// Copyright (C) 1999-2000 Id Software, Inc. // // cg_main.c -- initialization and primary entry point for cgame #include "cg_local.h" #include "../ui/ui_shared.h" // display context for new ui stuff displayContextDef_t cgDC; #if !defined(CL_LIGHT_H_INC) #include "cg_lights.h" #endif extern int cgSiegeRoundState; extern int cgSiegeRoundTime; /* Ghoul2 Insert Start */ void CG_InitItems(void); /* Ghoul2 Insert End */ void CG_InitJetpackGhoul2(void); void CG_CleanJetpackGhoul2(void); vec4_t colorTable[CT_MAX] = { {0, 0, 0, 0}, // CT_NONE {0, 0, 0, 1}, // CT_BLACK {1, 0, 0, 1}, // CT_RED {0, 1, 0, 1}, // CT_GREEN {0, 0, 1, 1}, // CT_BLUE {1, 1, 0, 1}, // CT_YELLOW {1, 0, 1, 1}, // CT_MAGENTA {0, 1, 1, 1}, // CT_CYAN {1, 1, 1, 1}, // CT_WHITE {0.75f, 0.75f, 0.75f, 1}, // CT_LTGREY {0.50f, 0.50f, 0.50f, 1}, // CT_MDGREY {0.25f, 0.25f, 0.25f, 1}, // CT_DKGREY {0.15f, 0.15f, 0.15f, 1}, // CT_DKGREY2 {0.810f, 0.530f, 0.0f, 1}, // CT_VLTORANGE -- needs values {0.810f, 0.530f, 0.0f, 1}, // CT_LTORANGE {0.610f, 0.330f, 0.0f, 1}, // CT_DKORANGE {0.402f, 0.265f, 0.0f, 1}, // CT_VDKORANGE {0.503f, 0.375f, 0.996f, 1}, // CT_VLTBLUE1 {0.367f, 0.261f, 0.722f, 1}, // CT_LTBLUE1 {0.199f, 0.0f, 0.398f, 1}, // CT_DKBLUE1 {0.160f, 0.117f, 0.324f, 1}, // CT_VDKBLUE1 {0.300f, 0.628f, 0.816f, 1}, // CT_VLTBLUE2 -- needs values {0.300f, 0.628f, 0.816f, 1}, // CT_LTBLUE2 {0.191f, 0.289f, 0.457f, 1}, // CT_DKBLUE2 {0.125f, 0.250f, 0.324f, 1}, // CT_VDKBLUE2 {0.796f, 0.398f, 0.199f, 1}, // CT_VLTBROWN1 -- needs values {0.796f, 0.398f, 0.199f, 1}, // CT_LTBROWN1 {0.558f, 0.207f, 0.027f, 1}, // CT_DKBROWN1 {0.328f, 0.125f, 0.035f, 1}, // CT_VDKBROWN1 {0.996f, 0.796f, 0.398f, 1}, // CT_VLTGOLD1 -- needs values {0.996f, 0.796f, 0.398f, 1}, // CT_LTGOLD1 {0.605f, 0.441f, 0.113f, 1}, // CT_DKGOLD1 {0.386f, 0.308f, 0.148f, 1}, // CT_VDKGOLD1 {0.648f, 0.562f, 0.784f, 1}, // CT_VLTPURPLE1 -- needs values {0.648f, 0.562f, 0.784f, 1}, // CT_LTPURPLE1 {0.437f, 0.335f, 0.597f, 1}, // CT_DKPURPLE1 {0.308f, 0.269f, 0.375f, 1}, // CT_VDKPURPLE1 {0.816f, 0.531f, 0.710f, 1}, // CT_VLTPURPLE2 -- needs values {0.816f, 0.531f, 0.710f, 1}, // CT_LTPURPLE2 {0.566f, 0.269f, 0.457f, 1}, // CT_DKPURPLE2 {0.343f, 0.226f, 0.316f, 1}, // CT_VDKPURPLE2 {0.929f, 0.597f, 0.929f, 1}, // CT_VLTPURPLE3 {0.570f, 0.371f, 0.570f, 1}, // CT_LTPURPLE3 {0.355f, 0.199f, 0.355f, 1}, // CT_DKPURPLE3 {0.285f, 0.136f, 0.230f, 1}, // CT_VDKPURPLE3 {0.953f, 0.378f, 0.250f, 1}, // CT_VLTRED1 {0.953f, 0.378f, 0.250f, 1}, // CT_LTRED1 {0.593f, 0.121f, 0.109f, 1}, // CT_DKRED1 {0.429f, 0.171f, 0.113f, 1}, // CT_VDKRED1 {.25f, 0, 0, 1}, // CT_VDKRED {.70f, 0, 0, 1}, // CT_DKRED {0.717f, 0.902f, 1.0f, 1}, // CT_VLTAQUA {0.574f, 0.722f, 0.804f, 1}, // CT_LTAQUA {0.287f, 0.361f, 0.402f, 1}, // CT_DKAQUA {0.143f, 0.180f, 0.201f, 1}, // CT_VDKAQUA {0.871f, 0.386f, 0.375f, 1}, // CT_LTPINK {0.435f, 0.193f, 0.187f, 1}, // CT_DKPINK { 0, .5f, .5f, 1}, // CT_LTCYAN { 0, .25f, .25f, 1}, // CT_DKCYAN { .179f, .51f, .92f, 1}, // CT_LTBLUE3 { .199f, .71f, .92f, 1}, // CT_LTBLUE3 { .5f, .05f, .4f, 1}, // CT_DKBLUE3 { 0.0f, .613f, .097f, 1}, // CT_HUD_GREEN { 0.835f, .015f, .015f, 1}, // CT_HUD_RED { .567f, .685f, 1.0f, .75f}, // CT_ICON_BLUE { .515f, .406f, .507f, 1}, // CT_NO_AMMO_RED { 1.0f, .658f, .062f, 1}, // CT_HUD_ORANGE }; #include "holocronicons.h" int cgWeatherOverride = 0; int forceModelModificationCount = -1; void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); void CG_Shutdown( void ); void CG_CalcEntityLerpPositions( centity_t *cent ); void CG_ROFF_NotetrackCallback( centity_t *cent, const char *notetrack); #include "../namespace_begin.h" void UI_CleanupGhoul2(void); #include "../namespace_end.h" static int C_PointContents(void); static void C_GetLerpOrigin(void); static void C_GetLerpData(void); static void C_Trace(void); static void C_G2Trace(void); static void C_G2Mark(void); static int CG_RagCallback(int callType); static void C_GetBoltPos(void); static