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halflife-sdk-steam/engine/custom.h

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/***
*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Customization.h
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#ifndef CUSTOM_H
#define CUSTOM_H
#ifdef _WIN32
#pragma once
#endif
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#include "const.h"
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#define MAX_QPATH 64 // Must match value in quakedefs.h
/////////////////
// Customization
// passed to pfnPlayerCustomization
// For automatic downloading.
typedef enum
{
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t_sound = 0,
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t_skin,
t_model,
t_decal,
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t_generic,
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t_eventscript,
t_world, // Fake type for world, is really t_model
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} resourcetype_t;
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typedef struct
{
int size;
} _resourceinfo_t;
typedef struct resourceinfo_s
{
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_resourceinfo_t info[ 8 ];
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} resourceinfo_t;
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#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
#define RES_WASMISSING (1<<1) // Do we have the file locally, did we get it ok?
#define RES_CUSTOM (1<<2) // Is this resource one that corresponds to another player's customization
// or is it a server startup resource.
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#define RES_REQUESTED (1<<3) // Already requested a download of this one
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#define RES_PRECACHED (1<<4) // Already precached
#define RES_ALWAYS (1<<5) // download always even if available on client
#define RES_CHECKFILE (1<<7) // check file on client
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#include "crc.h"
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typedef struct resource_s
{
char szFileName[MAX_QPATH]; // File name to download/precache.
resourcetype_t type; // t_sound, t_skin, t_model, t_decal.
int nIndex; // For t_decals
int nDownloadSize; // Size in Bytes if this must be downloaded.
unsigned char ucFlags;
// For handling client to client resource propagation
unsigned char rgucMD5_hash[16]; // To determine if we already have it.
unsigned char playernum; // Which player index this resource is associated with, if it's a custom resource.
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unsigned char rguc_reserved[ 32 ]; // For future expansion
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struct resource_s *pNext; // Next in chain.
struct resource_s *pPrev;
} resource_t;
typedef struct customization_s
{
qboolean bInUse; // Is this customization in use;
resource_t resource; // The resource_t for this customization
qboolean bTranslated; // Has the raw data been translated into a useable format?
// (e.g., raw decal .wad make into texture_t *)
int nUserData1; // Customization specific data
int nUserData2; // Customization specific data
void *pInfo; // Buffer that holds the data structure that references the data (e.g., the cachewad_t)
void *pBuffer; // Buffer that holds the data for the customization (the raw .wad data)
struct customization_s *pNext; // Next in chain
} customization_t;
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#define FCUST_FROMHPAK ( 1<<0 )
#define FCUST_WIPEDATA ( 1<<1 )
#define FCUST_IGNOREINIT ( 1<<2 )
void COM_ClearCustomizationList( struct customization_s *pHead, qboolean bCleanDecals);
qboolean COM_CreateCustomization( struct customization_s *pListHead, struct resource_s *pResource, int playernumber, int flags,
struct customization_s **pCustomization, int *nLumps );
int COM_SizeofResourceList ( struct resource_s *pList, struct resourceinfo_s *ri );
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#endif // CUSTOM_H