEEDER_PLAYER_SKIN_LEGS, 0, item);
UI_FeederSelection(FEEDER_COLORCHOICES, 0, item);
}
UI_UpdateCharacterSkin();
}
static void UI_RunMenuScript(char **args)
{
const char *name, *name2;
char buff[1024];
float cvarValue;
if (String_Parse(args, &name))
{
if (Q_stricmp(name, "StartServer") == 0)
{
int i, added = 0;
float skill;
int warmupTime = 0;
int doWarmup = 0;
#ifdef _XBOX
ClientManager::ActivateClient(0);
#endif
#ifdef _XBOX
int botMin = trap_Cvar_VariableValue("bot_minplayers");
trap_Cvar_SetValue("temp_bot_minplayers", botMin);
// We use two cvars all the time, though in syslink, only public will be >0
trap_Cvar_SetValue("sv_maxclients",
trap_Cvar_VariableValue("ui_publicSlots")+trap_Cvar_VariableValue("ui_privateSlots"));
trap_Cvar_SetValue("sv_privateClients", trap_Cvar_VariableValue("ui_privateSlots"));
#endif
trap_Cvar_Set("cg_thirdPerson", "0");
#ifdef _XBOX
ClientManager::ActiveClient().cg_thirdPerson = 0;
#endif
trap_Cvar_Set("cg_cameraOrbit", "0");
// for Solo games I set this to 1 in the menu and don't want it stomped here,
// this cvar seems to be reset to 0 in all the proper places so... -dmv
// trap_Cvar_Set("ui_singlePlayerActive", "0");
if (ui_dedicated.integer)
{
trap_Cvar_SetValue( "dedicated", Com_Clamp( 0, 2, ui_dedicated.integer ) );
trap_Cvar_Set( "cl_running", "0" );
}
else
{
trap_Cvar_SetValue( "dedicated", 0 );
trap_Cvar_Set( "cl_running", "1" );
}
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" );
//Cap the warmup values in case the user tries a dumb setting.
warmupTime = trap_Cvar_VariableValue( "g_warmup" );
doWarmup = trap_Cvar_VariableValue( "g_doWarmup" );
if (doWarmup && warmupTime < 1)
{
trap_Cvar_Set("g_doWarmup", "0");
}
if (warmupTime < 5)
{
trap_Cvar_Set("g_warmup", "5");
}
if (warmupTime > 120)
{
trap_Cvar_Set("g_warmup", "120");
}
if (trap_Cvar_VariableValue( "g_gametype" ) == GT_DUEL ||
trap_Cvar_VariableValue( "g_gametype" ) == GT_POWERDUEL)
{ //always set fraglimit 1 when starting a duel game
trap_Cvar_Set("fraglimit", "1");
}
// Bot match and split screen don't allow voting:
if (trap_Cvar_VariableValue( "xb_gameType" ) < 2)
{
trap_Cvar_SetValue( "g_allowVote", 0 );
}
#ifdef _XBOX
// If we're playing siege, make sure that bot_minplayers gets set to zero
if (ui_actualNetGameType.integer == GT_SIEGE)
trap_Cvar_SetValue( "bot_minplayers", 0 );
// The Xbox bot interface allows uneven teams and such. Slightly different logic here:
int maxcl = trap_Cvar_VariableValue( "sv_maxclients" );
int numRed = trap_Cvar_VariableValue( "ui_numRedBots" );
int numBlue = trap_Cvar_VariableValue( "ui_numBlueBots" );
// Sanity check
assert( numRed + numBlue + UI_NumClients() <= maxcl );
// Add all the blue bots, then the red ones
for (i = 0; i < numBlue; ++i)
{
int bot = trap_Cvar_VariableValue( va("ui_blueteam%i", i+1) );
if (bot < 2)
bot = 2;
if (ui_actualNetGameType.integer >= GT_TEAM)
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f %s\n", UI_GetBotNameByNumber(bot-2), skill, "Blue");
else
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f \n", UI_GetBotNameByNumber(bot-2), skill);
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
}
// We should never be adding red bots in a non-team game, but...
for (i = 0; i < numRed; ++i)
{
int bot = trap_Cvar_VariableValue( va("ui_redteam%i", i+1) );
if (bot < 2)
bot = 2;
if (ui_actualNetGameType.integer >= GT_TEAM)
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f %s\n", UI_GetBotNameByNumber(bot-2), skill, "Red");
else
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f \n", UI_GetBotNameByNumber(bot-2), skill);
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
}
#else // _XBOX
for (i = 0; i < PLAYERS_PER_TEAM; i++)
{
int bot = trap_Cvar_VariableValue( va("ui_blueteam%i", i+1));
int maxcl = trap_Cvar_VariableValue( "sv_maxClients" );
if (bot > 1)
{
int numval = i+1;
numval *= 2;
numval -= 1;
if (numval <= maxcl)
{
if (ui_actualNetGameType.integer >= GT_TEAM) {
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f %s\n", UI_GetBotNameByNumber(bot-2), skill, "Blue");
} else {
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f \n", UI_GetBotNameByNumber(bot-2), skill);
}
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
added++;
}
}
bot = trap_Cvar_VariableValue( va("ui_redteam%i", i+1));
if (bot > 1) {
int numval = i+1;
numval *= 2;
if (numval <= maxcl)
{
if (ui_actualNetGameType.integer >= GT_TEAM) {
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f %s\n", UI_GetBotNameByNumber(bot-2), skill, "Red");
} else {
Com_sprintf( buff, sizeof(buff), "addbot \"%s\" %f \n", UI_GetBotNameByNumber(bot-2), skill);
}
trap_Cmd_ExecuteText( EXEC_APPEND, buff );
added++;
}
}
if (added >= maxcl)
{ //this means the client filled up all their slots in the UI with bots. So stretch out an extra slot for them, and then stop adding bots.
trap_Cvar_Set("sv_maxClients", va("%i", added+1));
break;
}
}
#endif // _XBOX
} else if (Q_stricmp(name, "loadArenas") == 0) {
UI_LoadArenas();
UI_MapCountByGameType(qfalse);
Menu_SetFeederSelection(NULL, FEEDER_ALLMAPS, gUISelectedMap, "createserver");
uiForceRank = trap_Cvar_VariableValue("g_maxForceRank");
} else if (Q_stricmp(name, "clearError") == 0) {
trap_Cvar_Set("com_errorMessage", "");
} else if (Q_stricmp(name, "JoinServer") == 0) {
UI_JoinServer();
} else if (Q_stricmp(name, "Quit") == 0) {
trap_Cvar_Set("ui_singlePlayerActive", "0");
trap_Cmd_ExecuteText( EXEC_NOW, "quit");
}
#ifdef _XBOX
else if (Q_stricmp(name, "addclient") == 0) {
AddUIClient();
}
else if (Q_stricmp(name, "removeclient") == 0) {
RemoveUIClient();
}
#endif
else if (Q_stricmp(name, "Leave") == 0)
{
// Were we running a dedicated server?
if (com_dedicated->integer)
{
// Marks us as no longer playing or joinable:
XBL_F_OnClientLeaveSession();
trap_Cvar_SetValue( "cl_paused", 0 );
trap_Key_SetCatcher( KEYCATCH_UI );
trap_Cvar_SetValue( "cl_running", 1 );
SV_Shutdown( "Server quit\n" );
CL_ShutdownUI();
extern void RE_Shutdown( qboolean destroyWindow );
RE_Shutdown( qfalse );
CL_Disconnect( qtrue );
trap_Cvar_SetValue( "dedicated", 0 );
trap_Cvar_SetValue( "ui_dedicated", 0 );
CL_FlushMemory();
Menus_CloseAll();
if (logged_on)
Menus_ActivateByName("xbl_lobbymenu");
else
Menus_ActivateByName("main");
return;
}
#ifdef _XBOX
ClientManager::ActivateClient(0);
trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
if (ClientManager::splitScreenMode == qtrue)
{
ClientManager::ActivateClient(1);
trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
}
#else
trap_Cmd_ExecuteText( EXEC_APPEND, "disconnect\n" );
#endif
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("main");
}
else if (Q_stricmp(name, "getsaberhiltinfo") == 0)
{
UI_SaberGetHiltInfo(saberSingleHiltInfo,saberStaffHiltInfo);
}
else if (Q_stricmp(name, "closeingame") == 0) {
#ifdef _XBOX
// ModelMem.ExitUI();
#endif
UI_closeInGame();
}
else if( Q_stricmp(name, "VoteScript") == 0)
{
const char *name;
if (String_Parse(args, &name))
{
RunVoteScript(name);
}
}
else if( Q_stricmp(name, "SetSabers") == 0)
{
Cvar_Set("ui_saber", ClientManager::ActiveClient().saber1);
Cvar_Set("ui_saber2", ClientManager::ActiveClient().saber2);
Cvar_Set("ui_saber_color", ClientManager::ActiveClient().saber_color1);
Cvar_Set("ui_saber2_color", ClientManager::ActiveClient().saber_color2);
if(strstr(ClientManager::ActiveClient().saber1, "dual"))
{
Cvar_Set("ui_saber_type", "staff");
}
else if(strstr(ClientManager::ActiveClient().saber2, "single"))
{
Cvar_Set("ui_saber_type", "dual");
}
else
{
Cvar_Set("ui_saber_type", "single");
}
}
else if(Q_stricmp(name, "setUglyMug") == 0)
{
menuDef_t* menu = Menu_GetFocused();
itemDef_t* item = Menu_FindItemByName(menu, "headlist");
if(!item)
return;
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if(ClientManager::splitScreenMode)
{
if(ClientManager::ActiveClientNum() == 0)
{
item->cursorPos = uglyMug1;
listPtr->cursorPos = uglyMug1;
}
else
{
item->cursorPos = uglyMug2;
listPtr->cursorPos = uglyMug2;
}
}
else
{
item->cursorPos = uglyMug1;
listPtr->cursorPos = uglyMug1;
}
int numberOfHeads = 43;
int width = 6;
int startPos = 0;
int cutoff = 24;
if(item->cursorPos > numberOfHeads || item->cursorPos < 0)
{
startPos = 0;
}
else
{
while(startPos < numberOfHeads)
{
if(item->cursorPos < startPos)
{
startPos -= width;
break;
}
else if( item->cursorPos == startPos)
{
break;
}
startPos += width;
}
}
if(startPos > cutoff)
listPtr->startPos = cutoff;
else
listPtr->startPos = startPos;
}
else if (Q_stricmp(name, "addBot") == 0) {
if (trap_Cvar_VariableValue("g_gametype") >= GT_TEAM) {
trap_Cmd_ExecuteText( EXEC_APPEND, va("addbot \"%s\" %i %s\n", UI_GetBotNameByNumber(uiInfo.botIndex), uiInfo.skillIndex+1, (uiInfo.redBlue == 0) ? "Red" : "Blue") );
} else {
trap_Cmd_ExecuteText( EXEC_APPEND, va("addbot \"%s\" %i %s\n", UI_GetBotNameByNumber(uiInfo.botIndex), uiInfo.skillIndex+1, (uiInfo.redBlue == 0) ? "Red" : "Blue") );
}
}
/*
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)
{
selectedPlayer = -1;
strcpy(buff, orders);
trap_Cmd_ExecuteText( EXEC_APPEND, va(buff, selectedPlayer) );
}
else
{
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, "setForce") == 0)
{
const char *teamArg;
if (String_Parse(args, &teamArg))
{
if ( Q_stricmp( "none", teamArg ) == 0 )
{
UI_UpdateClientForcePowers(NULL);
}
else if ( Q_stricmp( "same", teamArg ) == 0 )
{//stay on current team
int myTeam = ClientManager::ActiveClient().myTeam;
if ( myTeam != TEAM_SPECTATOR )
{
UI_UpdateClientForcePowers(UI_TeamName(myTeam));//will cause him to respawn, if it's been 5 seconds since last one
}
else
{
UI_UpdateClientForcePowers(NULL);//just update powers
}
}
else
{
UI_UpdateClientForcePowers(teamArg);
}
}
else
{
UI_UpdateClientForcePowers(NULL);
}
}
else if (Q_stricmp(name, "setsiegeclassandteam") == 0)
{
int team = (int)trap_Cvar_VariableValue("ui_holdteam");
int oldteam = (int)trap_Cvar_VariableValue("ui_startsiegeteam");
qboolean goTeam = qtrue;
char newclassString[512];
char startclassString[512];
trap_Cvar_VariableStringBuffer( "ui_mySiegeClass", newclassString, sizeof(newclassString) );
trap_Cvar_VariableStringBuffer( "ui_startsiegeclass", startclassString, sizeof(startclassString) );
// Was just a spectator - is still just a spectator
if ((oldteam == team) && (oldteam == 3))
{
goTeam = qfalse;
}
// If new team and class match old team and class, just return to the game.
else if ((oldteam == team))
{ // Classes match?
if (g_UIGloballySelectedSiegeClass != -1)
{
if (!strcmp(startclassString,bgSiegeClasses[g_UIGloballySelectedSiegeClass].name))
{
goTeam = qfalse;
}
}
}
if (goTeam)
{
if (team == 1) // Team red
{
trap_Cvar_Set("ui_team", va("%d", team));
}
else if (team == 2) // Team blue
{
trap_Cvar_Set("ui_team", va("%d", team));
}
else if (team == 3) // Team spectator
{
trap_Cvar_Set("ui_team", va("%d", team));
}
if (g_UIGloballySelectedSiegeClass != -1)
{
trap_Cmd_ExecuteText( EXEC_APPEND, va("siegeclass \"%s\"\n", bgSiegeClasses[g_UIGloballySelectedSiegeClass].name) );
}
}
}
else if (Q_stricmp(name, "setMovesListDefault") == 0)
{
uiInfo.movesTitleIndex = 2;
}
else if (Q_stricmp(name, "resetMovesList") == 0)
{
menuDef_t *menu;
menu = Menus_FindByName("rules_moves");
//update saber models
if (menu)
{
itemDef_t *item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
UI_SaberAttachToChar( item );
}
}
trap_Cvar_Set( "ui_move_desc", " " );
}
else if (Q_stricmp(name, "resetcharacterlistboxes") == 0)
{
UI_ResetCharacterListBoxes();
}
else if (Q_stricmp(name, "setMoveCharacter") == 0)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
int animRunLength;
UI_GetCharacterCvars();
uiInfo.movesTitleIndex = 0;
menu = Menus_FindByName("rules_moves");
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
char modelPath[MAX_QPATH];
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
uiInfo.moveAnimTime = 0 ;
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", UI_Cvar_VariableString ( "ui_char_model" ) );
ItemParse_asset_model_go( item, modelPath, &animRunLength);
UI_UpdateCharacterSkin();
UI_SaberAttachToChar( item );
}
}
}
}
else if (Q_stricmp(name, "character") == 0)
{
#ifdef _XBOX
// ModelMem.EnterUI();
#endif
UI_UpdateCharacter( qfalse );
}
else if (Q_stricmp(name, "characterchanged") == 0)
{
UI_UpdateCharacter( qtrue );
}
else if (Q_stricmp(name, "updatecharcvars") == 0
|| (Q_stricmp(name, "updatecharmodel") == 0) )
{
UI_UpdateCharacterCvars();
}
else if (Q_stricmp(name, "getcharcvars") == 0)
{
UI_GetCharacterCvars();
}
else if (Q_stricmp(name, "char_skin") == 0)
{
UI_UpdateCharacterSkin();
}
else if (Q_stricmp(name, "setui_dualforcepower") == 0)
{
int forcePowerDisable = trap_Cvar_VariableValue("g_forcePowerDisable");
int i, forceBitFlag=0;
// Turn off all powers but a few
for (i=0;i<NUM_FORCE_POWERS;i++)
{
if ((i != FP_LEVITATION) &&
(i != FP_PUSH) &&
(i != FP_PULL) &&
(i != FP_SABERTHROW) &&
(i != FP_SABER_DEFENSE) &&
(i != FP_SABER_OFFENSE))
{
forceBitFlag |= (1<<i);
}
}
if (forcePowerDisable==0)
{
trap_Cvar_Set("ui_dualforcepower", "0");
}
else if (forcePowerDisable==forceBitFlag)
{
trap_Cvar_Set("ui_dualforcepower", "2");
}
else
{
trap_Cvar_Set("ui_dualforcepower", "1");
}
}
else if (Q_stricmp(name, "dualForcePowers") == 0)
{
int dualforcePower,i, forcePowerDisable;
dualforcePower = trap_Cvar_VariableValue("ui_dualforcepower");
if (dualforcePower==0) // All force powers
{
forcePowerDisable = 0;
}
else if (dualforcePower==1) // Remove All force powers
{
// It was set to something, so might as well make sure it got all flags set.
for (i=0;i<NUM_FORCE_POWERS;i++)
{
forcePowerDisable |= (1<<i);
}
}
else if (dualforcePower==2) // Limited force powers
{
forcePowerDisable = 0;
// Turn off all powers but a few
for (i=0;i<NUM_FORCE_POWERS;i++)
{
if ((i != FP_LEVITATION) &&
(i != FP_PUSH) &&
(i != FP_PULL) &&
(i != FP_SABERTHROW) &&
(i != FP_SABER_DEFENSE) &&
(i != FP_SABER_OFFENSE))
{
forcePowerDisable |= (1<<i);
}
}
}
trap_Cvar_Set("g_forcePowerDisable", va("%i",forcePowerDisable));
}
else if (Q_stricmp(name, "forcePowersDisable") == 0)
{
int forcePowerDisable,i;
forcePowerDisable = trap_Cvar_VariableValue("g_forcePowerDisable");
// It was set to something, so might as well make sure it got all flags set.
if (forcePowerDisable)
{
for (i=0;i<NUM_FORCE_POWERS;i++)
{
forcePowerDisable |= (1<<i);
}
trap_Cvar_Set("g_forcePowerDisable", va("%i",forcePowerDisable));
}
}
else if (Q_stricmp(name, "weaponDisable") == 0)
{
int weaponDisable,i;
const char *cvarString;
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_DUEL ||
uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_POWERDUEL)
{
cvarString = "g_duelWeaponDisable";
}
else
{
cvarString = "g_weaponDisable";
}
weaponDisable = trap_Cvar_VariableValue(cvarString);
// It was set to something, so might as well make sure it got all flags set.
if (weaponDisable)
{
for (i=0;i<WP_NUM_WEAPONS;i++)
{
if (i!=WP_SABER)
{
weaponDisable |= (1<<i);
}
}
trap_Cvar_Set(cvarString, va("%i",weaponDisable));
}
}
// If this is siege, change all the bots to humans, because we faked it earlier
// swapping humans for bots on the menu
else if (Q_stricmp(name, "setSiegeNoBots") == 0)
{
int blueValue,redValue,i;
if (uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_SIEGE)
{
//hmm, I guess I'll set bot_minplayers to 0 here too. -rww
trap_Cvar_Set("bot_minplayers", "0");
for (i=1;i<9;i++)
{
blueValue = trap_Cvar_VariableValue(va("ui_blueteam%i",i ));
if (blueValue>1)
{
trap_Cvar_Set(va("ui_blueteam%i",i ), "1");
}
redValue = trap_Cvar_VariableValue(va("ui_redteam%i",i ));
if (redValue>1)
{
trap_Cvar_Set(va("ui_redteam%i",i ), "1");
}
}
}
}
else if (Q_stricmp(name, "updateForceStatus") == 0)
{
UpdateForceStatus();
}
else if (Q_stricmp(name, "update") == 0)
{
if (String_Parse(args, &name2))
{
UI_Update(name2);
}
}
else if (Q_stricmp(name, "getsabercvars") == 0)
{
UI_GetSaberCvars();
}
else if (Q_stricmp(name, "setsaberboxesandhilts") == 0)
{
UI_SetSaberBoxesandHilts();
}
else if (Q_stricmp(name, "saber_type") == 0)
{
UI_UpdateSaberType();
}
else if (Q_stricmp(name, "saber_hilt") == 0)
{
UI_UpdateSaberHilt( qfalse );
}
else if (Q_stricmp(name, "saber_color") == 0)
{
UI_UpdateSaberColor( qfalse );
}
else if (Q_stricmp(name, "setscreensaberhilt") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "hiltbut");
if (item)
{
if (saberSingleHiltInfo[item->cursorPos])
{
trap_Cvar_Set( "ui_saber", saberSingleHiltInfo[item->cursorPos] );
}
}
}
}
else if (Q_stricmp(name, "setscreensaberhilt1") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "hiltbut1");
if (item)
{
if (saberSingleHiltInfo[item->cursorPos])
{
trap_Cvar_Set( "ui_saber", saberSingleHiltInfo[item->cursorPos] );
}
}
}
}
else if (Q_stricmp(name, "setscreensaberhilt2") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "hiltbut2");
if (item)
{
if (saberSingleHiltInfo[item->cursorPos])
{
trap_Cvar_Set( "ui_saber2", saberSingleHiltInfo[item->cursorPos] );
}
}
}
}
else if (Q_stricmp(name, "setscreensaberstaff") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "hiltbut_staves");
if (item)
{
if (saberSingleHiltInfo[item->cursorPos])
{
trap_Cvar_Set( "ui_saber", saberStaffHiltInfo[item->cursorPos] );
}
}
}
}
else if (Q_stricmp(name, "saber2_hilt") == 0)
{
UI_UpdateSaberHilt( qtrue );
}
else if (Q_stricmp(name, "saber2_color") == 0)
{
UI_UpdateSaberColor( qtrue );
}
else if (Q_stricmp(name, "updatesabercvars") == 0)
{
// UI_UpdateSaberCvars(trap_Cvar_VariableValue("ui_menuClient"));
UI_UpdateSaberCvars(uiClientNum);
}
else if (Q_stricmp(name, "updatesiegeobjgraphics") == 0)
{
int team = (int)trap_Cvar_VariableValue("ui_team");
trap_Cvar_Set("ui_holdteam", va("%d", team));
UI_UpdateSiegeObjectiveGraphics();
// Set up the objective complete icons
itemDef_t* item;
menuDef_t* menu = Menu_GetFocused();
if(!strcmp(Cvar_Get("mapname","",0)->string, "mp/siege_hoth"))
{
// team 1
item = Menu_FindItemByName(menu, "Comp_tm1_obj1");
item->window.rect.x = 130;
item->window.rect.y = 137;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj2");
item->window.rect.x = 130;
item->window.rect.y = 163;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj3");
item->window.rect.x = 130;
item->window.rect.y = 189;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj4");
item->window.rect.x = 130;
item->window.rect.y = 215;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj5");
item->window.rect.x = 130;
item->window.rect.y = 241;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj6");
item->window.rect.x = 130;
item->window.rect.y = 267;
item->window.rect.w = 24;
item->window.rect.h = 24;
// team 2
item = Menu_FindItemByName(menu, "Comp_tm2_obj1");
item->window.rect.x = 488;
item->window.rect.y = 137;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj2");
item->window.rect.x = 488;
item->window.rect.y = 163;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj3");
item->window.rect.x = 488;
item->window.rect.y = 189;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj4");
item->window.rect.x = 488;
item->window.rect.y = 215;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj5");
item->window.rect.x = 488;
item->window.rect.y = 241;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj6");
item->window.rect.x = 488;
item->window.rect.y = 267;
item->window.rect.w = 24;
item->window.rect.h = 24;
}
else
{
// team 2
item = Menu_FindItemByName(menu, "Comp_tm2_obj1");
item->window.rect.x = 130;
item->window.rect.y = 137;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj2");
item->window.rect.x = 130;
item->window.rect.y = 163;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj3");
item->window.rect.x = 130;
item->window.rect.y = 189;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj4");
item->window.rect.x = 130;
item->window.rect.y = 215;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj5");
item->window.rect.x = 130;
item->window.rect.y = 241;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm2_obj6");
item->window.rect.x = 130;
item->window.rect.y = 267;
item->window.rect.w = 24;
item->window.rect.h = 24;
// team 1
item = Menu_FindItemByName(menu, "Comp_tm1_obj1");
item->window.rect.x = 488;
item->window.rect.y = 137;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj2");
item->window.rect.x = 488;
item->window.rect.y = 163;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj3");
item->window.rect.x = 488;
item->window.rect.y = 189;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj4");
item->window.rect.x = 488;
item->window.rect.y = 215;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj5");
item->window.rect.x = 488;
item->window.rect.y = 241;
item->window.rect.w = 24;
item->window.rect.h = 24;
item = Menu_FindItemByName(menu, "Comp_tm1_obj6");
item->window.rect.x = 488;
item->window.rect.y = 267;
item->window.rect.w = 24;
item->window.rect.h = 24;
}
}
else if (Q_stricmp(name, "setsiegeobjbuttons") == 0)
{
const char *itemArg;
const char *cvarLitArg;
const char *cvarNormalArg;
char string[512];
char string2[512];
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
// Set the new item to the background
if (String_Parse(args, &itemArg))
{
// Set the old button to it's original background
trap_Cvar_VariableStringBuffer( "currentObjMapIconItem", string, sizeof(string) );
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, string);
if (item)
{
// A cvar holding the name of a cvar - how crazy is that?