void C_ImpactMark(void); #ifdef _XBOX #define MAX_MISC_ENTS 500 #else #define MAX_MISC_ENTS 4000 #endif //static refEntity_t *MiscEnts = 0; //static float *Radius = 0; static refEntity_t MiscEnts[MAX_MISC_ENTS]; //statically allocated for now. static float Radius[MAX_MISC_ENTS]; static float zOffset[MAX_MISC_ENTS]; //some models need a z offset for culling, because of stupid wrong model origins static int NumMiscEnts = 0; extern autoMapInput_t cg_autoMapInput; //cg_view.c extern int cg_autoMapInputTime; extern vec3_t cg_autoMapAngle; void CG_MiscEnt(void); void CG_DoCameraShake( vec3_t origin, float intensity, int radius, int time ); //do we have any force powers that we would normally need to cycle to? qboolean CG_NoUseableForce(void) { int i = FP_HEAL; while (i < NUM_FORCE_POWERS) { if (i != FP_SABERTHROW && i != FP_SABER_OFFENSE && i != FP_SABER_DEFENSE && i != FP_LEVITATION) { //valid selectable power if (cg.predictedPlayerState.fd.forcePowersKnown & (1 << i)) { //we have it return qfalse; } } i++; } //no useable force powers, I guess. return qtrue; } /* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ #include "../namespace_begin.h" 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; case CG_POINT_CONTENTS: return C_PointContents(); case CG_GET_LERP_ORIGIN: C_GetLerpOrigin(); return 0; case CG_GET_LERP_DATA: C_GetLerpData(); return 0; case CG_GET_GHOUL2: return (int)cg_entities[arg0].ghoul2; //NOTE: This is used by the effect bolting which is actually not used at all. //I'm fairly sure if you try to use it with vm's it will just give you total //garbage. In other words, use at your own risk. case CG_GET_MODEL_LIST: return (int)cgs.gameModels; case CG_CALC_LERP_POSITIONS: CG_CalcEntityLerpPositions( &cg_entities[arg0] ); return 0; case CG_TRACE: C_Trace(); return 0; case CG_GET_SORTED_FORCE_POWER: return forcePowerSorted[arg0]; case CG_G2TRACE: C_G2Trace(); return 0; case CG_G2MARK: C_G2Mark(); return 0; case CG_RAG_CALLBACK: return CG_RagCallback(arg0); case CG_INCOMING_CONSOLE_COMMAND: //rww - let mod authors filter client console messages so they can cut them off if they want. //return 1 if the command is ok. Otherwise, you can set char 0 on the command str to 0 and return //0 to not execute anything, or you can fill conCommand in with something valid and return 0 //in order to have that string executed in place. Some example code: #if 0 { TCGIncomingConsoleCommand *icc = (TCGIncomingConsoleCommand *)cg.sharedBuffer; if (strstr(icc->conCommand, "wait")) { //filter out commands contaning wait Com_Printf("You can't use commands containing the string wait with MyMod v1.0\n"); icc->conCommand[0] = 0; return 0; } else if (strstr(icc->conCommand, "blah")) { //any command containing the string "blah" is redirected to "quit" strcpy(icc->conCommand, "quit"); return 0; } } #endif return 1; case CG_GET_USEABLE_FORCE: return CG_NoUseableForce(); case CG_GET_ORIGIN: VectorCopy(cg_entities[arg0].currentState.pos.trBase, (float *)arg1); return 0; case CG_GET_ANGLES: VectorCopy(cg_entities[arg0].currentState.apos.trBase, (float *)arg1); return 0; case CG_GET_ORIGIN_TRAJECTORY: return (int)&cg_entities[arg0].nextState.pos; case CG_GET_ANGLE_TRAJECTORY: return (int)&cg_entities[arg0].nextState.apos; case CG_ROFF_NOTETRACK_CALLBACK: CG_ROFF_NotetrackCallback( &cg_entities[arg0], (const char *)arg1 ); return 0; case CG_IMPACT_MARK: C_ImpactMark(); return 0; case CG_MAP_CHANGE: // this trap map be called more than once for a given map change, as the // server is going to attempt to send out multiple broadcasts in hopes that // the client will receive one of them cg.mMapChange = qtrue; return 0; case CG_AUTOMAP_INPUT: //special input during automap mode -rww { autoMapInput_t *autoInput = (autoMapInput_t *)cg.sharedBuffer; memcpy(&cg_autoMapInput, autoInput, sizeof(autoMapInput_t)); if (!arg0) { //if this is non-0, it's actually a one-frame mouse event cg_autoMapInputTime = cg.time + 1000; } else { if (cg_autoMapInput.yaw) { cg_autoMapAngle[YAW] += cg_autoMapInput.yaw; } if (cg_autoMapInput.pitch) { cg_autoMapAngle[PITCH] += cg_autoMapInput.pitch; } cg_autoMapInput.yaw = 0.0f; cg_autoMapInput.pitch = 0.0f; } } return 0; case CG_MISC_ENT: CG_MiscEnt(); return 0; case CG_FX_CAMERASHAKE: { TCGCameraShake *data = (TCGCameraShake *)cg.sharedBuffer; CG_DoCameraShake( data->mOrigin, data->mIntensity, data->mRadius, data->mTime ); } return 0; default: CG_Error( "vmMain: unknown command %i", command ); break; } return -1; } #include "../namespace_end.h" static int C_PointContents(void) { TCGPointContents *data = (TCGPointContents *)cg.sharedBuffer; return CG_PointContents( data->mPoint, data->mPassEntityNum ); } static void C_GetLerpOrigin(void) { TCGVectorData *data = (TCGVectorData *)cg.sharedBuffer; VectorCopy(cg_entities[data->mEntityNum].lerpOrigin, data->mPoint); } static void C_GetLerpData(void) {//only used by FX system to pass to getboltmat TCGGetBoltData *data = (TCGGetBoltData *)cg.sharedBuffer; VectorCopy(cg_entities[data->mEntityNum].lerpOrigin, data->mOrigin); VectorCopy(cg_entities[data->mEntityNum].modelScale, data->mScale); VectorCopy(cg_entities[data->mEntityNum].lerpAngles, data->mAngles); if (cg_entities[data->mEntityNum].currentState.eType == ET_PLAYER) { //normal player data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } else if (cg_entities[data->mEntityNum].currentState.eType == ET_NPC) { //an NPC Vehicle_t *pVeh = cg_entities[data->mEntityNum].m_pVehicle; if (!pVeh) { //for vehicles, we may or may not want to 0 out pitch and roll data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } else if (pVeh->m_pVehicleInfo->type == VH_SPEEDER) { //speeder wants no pitch but a roll data->mAngles[PITCH] = 0.0f; } else if (pVeh->m_pVehicleInfo->type != VH_FIGHTER) { //fighters want all angles data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } } } static void C_Trace(void) { TCGTrace *td = (TCGTrace *)cg.sharedBuffer; CG_Trace(&td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask); } static void C_G2Trace(void) { TCGTrace *td = (TCGTrace *)cg.sharedBuffer; CG_G2Trace(&td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask); } static void C_G2Mark(void) { TCGG2Mark *td = (TCGG2Mark *)cg.sharedBuffer; trace_t tr; vec3_t end; VectorMA(td->start, 64, td->dir, end); CG_G2Trace(&tr, td->start, NULL, NULL, end, ENTITYNUM_NONE, MASK_PLAYERSOLID); if (tr.entityNum < ENTITYNUM_WORLD && cg_entities[tr.entityNum].ghoul2) { //hit someone with a ghoul2 instance, let's project the decal on them then. centity_t *cent = &cg_entities[tr.entityNum]; //CG_TestLine(tr.endpos, end, 2000, 0x0000ff, 1); CG_AddGhoul2Mark(td->shader, td->size, tr.endpos, end, tr.entityNum, cent->lerpOrigin, cent->lerpAngles[YAW], cent->ghoul2, cent->modelScale, Q_irand(2000, 4000)); //I'm making fx system decals have a very short lifetime. } } static void CG_DebugBoxLines(vec3_t mins, vec3_t maxs, int duration) { vec3_t start; vec3_t end; vec3_t vert; float x = maxs[0] - mins[0]; float y = maxs[1] - mins[1]; start[2] = maxs[2]; vert[2] = mins[2]; vert[0] = mins[0]; vert[1] = mins[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = mins[0]; vert[1] = maxs[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = maxs[0]; vert[1] = mins[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = maxs[0]; vert[1] = maxs[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); // top of box VectorCopy(maxs, start); VectorCopy(maxs, end); start[0] -= x; CG_TestLine(start, end, duration, 0x00000ff, 1); end[0] = start[0]; end[1] -= y; CG_TestLine(start, end, duration, 0x00000ff, 1); start[1] = end[1]; start[0] += x; CG_TestLine(start, end, duration, 0x00000ff, 1); CG_TestLine(start, maxs, duration, 0x00000ff, 1); // bottom of box VectorCopy(mins, start); VectorCopy(mins, end); start[0] += x; CG_TestLine(start, end, duration, 0x00000ff, 