diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 22:43:20 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 22:43:20 +0000 |
commit | 7cc6c9cbe613b7022ad3b5ae1a8a9bd7811e5e6a (patch) | |
tree | d244805f389a78ce6f3d78fe2ea89ecd7a4ef9bf /src/cgame/cg_main.c | |
parent | 6f175bfee2d373b67a94261d26e3106d483099e8 (diff) |
1.27 upgrade
Diffstat (limited to 'src/cgame/cg_main.c')
-rw-r--r-- | src/cgame/cg_main.c | 1132 |
1 files changed, 1132 insertions, 0 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c new file mode 100644 index 00000000..da803ac0 --- /dev/null +++ b/src/cgame/cg_main.c @@ -0,0 +1,1132 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_main.c -- initialization and primary entry point for cgame + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "cg_local.h" + +int forceModelModificationCount = -1; + +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); +void CG_Shutdown( void ); + +/* +================ +vmMain + +This is the only way control passes into the module. +This must be the very first function compiled into the .q3vm file +================ +*/ +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 CG_INIT: + CG_Init( arg0, arg1, arg2 ); + return 0; + case CG_SHUTDOWN: + CG_Shutdown(); + return 0; + case CG_CONSOLE_COMMAND: + return CG_ConsoleCommand(); + case CG_DRAW_ACTIVE_FRAME: + CG_DrawActiveFrame( arg0, arg1, arg2 ); + return 0; + case CG_CROSSHAIR_PLAYER: + return CG_CrosshairPlayer(); + case CG_LAST_ATTACKER: + return CG_LastAttacker(); + case CG_KEY_EVENT: + CG_KeyEvent(arg0, arg1); + return 0; + case CG_MOUSE_EVENT: + CG_MouseEvent(arg0, arg1); + return 0; + case CG_EVENT_HANDLING: + CG_EventHandling(arg0); + return 0; + default: + CG_Error( "vmMain: unknown command %i", command ); + break; + } + return -1; +} + + +cg_t cg; +cgs_t cgs; +centity_t cg_entities[MAX_GENTITIES]; + +//TA: weapons limit expanded: +//weaponInfo_t cg_weapons[MAX_WEAPONS]; +weaponInfo_t cg_weapons[32]; +upgradeInfo_t cg_upgrades[32]; + +itemInfo_t cg_items[MAX_ITEMS]; + +//TA: +cgItemPos_t cgIP; + + +vmCvar_t cg_railTrailTime; +vmCvar_t cg_centertime; +vmCvar_t cg_runpitch; +vmCvar_t cg_runroll; +vmCvar_t cg_bobup; +vmCvar_t cg_bobpitch; +vmCvar_t cg_bobroll; +vmCvar_t cg_swingSpeed; +vmCvar_t cg_shadows; +vmCvar_t cg_gibs; +vmCvar_t cg_drawTimer; +vmCvar_t cg_drawFPS; +vmCvar_t cg_drawSnapshot; +vmCvar_t cg_draw3dIcons; +vmCvar_t cg_drawIcons; +vmCvar_t cg_drawAmmoWarning; +vmCvar_t cg_drawCrosshair; +vmCvar_t cg_drawCrosshairNames; +vmCvar_t cg_drawRewards; +vmCvar_t cg_crosshairSize; +vmCvar_t cg_crosshairX; +vmCvar_t cg_crosshairY; +vmCvar_t cg_crosshairHealth; +vmCvar_t cg_draw2D; +vmCvar_t cg_drawStatus; +vmCvar_t cg_animSpeed; +vmCvar_t cg_debugAnim; +vmCvar_t cg_debugPosition; +vmCvar_t cg_debugEvents; +vmCvar_t cg_errorDecay; +vmCvar_t cg_nopredict; +vmCvar_t cg_noPlayerAnims; +vmCvar_t cg_showmiss; +vmCvar_t cg_footsteps; +vmCvar_t cg_addMarks; +vmCvar_t cg_brassTime; +vmCvar_t cg_viewsize; +vmCvar_t cg_drawGun; +vmCvar_t cg_gun_frame; +vmCvar_t cg_gun_x; +vmCvar_t cg_gun_y; +vmCvar_t cg_gun_z; +vmCvar_t cg_tracerChance; +vmCvar_t cg_tracerWidth; +vmCvar_t cg_tracerLength; +vmCvar_t cg_autoswitch; +vmCvar_t cg_ignore; +vmCvar_t cg_simpleItems; +vmCvar_t cg_fov; +vmCvar_t cg_zoomFov; +vmCvar_t cg_thirdPerson; +vmCvar_t cg_thirdPersonRange; +vmCvar_t cg_thirdPersonAngle; +vmCvar_t cg_stereoSeparation; +vmCvar_t cg_lagometer; +vmCvar_t cg_drawAttacker; +vmCvar_t cg_synchronousClients; +vmCvar_t cg_teamChatTime; +vmCvar_t cg_teamChatHeight; +vmCvar_t cg_stats; +vmCvar_t cg_buildScript; +vmCvar_t cg_forceModel; +vmCvar_t cg_paused; +vmCvar_t cg_blood; +vmCvar_t cg_predictItems; +vmCvar_t cg_deferPlayers; +vmCvar_t cg_drawTeamOverlay; +vmCvar_t cg_teamOverlayUserinfo; +vmCvar_t cg_drawFriend; +vmCvar_t cg_teamChatsOnly; +vmCvar_t cg_noVoiceChats; +vmCvar_t cg_noVoiceText; +vmCvar_t cg_hudFiles; +vmCvar_t cg_scorePlum; +vmCvar_t cg_smoothClients; +vmCvar_t pmove_fixed; +//vmCvar_t cg_pmove_fixed; +vmCvar_t pmove_msec; +vmCvar_t cg_pmove_msec; +vmCvar_t cg_cameraMode; +vmCvar_t cg_cameraOrbit; +vmCvar_t cg_cameraOrbitDelay; +vmCvar_t cg_timescaleFadeEnd; +vmCvar_t cg_timescaleFadeSpeed; +vmCvar_t cg_timescale; +vmCvar_t cg_smallFont; +vmCvar_t cg_bigFont; +vmCvar_t cg_noTaunt; +vmCvar_t cg_creepRes; +vmCvar_t cg_drawSurfNormal; + + +typedef struct { + vmCvar_t *vmCvar; + char *cvarName; + char *defaultString; + int cvarFlags; +} cvarTable_t; + +cvarTable_t cvarTable[] = { + { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging + { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, + { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, + { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, + { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, + { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, + { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, + { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, + { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, + { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, + { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, + { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE }, + { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE }, + { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, + { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE }, + { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE }, + { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, + { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE }, + { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, + { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, + { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, + { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, + { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE }, + { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, + { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, + { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE }, + { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, + { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, + { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE }, + { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE }, + { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT }, + { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT }, + { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT }, + { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT }, + { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE}, + { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE }, + { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE }, + { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE }, + { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE }, + { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT }, + { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT }, + { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT }, + { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT }, + { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT }, + { &cg_errorDecay, "cg_errordecay", "100", 0 }, + { &cg_nopredict, "cg_nopredict", "0", 0 }, + { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT }, + { &cg_showmiss, "cg_showmiss", "0", 0 }, + { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT }, + { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT }, + { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT }, + { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT }, + { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT }, + { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, + { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT }, + { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE }, + { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE }, + { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE }, + { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE }, + { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE }, + { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE }, + { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO }, + { &cg_stats, "cg_stats", "0", 0 }, + { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE }, + { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE }, + { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE }, + { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, + { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE }, + { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, + + // the following variables are created in other parts of the system, + // but we also reference them here + + { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures + { &cg_paused, "cl_paused", "0", CVAR_ROM }, + { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, + { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo + { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, + { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, + { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, + { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, + { &cg_timescale, "timescale", "1", 0}, + { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, + { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, + + { &pmove_fixed, "pmove_fixed", "0", 0}, + { &pmove_msec, "pmove_msec", "8", 0}, + { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, + { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, + { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, + +// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } +}; + +int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); + +/* +================= +CG_RegisterCvars +================= +*/ +void CG_RegisterCvars( void ) { + int i; + cvarTable_t *cv; + char var[MAX_TOKEN_CHARS]; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Register( cv->vmCvar, cv->cvarName, + cv->defaultString, cv->cvarFlags ); + } + + // see if we are also running the server on this machine + trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) ); + cgs.localServer = atoi( var ); + forceModelModificationCount = cg_forceModel.modificationCount; + + trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE ); + trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE ); +} + + +/* +=================== +CG_ForceModelChange +=================== +*/ +static void CG_ForceModelChange( void ) { + int i; + + for (i=0 ; i<MAX_CLIENTS ; i++) { + const char *clientInfo; + + clientInfo = CG_ConfigString( CS_PLAYERS+i ); + if ( !clientInfo[0] ) { + continue; + } + CG_NewClientInfo( i ); + } +} + + +/* +================= +CG_UpdateCvars +================= +*/ +void CG_UpdateCvars( void ) { + int i; + cvarTable_t *cv; + + for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { + trap_Cvar_Update( cv->vmCvar ); + } + + // check for modications here + + // If team overlay is on, ask for updates from the server. If its off, + // let the server know so we don't receive it + if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) { + drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount; + + if ( cg_drawTeamOverlay.integer > 0 ) { + trap_Cvar_Set( "teamoverlay", "1" ); + } else { + trap_Cvar_Set( "teamoverlay", "0" ); + } + // FIXME E3 