trap_Cvar_VariableStringBuffer( "currentObjMapIconBackground", string, sizeof(string) );
trap_Cvar_VariableStringBuffer( string, string2, sizeof(string2) );
Menu_SetItemBackground(menu, item->window.name, string2);
// Re-enable this button
Menu_ItemDisable(menu,(char *) item->window.name, qfalse);
}
// Set the new item to the given background
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, itemArg);
if (item)
{ // store item name
trap_Cvar_Set("currentObjMapIconItem", item->window.name);
if (String_Parse(args, &cvarNormalArg))
{ // Store normal background
trap_Cvar_Set("currentObjMapIconBackground", cvarNormalArg);
// Get higlight background
if (String_Parse(args, &cvarLitArg))
{ // set hightlight background
trap_Cvar_VariableStringBuffer( cvarLitArg, string, sizeof(string) );
Menu_SetItemBackground(menu, item->window.name, string);
// Disable button
Menu_ItemDisable(menu,(char *) item->window.name, qtrue);
}
}
}
}
}
}
#ifdef _XBOX
else if (Q_stricmp(name, "xbx_changesiegemenu") == 0)
{
const char* val;
// close all menus
Menus_CloseAll();
// should we be setting stuff up for class select, or
// just returning to the game
if( trap_Cvar_VariableValue("ui_siegeSelect") )
{
char* mapname;
char info[MAX_INFO_VALUE];
if (trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ))
{
mapname = Info_ValueForKey( info, "mapname" );
}
if (!mapname || !mapname[0])
{
return;
}
if(String_Parse(args, &val))
{
int num = atoi(val);
if(strcmp(mapname, "mp/siege_hoth"))
{
if(num == 1)
num = 2;
else
num = 1;
}
// set the team cvars
trap_Cvar_Set("ui_team", va("%d",num));
trap_Cvar_Set("ui_holdteam", va("%d",num));
// update the class count
UI_SiegeClassCnt(num);
// open the class section menu
Menus_OpenByName("ingame_siegecharacter");
}
// reset the siege select cvar
trap_Cvar_Set("ui_siegeSelect", "0");
}
}
#endif //_XBOX
else if (Q_stricmp(name, "updatesiegeclasscnt") == 0)
{
const char *teamArg;
if (String_Parse(args, &teamArg))
{
UI_SiegeClassCnt(atoi(teamArg));
}
}
else if (Q_stricmp(name, "updatesiegecvars") == 0)
{
int team,baseClass;
team = (int)trap_Cvar_VariableValue("ui_holdteam");
baseClass = (int)trap_Cvar_VariableValue("ui_siege_class");
UI_UpdateCvarsForClass(team, baseClass, 0);
}
// Save current team and class
else if (Q_stricmp(name, "setteamclassicons") == 0)
{
int team = (int)trap_Cvar_VariableValue("ui_holdteam");
char classString[512];
trap_Cvar_VariableStringBuffer( "ui_mySiegeClass", classString, sizeof(classString) );
trap_Cvar_Set("ui_startsiegeteam", va("%d", team));
trap_Cvar_Set( "ui_startsiegeclass", classString);
// If player is already on a team, set up icons to show it.
UI_FindCurrentSiegeTeamClass();
}
else if (Q_stricmp(name, "updatesiegeweapondesc") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_weapons_feed");
if (item)
{
char info[MAX_INFO_VALUE];
trap_Cvar_VariableStringBuffer( va("ui_class_weapondesc%i", item->cursorPos), info, sizeof(info) );
trap_Cvar_Set( "ui_itemforceinvdesc", info );
}
}
}
else if (Q_stricmp(name, "updatesiegeinventorydesc") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_inventory_feed");
if (item)
{
char info[MAX_INFO_VALUE];
trap_Cvar_VariableStringBuffer( va("ui_class_itemdesc%i", item->cursorPos), info, sizeof(info) );
trap_Cvar_Set( "ui_itemforceinvdesc", info );
}
}
}
else if (Q_stricmp(name, "updatesiegeforcedesc") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_force_feed");
if (item)
{
int i;
char info[MAX_STRING_CHARS];
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", item->cursorPos), info, sizeof(info) );
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
if (!strcmp(HolocronIcons[i],info))
{
trap_Cvar_Set( "ui_itemforceinvdesc", forcepowerDesc[i] );
}
}
}
}
}
else if (Q_stricmp(name, "resetitemdescription") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "itemdescription");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
listPtr->startPos = 0;
listPtr->cursorPos = 0;
}
item->cursorPos = 0;
}
}
}
else if (Q_stricmp(name, "resetsiegelistboxes") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "description");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
listPtr->startPos = 0;
}
item->cursorPos = 0;
}
}
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_weapons_feed");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
listPtr->startPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_inventory_feed");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
listPtr->startPos = 0;
}
item->cursorPos = 0;
}
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_force_feed");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
listPtr->startPos = 0;
}
item->cursorPos = 0;
}
}
}
else if (Q_stricmp(name, "updatesiegestatusicons") == 0)
{
UI_UpdateSiegeStatusIcons();
}
else if (Q_stricmp(name, "setcurrentNetMap") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "maplist");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
trap_Cvar_Set("ui_currentNetMap", va("%d",listPtr->cursorPos));
}
}
}
}
else if (Q_stricmp(name, "resetmaplist") == 0)
{
menuDef_t *menu;
itemDef_t *item;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "maplist");
if (item)
{
uiInfo.uiDC.feederSelection(item->special, item->cursorPos, item);
}
}
}
else if (Q_stricmp(name, "clampmaxplayers") == 0)
{
UI_ClampMaxPlayers();
}
#ifdef _XBOX
// XBL uiScript commands
else if (Q_stricmp(name, "initaccountlist") == 0)
{
// Make sure that things are up and running
XBL_Init();
XBL_GetNumAccounts( true );
Menu_SetFeederSelection( NULL, FEEDER_XBL_ACCOUNTS, 0, NULL );
}
else if (Q_stricmp(name, "account") == 0)
{
// Followed by either "create" or "choose"
const char *accountAction;
if (!String_Parse(args, &accountAction) || !accountAction)
return;
// For creating a new account:
if ((Q_stricmp(accountAction, "create") == 0) ||
!XBL_GetNumAccounts( false ))
{
// L1-1-15
// Net troubleshooter must be an option if no connection is found
// when user tries to make a new account:
if( !Net_ConnectionStatus() )
UI_xboxErrorPopup( XB_POPUP_CANNOT_CONNECT );
else
UI_xboxErrorPopup( XB_POPUP_CONFIRM_NEW_ACCOUNT );
}
else if (Q_stricmp(accountAction, "choose") == 0)
{
// We've already called SetAccountIndex somewhere
// We don't even check for return value - this just kicks off a
// giant sequence of popups and such, ending with the lobby
XBL_Login( LOGIN_PASSCODE_CHECK );
}
}
else if (Q_stricmp(name, "logofflive") == 0)
{
// User is already logged on - is trying to back out. Get confirmation
UI_xboxErrorPopup( XB_POPUP_CONFIRM_LOGOFF );
}
else if (Q_stricmp(name, "quickmatch") == 0)
{
// Run the query. This will issue a connect if possible, otherwise it will
// display the correct popup:
XBL_MM_QuickMatch((ui_optiGameType.integer >= 0) ? ui_optiGameType.integer : X_MATCH_NULL_INTEGER);
}
else if (Q_stricmp(name, "optimatch") == 0)
{
// Followed by "query", "create", "updatemin", "updatemax"
const char *optiAction;
if (!String_Parse(args, &optiAction) || !optiAction)
return;
if (Q_stricmp(optiAction, "query") == 0)
{
// Run the query
XBL_MM_Find_Session(
(ui_optiGameType.integer >= 0) ? ui_optiGameType.integer : X_MATCH_NULL_INTEGER,
ui_optiCurrentMap.string,
ui_optiMinPlayers.integer,
ui_optiMaxPlayers.integer,
(ui_optiFriendlyFire.integer >= 0) ? ui_optiFriendlyFire.integer : X_MATCH_NULL_INTEGER,
(ui_optiJediMastery.integer >= 0) ? ui_optiJediMastery.integer : X_MATCH_NULL_INTEGER,
(ui_optiSaberOnly.integer >= 0) ? ui_optiSaberOnly.integer : X_MATCH_NULL_INTEGER,
(ui_optiDedicated.integer >= 0) ? ui_optiDedicated.integer : X_MATCH_NULL_INTEGER );
if (!XBL_MM_GetNumServers())
{
// If there are no results, display the popup rather than switching menus
UI_xboxErrorPopup( XB_POPUP_OPTIMATCH_NO_RESULTS );
}
else
{
// Everything else is automatic. XBL_MM_Tick is getting pings for us,
// results already exists and will be pulled by the listbox drawing code.
Menus_CloseAll();
Menus_OpenByName("optimatch_results");
}
}
else if (Q_stricmp(optiAction, "updatemin") == 0)
{
// If user is asking for a non-dedicated server, this should be in [0..7], else [0..9]
int maxVal = (trap_Cvar_VariableValue( "ui_optiDedicated" ) == 0) ? 7 : 9;
int minPlayers = trap_Cvar_VariableValue( "ui_optiMinPlayers" );
int maxPlayers = trap_Cvar_VariableValue( "ui_optiMaxPlayers" );
// Clamp to maximum value
if( minPlayers > maxVal )
minPlayers = maxVal;
// Clamp to minimum (zero):
if( minPlayers < 0 )
minPlayers = 0;
// If we increased to above current maximum players, increase that:
if( minPlayers > maxPlayers )
maxPlayers = minPlayers;
// Re-set the variables:
trap_Cvar_SetValue( "ui_optiMinPlayers", minPlayers );
trap_Cvar_SetValue( "ui_optiMaxPlayers", maxPlayers );
}
else if (Q_stricmp(optiAction, "updatemax") == 0)
{
// If user is asking for a non-dedicated server, this should be in [1..7], else [0..11]
int maxVal = (trap_Cvar_VariableValue( "ui_optiDedicated" ) == 0) ? 7 : 9;
int minPlayers = trap_Cvar_VariableValue( "ui_optiMinPlayers" );
int maxPlayers = trap_Cvar_VariableValue( "ui_optiMaxPlayers" );
// Clamp to maximum value
if( maxPlayers > maxVal )
maxPlayers = maxVal;
// Clamp to minimum (zero):
if( maxPlayers < 0 )
maxPlayers = 0;
// If we reduced to below current minimum players, reduce that:
if( maxPlayers < minPlayers )
minPlayers = maxPlayers;
// Re-set the variables:
trap_Cvar_SetValue( "ui_optiMinPlayers", minPlayers );
trap_Cvar_SetValue( "ui_optiMaxPlayers", maxPlayers );
}
else if (Q_stricmp(optiAction, "updateded") == 0)
{
int minPlayers = trap_Cvar_VariableValue( "ui_optiMinPlayers" );
int maxPlayers = trap_Cvar_VariableValue( "ui_optiMaxPlayers" );
// If user changed to only wanting non-dedicated servers,
// then we have to re-clamp the min/max fields:
if( trap_Cvar_VariableValue( "ui_optiDedicated" ) != 0 )
return;
if( maxPlayers > 7 )
trap_Cvar_SetValue( "ui_optiMaxPlayers", 7 );
if( minPlayers > 7 )
trap_Cvar_SetValue( "ui_optiMinPlayers", 7 );
}
}
else if (Q_stricmp(name, "haltoptimatch") == 0)
{
// Cancels probing of QoS from results once we've backed out or started joining a server
XBL_MM_CancelProbing();
}
else if (Q_stricmp(name, "copyQueryToGame") == 0)
{
// User ran an Optimatch or Quickmatch and got no results. Copy the query values
// over so that the game they host (if they just hit the A button again) will be right.
// This should be simple, alas...
// Easy things first:
if( ui_optiFriendlyFire.integer >= 0 )
trap_Cvar_SetValue( "g_friendlyfire", ui_optiFriendlyFire.integer );
if( ui_optiJediMastery.integer >= 0 )
trap_Cvar_SetValue( "ui_maxForceRank", ui_optiJediMastery.integer );
if( ui_optiSaberOnly.integer >= 0 )
trap_Cvar_SetValue( "g_weaponDisable", ui_optiSaberOnly.integer );
// Now the hard part:
bool pickedMap = (Q_stricmp(ui_optiCurrentMap.string, "any") != 0);
bool pickedGame = (ui_optiGameType.integer != -1);
// No preferences? They get defaults
if( !pickedMap && !pickedGame )
return;
// If they only specified a gametype, but no map, then get their setting, and pick a suitable map:
if( pickedGame && !pickedMap )
{
int gt, mapIndex;
switch( ui_optiGameType.integer )
{
case 0: // FFA
gt = 0;
mapIndex = 15;
break;
case 3: // Duel
gt = 1;
mapIndex = 5;
break;
case 4: // PowerDuel
gt = 2;
mapIndex = 5;
break;
case 6: // TFFA
gt = 3;
mapIndex = 15;
break;
case 7: // Siege
gt = 4;
mapIndex = 20;
break;
case 8: // CTF
gt = 5;
mapIndex = 0;
break;
}
trap_Cvar_SetValue( "ui_netGametype", gt );
trap_Cvar_SetValue( "ui_currentNetMap", mapIndex );
return;
}
// If they only picked a map, but no gametype, then pick a gametype that supports that map:
if( pickedMap && !pickedGame )
{
int mapIndex = mapNameToIndex( ui_optiCurrentMap.string );
int gt;
if( mapIndex >= 0 && mapIndex <= 4 )
gt = 5; // CTF
else if( mapIndex >= 5 && mapIndex <= 14 )
gt = 1; // Duel
else if( mapIndex >= 15 && mapIndex <= 19 )
gt = 0; // FFA
else
gt = 4; // Siege
trap_Cvar_SetValue( "ui_netGametype", gt );
trap_Cvar_SetValue( "ui_currentNetMap", mapIndex );
return;
}
// They picked both a map and a gametype. We assume that it's a legal combo:
int gt;
switch( ui_optiGameType.integer )
{
case 0: gt = 0; break;
case 3: gt = 1; break;
case 4: gt = 2; break;
case 6: gt = 3; break;
case 7: gt = 4; break;
case 8: gt = 5; break;
}
trap_Cvar_SetValue( "ui_netGametype", gt );
trap_Cvar_SetValue( "ui_currentNetMap", mapNameToIndex( ui_optiCurrentMap.string ) );
}
else if (Q_stricmp(name, "xboxErrorResponse") == 0)
{
// User closed the Xbox Error Popup in some way. Do TheRightThing(TM)
UI_xboxPopupResponse();
}
else if (Q_stricmp(name, "singleplayer") == 0)
{
extern void Sys_Reboot( const char *reason );
Sys_Reboot("singleplayer");
}
else if (Q_stricmp(name, "plyrList") == 0)
{
// Handles all player list functionality as secondary commands
UI_XBL_PlayerListScript(args, name);
}
else if (Q_stricmp(name, "friendsList") == 0)
{
// Handles all friends list functionality as secondary commands
UI_XBL_FriendsListScript(args, name);
}
else if (Q_stricmp(name, "getOnlineOptions") == 0)
{
// Retrieve all relevant options for UI display:
// Appear offline:
Cvar_SetValue( "ui_appearOffline", XBL_F_GetState( XONLINE_FRIENDSTATE_FLAG_ONLINE ) ? 0 : 1 );
// Current voice mask:
Cvar_SetValue( "ui_voiceMask", g_Voice.GetVoiceMask() );
// Current voice mode:
Cvar_SetValue( "ui_voiceMode", g_Voice.GetVoiceMode() );
// Is there a headset plugged in? Used to disable voicemask, etc...
Cvar_SetValue( "ui_headset", g_Voice.CommunicatorPresent() ? 1 : 0 );
}
else if (Q_stricmp(name, "setOnlineOptions") == 0)
{
// Update various options from the ones in the UI:
// Appear offline:
if( logged_on )
{
Settings.appearOffline = Cvar_VariableIntegerValue( "ui_appearOffline" );
XBL_F_SetState( XONLINE_FRIENDSTATE_FLAG_ONLINE, !Settings.appearOffline );
}
// Voice mask:
Settings.voiceMask = Cvar_VariableIntegerValue( "ui_voiceMask" );
g_Voice.SetVoiceMask( Settings.voiceMask );
// Other voice options (speakers/disabled):
Settings.voiceMode = Cvar_VariableIntegerValue( "ui_voiceMode" );
g_Voice.SetVoiceOptions( Settings.voiceMode );
Settings.Save();
}
else if (Q_stricmp(name, "xblUpdateGameType") == 0)
{
// Replacement for complicated gametype ownerdraw
int gt = trap_Cvar_VariableValue( "ui_netGameType" );
// Make sure that the currently selected map is valid for this gametype:
switch( gt )
{
case 0: case 3: // FFA, Team FFA
trap_Cvar_SetValue( "ui_currentNetMap", 15 );
break;
case 1: case 2: // Duel, PowerDuel
trap_Cvar_SetValue( "ui_currentNetMap", 5 );
break;
case 4: // Siege
trap_Cvar_SetValue( "ui_currentNetMap", 20 );
break;
case 5: // CTF
trap_Cvar_SetValue( "ui_currentNetMap", 0 );
break;
}
// FFA and duel are non-team, make sure there are no red bots:
if (gt == 0 || gt == 1)
trap_Cvar_SetValue( "ui_numRedBots", 0 );
// Siege has no bots at all:
if (gt == 4)
{
trap_Cvar_SetValue( "ui_numRedBots", 0 );
trap_Cvar_SetValue( "ui_numBlueBots", 0 );
}
// Power duel requires at least three people:
if (gt == 2)
{
int pubSlots = trap_Cvar_VariableValue( "ui_publicSlots" );
int privSlots = trap_Cvar_VariableValue( "ui_privateSlots" );
if (pubSlots + privSlots < 3)
trap_Cvar_SetValue( "ui_publicSlots", 3 - privSlots );
}
// Update actualnetgametype, like ownerdraw does:
trap_Cvar_SetValue( "ui_actualnetGameType", uiInfo.gameTypes[gt].gtEnum);
}
else if (Q_stricmp(name, "xblUpdateBotSlotsNext") == 0)
{
UpdateNextBotSlot();
}
else if (Q_stricmp(name, "xblUpdateBotSlotsPrev") == 0)
{
UpdatePrevBotSlot();
}
else if (Q_stricmp(name, "xblUpdatePublicSlots") == 0)
{
// This no longer supports wrapping - there's too many ambiguous
// situations. Instead, we clamp values at the min/maximum:
int pubSlots = trap_Cvar_VariableValue( "ui_publicSlots" );
int privSlots = trap_Cvar_VariableValue( "ui_privateSlots" );
int maxSlots = trap_Cvar_VariableValue( "ui_dedicated" ) ? 10 : 8;
int gt = trap_Cvar_VariableValue( "ui_netGameType" );
// Clamp underflow:
if (pubSlots < 0)
pubSlots = 0;
// Clamp underflow based on minimum slots needed for gametype (2, except in powerduel):
if (pubSlots + privSlots < 2 && gt != 2)
pubSlots = 2 - privSlots;
else if (pubSlots + privSlots < 3 && gt == 2)
pubSlots = 3 - privSlots;
// Clamp overflow:
if (pubSlots > maxSlots)
pubSlots = maxSlots;
// Reduce other field if necessary:
if (pubSlots + privSlots > maxSlots)
privSlots = maxSlots - pubSlots;
// If we decreased too much, decrease min players
// if (pubSlots + privSlots < trap_Cvar_VariableValue( "bot_minplayers" ))
// trap_Cvar_SetValue( "bot_minplayers", pubSlots + privSlots );
// Also need to check if current bot counts are now too high:
int red = trap_Cvar_VariableValue( "ui_numRedBots" );
int blue = trap_Cvar_VariableValue( "ui_numBlueBots" );
int maxBots = pubSlots + privSlots - UI_NumClients();
if (red + blue > maxBots)
{
// Decrease red only, if possible, otherwise, both
if (blue <= maxBots)
trap_Cvar_SetValue( "ui_numRedBots", maxBots - blue );
else
{
trap_Cvar_SetValue( "ui_numRedBots", 0 );
trap_Cvar_SetValue( "ui_numBlueBots", maxBots );
}
}
// Commit changes to slot counts:
trap_Cvar_SetValue( "ui_publicSlots", pubSlots );
trap_Cvar_SetValue( "ui_privateSlots", privSlots );
}
else if (Q_stricmp(name, "xblUpdatePrivateSlots") == 0)
{
// This no longer supports wrapping - there's too many ambiguous
// situations. Instead, we clamp values at the min/maximum:
int pubSlots = trap_Cvar_VariableValue( "ui_publicSlots" );
int privSlots = trap_Cvar_VariableValue( "ui_privateSlots" );
int maxSlots = trap_Cvar_VariableValue( "ui_dedicated" ) ? 10 : 8;
int gt = trap_Cvar_VariableValue( "ui_netGameType" );
// Clamp underflow:
if (privSlots < 0)
privSlots = 0;
// Clamp underflow based on minimum slots needed for gametype (2, except in powerduel):
if (pubSlots + privSlots < 2 && gt != 2)
privSlots = 2 - pubSlots;
else if (pubSlots + privSlots < 3 && gt == 2)
privSlots = 3 - pubSlots;
// Clamp overflow:
if (privSlots > maxSlots)
privSlots = maxSlots;
// Reduce other field if necessary:
if (pubSlots + privSlots > maxSlots)
pubSlots = maxSlots - privSlots;
// If we decreased too much, decrease min players
// if (pubSlots + privSlots < trap_Cvar_VariableValue( "bot_minplayers" ))
// trap_Cvar_SetValue( "bot_minplayers", pubSlots + privSlots );
// Also need to check if current bot counts are now too high:
int red = trap_Cvar_VariableValue( "ui_numRedBots" );
int blue = trap_Cvar_VariableValue( "ui_numBlueBots" );
int maxBots = pubSlots + privSlots - UI_NumClients();
if (red + blue > maxBots)
{
// Decrease red only, if possible, otherwise, both
if (blue <= maxBots)
trap_Cvar_SetValue( "ui_numRedBots", maxBots - blue );
else
{
trap_Cvar_SetValue( "ui_numRedBots", 0 );
trap_Cvar_SetValue( "ui_numBlueBots", maxBots );
}
}
// Commit changes to slot counts:
trap_Cvar_SetValue( "ui_publicSlots", pubSlots );
trap_Cvar_SetValue( "ui_privateSlots", privSlots );
}
else if (Q_stricmp(name, "xblUpdateMinPlayers") == 0)
{
assert( 0 );
/*
int minPlayers = trap_Cvar_VariableValue( "bot_minplayers" );
int pubSlots = trap_Cvar_VariableValue( "ui_publicSlots" );
int privSlots = trap_Cvar_VariableValue( "ui_privateSlots" );
// Underflow, pick current maximum value:
if (minPlayers < 0)
trap_Cvar_SetValue( "bot_minplayers", pubSlots + privSlots );
// Overflow, wrap to zero:
if (minPlayers > pubSlots + privSlots)
trap_Cvar_Set( "bot_minplayers", "0" );
*/
}
else if (Q_stricmp(name, "xblUpdateForceMastery") == 0)
{
// Pilfered code from UI_ForceMaxRank_HandleKey()
int num = trap_Cvar_VariableValue( "ui_maxForceRank" );
uiMaxRank = num;
trap_Cvar_SetValue( "g_maxForceRank", num );
// Hack:
if( !num )
{
int forcePowerDisable;
for( int i = 0; i < NUM_FORCE_POWERS; i++ )
forcePowerDisable |= (1<<i);
trap_Cvar_Set("g_forcePowerDisable", va("%i",forcePowerDisable));
}
else
trap_Cvar_SetValue( "g_forcePowerDisable", 0 );
// The update force used will remove overallocated powers automatically.
