forked from valve/halflife-sdk
76 lines
2.7 KiB
C
76 lines
2.7 KiB
C
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/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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// Customization.h
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#ifndef INC_CUSTOMIZATION
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#define INC_CUSTOMIZATION
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#define MAX_QPATH 64 // Must match value in quakedefs.h
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/////////////////
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// Customization
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// passed to pfnPlayerCustomization
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// For automatic downloading.
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typedef enum
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{
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t_sound,
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t_skin,
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t_model,
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t_decal,
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t_generic
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} resourcetype_t;
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#define RES_FATALIFMISSING (1<<0) // Disconnect if we can't get this file.
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#define RES_WASMISSING (1<<1) // Do we have the file locally, did we get it ok?
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#define RES_CUSTOM (1<<2) // Is this resource one that corresponds to another player's customization
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// or is it a server startup resource.
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// MD5 Hash
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typedef struct
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{
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unsigned int buf[4];
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unsigned int bits[2];
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unsigned char in[64];
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} MD5Context_t;
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typedef struct resource_s
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{
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char szFileName[MAX_QPATH]; // File name to download/precache.
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resourcetype_t type; // t_sound, t_skin, t_model, t_decal.
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int nIndex; // For t_decals
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int nDownloadSize; // Size in Bytes if this must be downloaded.
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unsigned char ucFlags;
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// For handling client to client resource propagation
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unsigned char rgucMD5_hash[16]; // To determine if we already have it.
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unsigned char playernum; // Which player index this resource is associated with, if it's a custom resource.
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struct resource_s *pNext; // Next in chain.
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struct resource_s *pPrev;
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} resource_t;
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typedef struct customization_s
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{
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qboolean bInUse; // Is this customization in use;
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resource_t resource; // The resource_t for this customization
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qboolean bTranslated; // Has the raw data been translated into a useable format?
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// (e.g., raw decal .wad make into texture_t *)
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int nUserData1; // Customization specific data
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int nUserData2; // Customization specific data
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void *pInfo; // Buffer that holds the data structure that references the data (e.g., the cachewad_t)
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void *pBuffer; // Buffer that holds the data for the customization (the raw .wad data)
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struct customization_s *pNext; // Next in chain
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} customization_t;
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#endif // !Customization
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