1); end[0] = start[0]; end[1] += y; CG_TestLine(start, end, duration, 0x00000ff, 1); start[1] = end[1]; start[0] -= x; CG_TestLine(start, end, duration, 0x00000ff, 1); CG_TestLine(start, mins, duration, 0x00000ff, 1); } //handle ragdoll callbacks, for events and debugging -rww static int CG_RagCallback(int callType) { switch(callType) { case RAG_CALLBACK_DEBUGBOX: { ragCallbackDebugBox_t *callData = (ragCallbackDebugBox_t *)cg.sharedBuffer; CG_DebugBoxLines(callData->mins, callData->maxs, callData->duration); } break; case RAG_CALLBACK_DEBUGLINE: { ragCallbackDebugLine_t *callData = (ragCallbackDebugLine_t *)cg.sharedBuffer; CG_TestLine(callData->start, callData->end, callData->time, callData->color, callData->radius); } break; case RAG_CALLBACK_BONESNAP: { ragCallbackBoneSnap_t *callData = (ragCallbackBoneSnap_t *)cg.sharedBuffer; centity_t *cent = &cg_entities[callData->entNum]; int snapSound = trap_S_RegisterSound(va("sound/player/bodyfall_human%i.wav", Q_irand(1, 3))); trap_S_StartSound(cent->lerpOrigin, callData->entNum, CHAN_AUTO, snapSound); } case RAG_CALLBACK_BONEIMPACT: break; case RAG_CALLBACK_BONEINSOLID: #if 0 { ragCallbackBoneInSolid_t *callData = (ragCallbackBoneInSolid_t *)cg.sharedBuffer; if (callData->solidCount > 16) { //don't bother if we're just tapping into solidity, we'll probably recover on our own centity_t *cent = &cg_entities[callData->entNum]; vec3_t slideDir; VectorSubtract(cent->lerpOrigin, callData->bonePos, slideDir); VectorAdd(cent->ragOffsets, slideDir, cent->ragOffsets); cent->hasRagOffset = qtrue; } } #endif break; case RAG_CALLBACK_TRACELINE: { ragCallbackTraceLine_t *callData = (ragCallbackTraceLine_t *)cg.sharedBuffer; CG_Trace(&callData->tr, callData->start, callData->mins, callData->maxs, callData->end, callData->ignore, callData->mask); } break; default: Com_Error(ERR_DROP, "Invalid callType in CG_RagCallback"); break; } return 0; } static void C_ImpactMark(void) { TCGImpactMark *data = (TCGImpactMark *)cg.sharedBuffer; /* CG_ImpactMark((int)arg0, (const float *)arg1, (const float *)arg2, (float)arg3, (float)arg4, (float)arg5, (float)arg6, (float)arg7, qtrue, (float)arg8, qfalse); */ CG_ImpactMark(data->mHandle, data->mPoint, data->mAngle, data->mRotation, data->mRed, data->mGreen, data->mBlue, data->mAlphaStart, qtrue, data->mSizeStart, qfalse); } void CG_MiscEnt(void) { int modelIndex; refEntity_t *RefEnt; TCGMiscEnt *data = (TCGMiscEnt *)cg.sharedBuffer; vec3_t mins, maxs; float *radius, *zOff; if (NumMiscEnts >= MAX_MISC_ENTS) { return; } radius = &Radius[NumMiscEnts]; zOff = &zOffset[NumMiscEnts]; RefEnt = &MiscEnts[NumMiscEnts++]; modelIndex = trap_R_RegisterModel(data->mModel); if (modelIndex == 0) { Com_Error(ERR_DROP, "client_model has invalid model definition"); return; } *zOff = 0; memset(RefEnt, 0, sizeof(refEntity_t)); RefEnt->reType = RT_MODEL; RefEnt->hModel = modelIndex; RefEnt->frame = 0; trap_R_ModelBounds(modelIndex, mins, maxs); VectorCopy(data->mScale, RefEnt->modelScale); VectorCopy(data->mOrigin, RefEnt->origin); VectorScaleVector(mins, data->mScale, mins); VectorScaleVector(maxs, data->mScale, maxs); *radius = Distance(mins, maxs); AnglesToAxis( data->mAngles, RefEnt->axis ); ScaleModelAxis(RefEnt); } void CG_DrawMiscEnts(void) { int i; refEntity_t *RefEnt; float *radius, *zOff; vec3_t difference; vec3_t cullOrigin; RefEnt = MiscEnts; radius = Radius; zOff = zOffset; for(i=0;iorigin, cullOrigin); cullOrigin[2] += 1.0f; if (*zOff) { cullOrigin[2] += *zOff; } if (cg.snap && trap_R_inPVS(cg.refdef.vieworg, cullOrigin, cg.snap->areamask)) { VectorSubtract(RefEnt->origin, cg.refdef.vieworg, difference); if (VectorLength(difference)-(*radius) <= cg.distanceCull) { trap_R_AddRefEntityToScene(RefEnt); } } RefEnt++; radius++; zOff++; } } /* Ghoul2 Insert Start */ /* void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount) { bolt->resize(newCount); } void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount) { surface->resize(newCount); } void