UpdateForceUsed();
gTouchedForce[ClientManager::ActiveClientNum()] = qtrue;
}
#endif
//JLF uiscripts
else if (Q_stricmp(name, "setarrow")==0)
{
const char *controlName ;
const char *arrowControlName ;
const char * controlText;
int textwidth;
int startx;
itemDef_t * item;
itemDef_t * arrowControl;
menuDef_t *menu;
menu = Menu_GetFocused();
String_Parse(args, &controlName);
String_Parse(args, &arrowControlName);
//get the textwidth from control
if (menu)
{
itemDef_t *item;
item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, controlName);
if (*(item->text) == '@') // string reference
{
controlText = SE_GetString( &(item->text[1]) );
}
else
controlText = item->text;
textwidth = uiInfo.uiDC.textWidth( controlText, item->textscale, item->iMenuFont );
startx = item->window.rect.x;
arrowControl = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, arrowControlName);
setArrowX(arrowControl, textwidth + startx+ ARROW_SPACE);
}
}
#ifdef _XBOX
else if (Q_stricmp(name, "setUIClient")==0)
{
const char *clientnum;
if (!String_Parse(args, &clientnum))
return;
uiClientNum = atoi(clientnum);
#ifdef _XBOX
UI_SetPlayerName();
#endif
ClientManager::ActivateClient(uiClientNum);
}
else if ((Q_stricmp(name, "setClientInputClosed")==0))
{
const char * clientcontrollerInputClosed;
if (!String_Parse(args, &clientcontrollerInputClosed))
return;
storedClientInputClosed = uiclientInputClosed;
uiclientInputClosed = atoi(clientcontrollerInputClosed);
if ( uiclientInputClosed == 0)
{
if (clientcontrollerInputClosed[0] != '0')
{
uiclientInputClosed = (int)trap_Cvar_VariableValue(clientcontrollerInputClosed);
UI_setClientInputClosed(uiclientInputClosed);
}
}
}
else if ((Q_stricmp(name, "restoreClientInputClosed")==0))
{
uiclientInputClosed = storedClientInputClosed;
}
else if ((Q_stricmp(name, "closeControllerMenu")==0))
{
Cvar_Set("ControllerOutNum","-1");
Menus_CloseByName("noController");
}
else if (Q_stricmp(name, "setForceSide") == 0)
{
cvarValue = trap_Cvar_VariableValue("ui_forceSideCvar");
Cvar_SetValue("ui_forceConfigCvar", 0 );
UI_FeederSelection(FEEDER_FORCECFG, 0, NULL);
UI_ForceSide_HandleKey(0, 0, A_CURSOR_RIGHT, (cvarValue==1)? 2:1 , 1 , 2 ,UI_FORCE_SIDE);
UI_SwitchForceSide(cvarValue, 1, 2);
}
else if (Q_stricmp(name, "setForceConfig") == 0)
{
cvarValue = trap_Cvar_VariableValue("ui_forceConfigCvar");
UI_FeederSelection(FEEDER_FORCECFG, cvarValue, NULL);
}
else if (Q_stricmp(name, "setupForceScreen") == 0)
{
cvarValue = trap_Cvar_VariableValue("ui_forceSideCvar");
UI_SwitchForceSide(cvarValue, 1, 2);
}
else if (Q_stricmp(name, "testMenuProgression") == 0)
{
UI_testMenuProgression(args);
}
else if (Q_stricmp(name, "spectate") == 0)
{
AddDeferedCommand(va("team s\n"));
// trap_Cmd_ExecuteText( EXEC_APPEND, va("team s\n"));
}
// show typebut_single
// hide typebut_dual
// hide typebut_staff
// setfocus typebut_single
else if (Q_stricmp(name, "saberCustomFocus") == 0)
{
menuDef_t* menu = Menu_GetFocused();
itemDef_t* item;
const char* ui_saber_type = Cvar_Get("ui_saber_type", "single", 0)->string;
if(Q_stricmp(ui_saber_type, "single") == 0)
{
Menu_ShowItemByName(menu, "typebut_single", qtrue);
item = Menu_FindItemByName(menu, "typebut_single");
Item_SetFocus(item, 0, 0);
Item_RunScript(item, item->onFocus);
Menu_ShowItemByName(menu, "typebut_dual", qfalse);
Menu_ShowItemByName(menu, "typebut_staff", qfalse);
}
else if(Q_stricmp(ui_saber_type, "dual") == 0)
{
Menu_ShowItemByName(menu, "typebut_dual", qtrue);
item = Menu_FindItemByName(menu, "typebut_dual");
Item_SetFocus(item, 0, 0);
Item_RunScript(item, item->onFocus);
Menu_ShowItemByName(menu, "typebut_single", qfalse);
Menu_ShowItemByName(menu, "typebut_staff", qfalse);
}
else if(Q_stricmp(ui_saber_type, "staff") == 0)
{
Menu_ShowItemByName(menu, "typebut_staff", qtrue);
item = Menu_FindItemByName(menu, "typebut_staff");
Item_SetFocus(item, 0, 0);
Item_RunScript(item, item->onFocus);
Menu_ShowItemByName(menu, "typebut_single", qfalse);
Menu_ShowItemByName(menu, "typebut_dual", qfalse);
}
else
{
Cvar_Set("ui_saber_type", "single");
Menu_ShowItemByName(menu, "typebut_single", qtrue);
item = Menu_FindItemByName(menu, "typebut_single");
Item_SetFocus(item, 0, 0);
Item_RunScript(item, item->onFocus);
Menu_ShowItemByName(menu, "typebut_dual", qfalse);
Menu_ShowItemByName(menu, "typebut_staff", qfalse);
}
}
else if (Q_stricmp(name, "setplayertext") == 0)
{
if (! ClientManager::splitScreenMode )
Cvar_Set("playertext", "");
else if ( ClientManager::ActiveClientNum() ==0)
Cvar_Set("playertext", "@MENUS_P1");
else
Cvar_Set("playertext", "@MENUS_P2");
}
// JLF Menu Progression
else if (Q_stricmp(name, "startMenuProgression") == 0)
{
const char * chain;
if (!String_Parse(args, &chain))
return;
if (Q_stricmp(chain, "Join") == 0)
{
// trap_Cvar_SetValue( "ui_menuClient", 0 );
// uiClientNum = 0;
//test game type
if ( ClientManager::splitScreenMode)
{
Cvar_Set("ui_menuProgression", "joingame2player");
if ( trap_Cvar_VariableValue( "spectateSelected" ) ==1)
{
if (uiClientNum == 0)
{
Menus_CloseAll();
Menus_OpenByName("ingame_Player2");
// player1spectate = qtrue;
}
else
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " uiScript xb_force confirm ; uiScript closeingame");
}
}
// else
// {
// if ( uiClientNum == 0)
// {
// player1spectate = qfalse;
// }
// }
}
else
{
Cvar_Set("ui_menuProgression", "joingame1player");
if ( trap_Cvar_VariableValue( "spectateSelected" ) ==1)
{
UI_closeInGame();
}
}
}
else if (Q_stricmp(chain, "ChangeTeam") == 0)
{
Cvar_Set ("ui_menuProgression", "ChangeTeam");
}
}
// END menu Progression
else if (Q_stricmp(name, "showhideingamepause") == 0)
{
int gametype = trap_Cvar_VariableValue( "g_gametype" );
// Duel or Siege - no explicit control of spectating (siege has other controls)
if( gametype == GT_DUEL || gametype == GT_SIEGE )
{
Cvar_SetValue( "IngameJoinTeamButtonOn", 0 );
Cvar_SetValue( "IngameJoinGameButtonOn", 0 );
Cvar_SetValue( "SpectateOn", 0 );
return;
}
// Team game (including PowerDuel), but not Siege - show the Change Team button
if( gametype == GT_TEAM || gametype == GT_CTF || gametype == GT_POWERDUEL )
{
Cvar_SetValue( "IngameJoinTeamButtonOn", 1 );
Cvar_SetValue( "IngameJoinGameButtonOn", 0 );
Cvar_SetValue( "SpectateOn", 0 );
return;
}
// FFA - Show one of the buttons:
if( gametype == GT_FFA )
{
// No change team button:
Cvar_SetValue( "IngameJoinTeamButtonOn", 0 );
// If we're a spectator now, show "Join Game":
if (ClientManager::ActiveClient().isSpectating)
{
Cvar_SetValue( "SpectateOn", 0 );
Cvar_SetValue( "IngameJoinGameButtonOn", 1 );
}
else
{
Cvar_SetValue( "SpectateOn", 1 );
Cvar_SetValue( "IngameJoinGameButtonOn", 0 );
}
return;
}
// Should never reach here. What game *are* we playing?
assert( 0 );
}
else if (Q_stricmp(name, "testbot") == 0)
{
int pubslots =trap_Cvar_VariableValue( "ui_publicSlots" );
int privslots =trap_Cvar_VariableValue( "ui_privateSlots" );
int bot_min = trap_Cvar_VariableValue( "bot_minplayers" );
if ( pubslots == bot_min && privslots == 0) //we have a bot game
{
int gametype = trap_Cvar_VariableValue("g_gametype");
if ( gametype == GT_FFA || gametype == GT_DUEL)
{
itemDef_t * itemp = Menu_FindItemByName(Menu_GetFocused(), "title");
Item_RunScript(itemp, " delay 1 ; setcvar xb_joinTeam 0 ; uiscript startMenuProgression Join ; setcvar xb_returnMenu ingame_player ; setCvar xb_saberAcceptMenu ingame_playerforce ; close all ; open characterModelSelection ");
}
}
}
else if (Q_stricmp(name, "testrespawnneeded") == 0)
{
int respawnneeded = trap_Cvar_VariableValue("ui_respawnneeded");
if ( respawnneeded && cgs.gametype != GT_DUEL && cgs.gametype != GT_POWERDUEL )
{
UI_xboxErrorPopup( XB_POPUP_RESPAWN_NEEDED );
Cvar_Set("ui_respawnneeded","0");
}
else
{
Menus_CloseAll();
Menus_OpenByName("ingame");
}
}
else if (Q_stricmp(name, "genericpopup") == 0)
{
const char *menuid;
String_Parse(args, &menuid);
if(Q_stricmp(menuid, "quitconfirm") == 0)
{
UI_xboxErrorPopup( XB_POPUP_QUIT_CONFIRM );
}
}
else if (Q_stricmp(name, "quitgame") == 0)
{
//is the server
if (com_sv_running->integer)
{
if (trap_Cvar_VariableValue( "xb_gameType" ) ==0)//bot match
UI_xboxErrorPopup( XB_POPUP_QUIT_CONFIRM );
else if(ClientManager::splitScreenMode == qtrue)
UI_xboxErrorPopup( XB_POPUP_QUIT_CONFIRM );
else
UI_xboxErrorPopup( XB_POPUP_QUIT_HOST_CONFIRM );
}
else
UI_xboxErrorPopup( XB_POPUP_QUIT_CONFIRM );
}
//JLF END
else if (Q_stricmp(name, "getControls") == 0)
{
int clNum = ClientManager::ActiveClientNum();
// Copy basic controls screen vars into ui ones
// Inverted aim:
Cvar_SetValue( "ui_mousePitch", Settings.invertAim[clNum] ? 0 : 1 );
// Thumbsticks:
Cvar_SetValue( "ui_thumbStickMode", Settings.thumbstickMode[clNum] );
// Buttons:
if( Settings.buttonMode[clNum] == 0 )
Cvar_Set( "ui_buttonconfig", "weaponsbias" );
else if( Settings.buttonMode[clNum] == 1 )
Cvar_Set( "ui_buttonconfig", "forcebias" );
else
Cvar_Set( "ui_buttonconfig", "southpaw" );
// Triggers:
if( Settings.triggerMode[clNum] == 0 )
Cvar_Set( "ui_triggerconfig", "default" );
else
Cvar_Set( "ui_triggerconfig", "southpaw" );
}
else if (Q_stricmp(name, "setControls") == 0)
{
int clNum = ClientManager::ActiveClientNum();
// Inverted aim:
Settings.invertAim[clNum] = !Cvar_VariableIntegerValue( "ui_mousePitch" );
ClientManager::ActiveClient().cg_pitch = Settings.invertAim[clNum] ? 0.022 : -0.022;
// Thumbsticks:
Settings.thumbstickMode[clNum] = Cvar_VariableValue( "ui_thumbStickMode" );
// Buttons:
if( Q_stricmp( Cvar_VariableString( "ui_buttonconfig" ), "weaponsbias" ) == 0 )
Settings.buttonMode[clNum] = 0;
else if( Q_stricmp( Cvar_VariableString( "ui_buttonconfig" ), "forcebias" ) == 0 )
Settings.buttonMode[clNum] = 1;
else
Settings.buttonMode[clNum] = 2;
Cbuf_ExecuteText( EXEC_APPEND, va("exec cfg/uibuttonConfig%d.cfg\n", Settings.buttonMode[clNum]) );
// Triggers:
if( Q_stricmp( Cvar_VariableString( "ui_triggerconfig" ), "default" ) == 0 )
Settings.triggerMode[clNum] = 0;
else
Settings.triggerMode[clNum] = 1;
Cbuf_ExecuteText( EXEC_APPEND, va("exec cfg/triggersConfig%d.cfg\n", Settings.triggerMode[clNum]) );
Settings.Save();
}
else if (Q_stricmp(name, "getsettingscvars") == 0)
{
// Fetches everything on the advanced controls screen:
Cvar_SetValue( "ui_autolevel", ClientManager::ActiveClient().cg_autolevel );
Cvar_SetValue( "ui_autoswitch", ClientManager::ActiveClient().cg_autoswitch );
if( ClientManager::ActiveClientNum() == 0 )
Cvar_SetValue( "ui_useRumble", Cvar_VariableIntegerValue( "in_useRumble" ) );
else
Cvar_SetValue( "ui_useRumble", Cvar_VariableIntegerValue( "in_useRumble2" ) );
Cvar_Set( "ui_sensitivity", va("%f", ClientManager::ActiveClient().cg_sensitivity) );
Cvar_Set( "ui_sensitivityY", va("%f", ClientManager::ActiveClient().cg_sensitivityY) );
}
else if (Q_stricmp(name, "updatesettingscvars") == 0)
{
int clNum = ClientManager::ActiveClientNum();
Settings.autolevel[clNum] = Cvar_VariableIntegerValue( "ui_autolevel" );
ClientManager::ActiveClient().cg_autolevel = Settings.autolevel[clNum];
Settings.autoswitch[clNum] = Cvar_VariableValue( "ui_autoswitch" );
ClientManager::ActiveClient().cg_autoswitch = Settings.autoswitch[clNum];
if( ClientManager::ActiveClientNum() == 0 )
{
Settings.rumble[0] = Cvar_VariableIntegerValue( "ui_useRumble" );
Cvar_SetValue( "in_useRumble", Settings.rumble[0] );
}
else
{
Settings.rumble[1] = Cvar_VariableIntegerValue( "ui_useRumble" );
Cvar_SetValue( "in_useRumble2", Settings.rumble[1] );
}
Settings.sensitivityX[clNum] = Cvar_VariableValue( "ui_sensitivity" );
ClientManager::ActiveClient().cg_sensitivity = Settings.sensitivityX[clNum];
Settings.sensitivityY[clNum] = Cvar_VariableValue( "ui_sensitivityY" );
ClientManager::ActiveClient().cg_sensitivityY = Settings.sensitivityY[clNum];
Settings.Save();
}
else if (Q_stricmp(name, "syslink") == 0)
{
// A system link command, either "listen" or "halt"
const char *tokenAction;
if (!String_Parse(args, &tokenAction) || !tokenAction)
return;
if( Q_stricmp(tokenAction, "listen") == 0)
{
Syslink_Listen( true );
Menu_SetFeederSelection(NULL, FEEDER_SERVERS, 0, NULL);
}
else if( Q_stricmp(tokenAction, "halt") == 0)
{
Syslink_Listen( false );
}
}
else if (Q_stricmp(name, "updatevolume") == 0)
{
// Store all settings from the audio page:
Settings.effectsVolume = Cvar_VariableValue( "s_effects_volume" );
Settings.musicVolume = Cvar_VariableValue( "s_music_volume" );
Settings.voiceVolume = Cvar_VariableValue( "s_voice_volume" );
Settings.brightness = Cvar_VariableValue( "s_brightness_volume" );
extern void GLimp_SetGamma(float);
GLimp_SetGamma(Cvar_VariableValue( "s_brightness_volume" ) / 5.0f);
Settings.Save();
}
else if (Q_stricmp(name, "brightnessChanged") == 0)
{
extern void GLimp_SetGamma(float);
GLimp_SetGamma(Cvar_VariableValue( "s_brightness_volume" ) / 5.0f);
}
else if (Q_stricmp(name, "softkeyboardinit") == 0)
{
UI_SoftKeyboardInit();
}
else if (Q_stricmp(name, "continueSlowJoin") == 0)
{
XBL_MM_JoinLowQOSSever();
}
else if (Q_stricmp(name, "cancelSlowJoin") == 0)
{
XBL_MM_DontJoinLowQOSSever();
}
else if (Q_stricmp(name, "xbStartup") == 0)
{
// Called when the first MP menu is opened. Does various boot-time things:
// Load settings file, check for invite, etc...
// If we've already done this once, don't do it again (otherwise
// the user can't back out once they have an invite):
static bool doneOnce = false;
if (doneOnce)
return;
doneOnce = true;
XB_Startup( STARTUP_LOAD_SETTINGS );
}
else if (Q_stricmp(name, "joinStoredInvite") == 0)
{
// Called when the XBL lobby menu is opened, continuing the above
// sequence. This should actually join the pending invite game,
// if there is one.
XONLINE_ACCEPTED_GAMEINVITE *pInvite = Sys_AcceptedInvite();
// If there's no invite, do nothing here (common case)
if (!pInvite)
return;
// If we've already done this once, don't do it again (otherwise
// the user can't avoid joining once they have an invite):
static bool doneOnce = false;
if (doneOnce)
return;
doneOnce = true;
// There's an invite waiting. Now we try to connect:
bool invited = (pInvite->InvitingFriend.dwFriendState & XONLINE_FRIENDSTATE_FLAG_RECEIVEDINVITE);
XBL_MM_SetJoinType( invited ? VIA_FRIEND_INVITE : VIA_FRIEND_JOIN );
XBL_MM_ConnectViaSessionID( &pInvite->InvitingFriend.sessionID , invited );
}
else if (Q_stricmp(name, "xb_bot") == 0)
{
// Handles all the uiScripts for our fake-scrolling bot screen
UI_XB_BotScript(args, name);
}
else if (Q_stricmp(name, "serverMap") == 0)
{
// Handles all uiScript commands for the server side map switching interface
UI_ServerMap(args, name);
}
else if (Q_stricmp(name, "xb_force") == 0)
{
// Handles juggling of force configuration related cvars and such
UI_XB_ForceScript(args, name);
}
else if (Q_stricmp(name, "initmaps") == 0) {
UI_LoadArenas();
UI_MapCountByCurrentGameType();
Menu_SetFeederSelection(NULL, FEEDER_ALLMAPS, 0, "createserver");
}
else if (Q_stricmp(name, "transitionVoteMenu") == 0)
{
// Handles transition from ingame pause menu to vote menu.
