// 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 OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #include "cg_local.h" #include "../ui/ui_shared.h" // display context for new ui stuff displayContextDef_t cgDC; int forceModelModificationCount = -1; void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); void CG_Shutdown( void ); /* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ 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: cgDC.cursorx = cgs.cursorX; cgDC.cursory = cgs.cursorY; CG_MouseEvent(arg0, arg1); return 0; case CG_EVENT_HANDLING: CG_EventHandling(arg0); return 0; default: CG_Error( "vmMain: unknown command %i", command ); break; } return -1; } cg_t cg; cgs_t cgs; centity_t cg_entities[MAX_GENTITIES]; //TA: weapons limit expanded: //weaponInfo_t cg_weapons[MAX_WEAPONS]; weaponInfo_t cg_weapons[32]; upgradeInfo_t cg_upgrades[32]; itemInfo_t cg_items[MAX_ITEMS]; buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ]; vmCvar_t cg_teslaTrailTime; vmCvar_t cg_alienZapTime; 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_noProjectileTrail; vmCvar_t cg_oldRail; vmCvar_t cg_oldRocket; vmCvar_t cg_oldPlasma; vmCvar_t cg_trueLightning; vmCvar_t cg_creepRes; vmCvar_t cg_drawSurfNormal; vmCvar_t cg_debugAlloc; vmCvar_t cg_wwSmoothTime; vmCvar_t cg_wwFollow; vmCvar_t cg_zsortLEs; //TA: hack to get class an carriage through to UI module vmCvar_t ui_currentClass; vmCvar_t ui_carriage; vmCvar_t ui_stages; vmCvar_t ui_dialog; typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; int cvarFlags; } cvarTable_t; static cvarTable_t cvarTable[] = { { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE }, { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE }, { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE }, { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE }, { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE }, { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE }, { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE }, { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE }, { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE }, { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE }, { &cg_drawTimer, "cg_drawTimer", "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_teslaTrailTime, "cg_teslaTrailTime", "600", CVAR_ARCHIVE }, { &cg_alienZapTime, "cg_alienZapTime", "500", 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 }, { &cg_debugAlloc, "cg_debugAlloc", "0", 0 }, { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE }, { &cg_wwFollow, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO }, { &cg_zsortLEs, "cg_zsortLEs", "1", CVAR_ARCHIVE }, { &ui_currentClass, "ui_currentClass", "0", 0 }, { &ui_carriage, "ui_carriage", "", 0 }, { &ui_stages, "ui_stages", "0 0", 0 }, { &ui_dialog, "ui_dialog", "Text not set", 0 }, // the following variables are created in other parts of the system, // but we also reference them here { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures { &cg_paused, "cl_paused", "0", CVAR_ROM }, { &cg_blood, "com_blood", "1", CVAR_ARCHIVE }, { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT}, { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE}, { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0}, { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0}, { &cg_timescale, "timescale", "1", 0}, { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE}, { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE}, { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT}, { &pmove_fixed, "pmove_fixed", "0", 0}, { &pmove_msec, "pmove_msec", "8", 0}, { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE}, { &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE}, { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE}, { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE}, { &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE}, { &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE}, { &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE}, { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE} // { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } }; static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] ); /* ================= CG_RegisterCvars ================= */ void CG_RegisterCvars( void ) { int i; cvarTable_t *cv; char var[MAX_TOKEN_CHARS]; for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) { trap_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags ); } // 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 ; ivmCvar ); } // 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 ) { } /* ================= 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", qtrue ); cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qtrue ); cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qtrue ); cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qtrue ); cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qtrue ); cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qtrue ); cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qtrue ); cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qtrue ); cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qtrue ); cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qtrue ); cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qtrue ); cgs.media.alienStageTransition = trap_S_RegisterSound( "sound/announcements/overmindevolved.wav", qtrue ); cgs.media.humanStageTransition = trap_S_RegisterSound( "sound/announcements/reinforcement.wav", qtrue ); if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue ); cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qtrue ); cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qtrue ); cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qtrue ); cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qtrue ); cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qtrue ); cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qtrue ); cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue ); cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qtrue ); cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qtrue ); cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue ); cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qtrue ); cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qtrue ); if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qtrue ); cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qtrue ); cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qtrue ); cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qtrue ); } cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue ); cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue); cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue ); cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qtrue ); cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qtrue ); } 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", qtrue ); cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qtrue ); cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qtrue ); cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qtrue ); cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qtrue ); cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qtrue ); cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qtrue); cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qtrue); cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qtrue); 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 < 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 ); } //TA: cgs.media.jetpackDescendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse ); cgs.media.jetpackIdleSound = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse ); cgs.media.jetpackAscendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse ); // 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.sfx_flamerexp = trap_S_RegisterSound ("sound/weapons/flamer/fireimpc.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); } //=================================================================================== /* ================= 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" ); for( i = 0; i < 32; i++ ) cgs.media.flameShader[ i ] = trap_R_RegisterShader( va( "fireball%d", i + 1 ) ); /*cgs.media.creepShader = trap_R_RegisterShader( "creep" );*/ cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" ); cgs.media.scannerLineShader = trap_R_RegisterShader( "white" ); /*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" ); //TA: building shaders cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/2d/greenbuild" ); cgs.media.redBuildShader = trap_R_RegisterShader("gfx/2d/redbuild" ); // 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.humanTorch8 = trap_R_RegisterShader( "humanTorch8" ); cgs.media.humanTorch7 = trap_R_RegisterShader( "humanTorch7" ); cgs.media.humanTorch6 = trap_R_RegisterShader( "humanTorch6" ); cgs.media.humanTorch5 = trap_R_RegisterShader( "humanTorch5" ); cgs.media.humanTorch4 = trap_R_RegisterShader( "humanTorch4" ); cgs.media.humanTorch3 = trap_R_RegisterShader( "humanTorch3" ); cgs.media.humanTorch2 = trap_R_RegisterShader( "humanTorch2" ); cgs.media.humanTorch1 = trap_R_RegisterShader( "humanTorch1" ); cgs.media.alienHealth = 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.metalGib1 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib1.md3" ); cgs.media.metalGib2 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib2.md3" ); cgs.media.metalGib3 