CG_ResizeG2Bone(boneInfo_v *bone, int newCount) { bone->resize(newCount); } void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount) { ghoul2->resize(newCount); } void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount) { tempBone->resize(newCount); } */ /* Ghoul2 Insert End */ cg_t cg; cgs_t cgs; centity_t cg_entities[MAX_GENTITIES]; centity_t *cg_permanents[MAX_GENTITIES]; //rwwRMG - added int cg_numpermanents = 0; weaponInfo_t cg_weapons[MAX_WEAPONS]; itemInfo_t cg_items[MAX_ITEMS]; 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_renderToTextureFX; 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_drawRadar; vmCvar_t cg_drawVehLeadIndicator; vmCvar_t cg_dynamicCrosshair; vmCvar_t cg_dynamicCrosshairPrecision; vmCvar_t cg_drawRewards; vmCvar_t cg_drawScores; 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_debugSaber; 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_showVehMiss; vmCvar_t cg_footsteps; vmCvar_t cg_addMarks; 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_autoswitch; vmCvar_t cg_ignore; vmCvar_t cg_simpleItems; vmCvar_t cg_fov; vmCvar_t cg_zoomFov; vmCvar_t cg_swingAngles; vmCvar_t cg_oldPainSounds; vmCvar_t cg_ragDoll; vmCvar_t cg_jumpSounds; vmCvar_t cg_autoMap; vmCvar_t cg_autoMapX; vmCvar_t cg_autoMapY; vmCvar_t cg_autoMapW; vmCvar_t cg_autoMapH; #ifndef _XBOX // Hmmm. This is also in game. I think this is safe. vmCvar_t bg_fighterAltControl; #endif vmCvar_t cg_chatBox; vmCvar_t cg_chatBoxHeight; vmCvar_t cg_saberModelTraceEffect; vmCvar_t cg_saberClientVisualCompensation; vmCvar_t cg_g2TraceLod; vmCvar_t cg_fpls; vmCvar_t cg_ghoul2Marks; vmCvar_t cg_optvehtrace; vmCvar_t cg_saberDynamicMarks; vmCvar_t cg_saberDynamicMarkTime; vmCvar_t cg_saberContact; vmCvar_t cg_saberTrail; vmCvar_t cg_duelHeadAngles; vmCvar_t cg_speedTrail; vmCvar_t cg_auraShell; vmCvar_t cg_repeaterOrb; vmCvar_t cg_animBlend; vmCvar_t cg_dismember; vmCvar_t cg_thirdPersonSpecialCam; vmCvar_t cg_thirdPerson; vmCvar_t cg_thirdPersonRange; vmCvar_t cg_thirdPersonAngle; vmCvar_t cg_thirdPersonPitchOffset; vmCvar_t cg_thirdPersonVertOffset; vmCvar_t cg_thirdPersonCameraDamp; vmCvar_t cg_thirdPersonTargetDamp; vmCvar_t cg_thirdPersonAlpha; vmCvar_t cg_thirdPersonHorzOffset; vmCvar_t cg_stereoSeparation; vmCvar_t cg_lagometer; vmCvar_t cg_drawEnemyInfo; vmCvar_t cg_synchronousClients; 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_hudFiles; vmCvar_t cg_scorePlum; vmCvar_t cg_smoothClients; #include "../namespace_begin.h" vmCvar_t pmove_fixed; //vmCvar_t cg_pmove_fixed; vmCvar_t pmove_msec; // nmckenzie: DUEL_HEALTH vmCvar_t g_showDuelHealths; #include "../namespace_end.h" 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_noTaunt; vmCvar_t cg_noProjectileTrail; //vmCvar_t cg_trueLightning; /* Ghoul2 Insert Start */ vmCvar_t cg_debugBB; /* Ghoul2 Insert End */ //vmCvar_t cg_redTeamName; //vmCvar_t cg_blueTeamName; vmCvar_t cg_currentSelectedPlayer; vmCvar_t cg_currentSelectedPlayerName; //vmCvar_t cg_singlePlayerActive; vmCvar_t cg_recordSPDemo; vmCvar_t cg_recordSPDemoName; vmCvar_t cg_showVehBounds; vmCvar_t ui_myteam; vmCvar_t cg_snapshotTimeout; typedef struct { vmCvar_t *vmCvar; char *cvarName; char *defaultString; int cvarFlags; } cvarTable_t; static cvarTable_t cvarTable[] = { // bk001129 { &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", "40.0", CVAR_ARCHIVE }, { &cg_fov, "cg_fov", "80", 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_renderToTextureFX, "cg_renderToTextureFX", "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", "0", CVAR_ARCHIVE }, { &cg_drawEnemyInfo, "cg_drawEnemyInfo", "1", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE }, { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE }, { &cg_drawRadar, "cg_drawRadar", "1", CVAR_ARCHIVE }, { &cg_drawVehLeadIndicator, "cg_drawVehLeadIndicator", "1", CVAR_ARCHIVE }, { &cg_drawScores, "cg_drawScores", "1", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, //Enables