UI_TransitionVoteMenu(args, name);
}
else if(Q_stricmp(name, "assignGameType") == 0)
{
UI_AssignGameType(args, name);
}
else if(Q_stricmp(name, "placevote") == 0)
{
if(String_Parse(args,&name))
{
if(Q_stricmp(name,"no") == 0)
{
trap_Cmd_ExecuteText( EXEC_APPEND, va("vote no\n") );
cgs.votePlaced = true;
}
else if(Q_stricmp(name,"yes") == 0)
{
trap_Cmd_ExecuteText( EXEC_APPEND, va("vote yes\n") );
cgs.votePlaced = true;
}
else if(Q_stricmp(name,"null") == 0)
{
cgs.votePlaced = true;
}
else
{
Com_Printf("unknown argument: placevote %s\n", name);
}
}
Com_Printf("no argument: placevote\n");
}
else if(Q_stricmp(name, "resetscroll") == 0)
{
menuDef_t *menu = Menu_GetFocused();
if(!menu)
return;
for( int i = 0; i < menu->itemCount; ++i )
{
if( menu->items[i]->type == ITEM_TYPE_TEXTSCROLL )
{
textScrollDef_t *scrollPtr = (textScrollDef_t*)menu->items[i]->typeData;
scrollPtr->startPos = 0;
}
}
}
else if(Q_stricmp(name, "updatemoves") == 0)
{
UI_UpdateMoves();
}
#endif
else
{
Com_Printf("unknown UI script %s\n", name);
}
}
}
static void UI_GetTeamColor(vec4_t *color) {
}
#include "../namespace_begin.h"
int BG_SiegeCountBaseClass(const int team, const short classIndex);
#include "../namespace_end.h"
static void UI_SiegeClassCnt( const int team )
{
UI_SetSiegeTeams();
trap_Cvar_Set("ui_infantry_cnt", va("%d", BG_SiegeCountBaseClass(team,0)));
trap_Cvar_Set("ui_vanguard_cnt", va("%d", BG_SiegeCountBaseClass(team,1)));
trap_Cvar_Set("ui_support_cnt", va("%d", BG_SiegeCountBaseClass(team,2)));
trap_Cvar_Set("ui_jedi_cnt", va("%d", BG_SiegeCountBaseClass(team,3)));
trap_Cvar_Set("ui_demo_cnt", va("%d", BG_SiegeCountBaseClass(team,4)));
trap_Cvar_Set("ui_heavy_cnt", va("%d", BG_SiegeCountBaseClass(team,5)));
}
void UI_ClampMaxPlayers(void)
{
char buf[32];
// min checks
//
if( uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_DUEL ) //DUEL
{
if( trap_Cvar_VariableValue("sv_maxClients") < 2 )
{
trap_Cvar_Set("sv_maxClients", "2");
}
}
else if( uiInfo.gameTypes[ui_netGameType.integer].gtEnum == GT_POWERDUEL ) // POWER DUEL
{
if( trap_Cvar_VariableValue("sv_maxClients") < 3 )
{
trap_Cvar_Set("sv_maxClients", "3");
}
}
// max check for all game types
if( trap_Cvar_VariableValue("sv_maxClients") > MAX_CLIENTS )
{
sprintf(buf,"%d",MAX_CLIENTS);
trap_Cvar_Set("sv_maxClients", buf);
}
}
void UI_UpdateSiegeStatusIcons(void)
{
menuDef_t *menu = Menu_GetFocused();
int i;
menu = Menu_GetFocused(); // Get current menu
if (!menu)
{
return;
}
for (i=0;i<7;i++)
{
Menu_SetItemBackground(menu,va("wpnicon0%d",i), va("*ui_class_weapon%d",i));
}
for (i=0;i<7;i++)
{
Menu_SetItemBackground(menu,va("itemicon0%d",i), va("*ui_class_item%d",i));
}
for (i=0;i<10;i++)
{
Menu_SetItemBackground(menu,va("forceicon0%d",i), va("*ui_class_power%d",i));
}
for (i=10;i<15;i++)
{
Menu_SetItemBackground(menu,va("forceicon%d",i), va("*ui_class_power%d",i));
}
}
/*
==================
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;
if (game == GT_SINGLE_PLAYER) {
game++;
}
if (game == GT_TEAM) {
game = GT_FFA;
}
if (game == GT_HOLOCRON || game == GT_JEDIMASTER) {
game = GT_FFA;
}
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 << GT_SINGLE_PLAYER))) {
continue;
}
}
c++;
uiInfo.mapList[i].active = qtrue;
}
}
return c;
}
qboolean UI_hasSkinForBase(const char *base, const char *team) {
char test[1024];
fileHandle_t f;
Com_sprintf( test, sizeof( test ), "models/players/%s/%s/lower_default.skin", base, team );
trap_FS_FOpenFile(test, &f, FS_READ);
if (f != 0) {
trap_FS_FCloseFile(f);
return qtrue;
}
Com_sprintf( test, sizeof( test ), "models/players/characters/%s/%s/lower_default.skin", base, team );
trap_FS_FOpenFile(test, &f, FS_READ);
if (f != 0) {
trap_FS_FCloseFile(f);
return qtrue;
}
return qfalse;
}
/*
==================
UI_HeadCountByColor
==================
*/
static int UI_HeadCountByColor() {
int i, c;
char *teamname;
c = 0;
switch(uiSkinColor)
{
case TEAM_BLUE:
teamname = "/blue";
break;
case TEAM_RED:
teamname = "/red";
break;
default:
teamname = "/default";
}
// Count each head with this color
for (i=0; i<uiInfo.q3HeadCount; i++)
{
if (uiInfo.q3HeadNames[i] && strstr(uiInfo.q3HeadNames[i], teamname))
{
c++;
}
}
return c;
}
/*
==================
UI_JoinServer
==================
*/
static void UI_JoinServer( void )
{
trap_Cvar_Set("cg_thirdPerson", "0");
ClientManager::ActiveClient().cg_thirdPerson = 0;
trap_Cvar_Set("cg_cameraOrbit", "0");
trap_Cvar_Set("ui_singlePlayerActive", "0");
if (logged_on)
{ // Live server
XBL_MM_JoinServer();
}
else
{ // System link
SysLink_JoinServer();
}
}
int UI_SiegeClassNum(siegeClass_t *scl)
{
int i = 0;
while (i < bgNumSiegeClasses)
{
if (&bgSiegeClasses[i] == scl)
{
return i;
}
i++;
}
return 0;
}
void UI_SetSiegeTeams(void)
{
char info[MAX_INFO_VALUE];
char *mapname = NULL;
char levelname[MAX_QPATH];
char btime[1024];
char teams[2048];
char teamInfo[MAX_SIEGE_INFO_SIZE];
char team1[1024];
char team2[1024];
int len = 0;
int gametype;
fileHandle_t f;
//Get the map name from the server info
if (trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ))
{
mapname = Info_ValueForKey( info, "mapname" );
}
if (!mapname || !mapname[0])
{
return;
}
gametype = atoi(Info_ValueForKey(info, "g_gametype"));
//If the server we are connected to is not siege we cannot choose a class anyway
if (gametype != GT_SIEGE)
{
return;
}
Com_sprintf(levelname, sizeof(levelname), "maps/%s.siege", mapname);
if (!levelname || !levelname[0])
{
return;
}
len = trap_FS_FOpenFile(levelname, &f, FS_READ);
if (!f || len >= MAX_SIEGE_INFO_SIZE)
{
return;
}
trap_FS_Read(siege_info, len, f);
siege_info[len] = 0; //ensure null terminated
trap_FS_FCloseFile(f);
//Found the .siege file
if (BG_SiegeGetValueGroup(siege_info, "Teams", teams))
{
char buf[1024];
trap_Cvar_VariableStringBuffer("cg_siegeTeam1", buf, 1024);
if (buf[0] && Q_stricmp(buf, "none"))
{
strcpy(team1, buf);
}
else
{
BG_SiegeGetPairedValue(teams, "team1", team1);
}
trap_Cvar_VariableStringBuffer("cg_siegeTeam2", buf, 1024);
if (buf[0] && Q_stricmp(buf, "none"))
{
strcpy(team2, buf);
}
else
{
BG_SiegeGetPairedValue(teams, "team2", team2);
}
}
else
{
return;
}
//Set the team themes so we know what classes to make available for selection
if (BG_SiegeGetValueGroup(siege_info, team1, teamInfo))
{
if (BG_SiegeGetPairedValue(teamInfo, "UseTeam", btime))
{
BG_SiegeSetTeamTheme(SIEGETEAM_TEAM1, btime);
}
}
if (BG_SiegeGetValueGroup(siege_info, team2, teamInfo))
{
if (BG_SiegeGetPairedValue(teamInfo, "UseTeam", btime))
{
BG_SiegeSetTeamTheme(SIEGETEAM_TEAM2, btime);
}
}
siegeTeam1 = BG_SiegeFindThemeForTeam(SIEGETEAM_TEAM1);
siegeTeam2 = BG_SiegeFindThemeForTeam(SIEGETEAM_TEAM2);
//set the default description for the default selection
if (!siegeTeam1 || !siegeTeam1->classes[0])
{
Com_Error(ERR_DROP, "Error loading teams in UI");
}
Menu_SetFeederSelection(NULL, FEEDER_SIEGE_TEAM1, 0, NULL);
Menu_SetFeederSelection(NULL, FEEDER_SIEGE_TEAM2, -1, NULL);
}
/*
==================
UI_FeederCount
==================
*/
static int UI_FeederCount(float feederID)
{
int team,baseClass,count=0,i;
static char info[MAX_STRING_CHARS];
#ifdef _XBOX
//JLF
static bool firstProfileListRequest = true;
#endif
switch ( (int)feederID )
{
case FEEDER_SABER_SINGLE_INFO:
for (i=0;i<MAX_SABER_HILTS;i++)
{
if (saberSingleHiltInfo[i])
{
count++;
}
else
{//done
break;
}
}
return count;
case FEEDER_SABER_STAFF_INFO:
for (i=0;i<MAX_SABER_HILTS;i++)
{
if (saberStaffHiltInfo[i])
{
count++;
}
else
{//done
break;
}
}
return count;
case FEEDER_Q3HEADS:
return UI_HeadCountByColor();
case FEEDER_SIEGE_TEAM1:
if (!siegeTeam1)
{
UI_SetSiegeTeams();
if (!siegeTeam1)
{
return 0;
}
}
return siegeTeam1->numClasses;
case FEEDER_SIEGE_TEAM2:
if (!siegeTeam2)
{
UI_SetSiegeTeams();
if (!siegeTeam2)
{
return 0;
}
}
return siegeTeam2->numClasses;
case FEEDER_FORCECFG:
if (uiForceSide == FORCE_LIGHTSIDE)
{
return uiInfo.forceConfigCount-uiInfo.forceConfigLightIndexBegin;
}
else
{
return uiInfo.forceConfigLightIndexBegin+1;
}
//return uiInfo.forceConfigCount;
case FEEDER_MAPS:
case FEEDER_ALLMAPS:
return UI_MapCountByCurrentGameType() + 1;
// Add one for the "Next Map" option
case FEEDER_SERVERS:
return Syslink_GetNumServers();
case FEEDER_PLAYER_LIST:
if (uiInfo.uiDC.realTime > uiInfo.playerRefresh)
{
uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000;
UI_BuildPlayerList();
}
// We subtract one, to prevent including the server. But if the
// server is dedicated, he won't show up in this count/list anyway:
if (xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX].isActive)
return uiInfo.playerCount;
else
return uiInfo.playerCount - 1;
case FEEDER_TEAM_LIST:
if (uiInfo.uiDC.realTime > uiInfo.playerRefresh)
{
uiInfo.playerRefresh = uiInfo.uiDC.realTime + 3000;
UI_BuildPlayerList();
}
return uiInfo.myTeamCount;
case FEEDER_MOVES :
for (i=0;i<MAX_MOVES;i++)
{
if (datapadMoveData[uiInfo.movesTitleIndex][i].title)
{
count++;
}
}
return count;
case FEEDER_MOVES_TITLES :
return (MD_MOVE_TITLE_MAX);
case FEEDER_PLAYER_SPECIES:
return uiInfo.playerSpeciesCount;
case FEEDER_PLAYER_SKIN_HEAD:
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount;
case FEEDER_PLAYER_SKIN_TORSO:
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount;
case FEEDER_PLAYER_SKIN_LEGS:
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount;
case FEEDER_COLORCHOICES:
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount;
case FEEDER_SIEGE_BASE_CLASS:
team = (int)trap_Cvar_VariableValue("ui_team");
baseClass = (int)trap_Cvar_VariableValue("ui_siege_class");
if ((team == SIEGETEAM_TEAM1) ||
(team == SIEGETEAM_TEAM2))
{
// Is it a valid base class?
if ((baseClass >= SPC_INFANTRY) && (baseClass < SPC_MAX))
{
return (BG_SiegeCountBaseClass( team, baseClass ));
}
}
return 0;
// Get the count of weapons
case FEEDER_SIEGE_CLASS_WEAPONS:
//count them up
for (i=0;i< WP_NUM_WEAPONS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_weapon%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
count++;
}
}
#ifdef _XBOX
//count them up
for (i=0;i< HI_NUM_HOLDABLE;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_item%i", i), info, sizeof(info) );
// A hack so health and ammo dispenser icons don't show up.
if ((stricmp(info,"gfx/2d/select")!=0) && (stricmp(info,"gfx/hud/i_icon_healthdisp")!=0) &&
(stricmp(info,"gfx/hud/i_icon_ammodisp")!=0))
{
count++;
}
}
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
count++;
}
}
#endif
return count;
// Get the count of inventory
case FEEDER_SIEGE_CLASS_INVENTORY:
//count them up
for (i=0;i< HI_NUM_HOLDABLE;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_item%i", i), info, sizeof(info) );
// A hack so health and ammo dispenser icons don't show up.
if ((stricmp(info,"gfx/2d/select")!=0) && (stricmp(info,"gfx/hud/i_icon_healthdisp")!=0) &&
(stricmp(info,"gfx/hud/i_icon_ammodisp")!=0))
{
count++;
}
}
return count;
// Get the count of force powers
case FEEDER_SIEGE_CLASS_FORCE:
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
count++;
}
}
return count;
#ifdef _XBOX
// Get the count of xbl accounts:
case FEEDER_XBL_ACCOUNTS:
{
int numAccounts = XBL_GetNumAccounts( false );
// int curSelection = XBL_GetSelectedAccountIndex();
// Is our current selection invalid? Fix it.
// if( curSelection && (curSelection >= numAccounts) )
// Menu_SetFeederSelection( NULL, FEEDER_XBL_ACCOUNTS, numAccounts-1, NULL );
return numAccounts;
}
// Number of active players, plus number in history list, plus one for divider
case FEEDER_XBL_PLAYERS:
return XBL_PL_GetNumPlayers() + 1;
// Number of friends
case FEEDER_XBL_FRIENDS:
return XBL_F_GetNumFriends();
// Number of results from an optimatch query
case FEEDER_XBL_SERVERS:
return XBL_MM_GetNumServers();
//JLF
case FEEDER_PROFILES :
{
if (s_playerProfile.fileCnt == -1 || firstProfileListRequest)
{
firstProfileListRequest = false;
ReadSaveDirectoryProfiles(); //refresh
// UI_HandleLoadSelection();
}
return s_playerProfile.fileCnt;
}
#endif
}
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 "";
}
/*
==================
UI_HeadCountByColor
==================
*/
static const char *UI_SelectedTeamHead(int index, int *actual) {
char *teamname;
int i,c=0;
switch(uiSkinColor)
{
case TEAM_BLUE:
teamname = "/blue";
break;
case TEAM_RED:
teamname = "/red";
break;
default:
teamname = "/default";
break;
}
// Count each head with this color
for (i=0; i<uiInfo.q3HeadCount; i++)
{
if (uiInfo.q3HeadNames[i] && strstr(uiInfo.q3HeadNames[i], teamname))
{
if (c==index)
{
*actual = i;
return uiInfo.q3HeadNames[i];
}
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 const char *UI_FeederItemText(float feederID, int index, int column,
qhandle_t *handle1, qhandle_t *handle2, qhandle_t *handle3) {
static char info[MAX_STRING_CHARS]; // don't change this size without changing the sizes inside the SaberProperName calls
static char hostname[1024];
static char clientBuff[32];
static char needPass[32];
static int lastColumn = -1;
static int lastTime = 0;
*handle1 = *handle2 = *handle3 = -1;
if (feederID == FEEDER_SABER_SINGLE_INFO)
{
//char *saberProperName=0;
UI_SaberProperNameForSaber( saberSingleHiltInfo[index], info );
return info;
}
else if (feederID == FEEDER_SABER_STAFF_INFO)
{
//char *saberProperName=0;
UI_SaberProperNameForSaber( saberStaffHiltInfo[index], info );
return info;
}
else if (feederID == FEEDER_Q3HEADS) {
int actual;
return UI_SelectedTeamHead(index, &actual);
}
else if (feederID == FEEDER_SIEGE_TEAM1)
{
return ""; //nothing I guess, the description part can cover this
/*
if (!siegeTeam1)
{
UI_SetSiegeTeams();
if (!siegeTeam1)
{
return "";
}
}
if (siegeTeam1->classes[index])
{
return siegeTeam1->classes[index]->name;
}
return "";
*/
}
else if (feederID == FEEDER_SIEGE_TEAM2)
{
return ""; //nothing I guess, the description part can cover this
/*
if (!siegeTeam1)
{
UI_SetSiegeTeams();
if (!siegeTeam1)
{
return "";
}
}
if (siegeTeam2->classes[index])
{
return siegeTeam2->classes[index]->name;
}
return "";
*/
}
else if (feederID == FEEDER_FORCECFG) {
if (index >= 0 && index < uiInfo.forceConfigCount) {
if (index == 0)
{ //always show "custom"
return uiInfo.forceConfigNames[index];
}
else
{
if (uiForceSide == FORCE_LIGHTSIDE)
{
index += uiInfo.forceConfigLightIndexBegin;
if (index < 0)
{
return NULL;
}
if (index >= uiInfo.forceConfigCount)
{
return NULL;
}
return uiInfo.forceConfigNames[index];
}
else if (uiForceSide == FORCE_DARKSIDE)
{
index += uiInfo.forceConfigDarkIndexBegin;
if (index < 0)
{
return NULL;
}
if (index > uiInfo.forceConfigLightIndexBegin)
{ //dark gets read in before light
return NULL;
}
if (index >= uiInfo.forceConfigCount)
{
return NULL;
}
return uiInfo.forceConfigNames[index];
}
else
{
return NULL;
}
}
}
} else if (feederID == FEEDER_MAPS || feederID == FEEDER_ALLMAPS) {
int actual;
// The first index is for our hacked-in Next Map option.
if(index == 0)
return "@MENUS_NEXT_MAP";
else
index--;
return UI_SelectedMap(index, &actual);
} else if (feederID == FEEDER_SERVERS) {
if (index >= 0 && index < Syslink_GetNumServers())
{
switch (column)
{
case 0: // Map
return Syslink_GetServerMap( index );
case 1: // Players
return Syslink_GetServerClients( index );
case 2: // Game
return Syslink_GetServerGametype( index );
case 3: // Saber-Only Icon
*handle1 = Syslink_GetServerSaberOnly( index );
return "";
case 4: // Disable Force Icon
*handle1 = Syslink_GetServerDisableForce( index );
return "";
}
}
} else if (feederID == FEEDER_PLAYER_LIST) {
if (xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX].isActive)
{
// Dedicated server, this means that there is a full player list
if (index >= 0 && index < uiInfo.playerCount) {
return uiInfo.playerNames[index];
}
}
else
{
// Non-dedicated server, so they'll be first player. Skip them:
if (index >= 0 && index < uiInfo.playerCount - 1) {
return uiInfo.playerNames[index + 1];
}
}
} else if (feederID == FEEDER_TEAM_LIST) {
if (index >= 0 && index < uiInfo.myTeamCount) {
return uiInfo.teamNames[index];
}
} else if (feederID == FEEDER_MOVES)
{
return datapadMoveData[uiInfo.movesTitleIndex][index].title;
}
else if (feederID == FEEDER_MOVES_TITLES)
{
return datapadMoveTitleData[index];
}
else if (feederID == FEEDER_PLAYER_SPECIES)
{
return uiInfo.playerSpecies[index].Name;
}
else if (feederID == FEEDER_LANGUAGES)
{
return 0;
}
else if (feederID == FEEDER_COLORCHOICES)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
*handle1 = trap_R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index]);
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index];
}
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
*handle1 = trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index];
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
*handle1 = trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index];
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
*handle1 = trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]));
return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index];
}
}
else if (feederID == FEEDER_SIEGE_BASE_CLASS)
{
return "";
}
else if (feederID == FEEDER_SIEGE_CLASS_WEAPONS)
{
return "";
}
#ifdef _XBOX
else if (feederID == FEEDER_XBL_ACCOUNTS)
{
// VVFIXME - SOF2 keeps track of old number of accounts, to force a
// refresh when someone yanks an MU. Probably necessary
int numEntries = XBL_GetNumAccounts( false );
if (index >= 0 && index < numEntries)
{
XONLINE_USER *pUser = XBL_GetUserInfo( index );
if (pUser)
{
static char displayName[XONLINE_GAMERTAG_SIZE];
strcpy( displayName, pUser->szGamertag );
return displayName;
}
}
}
else if (feederID == FEEDER_XBL_PLAYERS)
{
int numEntries = XBL_PL_GetNumPlayers() + 1;
if (index >= 0 && index < numEntries)
{
if (column == 0)
return XBL_PL_GetPlayerName( index );
else if (column == 1)
{
*handle1 = XBL_PL_GetStatusIcon( index );
return "";
}
else if (column == 2)
{
*handle1 = XBL_PL_GetVoiceIcon( index );
return "";
}
else
return "";
}
}
else if (feederID == FEEDER_XBL_FRIENDS)
{
if (index >= 0 && index < XBL_F_GetNumFriends())
{
if (column == 0)
return XBL_F_GetFriendName( index );
else if (column == 1)
{
*handle1 = XBL_F_GetStatusIcon( index );
return "";
}
else if (column == 2)
{
*handle1 = XBL_F_GetVoiceIcon( index );
return "";
}
else
return "";
}
}
else if (feederID == FEEDER_XBL_SERVERS)
{
// We handle the optimatch results listbox separately from the rest
// of the UI server browser code. It's just nasty otherwise.
if (index >= 0 && index < XBL_MM_GetNumServers())
{
switch (column)
{
case 0: // Host
return XBL_MM_GetServerName( index );
case 1: // Map
return XBL_MM_GetServerMap( index );
case 2: // Players
return XBL_MM_GetServerClients( index );
case 3: // Game
return XBL_MM_GetServerGametype( index );
case 4: // Saber Only
*handle1 = XBL_MM_GetServerSaberOnly( index );
return "";
case 5: // Disable Force
*handle1 = XBL_MM_GetServerDisableForce( index );
return "";
case 6: // QoS
*handle1 = XBL_MM_GetServerPing( index );
return "";
}
}
}
//JLF
else if (feederID == FEEDER_PROFILES)
{
if (column == 0)
{
return s_ProfileData[index].currentProfileName;
}
}
#endif
return "";
}
static qhandle_t UI_FeederItemImage(float feederID, int index) {
int validCnt,i;
static char info[MAX_STRING_CHARS];
if (feederID == FEEDER_SABER_SINGLE_INFO)
{
return 0;
}
else if (feederID == FEEDER_SABER_STAFF_INFO)
{
return 0;
}
else if (feederID == FEEDER_Q3HEADS)
{
int actual;
UI_SelectedTeamHead(index, &actual);
index = actual;
if (index >= 0 && index < uiInfo.q3HeadCount)
{ //we want it to load them as it draws them, like the TA feeder
//return uiInfo.q3HeadIcons[index];
int selModel = trap_Cvar_VariableValue("ui_selectedModelIndex");
if (selModel != -1)
{
if (uiInfo.q3SelectedHead != selModel)
{
uiInfo.q3SelectedHead = selModel;
//UI_FeederSelection(FEEDER_Q3HEADS, uiInfo.q3SelectedHead);
Menu_SetFeederSelection(NULL, FEEDER_Q3HEADS, selModel, NULL);
}
}
if (!uiInfo.q3HeadIcons[index])
{ //this isn't the best way of doing this I guess, but I didn't want a whole seperate string array
//for storing shader names. I can't just replace q3HeadNames with the shader name, because we
//print what's in q3HeadNames and the icon name would look funny.
char iconNameFromSkinName[256];
int i = 0;
int skinPlace;
i = strlen(uiInfo.q3HeadNames[index]);
while (uiInfo.q3HeadNames[index][i] != '/')
{
i--;
}
i++;
skinPlace = i; //remember that this is where the skin name begins
//now, build a full path out of what's in q3HeadNames, into iconNameFromSkinName
Com_sprintf(iconNameFromSkinName, sizeof(iconNameFromSkinName), "models/players/%s", uiInfo.q3HeadNames[index]);
i = strlen(iconNameFromSkinName);
while (iconNameFromSkinName[i] != '/')
{
i--;
}
i++;
iconNameFromSkinName[i] = 0; //terminate, and append..