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib3.md3" ); cgs.media.metalGib4 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib4.md3" ); cgs.media.metalGib5 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib5.md3" ); cgs.media.metalGib6 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib6.md3" ); cgs.media.metalGib7 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib7.md3" ); cgs.media.metalGib8 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib8.md3" ); cgs.media.gibSpark1 = trap_R_RegisterShader( "models/fx/metal_gibs/spark.jpg" ); cgs.media.gibSpark2 = trap_R_RegisterShader( "models/fx/metal_gibs/spark2.jpg" ); 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) ); // 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_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 ); } //TA: FIXME: preliminary integration of CG TA UI stuff // // ============================== // new hud stuff ( mission pack ) // ============================== // char *CG_GetMenuBuffer(const char *filename) { int len; fileHandle_t f; static char buf[MAX_MENUFILE]; len = trap_FS_FOpenFile( filename, &f, FS_READ ); if ( !f ) { trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) ); return NULL; } if ( len >= MAX_MENUFILE ) { trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", filename, len, MAX_MENUFILE ) ); trap_FS_FCloseFile( f ); return NULL; } trap_FS_Read( buf, len, f ); buf[len] = 0; trap_FS_FCloseFile( f ); return buf; } qboolean CG_Asset_Parse(int handle) { pc_token_t token; const char *tempStr; if (!trap_PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "{") != 0) { return qfalse; } while ( 1 ) { 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 (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont); continue; } // smallFont if (Q_stricmp(token.string, "smallFont") == 0) { int pointSize; if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont); continue; } // font if (Q_stricmp(token.string, "bigfont") == 0) { int pointSize; if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont); continue; } // gradientbar if (Q_stricmp(token.string, "gradientbar") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr); continue; } // enterMenuSound if (Q_stricmp(token.string, "menuEnterSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse ); continue; } // exitMenuSound if (Q_stricmp(token.string, "menuExitSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse ); continue; } // itemFocusSound if (Q_stricmp(token.string, "itemFocusSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse ); continue; } // menuBuzzSound if (Q_stricmp(token.string, "menuBuzzSound") == 0) { if (!PC_String_Parse(handle, &tempStr)) { return qfalse; } cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse ); continue; } if (Q_stricmp(token.string, "cursor") == 0) { if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) { return qfalse; } cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr); continue; } if (Q_stricmp(token.string, "fadeClamp") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeCycle") == 0) { if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeAmount") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowX") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowY") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowColor") == 0) { if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) { return qfalse; } cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3]; continue; } } return qfalse; // bk001204 - why not? } void CG_ParseMenu(const char *menuFile) { pc_token_t token; int handle; handle = trap_PC_LoadSource(menuFile); if (!handle) handle = trap_PC_LoadSource("ui/testhud.menu"); if (!handle) return; while ( 1 ) { 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 (CG_Asset_Parse(handle)) { continue; } else { break; } } if (Q_stricmp(token.string, "menudef") == 0) { // start a new menu Menu_New(handle); } } trap_PC_FreeSource(handle); } qboolean CG_Load_Menu(char **p) { char *token; token = COM_ParseExt(p, qtrue); if (token[0] != '{') { return qfalse; } while ( 1 ) { token = COM_ParseExt(p, qtrue); if (Q_stricmp(token, "}") == 0) { return qtrue; } if ( !token || token[0] == 0 ) { return qfalse; } CG_ParseMenu(token); } return qfalse; } void CG_LoadMenus(const char *menuFile) { char *token; char *p; int len, start; fileHandle_t f; static char buf[MAX_MENUDEFFILE]; start = trap_Milliseconds(); len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); if ( !f ) { trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) ); len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ ); if (!f) { trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) ); } } if ( len >= MAX_MENUDEFFILE ) { trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ) ); trap_FS_FCloseFile( f ); return; } trap_FS_Read( buf, len, f ); buf[len] = 0; trap_FS_FCloseFile( f ); COM_Compress(buf); Menu_Reset(); p = buf; while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if( !token || token[0] == 0 || token[0] == '}') { break; } //if ( Q_stricmp( token, "{" ) ) { // Com_Printf( "Missing { in menu file\n" ); // break; //} //if ( menuCount == MAX_MENUS ) { // Com_Printf( "Too many menus!