ghoul2 traces for crosshair traces.. more precise when pointing at others, but slower. //And if the server doesn't have g2 col enabled, it won't match up the same. { &cg_dynamicCrosshairPrecision, "cg_dynamicCrosshairPrecision", "1", CVAR_ARCHIVE }, { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE }, { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE }, { &cg_crosshairHealth, "cg_crosshairHealth", "0", CVAR_ARCHIVE }, { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE }, { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE }, { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE }, { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE }, { &cg_lagometer, "cg_lagometer", "0", 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_debugSaber, "cg_debugsaber", "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_showVehMiss, "cg_showVehMiss", "0", 0 }, { &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE }, { &cg_swingAngles, "cg_swingAngles", "1", 0 }, { &cg_oldPainSounds, "cg_oldPainSounds", "0", 0 }, { &cg_ragDoll, "broadsword", "0", 0 }, { &cg_jumpSounds, "cg_jumpSounds", "0", 0 }, { &cg_autoMap, "r_autoMap", "0", CVAR_ARCHIVE }, { &cg_autoMapX, "r_autoMapX", "496", CVAR_ARCHIVE }, { &cg_autoMapY, "r_autoMapY", "32", CVAR_ARCHIVE }, { &cg_autoMapW, "r_autoMapW", "128", CVAR_ARCHIVE }, { &cg_autoMapH, "r_autoMapH", "128", CVAR_ARCHIVE }, { &bg_fighterAltControl, "bg_fighterAltControl", "0", CVAR_SERVERINFO }, { &cg_chatBox, "cg_chatBox", "10000", CVAR_ARCHIVE }, { &cg_chatBoxHeight, "cg_chatBoxHeight", "350", CVAR_ARCHIVE }, { &cg_saberModelTraceEffect, "cg_saberModelTraceEffect", "0", 0 }, //allows us to trace between server frames on the client to see if we're visually //hitting the last entity we detected a hit on from the server. { &cg_saberClientVisualCompensation, "cg_saberClientVisualCompensation", "1", 0 }, { &cg_g2TraceLod, "cg_g2TraceLod", "2", 0 }, { &cg_fpls, "cg_fpls", "0", 0 }, { &cg_ghoul2Marks, "cg_ghoul2Marks", "16", 0 }, { &cg_optvehtrace, "com_optvehtrace", "0", 0 }, { &cg_saberDynamicMarks, "cg_saberDynamicMarks", "0", 0 }, { &cg_saberDynamicMarkTime, "cg_saberDynamicMarkTime", "60000", 0 }, { &cg_saberContact, "cg_saberContact", "1", 0 }, { &cg_saberTrail, "cg_saberTrail", "1", 0 }, { &cg_duelHeadAngles, "cg_duelHeadAngles", "0", 0 }, { &cg_speedTrail, "cg_speedTrail", "1", 0 }, { &cg_auraShell, "cg_auraShell", "1", 0 }, { &cg_repeaterOrb, "cg_repeaterOrb", "0", 0 }, { &cg_animBlend, "cg_animBlend", "1", 0 }, { &cg_dismember, "cg_dismember", "0", CVAR_ARCHIVE }, { &cg_thirdPersonSpecialCam, "cg_thirdPersonSpecialCam", "0", 0 }, { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_ARCHIVE }, { &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_CHEAT }, { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT }, { &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", CVAR_CHEAT }, { &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", CVAR_CHEAT }, { &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0 }, { &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", CVAR_CHEAT }, { &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", CVAR_CHEAT }, { &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT }, { &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 }, // 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_redTeamName, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, // { &cg_blueTeamName, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO }, { &cg_currentSelectedPlayer, "cg_currentSelectedPlayer", "0", CVAR_ARCHIVE}, { &cg_currentSelectedPlayerName, "cg_currentSelectedPlayerName", "", CVAR_ARCHIVE}, // { &cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO}, { &cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE}, { &cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE}, { &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_ARCHIVE}, { &cg_hudFiles, "cg_hudFiles", "ui/jahud.txt", CVAR_ARCHIVE}, { &cg_smoothClients, "cg_smoothClients", "1", 