Q_strcat(iconNameFromSkinName, 256, "icon_");
//and now, for the final step, append the skin name from q3HeadNames onto the end of iconNameFromSkinName
i = strlen(iconNameFromSkinName);
while (uiInfo.q3HeadNames[index][skinPlace])
{
iconNameFromSkinName[i] = uiInfo.q3HeadNames[index][skinPlace];
i++;
skinPlace++;
}
iconNameFromSkinName[i] = 0;
//and now we are ready to register (thankfully this will only happen once)
uiInfo.q3HeadIcons[index] = trap_R_RegisterShaderNoMip(iconNameFromSkinName);
}
return uiInfo.q3HeadIcons[index];
}
}
else if (feederID == FEEDER_SIEGE_TEAM1)
{
if (!siegeTeam1)
{
UI_SetSiegeTeams();
if (!siegeTeam1)
{
return 0;
}
}
if (siegeTeam1->classes[index])
{
return siegeTeam1->classes[index]->uiPortraitShader;
}
return 0;
}
else if (feederID == FEEDER_SIEGE_TEAM2)
{
if (!siegeTeam2)
{
UI_SetSiegeTeams();
if (!siegeTeam2)
{
return 0;
}
}
if (siegeTeam2->classes[index])
{
return siegeTeam2->classes[index]->uiPortraitShader;
}
return 0;
}
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;
}
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadIcons[index];
return trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]));
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoIcons[index];
return trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]));
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
//return uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegIcons[index];
return trap_R_RegisterShaderNoMip(va("models/players/%s/icon_%s", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].Name, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]));
}
}
else if (feederID == FEEDER_COLORCHOICES)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
return trap_R_RegisterShaderNoMip( uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorShader[index]);
}
}
else if ( feederID == FEEDER_SIEGE_BASE_CLASS)
{
int team,baseClass;
team = (int)trap_Cvar_VariableValue("ui_team");
baseClass = (int)trap_Cvar_VariableValue("ui_siege_class");
if ((team == SIEGETEAM_TEAM1) ||
(team == SIEGETEAM_TEAM2))
{
// Is it a valid base class?
if ((baseClass >= SPC_INFANTRY) && (baseClass < SPC_MAX))
{
if (index >= 0)
{
return(BG_GetUIPortrait(team, baseClass, index));
}
}
}
}
else if ( feederID == FEEDER_SIEGE_CLASS_WEAPONS)
{
validCnt = 0;
//count them up
for (i=0;i< WP_NUM_WEAPONS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_weapon%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
if (validCnt == index)
{
return(trap_R_RegisterShaderNoMip(info));
}
validCnt++;
}
}
#ifdef _XBOX
//count them up
for (i=0;i< HI_NUM_HOLDABLE;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_item%i", i), info, sizeof(info) );
// A hack so health and ammo dispenser icons don't show up.
if ((stricmp(info,"gfx/2d/select")!=0) && (stricmp(info,"gfx/hud/i_icon_healthdisp")!=0) &&
(stricmp(info,"gfx/hud/i_icon_ammodisp")!=0))
{
if (validCnt == index)
{
return(trap_R_RegisterShaderNoMip(info));
}
validCnt++;
}
}
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
if (validCnt == index)
{
return(trap_R_RegisterShaderNoMip(info));
}
validCnt++;
}
}
#endif
}
else if ( feederID == FEEDER_SIEGE_CLASS_INVENTORY)
{
validCnt = 0;
//count them up
for (i=0;i< HI_NUM_HOLDABLE;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_item%i", i), info, sizeof(info) );
// A hack so health and ammo dispenser icons don't show up.
if ((stricmp(info,"gfx/2d/select")!=0) && (stricmp(info,"gfx/hud/i_icon_healthdisp")!=0) &&
(stricmp(info,"gfx/hud/i_icon_ammodisp")!=0))
{
if (validCnt == index)
{
return(trap_R_RegisterShaderNoMip(info));
}
validCnt++;
}
}
}
else if ( feederID == FEEDER_SIEGE_CLASS_FORCE)
{
int slotI=0;
static char info2[MAX_STRING_CHARS];
menuDef_t *menu;
itemDef_t *item;
validCnt = 0;
menu = Menu_GetFocused(); // Get current menu
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "base_class_force_feed");
if (item)
{
listBoxDef_t *listPtr = (listBoxDef_t*)item->typeData;
if (listPtr)
{
slotI = listPtr->startPos;
}
}
}
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", i), info, sizeof(info) );
if (stricmp(info,"gfx/2d/select")!=0)
{
if (validCnt == index)
{
trap_Cvar_VariableStringBuffer( va("ui_class_powerlevel%i", validCnt), info2, sizeof(info2) );
trap_Cvar_Set(va("ui_class_powerlevelslot%i", index-slotI), info2);
return(trap_R_RegisterShaderNoMip(info));
}
validCnt++;
}
}
}
return 0;
}
//called every time a class is selected from a feeder, sets info
//for shaders to be displayed in the menu about the class -rww
extern qboolean UI_SaberTypeForSaber( const char *saberName, char *saberType );
void UI_SiegeSetCvarsForClass(siegeClass_t *scl)
{
int i = 0;
int count = 0;
char shader[MAX_QPATH];
//let's clear the things out first
while (i < WP_NUM_WEAPONS)
{
trap_Cvar_Set(va("ui_class_weapon%i", i), "gfx/2d/select");
i++;
}
//now for inventory items
i = 0;
while (i < HI_NUM_HOLDABLE)
{
trap_Cvar_Set(va("ui_class_item%i", i), "gfx/2d/select");
i++;
}
//now for force powers
i = 0;
while (i < NUM_FORCE_POWERS)
{
trap_Cvar_Set(va("ui_class_power%i", i), "gfx/2d/select");
i++;
}
//now health and armor
trap_Cvar_Set("ui_class_health", "0");
trap_Cvar_Set("ui_class_armor", "0");
trap_Cvar_Set("ui_class_icon", "");
if (!scl)
{ //no select?
return;
}
//set cvars for which weaps we have
i = 0;
trap_Cvar_Set(va("ui_class_weapondesc%i", count), " "); // Blank it out to start with
while (i < WP_NUM_WEAPONS)
{
if (scl->weapons & (1<<i))
{
if (i == WP_SABER)
{ //we want to see what kind of saber they have, and set the cvar based on that
char saberType[1024];
if (scl->saber1[0] &&
scl->saber2[0])
{
strcpy(saberType, "gfx/hud/w_icon_duallightsaber");
} //fixme: need saber data access on ui to determine if staff, "gfx/hud/w_icon_saberstaff"
else
{
char buf[1024];
if (scl->saber1[0] && UI_SaberTypeForSaber(scl->saber1, buf))
{
if ( !Q_stricmp( buf, "SABER_STAFF" ) )
{
strcpy(saberType, "gfx/hud/w_icon_saberstaff");
}
else
{
strcpy(saberType, "gfx/hud/w_icon_lightsaber");
}
}
else
{
strcpy(saberType, "gfx/hud/w_icon_lightsaber");
}
}
trap_Cvar_Set(va("ui_class_weapon%i", count), saberType);
trap_Cvar_Set(va("ui_class_weapondesc%i", count), "@MENUS_AN_ELEGANT_WEAPON_FOR");
count++;
trap_Cvar_Set(va("ui_class_weapondesc%i", count), " "); // Blank it out to start with
}
else
{
gitem_t *item = BG_FindItemForWeapon( i );
trap_Cvar_Set(va("ui_class_weapon%i", count), item->icon);
trap_Cvar_Set(va("ui_class_weapondesc%i", count), item->description);
count++;
trap_Cvar_Set(va("ui_class_weapondesc%i", count), " "); // Blank it out to start with
}
}
i++;
}
//now for inventory items
i = 0;
count = 0;
while (i < HI_NUM_HOLDABLE)
{
if (scl->invenItems & (1<<i))
{
gitem_t *item = BG_FindItemForHoldable(i);
trap_Cvar_Set(va("ui_class_item%i", count), item->icon);
trap_Cvar_Set(va("ui_class_itemdesc%i", count), item->description);
count++;
}
else
{
trap_Cvar_Set(va("ui_class_itemdesc%i", count), " ");
}
i++;
}
//now for force powers
i = 0;
count = 0;
while (i < NUM_FORCE_POWERS)
{
trap_Cvar_Set(va("ui_class_powerlevel%i", i), "0"); // Zero this out to start.
if (i<9)
{
trap_Cvar_Set(va("ui_class_powerlevelslot%i", i), "0"); // Zero this out to start.
}
if (scl->forcePowerLevels[i])
{
trap_Cvar_Set(va("ui_class_powerlevel%i", count), va("%i",scl->forcePowerLevels[i]));
trap_Cvar_Set(va("ui_class_power%i", count), HolocronIcons[i]);
count++;
}
i++;
}
//now health and armor
trap_Cvar_Set("ui_class_health", va("%i", scl->maxhealth));
trap_Cvar_Set("ui_class_armor", va("%i", scl->maxarmor));
trap_Cvar_Set("ui_class_speed", va("%3.2f", scl->speed));
//now get the icon path based on the shader index
if (scl->classShader)
{
trap_R_ShaderNameFromIndex(shader, scl->classShader);
}
else
{ //no shader
shader[0] = 0;
}
trap_Cvar_Set("ui_class_icon", shader);
}
int g_siegedFeederForcedSet = 0;
void UI_UpdateCvarsForClass(const int team,const baseClass,const int index)
{
siegeClass_t *holdClass=0;
char *holdBuf;
// Is it a valid team
if ((team == SIEGETEAM_TEAM1) ||
(team == SIEGETEAM_TEAM2))
{
// Is it a valid base class?
if ((baseClass >= SPC_INFANTRY) && (baseClass < SPC_MAX))
{
// A valid index?
if ((index>=0) && (index < BG_SiegeCountBaseClass( team, baseClass )))
{
if (!g_siegedFeederForcedSet)
{
holdClass = BG_GetClassOnBaseClass( team, baseClass, index);
if (holdClass) //clicked a valid item
{
g_UIGloballySelectedSiegeClass = UI_SiegeClassNum(holdClass);
trap_Cvar_Set("ui_classDesc", g_UIClassDescriptions[g_UIGloballySelectedSiegeClass].desc);
g_siegedFeederForcedSet = 1;
Menu_SetFeederSelection(NULL, FEEDER_SIEGE_BASE_CLASS, -1, NULL);
UI_SiegeSetCvarsForClass(holdClass);
holdBuf = BG_GetUIPortraitFile(team, baseClass, index);
if (holdBuf)
{
trap_Cvar_Set("ui_classPortrait",holdBuf);
}
}
}
g_siegedFeederForcedSet = 0;
}
else
{
trap_Cvar_Set("ui_classDesc", " ");
}
}
}
}
qboolean UI_FeederSelection(float feederFloat, int index, itemDef_t *item)
{
static char info[MAX_STRING_CHARS];
const int feederID = feederFloat;
if (feederID == FEEDER_Q3HEADS)
{
int actual;
UI_SelectedTeamHead(index, &actual);
uiInfo.q3SelectedHead = index;
trap_Cvar_Set("ui_selectedModelIndex", va("%i", index));
if(ClientManager::splitScreenMode)
{
if(ClientManager::ActiveClientNum() == 0)
{
uglyMug1 = index;
}
else
{
uglyMug2 = index;
}
}
else
{
uglyMug1 = index;
}
index = actual;
if (index >= 0 && index < uiInfo.q3HeadCount)
{
//#ifdef _XBOX
// trap_Cvar_Set( "UImodel", uiInfo.q3HeadNames[index]);
//#else
trap_Cvar_Set( "model", uiInfo.q3HeadNames[index]);
//#endif
strcpy(ClientManager::ActiveClient().model, uiInfo.q3HeadNames[index]);
ClientManager::ActiveClient().modelIndex = index;
ClientManager::ActiveClient().cvar_modifiedFlags |= CVAR_USERINFO;
}
}
else if (feederID == FEEDER_MOVES)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
menu = Menus_FindByName("rulesMenu_moves");
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
char modelPath[MAX_QPATH];
int animRunLength;
ItemParse_model_g2anim_go( item, datapadMoveData[uiInfo.movesTitleIndex][index].anim );
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", UI_Cvar_VariableString ( "ui_char_model" ) );
ItemParse_asset_model_go( item, modelPath, &animRunLength );
UI_UpdateCharacterSkin();
uiInfo.moveAnimTime = uiInfo.uiDC.realTime + animRunLength;
if (datapadMoveData[uiInfo.movesTitleIndex][index].anim)
{
// Play sound for anim
if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_FORCE_JUMP)
{
trap_S_StartLocalSound( uiInfo.uiDC.Assets.moveJumpSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_ROLL)
{
trap_S_StartLocalSound( uiInfo.uiDC.Assets.moveRollSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_SABER)
{
// Randomly choose one sound
int soundI = Q_irand( 1, 6 );
sfxHandle_t *soundPtr;
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound1;
if (soundI == 2)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound2;
}
else if (soundI == 3)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound3;
}
else if (soundI == 4)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound4;
}
else if (soundI == 5)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound5;
}
else if (soundI == 6)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound6;
}
trap_S_StartLocalSound( *soundPtr, CHAN_LOCAL );
}
if (datapadMoveData[uiInfo.movesTitleIndex][index].desc)
{
trap_Cvar_Set( "ui_move_desc", datapadMoveData[uiInfo.movesTitleIndex][index].desc);
}
}
UI_SaberAttachToChar( item );
}
}
}
}
else if (feederID == FEEDER_MOVES_TITLES)
{
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
uiInfo.movesTitleIndex = index;
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
menu = Menus_FindByName("rulesMenu_moves");
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
char modelPath[MAX_QPATH];
int animRunLength;
uiInfo.movesBaseAnim = datapadMoveTitleBaseAnims[uiInfo.movesTitleIndex];
ItemParse_model_g2anim_go( item, uiInfo.movesBaseAnim );
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", UI_Cvar_VariableString ( "ui_char_model" ) );
ItemParse_asset_model_go( item, modelPath, &animRunLength );
UI_UpdateCharacterSkin();
}
}
}
}
else if (feederID == FEEDER_SIEGE_TEAM1)
{
if (!g_siegedFeederForcedSet)
{
g_UIGloballySelectedSiegeClass = UI_SiegeClassNum(siegeTeam1->classes[index]);
trap_Cvar_Set("ui_classDesc", g_UIClassDescriptions[g_UIGloballySelectedSiegeClass].desc);
//g_siegedFeederForcedSet = 1;
//Menu_SetFeederSelection(NULL, FEEDER_SIEGE_TEAM2, -1, NULL);
UI_SiegeSetCvarsForClass(siegeTeam1->classes[index]);
}
g_siegedFeederForcedSet = 0;
}
else if (feederID == FEEDER_SIEGE_TEAM2)
{
if (!g_siegedFeederForcedSet)
{
g_UIGloballySelectedSiegeClass = UI_SiegeClassNum(siegeTeam2->classes[index]);
trap_Cvar_Set("ui_classDesc", g_UIClassDescriptions[g_UIGloballySelectedSiegeClass].desc);
//g_siegedFeederForcedSet = 1;
//Menu_SetFeederSelection(NULL, FEEDER_SIEGE_TEAM2, -1, NULL);
UI_SiegeSetCvarsForClass(siegeTeam2->classes[index]);
}
g_siegedFeederForcedSet = 0;
}
else if (feederID == FEEDER_FORCECFG)
{
int newindex = index;
if (uiForceSide == FORCE_LIGHTSIDE)
{
newindex += uiInfo.forceConfigLightIndexBegin;
if (newindex >= uiInfo.forceConfigCount)
{
return qfalse;
}
}
else
{ //else dark
newindex += uiInfo.forceConfigDarkIndexBegin;
if (newindex >= uiInfo.forceConfigCount || newindex > uiInfo.forceConfigLightIndexBegin)
{ //dark gets read in before light
return qfalse;
}
}
// if (ClientManager::ActiveClientNum()==0)
// {
if (index >= 0 && index < uiInfo.forceConfigCount)
{
// UI_ForceConfigHandle(uiInfo.forceConfigSelected, index);
// uiInfo.forceConfigSelected = index;
UI_ForceConfigHandle(ClientManager::ActiveClient().forceConfig, index);
ClientManager::ActiveClient().forceConfig = index;
}
// }
// else
// {
// if (index >= 0 && index < uiInfo.forceConfigCount)
// {
// UI_ForceConfigHandle(uiInfo.forceConfigSelected2, index);
// uiInfo.forceConfigSelected2 = index;
// }
// }
}
else if (feederID == FEEDER_MAPS || feederID == FEEDER_ALLMAPS)
{
int actual, map;
const char *checkValid = NULL;
if(index == 0)
{
trap_Cvar_SetValue("vote_nextmap", 1);
return qtrue;
}
else
{
trap_Cvar_SetValue("vote_nextmap", 0);
index--;
}
map = (feederID == FEEDER_ALLMAPS) ? ui_currentNetMap.integer : ui_currentMap.integer;
checkValid = UI_SelectedMap(index, &actual);
if (!checkValid || !checkValid[0])
{ //this isn't a valid map to select, so reselect the current
index = ui_mapIndex.integer;
UI_SelectedMap(index, &actual);
}
trap_Cvar_Set("ui_mapIndex", va("%d", index));
gUISelectedMap = index;
ui_mapIndex.integer = index;
if (feederID == FEEDER_MAPS) {
ui_currentMap.integer = actual;
trap_Cvar_Set("ui_currentMap", va("%d", actual));
} else {
ui_currentNetMap.integer = actual;
trap_Cvar_Set("ui_currentNetMap", va("%d", actual));
}
} else if (feederID == FEEDER_SERVERS) {
Syslink_SetChosenServerIndex( index );
} else if (feederID == FEEDER_PLAYER_LIST) {
// If the server is dedicated, then we have a full list, and don't adjust the index:
if (xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX].isActive)
uiInfo.playerIndex = index;
else // Otherwise, we skip the first client, which is actually the server:
uiInfo.playerIndex = index + 1;
} else if (feederID == FEEDER_TEAM_LIST) {
uiInfo.teamIndex = index;
}
else if (feederID == FEEDER_COLORCHOICES)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorCount)
{
Item_RunScript(item, uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].ColorActionText[index]);
}
}
else if (feederID == FEEDER_PLAYER_SKIN_HEAD)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadCount)
{
trap_Cvar_Set("ui_char_skin_head", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinHeadNames[index]);
}
}
else if (feederID == FEEDER_PLAYER_SKIN_TORSO)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoCount)
{
trap_Cvar_Set("ui_char_skin_torso", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinTorsoNames[index]);
}
}
else if (feederID == FEEDER_PLAYER_SKIN_LEGS)
{
if (index >= 0 && index < uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegCount)
{
trap_Cvar_Set("ui_char_skin_legs", uiInfo.playerSpecies[uiInfo.playerSpeciesIndex].SkinLegNames[index]);
}
}
else if (feederID == FEEDER_PLAYER_SPECIES)
{
uiInfo.playerSpeciesIndex = index;
}
else if (feederID == FEEDER_LANGUAGES)
{
uiInfo.languageCountIndex = index;
}
else if ( feederID == FEEDER_SIEGE_BASE_CLASS )
{
int team,baseClass;
team = (int)trap_Cvar_VariableValue("ui_team");
baseClass = (int)trap_Cvar_VariableValue("ui_siege_class");
UI_UpdateCvarsForClass(team, baseClass, index);
}
else if (feederID == FEEDER_SIEGE_CLASS_WEAPONS)
{
// trap_Cvar_VariableStringBuffer( va("ui_class_weapondesc%i", index), info, sizeof(info) );
// trap_Cvar_Set( "ui_itemforceinvdesc", info );
}
else if (feederID == FEEDER_SIEGE_CLASS_INVENTORY)
{
// trap_Cvar_VariableStringBuffer( va("ui_class_itemdesc%i", index), info, sizeof(info) );
// trap_Cvar_Set( "ui_itemforceinvdesc", info );
}
else if (feederID == FEEDER_SIEGE_CLASS_FORCE)
{
int i;
// int validCnt = 0;
trap_Cvar_VariableStringBuffer( va("ui_class_power%i", index), info, sizeof(info) );
//count them up
for (i=0;i< NUM_FORCE_POWERS;i++)
{
if (!strcmp(HolocronIcons[i],info))
{
trap_Cvar_Set( "ui_itemforceinvdesc", forcepowerDesc[i] );
}
}
}
#ifdef _XBOX
else if (feederID == FEEDER_XBL_ACCOUNTS)
{
XBL_SetAccountIndex( index );
}
else if (feederID == FEEDER_XBL_PLAYERS)
{
XBL_PL_SetPlayerIndex( index );
}
else if (feederID == FEEDER_XBL_FRIENDS)
{
XBL_F_SetChosenFriendIndex( index );
}
else if (feederID == FEEDER_XBL_SERVERS)
{
XBL_MM_SetChosenServerIndex( index );
}
else if (feederID == FEEDER_PROFILES)
{
trap_Cvar_Set("ui_profileNameSelect",s_ProfileData[index].currentProfileName);
}
#endif
return qtrue;
}
static qboolean GameType_Parse(char **p, qboolean join) {
char *token;
token = COM_ParseExt((const char **)p, qtrue);
if (token[0] != '{') {
return qfalse;
}
if (join) {
uiInfo.numJoinGameTypes = 0;
} else {
uiInfo.numGameTypes = 0;
}
while ( 1 ) {
token = COM_ParseExt((const char **)p, qtrue);
if (Q_stricmp(token, "}") == 0) {
return qtrue;
}
if ( !token || token[0] == 0 ) {
return qfalse;
}
if (token[0] == '{') {
// two tokens per line, character name and sex
if (join) {
if (!String_Parse(p, &uiInfo.joinGameTypes[uiInfo.numJoinGameTypes].gameType) || !Int_Parse(p, &uiInfo.joinGameTypes[uiInfo.numJoinGameTypes].gtEnum)) {
return qfalse;
}
} else {
if (!String_Parse(p, &uiInfo.gameTypes[uiInfo.numGameTypes].gameType) || !Int_Parse(p, &uiInfo.gameTypes[uiInfo.numGameTypes].gtEnum)) {
return qfalse;
}
}
if (join) {
if (uiInfo.numJoinGameTypes < MAX_GAMETYPES) {
uiInfo.numJoinGameTypes++;
} else {
Com_Printf("Too many net game types, last one replace!\n");
}
} else {
if (uiInfo.numGameTypes < MAX_GAMETYPES) {
uiInfo.numGameTypes++;