\n" ); // break; //} if ( Q_stricmp( token, "}" ) == 0 ) { break; } if (Q_stricmp(token, "loadmenu") == 0) { if (CG_Load_Menu(&p)) { continue; } else { break; } } } Com_Printf("UI menu load time = %d milli seconds\n", trap_Milliseconds() - start); } static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) { return qfalse; } static int CG_FeederCount(float feederID) { int i, count; count = 0; /* if (feederID == FEEDER_REDTEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { count++; } } } else if (feederID == FEEDER_BLUETEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_BLUE) { count++; } } } else if (feederID == FEEDER_SCOREBOARD) { return cg.numScores; }*/ return count; } void CG_SetScoreSelection(void *p) { menuDef_t *menu = (menuDef_t*)p; playerState_t *ps = &cg.snap->ps; int i, red, blue; red = blue = 0; /* for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { red++; } else if (cg.scores[i].team == TEAM_BLUE) { blue++; } if (ps->clientNum == cg.scores[i].client) { cg.selectedScore = i; } }*/ if (menu == NULL) { // just interested in setting the selected score return; } if ( cgs.gametype >= GT_TEAM ) { int feeder = FEEDER_REDTEAM_LIST; i = red; /* if (cg.scores[cg.selectedScore].team == TEAM_BLUE) { feeder = FEEDER_BLUETEAM_LIST; i = blue; }*/ Menu_SetFeederSelection(menu, feeder, i, NULL); } else { Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL); } } // FIXME: might need to cache this info static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) { int i, count; if ( cgs.gametype >= GT_TEAM ) { count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (count == index) { *scoreIndex = i; return &cgs.clientinfo[cg.scores[i].client]; } count++; } } } *scoreIndex = index; return &cgs.clientinfo[ cg.scores[index].client ]; } static const char *CG_FeederItemText(float feederID, int index, int column, qhandle_t *handle) { gitem_t *item; int scoreIndex = 0; clientInfo_t *info = NULL; int team = -1; score_t *sp = NULL; *handle = -1; if (feederID == FEEDER_REDTEAM_LIST) { /*team = TEAM_RED;*/ } else if (feederID == FEEDER_BLUETEAM_LIST) { /*team = TEAM_BLUE;*/ } info = CG_InfoFromScoreIndex(index, team, &scoreIndex); sp = &cg.scores[scoreIndex]; if (info && info->infoValid) { switch (column) { case 0: /* if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) { item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); *handle = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_REDFLAG ) ) { item = BG_FindItemForPowerup( PW_REDFLAG ); *handle = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); *handle = cg_items[ ITEM_INDEX(item) ].icon; } else { if ( info->botSkill > 0 && info->botSkill <= 5 ) { *handle = cgs.media.botSkillShaders[ info->botSkill - 1 ]; } else if ( info->handicap < 100 ) { return va("%i", info->handicap ); } }*/ break; case 1: if (team == -1) { return ""; } else { /**handle = CG_StatusHandle(info->teamTask);*/ } break; case 2: /* if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) { return "Ready"; } if (team == -1) { if (cgs.gametype == GT_TOURNAMENT) { return va("%i/%i", info->wins, info->losses); } else if (info->infoValid && info->team == TEAM_SPECTATOR ) { return "Spectator"; } else { return ""; } } else { if (info->teamLeader) { return "Leader"; } }*/ break; case 3: return info->name; break; case 4: return va("%i", info->score); break; case 5: return va("%4i", sp->time); break; case 6: if ( sp->ping == -1 ) { return "connecting"; } return va("%4i", sp->ping); break; } } return ""; } static qhandle_t CG_FeederItemImage(float feederID, int index) { return 0; } static void CG_FeederSelection(float feederID, int index) { /* if ( cgs.gametype >= GT_TEAM ) { int i, count; int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE; count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (index == count) { cg.selectedScore = i; } count++; } } } else { cg.selectedScore = index; }*/ } static float CG_Cvar_Get(const char *cvar) { char buff[128]; memset(buff, 0, sizeof(buff)); trap_Cvar_VariableStringBuffer(cvar, buff, sizeof(buff)); return atof(buff); } void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style) { CG_Text_Paint(x, y, scale, color, text, 0, limit, style); } static int CG_OwnerDrawWidth(int ownerDraw, float scale) { switch (ownerDraw) { /* case CG_GAME_TYPE: return CG_Text_Width(CG_GameTypeString(), scale, 0);*/ /* case