HACK + trap_Cvar_Set( "teamoverlay", "1" ); + } + + // if force model changed + if ( forceModelModificationCount != cg_forceModel.modificationCount ) { + forceModelModificationCount = cg_forceModel.modificationCount; + CG_ForceModelChange(); + } +} + + +int CG_CrosshairPlayer( void ) { + if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) { + return -1; + } + return cg.crosshairClientNum; +} + + +int CG_LastAttacker( void ) { + if ( !cg.attackerTime ) { + return -1; + } + return cg.snap->ps.persistant[PERS_ATTACKER]; +} + + +void QDECL CG_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + trap_Print( text ); +} + +void QDECL CG_Error( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + trap_Error( text ); +} + +#ifndef CGAME_HARD_LINKED +// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME) + +void QDECL Com_Error( int level, const char *error, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, error); + vsprintf (text, error, argptr); + va_end (argptr); + + CG_Error( "%s", text); +} + +void QDECL Com_Printf( const char *msg, ... ) { + va_list argptr; + char text[1024]; + + va_start (argptr, msg); + vsprintf (text, msg, argptr); + va_end (argptr); + + CG_Printf ("%s", text); +} + +#endif + + + +/* +================ +CG_Argv +================ +*/ +const char *CG_Argv( int arg ) { + static char buffer[MAX_STRING_CHARS]; + + trap_Argv( arg, buffer, sizeof( buffer ) ); + + return buffer; +} + + +//======================================================================== + +/* +================= +CG_RegisterItemSounds + +The server says this item is used on this level +================= +*/ +static void CG_RegisterItemSounds( int itemNum ) { + gitem_t *item; + char data[MAX_QPATH]; + char *s, *start; + int len; + + item = &bg_itemlist[ itemNum ]; + + if( item->pickup_sound ) { + trap_S_RegisterSound( item->pickup_sound, qfalse ); + } + + // parse the space seperated precache string for other media + s = item->sounds; + if (!s || !s[0]) + return; + + while (*s) { + start = s; + while (*s && *s != ' ') { + s++; + } + + len = s-start; + if (len >= MAX_QPATH || len < 5) { + CG_Error( "PrecacheItem: %s has bad precache string", + item->classname); + return; + } + memcpy (data, start, len); + data[len] = 0; + if ( *s ) { + s++; + } + + if ( !strcmp(data+len-3, "wav" )) { + trap_S_RegisterSound( data, qfalse ); + } + } +} + + +/* +================= +CG_RegisterSounds + +called during a precache command +================= +*/ +static void CG_RegisterSounds( void ) { + int i; + char items[MAX_ITEMS+1]; + char name[MAX_QPATH]; + const char *soundName; + + // voice commands + + cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qfalse ); + cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qfalse ); + cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qfalse ); + cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qfalse ); + cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qfalse ); + cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qfalse ); + cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qfalse ); + cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qfalse ); + cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qfalse ); + cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qfalse ); + cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qfalse ); + + if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { + cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse ); + cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qfalse ); + cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qfalse ); + cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qfalse ); + cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qfalse ); + + cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qfalse ); + cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qfalse ); + + cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse ); + cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qfalse ); + + cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qfalse ); + cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse ); + + cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qfalse ); + cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qfalse ); + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qfalse ); + cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qfalse ); + cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qfalse ); + cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qfalse ); + } + + cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qfalse ); + cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qfalse); + cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse ); + cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qfalse ); + cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qfalse ); + } + + cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); + cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); + cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse ); + cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse ); + cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse ); + cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse ); + cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse ); + cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse ); + + cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); + cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse ); + cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse ); + + cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse ); + + cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); + cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse); + + cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse ); + + cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qfalse ); + cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qfalse ); + cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qfalse ); + cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qfalse ); + cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qfalse ); + cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qfalse ); + + cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qfalse); + cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qfalse); + cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qfalse); + + cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse); + cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse); + cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse); + + cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse ); + + for (i=0 ; i<4 ; i++) { + Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse); + + Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1); + cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse); + } + + // only register the items that the server says we need + strcpy( items, CG_ConfigString( CS_ITEMS ) ); + + for ( i = 1 ; i < bg_numItems ; i++ ) { + //if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_RegisterItemSounds( i ); + //} + } + + for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { + soundName = CG_ConfigString( CS_SOUNDS+i ); + if ( !soundName[0] ) { + break; + } + if ( soundName[0] == '*' ) { + continue; // custom sound + } + cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse ); + } + + // FIXME: only needed with item + cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse ); + cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse); + cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse); + cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse); + cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse); + cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse); + cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse); + cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse); + cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse); + + cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse); + cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse); + cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse ); + cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse); + cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse); + cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse); + cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse); + cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse); + cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse); +} + + +//=================================================================================== + + +/* +================= +CG_RegisterGraphics + +This function may execute for a couple of minutes with a slow disk. +================= +*/ +static void CG_RegisterGraphics( void ) { + int i; + char items[MAX_ITEMS+1]; + static char *sb_nums[11] = { + "gfx/2d/numbers/zero_32b", + "gfx/2d/numbers/one_32b", + "gfx/2d/numbers/two_32b", + "gfx/2d/numbers/three_32b", + "gfx/2d/numbers/four_32b", + "gfx/2d/numbers/five_32b", + "gfx/2d/numbers/six_32b", + "gfx/2d/numbers/seven_32b", + "gfx/2d/numbers/eight_32b", + "gfx/2d/numbers/nine_32b", + "gfx/2d/numbers/minus_32b", + }; + + // clear any references to old media + memset( &cg.refdef, 0, sizeof( cg.refdef ) ); + trap_R_ClearScene(); + + CG_LoadingString( cgs.mapname ); + + trap_R_LoadWorldMap( cgs.mapname ); + + // precache status bar pics + CG_LoadingString( "game media" ); + + for ( i=0 ; i<11 ; i++) { + cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); + } + + cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" ); + cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" ); + cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" ); + cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" ); + cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" ); + + cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); + + cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); + + cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" ); + cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" ); + cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" ); + cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" ); + + cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); + cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" ); + cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" ); + cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" ); + cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); + cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" ); + cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); + + + //TA: extra stuff + cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" ); + cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" ); + cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" ); + cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" ); + cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" ); + + cgs.media.flameShader = trap_R_RegisterShader( "sprites/flameball" ); + cgs.media.creepShader = trap_R_RegisterShader( "creep" ); + + cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" ); + cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" ); + cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" ); + + cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); + + cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); + cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" ); + + for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { + cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) ); + } + + cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); + cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); + + // powerup shaders + cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" ); + cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" ); + cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" ); + cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" ); + cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" ); + cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" ); + cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" ); + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" ); + cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" ); + cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" ); + cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" ); + } + + if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { + cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); + cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); + cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" ); + cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" ); + cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" ); + cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" ); + cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" ); + cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" ); + } + + if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { + cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" ); + cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); + cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); + } + + //TA: screenfades + cgs.media.humanNV = trap_R_RegisterShader( "humanNV" ); + cgs.media.droidNav10 = trap_R_RegisterShader( "droidNav10" ); + cgs.media.droidNav15 = trap_R_RegisterShader( "droidNav15" ); + cgs.media.droidNav20 = trap_R_RegisterShader( "droidNav20" ); + cgs.media.droidNav25 = trap_R_RegisterShader( "droidNav25" ); + cgs.media.droidNav30 = trap_R_RegisterShader( "droidNav30" ); + cgs.media.droidNav35 = trap_R_RegisterShader( "droidNav35" ); + cgs.media.droidNav40 = trap_R_RegisterShader( "droidNav40" ); + cgs.media.droidNav45 = trap_R_RegisterShader( "droidNav45" ); + cgs.media.droidNav50 = trap_R_RegisterShader( "droidNav50" ); + cgs.media.droidNav55 = trap_R_RegisterShader( "droidNav55" ); + cgs.media.droidNav60 = trap_R_RegisterShader( "droidNav60" ); + cgs.media.droidNav65 = trap_R_RegisterShader( "droidNav65" ); + cgs.media.droidNav70 = trap_R_RegisterShader( "droidNav70" ); + cgs.media.droidNav75 = trap_R_RegisterShader( "droidNav75" ); + cgs.media.droidNav80 = trap_R_RegisterShader( "droidNav80" ); + cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" ); + + cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" ); + cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" ); + + cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" ); + cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" ); + cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" ); + cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" ); + cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" ); + cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" ); + cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" ); + cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" ); + cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" ); + cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" ); + cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" ); + + cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" ); + + cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); + + cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" ); + + cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3"); + cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3"); + cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3"); + cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" ); + cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); + + cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" ); + cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" ); + cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" ); + cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" ); + cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" ); + cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" ); + + + memset( cg_items, 0, sizeof( cg_items ) ); + memset( cg_weapons, 0, sizeof( cg_weapons ) ); + memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); + + // only register the items that the server says we need + strcpy( items, CG_ConfigString( CS_ITEMS) ); + + for ( i = 1 ; i < bg_numItems ; i++ ) { + if ( items[ i ] == '1' || cg_buildScript.integer ) { + CG_LoadingItem( i ); + CG_RegisterItemVisuals( i ); + } + } + + // wall marks + cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); + cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); + cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); + cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); + cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); + cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); + cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); + + // register the inline models + cgs.numInlineModels = trap_CM_NumInlineModels(); + for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { + char name[10]; + vec3_t mins, maxs; + int j; + + Com_sprintf( name, sizeof(name), "*%i", i ); + cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); + trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); + for ( j = 0 ; j < 3 ; j++ ) { + cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); + } + } + + // register all the server specified models + for (i=1 ; i<MAX_MODELS ; i++) { + const char *modelName; + + modelName = CG_ConfigString( CS_MODELS+i ); + if ( !modelName[0] ) { + break; + } + cgs.gameModels[i] = trap_R_RegisterModel( modelName ); + } +} + + +/* +======================= +CG_BuildSpectatorString + +======================= +*/ +void CG_BuildSpectatorString() { + int i; + cg.spectatorList[0] = 0; + for (i = 0; i < MAX_CLIENTS; i++) { + if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) { + Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name)); + } + } + i = strlen(cg.spectatorList); + if (i != cg.spectatorLen) { + cg.spectatorLen = i; + cg.spectatorWidth = -1; + } +} + + + +/* +=================== +CG_RegisterClients + +=================== +*/ +static void CG_RegisterClients( void ) { + int i; + + CG_LoadingClient(cg.clientNum); + CG_NewClientInfo(cg.clientNum); + + for (i=0 ; i<MAX_CLIENTS+MAX_PRECACHES; i++) { + const char *clientInfo; + + if (cg.clientNum == i) { + continue; + } + + clientInfo = CG_ConfigString( CS_PLAYERS+i ); + if ( !clientInfo[0] ) { + continue; + } + CG_LoadingClient( i ); + + if( i < MAX_CLIENTS ) + { + CG_NewClientInfo( i ); + } + else + { + CG_PrecacheClientInfo( i ); + } + } + + CG_BuildSpectatorString(); +} + +//=========================================================================== + +/* +================= +CG_ConfigString +================= +*/ +const char *CG_ConfigString( int index ) { + if ( index < 0 || index >= MAX_CONFIGSTRINGS ) { + CG_Error( "CG_ConfigString: bad index: %i", index ); + } + return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; +} + +//================================================================== + +/* +====================== +CG_StartMusic + +====================== +*/ +void CG_StartMusic( void ) { + char *s; + char parm1[MAX_QPATH], parm2[MAX_QPATH]; + + // start the background music + s = (char *)CG_ConfigString( CS_MUSIC ); + Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) ); + Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) ); + + trap_S_StartBackgroundTrack( parm1, parm2 ); +} + + +/* +================= +CG_Init + +Called after every level change or subsystem restart +Will perform callbacks to make the loading info screen update. +================= +*/ +void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) { + const char *s; + + // clear everything + memset( &cgs, 0, sizeof( cgs ) ); + memset( &cg, 0, sizeof( cg ) ); + memset( cg_entities, 0, sizeof(cg_entities) ); + memset( cg_upgrades, 0, sizeof(cg_upgrades) ); + memset( cg_items, 0, sizeof(cg_items) ); + + cg.clientNum = clientNum; + + cgs.processedSnapshotNum = serverMessageNum; + cgs.serverCommandSequence = serverCommandSequence; + + // load a few needed things before we do any screen updates + cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" ); + cgs.media.whiteShader = trap_R_RegisterShader( "white" ); + cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" ); + cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" ); + cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" ); + + //TA: dyn memory + CG_InitMemory( ); + + CG_RegisterCvars(); + + CG_InitConsoleCommands(); + + //cg.weaponSelect = WP_MACHINEGUN; + //TA: if it does weird things, this is why: + cg.weaponSelect = WP_NONE; + + cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for + cgs.flagStatus = -1; + // old servers + + // get the rendering configuration from the client system + trap_GetGlconfig( &cgs.glconfig ); + cgs.screenXScale = cgs.glconfig.vidWidth / 640.0; + cgs.screenYScale = cgs.glconfig.vidHeight / 480.0; + + // get the gamestate from the client system + trap_GetGameState( &cgs.gameState ); + + // check version + s = CG_ConfigString( CS_GAME_VERSION ); + if ( strcmp( s, GAME_VERSION ) ) { + CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); + } + + s = CG_ConfigString( CS_LEVEL_START_TIME ); + cgs.levelStartTime = atoi( s ); + + CG_ParseServerinfo(); + + // load the new map + CG_LoadingString( "collision map" ); + + trap_CM_LoadMap( cgs.mapname ); + + cg.loading = qtrue; // force players to load instead of defer + + CG_LoadingString( "sounds" ); + + CG_RegisterSounds(); + + CG_LoadingString( "graphics" ); + + CG_RegisterGraphics(); + + CG_LoadingString( "clients" ); + + CG_RegisterClients(); // if low on memory, some clients will be deferred + + cg.loading = qfalse; // future players will be deferred + + CG_InitLocalEntities(); + + CG_InitMarkPolys(); + + // remove the last loading update + cg.infoScreenText[0] = 0; + + // Make sure we have update values (scores) + CG_SetConfigValues(); + + CG_StartMusic(); + + CG_LoadingString( "" ); + + CG_ShaderStateChanged(); + + trap_S_ClearLoopingSounds( qtrue ); +} + +/* +================= +CG_Shutdown + +Called before every level change or subsystem restart +================= +*/ +void CG_Shutdown( void ) { + // some mods may need to do cleanup work here, + // like closing files or archiving session data +} + +/* +================== +CG_EventHandling +================== + type 0 - no event handling + 1 - team menu + 2 - hud editor + +*/ +void CG_EventHandling(int type) { +} + + + +void CG_KeyEvent(int key, qboolean down) { +} + +void CG_MouseEvent(int x, int y) { +} + |