} else {
Com_Printf("Too many game types, last one replace!\n");
}
}
token = COM_ParseExt((const char **)p, qtrue);
if (token[0] != '}') {
return qfalse;
}
}
}
return qfalse;
}
static qboolean MapList_Parse(char **p) {
char *token;
token = COM_ParseExt((const char **)p, qtrue);
if (token[0] != '{') {
return qfalse;
}
uiInfo.mapCount = 0;
while ( 1 ) {
token = COM_ParseExt((const char **)p, qtrue);
if (Q_stricmp(token, "}") == 0) {
return qtrue;
}
if ( !token || token[0] == 0 ) {
return qfalse;
}
if (token[0] == '{') {
if (!String_Parse(p, &uiInfo.mapList[uiInfo.mapCount].mapName) || !String_Parse(p, &uiInfo.mapList[uiInfo.mapCount].mapLoadName)
||!Int_Parse(p, &uiInfo.mapList[uiInfo.mapCount].teamMembers) ) {
return qfalse;
}
if (!String_Parse(p, &uiInfo.mapList[uiInfo.mapCount].opponentName)) {
return qfalse;
}
uiInfo.mapList[uiInfo.mapCount].typeBits = 0;
while (1) {
token = COM_ParseExt((const char **)p, qtrue);
if (token[0] >= '0' && token[0] <= '9') {
uiInfo.mapList[uiInfo.mapCount].typeBits |= (1 << (token[0] - 0x030));
if (!Int_Parse(p, &uiInfo.mapList[uiInfo.mapCount].timeToBeat[token[0] - 0x30])) {
return qfalse;
}
} else {
break;
}
}
uiInfo.mapList[uiInfo.mapCount].cinematic = -1;
uiInfo.mapList[uiInfo.mapCount].levelShot = trap_R_RegisterShaderNoMip(va("levelshots/%s_small", uiInfo.mapList[uiInfo.mapCount].mapLoadName));
if (uiInfo.mapCount < MAX_MAPS) {
uiInfo.mapCount++;
} else {
Com_Printf("Too many maps, last one replaced!\n");
}
}
}
return qfalse;
}
static void UI_ParseGameInfo(const char *teamFile) {
char *token;
char *p;
char *buff = NULL;
//int mode = 0; TTimo: unused
buff = GetMenuBuffer(teamFile);
if (!buff) {
return;
}
p = buff;
while ( 1 ) {
token = COM_ParseExt( (const char **)(&p), qtrue );
if( !token || token[0] == 0 || token[0] == '}') {
break;
}
if ( Q_stricmp( token, "}" ) == 0 ) {
break;
}
if (Q_stricmp(token, "gametypes") == 0) {
if (GameType_Parse(&p, qfalse)) {
continue;
} else {
break;
}
}
if (Q_stricmp(token, "joingametypes") == 0) {
if (GameType_Parse(&p, qtrue)) {
continue;
} else {
break;
}
}
if (Q_stricmp(token, "maps") == 0) {
// start a new menu
MapList_Parse(&p);
}
}
Z_Free( buff );
}
static void UI_Pause(qboolean b) {
if (b) {
// pause the game and set the ui keycatcher
trap_Cvar_Set( "cl_paused", "1" );
S_StopSounds();
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" );
}
}
/*
=================
UI_LoadForceConfig_List
=================
Looks in the directory for force config files (.fcf) and loads the name in
*/
void UI_LoadForceConfig_List( void )
{
int numfiles = 0;
char filelist[2048];
char configname[128];
char *fileptr = NULL;
int j = 0;
int filelen = 0;
qboolean lightSearch = qfalse;
uiInfo.forceConfigCount = 0;
Com_sprintf( uiInfo.forceConfigNames[uiInfo.forceConfigCount], sizeof(uiInfo.forceConfigNames[uiInfo.forceConfigCount]), "Custom");
uiInfo.forceConfigCount++;
//Always reserve index 0 as the "custom" config
nextSearch:
if (lightSearch)
{ //search light side folder
numfiles = trap_FS_GetFileList("forcecfg/light", "fcf", filelist, 2048 );
uiInfo.forceConfigLightIndexBegin = uiInfo.forceConfigCount-1;
}
else
{ //search dark side folder
numfiles = trap_FS_GetFileList("forcecfg/dark", "fcf", filelist, 2048 );
uiInfo.forceConfigDarkIndexBegin = uiInfo.forceConfigCount-1;
}
fileptr = filelist;
for (j=0; j<numfiles && uiInfo.forceConfigCount < MAX_FORCE_CONFIGS;j++,fileptr+=filelen+1)
{
filelen = strlen(fileptr);
COM_StripExtension(fileptr, configname);
if (lightSearch)
{
uiInfo.forceConfigSide[uiInfo.forceConfigCount] = qtrue; //light side config
}
else
{
uiInfo.forceConfigSide[uiInfo.forceConfigCount] = qfalse; //dark side config
}
Com_sprintf( uiInfo.forceConfigNames[uiInfo.forceConfigCount], sizeof(uiInfo.forceConfigNames[uiInfo.forceConfigCount]), configname);
uiInfo.forceConfigCount++;
}
if (!lightSearch)
{
lightSearch = qtrue;
goto nextSearch;
}
}
/*
=================
bIsImageFile
builds path and scans for valid image extentions
=================
*/
static qboolean bIsImageFile(const char* dirptr, const char* skinname)
{
char fpath[MAX_QPATH];
int f;
#ifdef _XBOX
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.dds", dirptr, skinname);
#else
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.jpg", dirptr, skinname);
#endif
trap_FS_FOpenFile(fpath, &f, FS_READ);
#if !defined(_XBOX) || defined(_DEBUG)
if (!f)
{ //not there, try png
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.png", dirptr, skinname);
trap_FS_FOpenFile(fpath, &f, FS_READ);
}
if (!f)
{ //not there, try tga
Com_sprintf(fpath, MAX_QPATH, "models/players/%s/icon_%s.tga", dirptr, skinname);
trap_FS_FOpenFile(fpath, &f, FS_READ);
}
#endif
if (f)
{
trap_FS_FCloseFile(f);
return qtrue;
}
return qfalse;
}
/*
=================
PlayerModel_BuildList
=================
*/
static bool _loadCachedQ3ModelList( void )
{
// New, improved Xbox version - loads the cached version of this file!
FILE *cacheFile = fopen( "d:\\ui_headcache", "rb" );
if( !cacheFile )
return false;
// Read in the number of entries:
if( !fread( &uiInfo.q3HeadCount, sizeof(uiInfo.q3HeadCount), 1, cacheFile ) )
{
fclose( cacheFile );
return false;
}
// Read in the head names:
if( !fread( &uiInfo.q3HeadNames[0][0], sizeof(uiInfo.q3HeadNames[0]) * uiInfo.q3HeadCount, 1, cacheFile ) )
{
fclose( cacheFile );
return false;
}
memset( &uiInfo.q3HeadIcons[0], 0, sizeof(uiInfo.q3HeadIcons) );
fclose( cacheFile );
return true;
}
static void _saveCachedQ3ModelList( void )
{
FILE *cacheFile = fopen( "d:\\ui_headcache", "wb" );
if( !cacheFile )
return;
// Write out numer of entries:
if( !fwrite( &uiInfo.q3HeadCount, sizeof(uiInfo.q3HeadCount), 1, cacheFile ) )
{
fclose( cacheFile );
return;
}
// Write out the head names:
if( !fwrite( &uiInfo.q3HeadNames[0][0], sizeof(uiInfo.q3HeadNames[0]) * uiInfo.q3HeadCount, 1, cacheFile ) )
{
fclose( cacheFile );
return;
}
fclose( cacheFile );
return;
}
static void UI_BuildQ3Model_List( void )
{
// First, try to reuse a cache:
if( _loadCachedQ3ModelList() )
return;
int numdirs;
int numfiles;
char dirlist[2048];
char filelist[2048];
char skinname[64];
char* dirptr;
char* fileptr;
char* check;
int i;
int j, k, p, s;
int dirlen;
int filelen;
uiInfo.q3HeadCount = 0;
// iterate directory of all player models
numdirs = trap_FS_GetFileList("models/players", "/", dirlist, 2048 );
dirptr = dirlist;
for (i=0; i<numdirs && uiInfo.q3HeadCount < MAX_Q3PLAYERMODELS; i++,dirptr+=dirlen+1)
{
dirlen = strlen(dirptr);
if (dirlen && dirptr[dirlen-1]=='/') dirptr[dirlen-1]='\0';
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
continue;
if(strstr(dirptr, "rebel_pilot") > 0)
continue;
numfiles = trap_FS_GetFileList( va("models/players/%s",dirptr), "skin", filelist, 2048 );
fileptr = filelist;
for (j=0; j<numfiles && uiInfo.q3HeadCount < MAX_Q3PLAYERMODELS;j++,fileptr+=filelen+1)
{
int skinLen = 0;
filelen = strlen(fileptr);
COM_StripExtension(fileptr,skinname);
skinLen = strlen(skinname);
k = 0;
while (k < skinLen && skinname[k] && skinname[k] != '_')
{
k++;
}
if (skinname[k] == '_')
{
p = 0;
while (skinname[k])
{
skinname[p] = skinname[k];
k++;
p++;
}
skinname[p] = '\0';
}
/*
#ifdef _XBOX
Com_sprintf(fpath, 2048, "models/players/%s/icon%s.dds", dirptr, skinname);
#else
Com_sprintf(fpath, 2048, "models/players/%s/icon%s.jpg", dirptr, skinname);
#endif
trap_FS_FOpenFile(fpath, &f, FS_READ);
if (f)
*/
check = &skinname[1];
if (bIsImageFile(dirptr, check))
{ //if it exists
qboolean iconExists = qfalse;
//trap_FS_FCloseFile(f);
if (skinname[0] == '_')
{ //change character to append properly
skinname[0] = '/';
}
s = 0;
while (s < uiInfo.q3HeadCount)
{ //check for dupes
if (!Q_stricmp(va("%s%s", dirptr, skinname), uiInfo.q3HeadNames[s]))
{
iconExists = qtrue;
break;
}
s++;
}
if (iconExists)
{
continue;
}
Com_sprintf( uiInfo.q3HeadNames[uiInfo.q3HeadCount], sizeof(uiInfo.q3HeadNames[uiInfo.q3HeadCount]), va("%s%s", dirptr, skinname));
uiInfo.q3HeadIcons[uiInfo.q3HeadCount++] = 0;//trap_R_RegisterShaderNoMip(fpath);
//rww - we are now registering them as they are drawn like the TA feeder, so as to decrease UI load time.
}
if (uiInfo.q3HeadCount >= MAX_Q3PLAYERMODELS)
{
return;
}
}
}
// All right, we just did a lot of work, let's save it:
_saveCachedQ3ModelList();
}
void UI_SiegeInit(void)
{
//Load the player class types
BG_SiegeLoadClasses(g_UIClassDescriptions);
if (!bgNumSiegeClasses)
{ //We didn't find any?!
Com_Error(ERR_DROP, "Couldn't find any player classes for Siege");
}
//Now load the teams since we have class data.
BG_SiegeLoadTeams();
if (!bgNumSiegeTeams)
{ //React same as with classes.
Com_Error(ERR_DROP, "Couldn't find any player teams for Siege");
}
}
/*
=================
UI_ParseColorData
=================
*/
//static qboolean UI_ParseColorData(char* buf, playerSpeciesInfo_t &species)
static qboolean UI_ParseColorData(char* buf, playerSpeciesInfo_t *species,char* file)
{
const char *token;
const char *p;
p = buf;
COM_BeginParseSession(file);
species->ColorCount = 0;
while ( p )
{
token = COM_ParseExt( &p, qtrue ); //looking for the shader
if ( token[0] == 0 )
{
return species->ColorCount;
}
Q_strncpyz( species->ColorShader[species->ColorCount], token, sizeof(species->ColorShader[0]) );
token = COM_ParseExt( &p, qtrue ); //looking for action block {
if ( token[0] != '{' )
{
return qfalse;
}
assert(!species->ColorActionText[species->ColorCount][0]);
token = COM_ParseExt( &p, qtrue ); //looking for action commands
while (token[0] != '}')
{
if ( token[0] == 0)
{ //EOF
return qfalse;
}
assert(species->ColorCount < sizeof(species->ColorActionText)/sizeof(species->ColorActionText[0]) );
Q_strcat(species->ColorActionText[species->ColorCount], sizeof(species->ColorActionText[0]), token);
Q_strcat(species->ColorActionText[species->ColorCount], sizeof(species->ColorActionText[0]), " ");
token = COM_ParseExt( &p, qtrue ); //looking for action commands or final }
}
species->ColorCount++; //next color please
}
return qtrue;//never get here
}
/*
=================
UI_BuildPlayerModel_List
=================
*/
static void UI_BuildPlayerModel_List( qboolean inGameLoad )
{
int numdirs;
char dirlist[2048];
char* dirptr;
int dirlen;
int i;
int j;
uiInfo.playerSpeciesCount = 0;
uiInfo.playerSpeciesIndex = 0;
memset(uiInfo.playerSpecies, 0, sizeof (uiInfo.playerSpecies) );
// iterate directory of all player models
numdirs = trap_FS_GetFileList("models/players", "/", dirlist, 2048 );
dirptr = dirlist;
for (i=0; i<numdirs; i++,dirptr+=dirlen+1)
{
char filelist[2048];
char* fileptr;
int filelen;
int f = 0;
char fpath[2048];
dirlen = strlen(dirptr);
if (dirlen)
{
if (dirptr[dirlen-1]=='/')
dirptr[dirlen-1]='\0';
}
else
{
continue;
}
if (!strcmp(dirptr,".") || !strcmp(dirptr,".."))
continue;
Com_sprintf(fpath, 2048, "models/players/%s/PlayerChoice.txt", dirptr);
filelen = trap_FS_FOpenFile(fpath, &f, FS_READ);
if (f)
{
char buffer[2048];
char skinname[64];
int numfiles;
int iSkinParts=0;
trap_FS_Read(&buffer, filelen, f);
trap_FS_FCloseFile(f);
buffer[filelen] = 0; //ensure trailing NULL
//record this species
Q_strncpyz( uiInfo.playerSpecies[uiInfo.playerSpeciesCount].Name, dirptr, sizeof(uiInfo.playerSpecies[0].Name) );
if (!UI_ParseColorData(buffer,&uiInfo.playerSpecies[uiInfo.playerSpeciesCount],fpath))
{
Com_Printf(S_COLOR_RED"UI_BuildPlayerModel_List: Errors parsing '%s'\n", fpath);
}
numfiles = trap_FS_GetFileList( va("models/players/%s",dirptr), ".skin", filelist, 2048 );
fileptr = filelist;
for (j=0; j<numfiles; j++,fileptr+=filelen+1)
{
if (trap_Cvar_VariableValue("fs_copyfiles") > 0 )
{
trap_FS_FOpenFile(va("models/players/%s/%s",dirptr,fileptr), &f, FS_READ);
if (f) trap_FS_FCloseFile(f);
}
filelen = strlen(fileptr);
COM_StripExtension(fileptr,skinname);
if (bIsImageFile(dirptr, skinname))
{ //if it exists
if (strnicmp(skinname,"head_",5) == 0)
{
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadCount < MAX_PLAYERMODELS)
{
Q_strncpyz(
uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinHeadCount++],
skinname,
sizeof(uiInfo.playerSpecies[0].SkinHeadNames[0])
);
iSkinParts |= 1<<0;
}
} else
if (strnicmp(skinname,"torso_",6) == 0)
{
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoCount < MAX_PLAYERMODELS)
{
Q_strncpyz(uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinTorsoCount++],
skinname,
sizeof(uiInfo.playerSpecies[0].SkinTorsoNames[0])
);
iSkinParts |= 1<<1;
}
} else
if (strnicmp(skinname,"lower_",6) == 0)
{
if (uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegCount < MAX_PLAYERMODELS)
{
Q_strncpyz(uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegNames[uiInfo.playerSpecies[uiInfo.playerSpeciesCount].SkinLegCount++],
skinname,
sizeof(uiInfo.playerSpecies[0].SkinLegNames[0])
);
iSkinParts |= 1<<2;
}
}
}
}
if (iSkinParts != 7)
{ //didn't get a skin for each, then skip this model.
memset(&uiInfo.playerSpecies[uiInfo.playerSpeciesCount], 0, sizeof(uiInfo.playerSpecies[uiInfo.playerSpeciesCount]));//undo the colors
continue;
}
uiInfo.playerSpeciesCount++;
if (!inGameLoad && ui_PrecacheModels.integer)
{
int g2Model;
void *ghoul2 = 0;
Com_sprintf( fpath, sizeof( fpath ), "models/players/%s/model.glm", dirptr );
g2Model = trap_G2API_InitGhoul2Model(&ghoul2, fpath, 0, 0, 0, 0, 0);
if (g2Model >= 0)
{
// trap_G2API_RemoveGhoul2Model( &ghoul2, 0 );
trap_G2API_CleanGhoul2Models (&ghoul2);
}
}
// if (uiInfo.playerSpeciesCount >= MAX_PLAYERMODELS)
if (uiInfo.playerSpeciesCount >= 8)
{
return;
}
}
}
}
/*
=================
UI_Init
=================
*/
void _UI_Init( qboolean inGameLoad ) {
const char *menuSet;
int start;
//register this freakin thing now
vmCvar_t siegeTeamSwitch;
trap_Cvar_Register(&siegeTeamSwitch, "g_siegeTeamSwitch", "1", CVAR_SERVERINFO|CVAR_ARCHIVE);
// Get the list of possible languages
// uiInfo.languageCount = trap_SP_GetNumLanguages(); // this does a dir scan, so use carefully
uiInfo.inGameLoad = inGameLoad;
//initialize all these cvars to "0"
UI_SiegeSetCvarsForClass(NULL);
UI_SiegeInit();
UI_UpdateForcePowers();
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.Font_StrLenPixels = trap_R_Font_StrLenPixels;
uiInfo.uiDC.Font_StrLenChars = trap_R_Font_StrLenChars;
uiInfo.uiDC.Font_HeightPixels = trap_R_Font_HeightPixels;
uiInfo.uiDC.Font_DrawString = trap_R_Font_DrawString;
uiInfo.uiDC.Language_IsAsian = trap_Language_IsAsian;
uiInfo.uiDC.Language_UsesSpaces = trap_Language_UsesSpaces;
uiInfo.uiDC.AnyLanguage_ReadCharFromString = trap_AnyLanguage_ReadCharFromString;
uiInfo.uiDC.ownerDrawItem = &UI_OwnerDraw;
uiInfo.uiDC.getValue = &UI_GetValue;
uiInfo.uiDC.ownerDrawVisible = &UI_OwnerDrawVisible;
uiInfo.uiDC.runScript = &UI_RunMenuScript;
uiInfo.uiDC.deferScript = &UI_DeferMenuScript;
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;
Init_Display(&uiInfo.uiDC);
UI_BuildPlayerModel_List(inGameLoad);
String_Init();
// uiInfo.uiDC.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
uiInfo.uiDC.whiteShader = trap_R_RegisterShaderNoMip( "white" );
AssetCache();
start = trap_Milliseconds();
uiInfo.teamCount = 0;
uiInfo.characterCount = 0;
uiInfo.aliasCount = 0;
UI_ParseGameInfo("ui/jk2mp/gameinfo.txt");
menuSet = UI_Cvar_VariableString("ui_menuFilesMP");
if (menuSet == NULL || menuSet[0] == '\0') {
menuSet = "ui/jk2mpmenus.txt";
}
#if 1
if (inGameLoad)
{
UI_LoadMenus("ui/jk2mpingame.txt", qtrue);
}
else if (!ui_bypassMainMenuLoad.integer)
{
UI_LoadMenus(menuSet, qtrue);
}
#else //this was adding quite a giant amount of time to the load time
UI_LoadMenus(menuSet, qtrue);
UI_LoadMenus("ui/jk2mpingame.txt", qtrue);
#endif
trap_Cvar_Register(NULL, "ui_name", UI_Cvar_VariableString("name"), CVAR_INTERNAL ); //get this now, jic the menus change again trying to setName before getName
Menus_CloseAll();
#ifndef _XBOX // We no longer maintain ui_currentMap, this just causes problems
UI_LoadBestScores(uiInfo.mapList[ui_currentMap.integer].mapLoadName, uiInfo.gameTypes[ui_gameType.integer].gtEnum);
#endif
UI_BuildQ3Model_List();
UI_LoadBots();
UI_LoadForceConfig_List();
UI_InitForceShaders();
// 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_mousePitchVeh", (trap_Cvar_VariableValue("m_pitchVeh") >= 0) ? "0" : "1");
trap_Cvar_Register(NULL, "debug_protocol", "", 0 );
trap_Cvar_Set("ui_actualNetGameType", va("%d", ui_netGameType.integer));
#ifdef _XBOX
trap_Cvar_Set("ui_siegeSelect","1");
#endif
}
//#ifdef _XBOX
//#include "../namespace_begin.h"
//extern void UpdateDemoTimer();
//#include "../namespace_end.h"
//#endif
/*
=================
UI_KeyEvent
=================
*/
void _UI_KeyEvent( int key, qboolean down ) {
int storedclient;
int menuActiveClient;
int closedClients;
// Hack: If we're a dedicated server, then we want the X button to be "hold-to-talk"
if( com_dedicated->integer && key == A_DELETE )
{
g_Voice.SetChannel( down ? CHAN_ALT : CHAN_PRIMARY );
}
if (Menu_Count() > 0) {
menuDef_t *menu = Menu_GetFocused();
if (menu) {
//JLF
#ifdef _XBOX
// UpdateDemoTimer();
storedclient = ClientManager::ActiveClientNum();
// menuActiveClient = Cvar_VariableIntegerValue("ui_menuClient");
menuActiveClient = uiClientNum;
if ( storedclient != menuActiveClient)
ClientManager::ActivateClient(menuActiveClient);
#endif
//check to see if controller is blocked
closedClients = uiclientInputClosed;//Cvar_VariableIntegerValue("clientInputClosed");
//JLF merciless hack
if (strcmp("noController",menu->window.name)!=0)
{
uiControllerMenu = qfalse;
if ( closedClients & 0x1 && uiClientNum == 0)//client 0 closed
return;
if ( closedClients& 0x2 && uiClientNum == 1)//client1 closed
return;
}
else
{
uiControllerMenu = qtrue;
}
// if (closedClients && uiClientNum)
// return;
// if ( ClientManager::ActiveController() & Cvar_VariableIntegerValue("clientInputClosed"))
// return;
// if (key == A_ESCAPE && down && !Menus_AnyFullScreenVisible()) {
// Menus_CloseAll();
// } else {
Menu_HandleKey(menu, key, down );
// }
//JLF
if ( storedclient != menuActiveClient)
ClientManager::ActivateClient( storedclient);
} else {
uiControllerMenu = qfalse;
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;
gScrollAccum += dy;
gScrollDelta =0;
if (gScrollAccum > TEXTSCROLLDESCRETESTEP)
{
gScrollDelta =1;
gScrollAccum =0;
}
else if (gScrollAccum <0)
{
gScrollDelta = -1;
gScrollAccum = TEXTSCROLLDESCRETESTEP;
}
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() {
const char *menuSet = UI_Cvar_VariableString("ui_menuFilesMP");
if (menuSet == NULL || menuSet[0] == '\0') {
menuSet = "ui/jk2mpmenus.txt";
}
UI_LoadMenus(menuSet, qfalse);
uiInfo.inGameLoad = qfalse;
}
extern void S_StopSounds( void );
void _UI_SetActiveMenu( uiMenuCommand_t menu ) {
char buf[256];
//JLF
#ifdef _XBOX
static qboolean firstmenu = qtrue;
#endif
// 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;
// XBOX - Remember which client started the UI!