CG_GAME_STATUS: return CG_Text_Width(CG_GetGameStatusText(), scale, 0); break;*/ case CG_KILLER: return CG_Text_Width(CG_GetKillerText(), scale, 0); break; /* case CG_RED_NAME: return CG_Text_Width(cg_redTeamName.string, scale, 0); break; case CG_BLUE_NAME: return CG_Text_Width(cg_blueTeamName.string, scale, 0); break;*/ } return 0; } static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) { return trap_CIN_PlayCinematic(name, x, y, w, h, CIN_loop); } static void CG_StopCinematic(int handle) { trap_CIN_StopCinematic(handle); } static void CG_DrawCinematic(int handle, float x, float y, float w, float h) { trap_CIN_SetExtents(handle, x, y, w, h); trap_CIN_DrawCinematic(handle); } static void CG_RunCinematicFrame(int handle) { trap_CIN_RunCinematic(handle); } /* ================= CG_LoadHudMenu(); ================= */ void CG_LoadHudMenu() { char buff[1024]; const char *hudSet; cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip; cgDC.setColor = &trap_R_SetColor; cgDC.drawHandlePic = &CG_DrawPic; cgDC.drawStretchPic = &trap_R_DrawStretchPic; cgDC.drawText = &CG_Text_Paint; cgDC.textWidth = &CG_Text_Width; cgDC.textHeight = &CG_Text_Height; cgDC.registerModel = &trap_R_RegisterModel; cgDC.modelBounds = &trap_R_ModelBounds; cgDC.fillRect = &CG_FillRect; cgDC.drawRect = &CG_DrawRect; cgDC.drawSides = &CG_DrawSides; cgDC.drawTopBottom = &CG_DrawTopBottom; cgDC.clearScene = &trap_R_ClearScene; cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene; cgDC.renderScene = &trap_R_RenderScene; cgDC.registerFont = &trap_R_RegisterFont; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; cgDC.ownerDrawVisible = NULL; //&CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.getTeamColor = &CG_GetTeamColor; cgDC.setCVar = trap_Cvar_Set; cgDC.getCVarString = trap_Cvar_VariableStringBuffer; cgDC.getCVarValue = CG_Cvar_Get; cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; //cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode; //cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode; cgDC.startLocalSound = &trap_S_StartLocalSound; cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; cgDC.feederCount = &CG_FeederCount; cgDC.feederItemImage = &CG_FeederItemImage; cgDC.feederItemText = &CG_FeederItemText; cgDC.feederSelection = &CG_FeederSelection; //cgDC.setBinding = &trap_Key_SetBinding; //cgDC.getBindingBuf = &trap_Key_GetBindingBuf; //cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf; //cgDC.executeText = &trap_Cmd_ExecuteText; cgDC.Error = &Com_Error; cgDC.Print = &Com_Printf; cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; //cgDC.Pause = &CG_Pause; cgDC.registerSound = &trap_S_RegisterSound; cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack; cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack; cgDC.playCinematic = &CG_PlayCinematic; cgDC.stopCinematic = &CG_StopCinematic; cgDC.drawCinematic = &CG_DrawCinematic; cgDC.runCinematicFrame = &CG_RunCinematicFrame; Init_Display(&cgDC); Menu_Reset(); trap_Cvar_VariableStringBuffer("cg_hudFiles", buff, sizeof(buff)); hudSet = buff; if (hudSet[0] == '\0') { hudSet = "ui/hud.txt"; } CG_LoadMenus(hudSet); } void CG_AssetCache() { //if (Assets.textFont == NULL) { // trap_R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont); //} //Assets.background = trap_R_RegisterShaderNoMip( ASSET_BACKGROUND ); //Com_Printf("Menu Size: %i bytes\n", sizeof(Menus)); cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); cgDC.Assets.fxBasePic = trap_R_RegisterShaderNoMip( ART_FX_BASE ); cgDC.Assets.fxPic[0] = trap_R_RegisterShaderNoMip( ART_FX_RED ); cgDC.Assets.fxPic[1] = trap_R_RegisterShaderNoMip( ART_FX_YELLOW ); cgDC.Assets.fxPic[2] = trap_R_RegisterShaderNoMip( ART_FX_GREEN ); cgDC.Assets.fxPic[3] = trap_R_RegisterShaderNoMip( ART_FX_TEAL ); cgDC.Assets.fxPic[4] = trap_R_RegisterShaderNoMip( ART_FX_BLUE ); cgDC.Assets.fxPic[5] = trap_R_RegisterShaderNoMip( ART_FX_CYAN ); cgDC.Assets.fxPic[6] = trap_R_RegisterShaderNoMip( ART_FX_WHITE ); cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR ); cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); } //TA: FIXME: preliminary integration of CG TA UI stuff /* ================= 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_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 ); String_Init(); cg.loading = qtrue; // force players to load instead of defer CG_LoadingString( "sounds" ); CG_RegisterSounds(); CG_LoadingString( "graphics" ); CG_RegisterGraphics(); //TA: CG_InitBuildables( ); CG_InitWeapons( ); CG_InitUpgrades( ); CG_LoadingString( "clients" ); CG_RegisterClients(); // if low on memory, some clients will be deferred //TA: FIXME: TA UI CG_AssetCache(); CG_LoadHudMenu(); // load new hud stuff 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) { } */