//ignore player2 join message
if (UIMENU_PLAYERCONFIG == menu)
{
if (ClientManager::ActiveClientNum())
return;
}
if (menu != UIMENU_NOCONTROLLERINGAME && menu != UIMENU_NOCONTROLLER)
uiClientNum = ClientManager::ActiveClientNum();
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_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
if (logged_on)
Menus_ActivateByName("xbl_lobbymenu");
else
Menus_ActivateByName("main");
trap_Cvar_VariableStringBuffer("com_errorMessage", buf, sizeof(buf));
if (buf[0])
{
// Display Xbox popups after an ERR_DROP. But there's a special case
// if the Com_Error was for getting disconnected from Live, allowing
// the user to go to the dashboard/troubleshooter:
extern bool bComErrorLostConnection;
if( bComErrorLostConnection )
{
UI_xboxErrorPopup( XB_POPUP_CANNOT_CONNECT );
bComErrorLostConnection = false;
}
else
UI_xboxErrorPopup( XB_POPUP_COM_ERROR );
}
if( ControllerOutNum.integer >= 0 )
{
IN_DisplayControllerUnplugged( ControllerOutNum.integer );
}
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");
//UI_ConfirmMenu( "Bad CD Key", NULL, NeedCDKeyAction );
return;
case UIMENU_INGAME:
S_StopSounds();
trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
UI_BuildPlayerList();
//#ifdef _XBOX
// Set the UImodel Cvar to be the current player's model Cvar
// trap_Cvar_Set("UImodel", Cvar_VariableString("model"));
//#endif
trap_Cvar_Set("ui_menuProgression","ingamemenu");
// Cvar_SetValue("ui_menuClient",ClientManager::ActiveClientNum());
Menus_CloseAll();
Menus_ActivateByName("ingame");
return;
case UIMENU_PLAYERCONFIG:
{
menuDef_t * thismenu;
thismenu =Menus_FindByName("ingame_player");
if (!( thismenu->window.flags & WINDOW_VISIBLE) )
{
gDelayedPause = PAUSE_DELAY;
//#ifdef _XBOX
// Set the UImodel Cvar to be the current player's model Cvar
// trap_Cvar_Set("UImodel", Cvar_VariableString("model"));
//#endif
trap_Key_SetCatcher( KEYCATCH_UI );
UI_BuildPlayerList();
Menus_CloseAll();
Menus_ActivateByName("ingame_player");
UpdateForceUsed();
}
}
return;
case UIMENU_PLAYERFORCE:
// trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
UI_BuildPlayerList();
Menus_CloseAll();
Menus_ActivateByName("ingame_playerforce");
UpdateForceUsed();
return;
case UIMENU_SIEGEMESSAGE:
// trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("siege_popmenu");
return;
case UIMENU_SIEGEOBJECTIVES:
// trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("ingame_siegeobjectives");
return;
case UIMENU_VOICECHAT:
// trap_Cvar_Set( "cl_paused", "1" );
// No chatin non-siege games.
if (trap_Cvar_VariableValue( "g_gametype" ) < GT_TEAM)
{
return;
}
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("ingame_voicechat");
return;
case UIMENU_CLOSEALL:
Menus_CloseAll();
return;
case UIMENU_CLASSSEL:
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("ingame_siegeclass");
return;
case UIMENU_DEDICATED:
trap_Key_SetCatcher( KEYCATCH_UI );
Menus_CloseAll();
Menus_ActivateByName("dedicated");
return;
case UIMENU_NOCONTROLLERINGAME:
// trap_Cvar_Set( "cl_paused", "1" );
trap_Key_SetCatcher( KEYCATCH_UI );
// trap_Cvar_Set("ui_menuProgression","ingamemenu");
// Menus_CloseAll();
// Menus_ActivateByName("ingame");
Menus_ActivateByName("noController");
uiControllerMenu = qtrue;
return;
case UIMENU_NOCONTROLLER:
Menus_ActivateByName("noController");
uiControllerMenu = qtrue;
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 %2d min", time / 3600, (time % 3600) / 60 );
} else if (time > 60) { // mins
Com_sprintf( buf, bufsize, "%2d min %2d sec", time / 60, time % 60 );
} else { // secs
Com_sprintf( buf, bufsize, "%2d sec", time );
}
}
void Text_PaintCenter(float x, float y, float scale, vec4_t color, const char *text, float adjust, int iMenuFont) {
int len = Text_Width(text, scale, iMenuFont);
Text_Paint(x - len / 2, y, scale, color, text, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE, iMenuFont);
}
static void UI_DisplayDownloadInfo( const char *downloadName, float centerPoint, float yStart, float scale, int iMenuFont) {
char sDownLoading[256];
char sEstimatedTimeLeft[256];
char sTransferRate[256];
char sOf[20];
char sCopied[256];
char sSec[20];
//
int downloadSize, downloadCount, downloadTime;
char dlSizeBuf[64], totalSizeBuf[64], xferRateBuf[64], dlTimeBuf[64];
int xferRate;
int leftWidth;
const char *s;
vec4_t colorLtGreyAlpha = {0, 0, 0, .5};
UI_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, colorLtGreyAlpha );
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 0); // "Downloading:"
strcpy(sDownLoading,s?s:"");
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 1); // "Estimated time left:"
strcpy(sEstimatedTimeLeft,s?s:"");
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 2); // "Transfer rate:"
strcpy(sTransferRate,s?s:"");
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 3); // "of"
strcpy(sOf,s?s:"");
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 4); // "copied"
strcpy(sCopied,s?s:"");
s = GetCRDelineatedString("MENUS","DOWNLOAD_STUFF", 5); // "sec."
strcpy(sSec,s?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, sDownLoading, 0, iMenuFont);
Text_PaintCenter(centerPoint, yStart + 192, scale, colorWhite, sEstimatedTimeLeft, 0, iMenuFont);
Text_PaintCenter(centerPoint, yStart + 248, scale, colorWhite, sTransferRate, 0, iMenuFont);
if (downloadSize > 0) {
s = va( "%s (%d%%)", downloadName, downloadCount * 100 / downloadSize );
} else {
s = downloadName;
}
Text_PaintCenter(centerPoint, yStart+136, scale, colorWhite, s, 0, iMenuFont);
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, iMenuFont);
Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s %s %s %s)", dlSizeBuf, sOf, totalSizeBuf, sCopied), 0, iMenuFont);
} 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, iMenuFont);
Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s %s %s %s)", dlSizeBuf, sOf, totalSizeBuf, sCopied), 0, iMenuFont);
} else {
Text_PaintCenter(leftWidth, yStart+216, scale, colorWhite, "estimating", 0, iMenuFont);
if (downloadSize) {
Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s %s %s %s)", dlSizeBuf, sOf, totalSizeBuf, sCopied), 0, iMenuFont);
} else {
Text_PaintCenter(leftWidth, yStart+160, scale, colorWhite, va("(%s %s)", dlSizeBuf, sCopied), 0, iMenuFont);
}
}
if (xferRate) {
Text_PaintCenter(leftWidth, yStart+272, scale, colorWhite, va("%s/%s", xferRateBuf,sSec), 0, iMenuFont);
}
}
}
/*
========================
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 )
{
// This function no longer does anything during overlay mode - CG_DrawInformation
// does everything in that situation. We could stop calling this, but whatever...
// if( overlay )
// return;
const char *s;
uiClientState_t cstate;
char info[MAX_INFO_VALUE];
float yStart = 130;
char sStringEdTemp[256];
menuDef_t *menu = Menus_FindByName("Connect");
if ( menu )
{
// Controls drawing of the map pic frames
Cvar_SetValue( "cx_overlay", overlay );
Menu_Paint(menu, qtrue);
}
// New: during overlay mode, we draw first, just to lay down the background,
// then cgame takes over drawing the mappics and such
if ( overlay )
return;
// see what information we should display
trap_GetClientState( &cstate );
info[0] = '\0';
if( trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ) )
{
// Loading... <Map Name>
int mapIndex = mapNameToIndex( Info_ValueForKey( info, "mapname" ) );
if( mapIndex == MAP_ARRAY_SIZE )
s = va( SE_GetString( "MENUS_LOADING_MAPNAME" ), "" );
else
s = va( SE_GetString( "MENUS_LOADING_MAPNAME" ), mapIndexToLongName( mapIndex ) );
Text_PaintCenter(320, yStart, 1.0, colorWhite, s, 0, FONT_MEDIUM);
}
// Either "Starting Up" or "Connecting to Host"
if (!Q_stricmp(cstate.servername,"localhost"))
s = SE_GetString( "MENUS_STARTING_UP" );
else
s = SE_GetString( "MENUS_CONNECTING_TO" );
Text_PaintCenter(320, yStart + 48, 1.0, colorWhite, s, ITEM_TEXTSTYLE_SHADOWEDMORE, FONT_MEDIUM);
#ifndef _XBOX
if ( lastConnState > cstate.connState ) {
lastLoadingText[0] = '\0';
}
lastConnState = cstate.connState;
switch ( cstate.connState ) {
case CA_CONNECTING:
{
trap_SP_GetStringTextString("MENUS_AWAITING_CONNECTION", sStringEdTemp, sizeof(sStringEdTemp));
s = va(/*"Awaiting connection...%i"*/sStringEdTemp, cstate.connectPacketCount);
}
break;
case CA_CHALLENGING:
{
trap_SP_GetStringTextString("MENUS_AWAITING_CHALLENGE", sStringEdTemp, sizeof(sStringEdTemp));
s = va(/*"Awaiting challenge...%i"*/sStringEdTemp, 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, FONT_MEDIUM );
return;
}
}
trap_SP_GetStringTextString("MENUS_AWAITING_GAMESTATE", sStringEdTemp, sizeof(sStringEdTemp));
s = /*"Awaiting gamestate..."*/sStringEdTemp;
break;
case CA_LOADING:
return;
case CA_PRIMED:
return;
default:
return;
}
if (Q_stricmp(cstate.servername,"localhost")) {
Text_PaintCenter(320, yStart + 80, 1.0, colorWhite, s, 0, FONT_MEDIUM);
}
// password required / connection rejected information goes here
#endif
}
/*
================
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_selectedModelIndex;
vmCvar_t ui_char_model;
vmCvar_t ui_char_skin_head;
vmCvar_t ui_char_skin_torso;
vmCvar_t ui_char_skin_legs;
vmCvar_t ui_saber_type;
vmCvar_t ui_saber;
vmCvar_t ui_saber2;
vmCvar_t ui_saber_color;
vmCvar_t ui_saber2_color;
//JLF Force
vmCvar_t ui_forceSideCvar;
//vmCvar_t forceSideCvar1;
//vmCvar_t forceSideCvar2;
vmCvar_t ui_forceConfigCvar;
//vmCvar_t forceConfigCvar1;
//vmCvar_t forceConfigCvar2;
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_spSkill;
vmCvar_t ui_browserMaster;
vmCvar_t ui_browserGameType;
vmCvar_t ui_browserSortKey;
vmCvar_t ui_browserShowFull;
vmCvar_t ui_browserShowEmpty;
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_redteam6;
vmCvar_t ui_redteam7;
vmCvar_t ui_redteam8;
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_blueteam6;
vmCvar_t ui_blueteam7;
vmCvar_t ui_blueteam8;
vmCvar_t ui_teamName;
vmCvar_t ui_dedicated;
vmCvar_t ui_gameType;
vmCvar_t ui_netGameType;
vmCvar_t ui_actualNetGameType;
vmCvar_t ui_joinGameType;
#ifdef _XBOX
vmCvar_t ui_optiGameType;
vmCvar_t ui_optiCurrentMap;
vmCvar_t ui_optiMinPlayers;
vmCvar_t ui_optiMaxPlayers;
vmCvar_t ui_optiFriendlyFire;
vmCvar_t ui_optiJediMastery;
vmCvar_t ui_optiSaberOnly;
vmCvar_t ui_optiDedicated;
#endif
vmCvar_t ui_netSource;
vmCvar_t ui_serverFilterType;
vmCvar_t ui_opponentName;
vmCvar_t ui_menuFiles;
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_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_findPlayer;
vmCvar_t ui_hudFiles;
vmCvar_t ui_recordSPDemo;
vmCvar_t ui_realCaptureLimit;
vmCvar_t ui_realWarmUp;
vmCvar_t ui_serverStatusTimeOut;
vmCvar_t se_language;
vmCvar_t ui_bypassMainMenuLoad;
#ifdef _XBOX
vmCvar_t ui_profileNameSelect;
#endif //_XBOX
// bk001129 - made static to avoid aliasing
static cvarTable_t cvarTable[] = {
{ &ui_ffa_fraglimit, "ui_ffa_fraglimit", "20", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_ffa_timelimit, "ui_ffa_timelimit", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_tourney_fraglimit, "ui_tourney_fraglimit", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_tourney_timelimit, "ui_tourney_timelimit", "15", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_selectedModelIndex, "ui_selectedModelIndex", "16", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_char_model, "ui_char_model", "jedi_tf",CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_skin_head, "ui_char_skin_head", "head_a1",CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_skin_torso, "ui_char_skin_torso", "torso_a1",CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_skin_legs, "ui_char_skin_legs", "lower_a1",CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_anim, "ui_char_anim", "BOTH_WALK1",CVAR_ROM|CVAR_INTERNAL},
{ &ui_saber_type, "ui_saber_type", "single",CVAR_ROM|CVAR_INTERNAL},
{ &ui_saber, "ui_saber", "single_1",CVAR_ROM|CVAR_INTERNAL},
{ &ui_saber2, "ui_saber2", "none",CVAR_ROM|CVAR_INTERNAL},
{ &ui_saber_color, "ui_saber_color", "yellow",CVAR_ROM|CVAR_INTERNAL},
{ &ui_saber2_color, "ui_saber2_color", "yellow",CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_color_red, "ui_char_color_red", "255", CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_color_green, "ui_char_color_green", "255", CVAR_ROM|CVAR_INTERNAL},
{ &ui_char_color_blue, "ui_char_color_blue", "255", CVAR_ROM|CVAR_INTERNAL},
{ &ui_PrecacheModels, "ui_PrecacheModels", "0", CVAR_ARCHIVE},
{ &ui_team_fraglimit, "ui_team_fraglimit", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_team_timelimit, "ui_team_timelimit", "20", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_team_friendly, "ui_team_friendly", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_ctf_capturelimit, "ui_ctf_capturelimit", "8", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_ctf_timelimit, "ui_ctf_timelimit", "30", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_ctf_friendly, "ui_ctf_friendly", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_botsFile, "g_botsFile", "", CVAR_INIT|CVAR_ROM },
{ &ui_spSkill, "g_spSkill", "2", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_browserMaster, "ui_browserMaster", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_browserGameType, "ui_browserGameType", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_browserSortKey, "ui_browserSortKey", "4", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_browserShowFull, "ui_browserShowFull", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_browserShowEmpty, "ui_browserShowEmpty", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_marks, "cg_marks", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server1, "server1", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server2, "server2", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server3, "server3", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server4, "server4", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server5, "server5", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server6, "server6", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server7, "server7", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server8, "server8", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server9, "server9", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server10, "server10", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server11, "server11", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server12, "server12", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server13, "server13", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server14, "server14", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server15, "server15", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_server16, "server16", "", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_debug, "ui_debug", "0", CVAR_TEMP|CVAR_INTERNAL },
{ &ui_initialized, "ui_initialized", "0", CVAR_TEMP|CVAR_INTERNAL },
{ &ui_teamName, "ui_teamName", "Empire", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_opponentName, "ui_opponentName", "Rebellion", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_rankChange, "ui_rankChange", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_freeSaber, "ui_freeSaber", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_forcePowerDisable, "ui_forcePowerDisable", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
//JLF
{ &ui_forceSideCvar, "ui_forceSideCvar", "1", CVAR_ARCHIVE },
// { &forceSideCvar1, "forceSideCvar1", "1", 0 },
// { &forceSideCvar2, "forceSideCvar2", "1", 0 },
{ &ui_forceConfigCvar, "ui_forceConfigCvar", "0", CVAR_ARCHIVE },
// { &forceConfigCvar1, "forceConfigCvar1", "0", CVAR_ARCHIVE },
// { &forceConfigCvar2, "forceConfigCvar2", "0", CVAR_ARCHIVE },
{ &ui_redteam, "ui_redteam", "Empire", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam, "ui_blueteam", "Rebellion", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_dedicated, "ui_dedicated", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_gameType, "ui_gametype", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_joinGameType, "ui_joinGametype", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_netGameType, "ui_netGametype", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_actualNetGameType, "ui_actualNetGametype", "3", CVAR_ARCHIVE|CVAR_INTERNAL },
#ifdef _XBOX
{ &ui_optiGameType, "ui_optiGameType", "0", CVAR_ARCHIVE },
{ &ui_optiCurrentMap, "ui_optiCurrentMap", "0", CVAR_ARCHIVE },
{ &ui_optiMinPlayers, "ui_optiMinPlayers", "0", CVAR_ARCHIVE },
{ &ui_optiMaxPlayers, "ui_optiMaxPlayers", "0", CVAR_ARCHIVE },
{ &ui_optiFriendlyFire, "ui_optiFriendlyFire", "0", CVAR_ARCHIVE },
{ &ui_optiJediMastery, "ui_optiJediMastery", "0", CVAR_ARCHIVE },
{ &ui_optiSaberOnly, "ui_optiSaberOnly", "0", CVAR_ARCHIVE },
{ &ui_optiDedicated, "ui_optiDedicated", "0", CVAR_ARCHIVE },
{ &ui_profileNameSelect,"ui_profileNameSelect","darkwing",CVAR_ARCHIVE },
#endif
{ &ui_redteam1, "ui_redteam1", "1", CVAR_ARCHIVE|CVAR_INTERNAL }, //rww - these used to all default to 0 (closed).. I changed them to 1 (human)
{ &ui_redteam2, "ui_redteam2", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam3, "ui_redteam3", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam4, "ui_redteam4", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam5, "ui_redteam5", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam6, "ui_redteam6", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam7, "ui_redteam7", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_redteam8, "ui_redteam8", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam1, "ui_blueteam1", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam2, "ui_blueteam2", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam3, "ui_blueteam3", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam4, "ui_blueteam4", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam5, "ui_blueteam5", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam6, "ui_blueteam6", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam7, "ui_blueteam7", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_blueteam8, "ui_blueteam8", "1", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_netSource, "ui_netSource", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_menuFiles, "ui_menuFilesMP", "ui/jk2mpmenus.txt", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_currentMap, "ui_currentMap", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_currentNetMap, "ui_currentNetMap", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_mapIndex, "ui_mapIndex", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_currentOpponent, "ui_currentOpponent", "0", CVAR_ARCHIVE|CVAR_INTERNAL },
{ &ui_selectedPlayer, "cg_selectedPlayer", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_selectedPlayerName, "cg_selectedPlayerName", "", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_lastServerRefresh_0, "ui_lastServerRefresh_0", "", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_lastServerRefresh_1, "ui_lastServerRefresh_1", "", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_lastServerRefresh_2, "ui_lastServerRefresh_2", "", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_lastServerRefresh_3, "ui_lastServerRefresh_3", "", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_INTERNAL},
{ &ui_scoreAccuracy, "ui_scoreAccuracy", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreImpressives, "ui_scoreImpressives", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreExcellents, "ui_scoreExcellents", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreCaptures, "ui_scoreCaptures", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreDefends, "ui_scoreDefends", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreAssists, "ui_scoreAssists", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreGauntlets, "ui_scoreGauntlets", "0",CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreScore, "ui_scoreScore", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scorePerfect, "ui_scorePerfect", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreTeam, "ui_scoreTeam", "0 to 0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreBase, "ui_scoreBase", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreTime, "ui_scoreTime", "00:00", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreTimeBonus, "ui_scoreTimeBonus", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreSkillBonus, "ui_scoreSkillBonus", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_scoreShutoutBonus, "ui_scoreShutoutBonus", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_fragLimit, "ui_fragLimit", "10", CVAR_INTERNAL},
{ &ui_captureLimit, "ui_captureLimit", "5", CVAR_INTERNAL},
{ &ui_findPlayer, "ui_findPlayer", "Kyle", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_realWarmUp, "g_warmup", "20", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &ui_realCaptureLimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE| CVAR_INTERNAL | CVAR_NORESTART},
{ &ui_serverStatusTimeOut, "ui_serverStatusTimeOut", "7000", CVAR_ARCHIVE|CVAR_INTERNAL},
{ &se_language, "se_language","english", CVAR_ARCHIVE | CVAR_NORESTART}, //text (string ed)
{ &ui_bypassMainMenuLoad, "ui_bypassMainMenuLoad", "0", CVAR_INTERNAL },
//JLF menu progression
{&ui_menuProgression, "ui_menuProgression", "",0},
// {&ui_menuClient, "ui_menuClient", "0",0},
{ &ControllerOutNum, "ControllerOutNum", "-1", 0},
{ &ui_respawnneeded, "ui_respawnneeded", "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 );
}
}
//JLF
#ifdef _XBOX //xbox version
//for the xbox reading the save directory will consist of
//iterating through the save game folders
void ReadSaveDirectoryProfiles (void)
{
char *holdChar;
// Clear out save data
memset(s_ProfileData,0,sizeof(s_ProfileData));
s_playerProfile.fileCnt = 0;
// Cvar_Set("ui_profileDesc", "" ); // Blank out comment
// Cvar_Set("ui_SelectionOK", "0" );
// Cvar_Set("ui_ResumeOK", "0" );
holdChar = s_playerProfile.listBuf;
XGAME_FIND_DATA SaveGameData;
HANDLE searchhandle;
HANDLE profileHandle;
BOOL retval;
char psLocalFilename[filepathlength];
// At least one; count up the rest
DWORD dwCount = 1;
char saveGameName[filepathlength];
// Any saves?
searchhandle = XFindFirstSaveGame( "U:\\", &SaveGameData );
if ( searchhandle != INVALID_HANDLE_VALUE )
do
{
//get the name of the file
wcstombs(saveGameName, SaveGameData.szSaveGameName, filepathlength);
strcpy( holdChar, saveGameName);
if ( Q_stricmp("current",saveGameName)!=0 )
{
time_t result;
if (Q_stricmp("auto",saveGameName)==0)
{
// Cvar_Set("ui_ResumeOK", "1" );
}
else
{
// Is this a valid file??? & Get comment of file
//create full path name
// create the path for the screenshot file
strcpy (psLocalFilename , SaveGameData.szSaveGameDirectory);
strcat (psLocalFilename , "JK3PF.xsv");
//find out if the file is there
profileHandle = NULL;
profileHandle = CreateFile(psLocalFilename, GENERIC_READ, FILE_SHARE_READ, 0,
OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
if ( profileHandle!= INVALID_HANDLE_VALUE)
{
// result = ui.SG_GetSaveGameComment(saveGameName, s_savedata[s_savegame.saveFileCnt].currentSaveFileComments, s_savedata[s_savegame.saveFileCnt].currentSaveFileMap);
// if (result != 0) // ignore Bad save game
// strcpy(s_ProfileData[s_playerProfile.fileCnt].currentSaveFileComments,s_ProfileData[s_playerProfile.fileCnt].currentSaveFileMap);
strcpy(s_ProfileData[s_playerProfile.fileCnt].currentProfileName,saveGameName);
// s_ProfileData[s_playerProfile.fileCnt].currentSaveFileDateTime = result;
// holdChar += strlen(holdChar)+1;
// struct tm *localTime;
// localTime = localtime( &result );
/// strcpy(s_ProfileData[s_playerProfile.fileCnt].currentSaveFileDateTimeString,asctime( localTime ) );
s_playerProfile.fileCnt++;
CloseHandle(profileHandle);
if (s_playerProfile.fileCnt == MAX_PROFILEFILES)
{
break;
}
}
}
}
retval =XFindNextSaveGame( searchhandle, &SaveGameData );
}while(retval);
}
/*
=================
UI_SoftKeyboard
=================
*/
static void UI_SoftKeyboardInit()
{
char strtmp[] = "";
trap_Cvar_Set("ui_profileNameSelect", strtmp);
skb.activeKey=0;
skb.curCol=0;
skb.curRow=0;
skb.curStringPos=0;
skb.pulse_size = SKB_PULSE_SMALL;
skb.pulse_up = true;
}
static void UI_SoftKeyboardDelete()
{
char strtmp[SKB_STRING_LENGTH+1];
trap_Cvar_VariableStringBuffer("ui_profileNameSelect", strtmp, SKB_STRING_LENGTH+1);
if(skb.curStringPos > 0)
{
strtmp[skb.curStringPos] = 0; // should already be 0, but let's be safe
skb.curStringPos--;
strtmp[skb.curStringPos] = 0;
}
trap_Cvar_Set("ui_profileNameSelect", strtmp);
}
static void UI_SoftKeyboardAccept()
{
char strtmp[SKB_STRING_LENGTH+1];
trap_Cvar_VariableStringBuffer("ui_profileNameSelect", strtmp, SKB_STRING_LENGTH+1);
if(Q_stricmp(strtmp,"") )
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item = Menu_FindItemByName(menu, SKB_ACCEPT_NAME);
if (menu->onAccept)
{
Item_RunScript(item, menu->onAccept);
}
}
}
static qboolean UI_SoftKeyboardDelete_HandleKey(int flags, float *special, int key)
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item;
switch(key)
{
case A_CURSOR_UP:
skb.curRow = SKB_NUM_ROWS - 1;
if((skb.curRow * SKB_NUM_COLS + skb.curCol) >= SKB_NUM_LETTERS)
skb.curRow--;
item = Menu_FindItemByName(menu, SKB_KEYBOARD_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_DOWN:
skb.curRow = 0;
item = Menu_FindItemByName(menu, SKB_KEYBOARD_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_LEFT:
case A_CURSOR_RIGHT:
skb.curCol = SKB_NUM_COLS/2;
item = Menu_FindItemByName(menu, SKB_ACCEPT_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_MOUSE1:
UI_SoftKeyboardDelete();
break;
default:
// We didn't handle this keypress.
return qfalse;
break;
}
skb.activeKey = skb.curRow * SKB_NUM_COLS + skb.curCol;
return qtrue;
}
static qboolean UI_SoftKeyboardAccept_HandleKey(int flags, float *special, int key)
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item;
switch(key)
{
case A_CURSOR_UP:
skb.curRow = SKB_NUM_ROWS - 1;
if((skb.curRow * SKB_NUM_COLS + skb.curCol) >= SKB_NUM_LETTERS)
skb.curRow--;
item = Menu_FindItemByName(menu, SKB_KEYBOARD_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_DOWN:
skb.curRow = 0;
item = Menu_FindItemByName(menu, SKB_KEYBOARD_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_LEFT:
case A_CURSOR_RIGHT:
skb.curCol = SKB_NUM_COLS/2-1;
item = Menu_FindItemByName(menu, SKB_DELETE_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_MOUSE1:
UI_SoftKeyboardAccept();
break;
default:
// We didn't handle this keypress.
return qfalse;
break;
}
skb.activeKey = skb.curRow * SKB_NUM_COLS + skb.curCol;
return qtrue;
}
static qboolean UI_SoftKeyboard_HandleKey(int flags, float *special, int key)
{
char strtmp[SKB_STRING_LENGTH+1];
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item;
// If the user pressed A (mouse 1), just add a letter to our string and return
if(key == A_MOUSE1)
{
trap_Cvar_VariableStringBuffer("ui_profileNameSelect", strtmp, SKB_STRING_LENGTH+1);
if(skb.curStringPos < SKB_STRING_LENGTH)
{
strtmp[skb.curStringPos] = letters[skb.activeKey][0];
skb.curStringPos++;
strtmp[skb.curStringPos] = 0;
}
trap_Cvar_Set("ui_profileNameSelect", strtmp);
return qtrue;
}
// Assuming the user pressed the D-pad, adjust the current row and column,
// and the associated active key position.
switch(key)
{
case A_CURSOR_UP:
skb.curRow-=1;
break;
case A_CURSOR_DOWN:
skb.curRow+=1;
break;
case A_CURSOR_LEFT:
skb.curCol-=1;
break;
case A_CURSOR_RIGHT:
skb.curCol+=1;
break;
default:
// We didn't handle this keypress.
return qfalse;
break;
}
skb.activeKey = skb.curRow * SKB_NUM_COLS + skb.curCol;
// Now make sure that the new active key is actually on the keyboard
// This means that the row and columns must be within bounds, and we
// must be on a letter (not on an empty space)
if(skb.activeKey < 0 || skb.activeKey >=SKB_NUM_LETTERS || skb.curCol >= SKB_NUM_COLS || skb.curCol < 0)
{
switch(key)
{
case A_CURSOR_UP:
// Wrap to the Accept/Backspace buttons
skb.curRow = 0;
if(skb.curCol < SKB_NUM_COLS/2)
item = Menu_FindItemByName(menu, SKB_DELETE_NAME);
else
item = Menu_FindItemByName(menu, SKB_ACCEPT_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_DOWN:
// Wrap to the Accept/Backspace buttons
skb.curRow--;
if(skb.curCol < SKB_NUM_COLS/2)
item = Menu_FindItemByName(menu, SKB_DELETE_NAME);
else
item = Menu_FindItemByName(menu, SKB_ACCEPT_NAME);
Item_SetFocus(item, 0, 0);
break;
case A_CURSOR_LEFT:
// Wrap to the right side of the KB
if(skb.curRow == SKB_NUM_ROWS-1)
skb.curCol = SKB_NUM_LETTERS % SKB_NUM_COLS - 1;
else
skb.curCol = SKB_NUM_COLS - 1;
break;
case A_CURSOR_RIGHT:
// Wrap to the left side of the KB
skb.curCol=0;
break;
default:
break;
}
skb.activeKey = skb.curRow * SKB_NUM_COLS + skb.curCol;
}
return qtrue;
}
vec4_t skb_color_unfocus = {0.7f, 0.7f, 0.8f, 1.0f};
vec4_t skb_color_focus = {0.78f, 0.471f, 0.161f, 1.0f};
static void UI_SoftKeyboardAccept_Draw()
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item = Menu_FindItemByName(menu, SKB_ACCEPT_NAME);
int x = SKB_OK_X;
int y = SKB_OK_Y;
x -= Text_Width("OK", 1.0f, 2) / 2;
y -= Text_Height("OK", 1.0f, 2) / 2;
if(item->window.flags & WINDOW_HASFOCUS)
Text_Paint(x, y, 1.0f, skb_color_focus, "OK", 1000, 0, 0, 4);
else
Text_Paint(x, y, 1.0f, skb_color_unfocus, "OK", 1000, 0, 0, 4);
}
static void UI_SoftKeyboardDelete_Draw()
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item = Menu_FindItemByName(menu, SKB_DELETE_NAME);
int x = SKB_BACKSPACE_X;
int y = SKB_BACKSPACE_Y;
x -= Text_Width("Backspace", 1.0f, 2) / 2;
y -= Text_Height("Backspace", 1.0f, 2) / 2;
if(item->window.flags & WINDOW_HASFOCUS)
Text_Paint(x, y, 1.0f, skb_color_focus, "Backspace", 1000, 0, 0, 4);
else
Text_Paint(x, y, 1.0f, skb_color_unfocus, "Backspace", 1000, 0, 0, 4);
}
static void UI_SoftKeyboard_Draw()
{
menuDef_t *menu = Menu_GetFocused();
itemDef_t *item = Menu_FindItemByName(menu, SKB_KEYBOARD_NAME);
//draw each letter on the screen at the appropriate coordinates
int x,y;
float size;
vec4_t *color;
for(int cl=0; cl<SKB_NUM_LETTERS; cl++)
{
if(skb.activeKey == cl && (item->window.flags & WINDOW_HASFOCUS))
{
color = &skb_color_focus;
if(skb.pulse_up)
{
skb.pulse_size += SKB_PULSE_SPEED;
if(skb.pulse_size > SKB_PULSE_LARGE)
skb.pulse_up = false;
}
else
{
skb.pulse_size -= SKB_PULSE_SPEED;
if(skb.pulse_size < SKB_PULSE_SMALL)
skb.pulse_up = true;
}
size = skb.pulse_size;
}
else
{
color = &skb_color_unfocus;
size = 1.0f;
}
x = (cl%SKB_NUM_COLS) * SKB_SPACE_H + SKB_LEFT;
x -= (Text_Width(letters[cl], size, FONT_MEDIUM)) / 2;
y = (cl/SKB_NUM_COLS) * SKB_SPACE_V + SKB_TOP;
y -= ((Text_Height(letters[cl], size, 2)) / 2) * 1.5;
Text_Paint(x, y, size, *color, letters[cl], 1000, 0, 0, 4);
}
char strtmp[SKB_STRING_LENGTH + 1];
trap_Cvar_VariableStringBuffer("ui_profileNameSelect", strtmp, SKB_STRING_LENGTH+1);
Text_Paint(SKB_STRING_LEFT, SKB_STRING_TOP, 1.5f, skb_color_unfocus, strtmp, 1000, 0, 0, 4);
}
static void UI_DrawInvisibleVoteListener()
{
if(cgs.voteTime > 0)
Menus_OpenByName("vote_alreadycalled");
}
static void UI_DrawVoteDesc()
{
char votedesc1[64] = "";
char *votedesc2;
char *voteparam = "";
strcat(votedesc1, cgs.voteCaller);
strcat(votedesc1, " proposed a vote");
if (strncmp(cgs.voteString, "map_restart", 11)==0)
{
votedesc2 = "to restart the game.";
}
else if (strncmp(cgs.voteString, "vstr nextmap",12)==0)
{
votedesc2 = "to proceed to the next map.";
}
else if (strncmp(cgs.voteString, "g_doWarmup",10)==0)
{
votedesc2 = "to play a warmup game.";
}
else if (strncmp(cgs.voteString, "g_gametype",10)==0)
{
votedesc2 = "to change to the following gametype:";
voteparam = cgs.voteString+11;
}
else if (strncmp(cgs.voteString, "map", 3)==0)
{
votedesc2 = "to switch to the following map:";
voteparam = cgs.voteString+4;
}
else if (strncmp(cgs.voteString, "kick", 4)==0)
{
votedesc2 = "to kick the following player:";
voteparam = cgs.voteString+5;
}
else
{
votedesc2 = "to DEFAULT MESSAGE.";
voteparam = "DEFAULT MESSAGE";
}
menuDef_t *currmenu = Menu_GetFocused();
itemDef_t *thisitem = Menu_FindItemByName(currmenu, "current_vote_desc");
Window *thiswindow = &(thisitem->window);
int font = thisitem->iMenuFont;
float size = thisitem->textscale;
int x,y;
x = thiswindow->rect.x + thiswindow->rect.w/2;
x -= (Text_Width(votedesc1, size, font) / 2);
y = thiswindow->rect.y;
Text_Paint(x, y, size, thiswindow->foreColor, votedesc1, 1000, 0, 0, font);
x = thiswindow->rect.x + thiswindow->rect.w/2;
x -= (Text_Width(votedesc2, size, font) / 2);
y = thiswindow->rect.y + ((Text_Height(votedesc1, size, font) / 2) * 2.0);
Text_Paint(x, y, size, thiswindow->foreColor, votedesc2, 1000, 0, 0, font);
if(strcmp(voteparam, "") != 0)
{
x = thiswindow->rect.x + thiswindow->rect.w/2;
x -= (Text_Width(voteparam, size, font) / 2);
y = thiswindow->rect.y + thiswindow->rect.h;
Text_Paint(x, y, size, thiswindow->foreColor, voteparam, 1000, 0, 0, font);
}
}
static void UI_DrawPlayerKickDesc()
{
if(!xbOnlineInfo.xbPlayerList[DEDICATED_SERVER_INDEX].isActive)
{
//disable the listbox if there is only one player, the server
if(uiInfo.playerCount > 1)
trap_Cvar_SetValue("ui_showPlayerListbox", 1);
else
trap_Cvar_SetValue("ui_showPlayerListbox", 0);
}
else
{
// when in a dedicated server, there always must be at least one client
// so always display the listbox
trap_Cvar_SetValue("ui_showPlayerListbox", 1);
}
}
/*
==================
UI_MapCountByCurrentGameType
==================
*/
static int UI_MapCountByCurrentGameType() {
char info[MAX_INFO_STRING];
int i, c, game;
c = 0;
trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) );
game = atoi(Info_ValueForKey(info, "g_gametype"));
if (game == GT_SINGLE_PLAYER) {
game++;
}
if (game == GT_TEAM) {
game = GT_FFA;
}
if (game == GT_HOLOCRON || game == GT_JEDIMASTER) {
game = GT_FFA;
}
for (i = 0; i < uiInfo.mapCount; i++) {
uiInfo.mapList[i].active = qfalse;
if ( uiInfo.mapList[i].typeBits & (1 << game)) {
c++;
uiInfo.mapList[i].active = qtrue;
}
}
return c;
}
/*
==========
UI_UpdateMoves()
==========
*/
static void UI_UpdateMoves( void )
{
uiInfo.movesTitleIndex = (short)trap_Cvar_VariableValue("ui_move_title");
if(uiInfo.movesTitleIndex > 5 || uiInfo.movesTitleIndex < 0)
uiInfo.movesTitleIndex = 0;
short index = (short)trap_Cvar_VariableValue("ui_moves");
if(index > 15 || index < 0)
index = 0;
itemDef_t *item;
menuDef_t *menu;
modelDef_t *modelPtr;
menu = Menus_FindByName("rules_moves");
if (menu)
{
item = (itemDef_t *) Menu_FindItemByName((menuDef_t *) menu, "character");
if (item)
{
modelPtr = (modelDef_t*)item->typeData;
if (modelPtr)
{
char modelPath[MAX_QPATH];
int animRunLength;
ItemParse_model_g2anim_go( item, datapadMoveData[uiInfo.movesTitleIndex][index].anim );
Com_sprintf( modelPath, sizeof( modelPath ), "models/players/%s/model.glm", UI_Cvar_VariableString ( "ui_char_model" ) );
ItemParse_asset_model_go( item, modelPath, &animRunLength );
UI_UpdateCharacterSkin();
uiInfo.moveAnimTime = uiInfo.uiDC.realTime + animRunLength;
if (datapadMoveData[uiInfo.movesTitleIndex][index].anim)
{
// Play sound for anim
if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_FORCE_JUMP)
{
trap_S_StartLocalSound( uiInfo.uiDC.Assets.moveJumpSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_ROLL)
{
trap_S_StartLocalSound( uiInfo.uiDC.Assets.moveRollSound, CHAN_LOCAL );
}
else if (datapadMoveData[uiInfo.movesTitleIndex][index].sound == MDS_SABER)
{
// Randomly choose one sound
int soundI = Q_irand( 1, 6 );
sfxHandle_t *soundPtr;
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound1;
if (soundI == 2)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound2;
}
else if (soundI == 3)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound3;
}
else if (soundI == 4)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound4;
}
else if (soundI == 5)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound5;
}
else if (soundI == 6)
{
soundPtr = &uiInfo.uiDC.Assets.datapadmoveSaberSound6;
}
trap_S_StartLocalSound( *soundPtr, CHAN_LOCAL );
}
if (datapadMoveData[uiInfo.movesTitleIndex][index].desc)
{
trap_Cvar_Set( "ui_move_desc", datapadMoveData[uiInfo.movesTitleIndex][index].desc);
}
}
UI_SaberAttachToChar( item );
}
}
}
}
void UpdatePrevBotSlot( void )
{
int botSlot = trap_Cvar_VariableValue("bot_minplayers");
int humSlot = trap_Cvar_VariableValue("ui_publicSlots");
int gametype = trap_Cvar_VariableValue("xb_gameType");
int dedicated = trap_Cvar_VariableValue("ui_dedicated");
int end = 10;
int start = 0;
int type = trap_Cvar_VariableValue("ui_netGameType");
int calltype = trap_Cvar_VariableValue("xblBotSlotCallType");
menuDef_t* parent = Menu_GetFocused();
bool isAdvancedRules = !strcmp(parent->window.name, "advanced_rules_menu");
if(!dedicated)
{
end = 8;
start = 1;
}
switch(gametype)
{
case 0: // bot match
if(isAdvancedRules || calltype)
break;
start = 2;
if(type == 2 && botSlot == start)
trap_Cvar_Set("bot_minplayers", va("%d", start + 1));
else if( botSlot == end)
trap_Cvar_Set("bot_minplayers", va("%d", start));
break;
case 1: // splitscreen
if(isAdvancedRules)
break;
start = 2;
if(type == 2 && botSlot == start)
trap_Cvar_Set("bot_minplayers", va("%d", start + 1));
else if( botSlot == end)
trap_Cvar_Set("bot_minplayers", va("%d", start));
break;
case 2: // system link
case 3: // xbox live
if(!isAdvancedRules)
break;
if(botSlot == end)
trap_Cvar_Set("bot_minplayers", va("%d",start));
break;
default:
break;
}
}
void UpdateNextBotSlot( void )
{
int botSlot = trap_Cvar_VariableValue("bot_minplayers");
int humSlot = trap_Cvar_VariableValue("ui_publicSlots");
int gametype = trap_Cvar_VariableValue("xb_gameType");
int dedicated = trap_Cvar_VariableValue("ui_dedicated");
int end = 10;
int start = 0;
int type = trap_Cvar_VariableValue("ui_netGameType");
int calltype = trap_Cvar_VariableValue("xblBotSlotCallType");
menuDef_t* parent = Menu_GetFocused();
bool isAdvancedRules = !strcmp(parent->window.name, "advanced_rules_menu");
if(!dedicated)
{
end = 8;
start = 1;
}
switch(gametype)
{
case 0: // bot match
if(isAdvancedRules || calltype)
break;
start = 2;
if(botSlot == start)
trap_Cvar_Set("bot_minplayers", va("%d", end));
break;
case 1: // splitscreen
if(isAdvancedRules)
break;
start = 2;
if(botSlot == start)
trap_Cvar_Set("bot_minplayers", va("%d", end));
break;
case 2: // system link
case 3: // xbox live
if(!isAdvancedRules || ( calltype && botSlot == start ))
break;
if(botSlot > humSlot)
trap_Cvar_Set("bot_minplayers", va("%d", humSlot));
else if(botSlot == start)
trap_Cvar_Set("bot_minplayers", va("%d", humSlot));
break;
default:
break;
}
}
#endif