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_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}, { &cg_showVehBounds, "cg_showVehBounds", "0", 0}, { &ui_myteam, "ui_myteam", "0", CVAR_ROM|CVAR_INTERNAL}, { &cg_snapshotTimeout, "cg_snapshotTimeout", "10", CVAR_ARCHIVE }, // { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE } /* Ghoul2 Insert Start */ { &cg_debugBB, "debugBB", "0", 0}, /* Ghoul2 Insert End */ }; 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, "forcepowers", DEFAULT_FORCEPOWERS, CVAR_USERINFO | CVAR_ARCHIVE ); // Cvars uses for transferring data between client and server trap_Cvar_Register(NULL, "ui_about_gametype", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_fraglimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_capturelimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_duellimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_timelimit", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_maxclients", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_dmflags", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_mapname", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_hostname", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_needpass", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_about_botminplayers", "0", CVAR_ROM|CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm3_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c0_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c1_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c2_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c3_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c4_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm1_c5_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c0_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c1_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c2_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c3_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c4_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); trap_Cvar_Register(NULL, "ui_tm2_c5_cnt", "0", CVAR_ROM | CVAR_INTERNAL ); } /* =================== CG_SetWeatherOverride =================== */ #if 0 void CG_SetWeatherOverride(int contents) { if (contents != cgWeatherOverride) { //only do the trap call if we aren't already set to this trap_R_WeatherContentsOverride(contents); } cgWeatherOverride = contents; //keep track of it } #endif /* =================== 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; } if (cg.crosshairClientNum >= MAX_CLIENTS) { 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; } //======================================================================== //so shared code can get the local time depending on the side it's executed on #include "../namespace_begin.h" int BG_GetTime(void) { return cg.time; } #include "../namespace_end.h" /* ================= 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 ); } // 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++; } trap_S_RegisterSound( data ); } // parse the space seperated precache string for other media s = item->precaches; 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, "efx" )) { trap_FX_RegisterEffect( data ); } } } static void CG_AS_Register(void) { const char *soundName; int i; // CG_LoadingString( "ambient sound sets" ); //Load the ambient sets #if 0 //as_preCacheMap was game-side.. that is evil. trap_AS_AddPrecacheEntry( "#clear" ); // ;-) //FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this... namePrecache_m::iterator pi; STL_ITERATE( pi, as_preCacheMap ) { cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() ); } #else trap_AS_AddPrecacheEntry( "#clear" ); for ( i = 1 ; i < MAX_AMBIENT_SETS ; i++ ) { soundName = CG_ConfigString( CS_AMBIENT_SET+i ); if ( !soundName || !soundName[0] ) { break; } trap_AS_AddPrecacheEntry(soundName); } soundName = CG_ConfigString( CS_GLOBAL_AMBIENT_SET ); if (soundName && soundName[0] && Q_stricmp(soundName, "default")) { //global soundset trap_AS_AddPrecacheEntry(soundName); } #endif trap_AS_ParseSets(); } //a global weather effect (rain, snow, etc) void CG_ParseWeatherEffect(const char *str) { char *sptr = (char *)str; sptr++; //pass the '*' trap_R_WorldEffectCommand(sptr); } extern int cgSiegeRoundBeganTime; void CG_ParseSiegeState(const char *str) { int i = 0; int j = 0; // int prevState = cgSiegeRoundState; char b[1024]; while (str[i] && str[i] != '|') { b[j] = str[i]; i++; j++; } b[j] = 0; cgSiegeRoundState = atoi(b); if (str[i] == '|') { j = 0; i++; while (str[i]) { b[j] = str[i]; i++; j++; } b[j] = 0; // if (cgSiegeRoundState != prevState) { //it changed cgSiegeRoundTime = atoi(b); if (cgSiegeRoundState == 0 || cgSiegeRoundState == 2) { cgSiegeRoundBeganTime = cgSiegeRoundTime; } } } else { cgSiegeRoundTime = cg.time; } } /* ================= CG_RegisterSounds called during a precache command ================= */ void CG_PrecacheNPCSounds(const char *str); void CG_ParseSiegeObjectiveStatus(const char *str); extern int cg_beatingSiegeTime; extern int cg_siegeWinTeam; static void CG_RegisterSounds( void ) { int i; char items[MAX_ITEMS+1]; char name[MAX_QPATH]; const char *soundName; CG_AS_Register(); // CG_LoadingString( "sounds" ); trap_S_RegisterSound( "sound/weapons/melee/punch1.mp3" ); trap_S_RegisterSound( "sound/weapons/melee/punch2.mp3" ); trap_S_RegisterSound( "sound/weapons/melee/punch3.mp3" ); trap_S_RegisterSound( "sound/weapons/melee/punch4.mp3" ); trap_S_RegisterSound("sound/movers/objects/saber_slam"); trap_S_RegisterSound("sound/player/bodyfall_human1.wav"); trap_S_RegisterSound("sound/player/bodyfall_human2.wav"); trap_S_RegisterSound("sound/player/bodyfall_human3.wav"); //test effects trap_FX_RegisterEffect("effects/mp/test_sparks.efx"); trap_FX_RegisterEffect("effects/mp/test_wall_impact.efx"); cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM004" ); cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM005" ); cgs.media.oneFragSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM001" ); cgs.media.twoFragSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM002" ); cgs.media.threeFragSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM003"); cgs.media.count3Sound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM035" ); cgs.media.count2Sound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM036" ); cgs.media.count1Sound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM037" ); cgs.media.countFightSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM038" ); cgs.media.hackerIconShader = trap_R_RegisterShaderNoMip("gfx/mp/c_icon_tech"); cgs.media.redSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/red_glow" ); cgs.media.redSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/red_line" ); cgs.media.orangeSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/orange_glow" ); cgs.media.orangeSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/orange_line" ); cgs.media.yellowSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/yellow_glow" ); cgs.media.yellowSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/yellow_line" ); cgs.media.greenSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/green_glow" ); cgs.media.greenSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/green_line" ); cgs.media.blueSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/blue_glow" ); cgs.media.blueSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/blue_line" ); cgs.media.purpleSaberGlowShader = trap_R_RegisterShader( "gfx/effects/sabers/purple_glow" ); cgs.media.purpleSaberCoreShader = trap_R_RegisterShader( "gfx/effects/sabers/purple_line" ); cgs.media.saberBlurShader = trap_R_RegisterShader( "gfx/effects/sabers/saberBlur" ); cgs.media.swordTrailShader = trap_R_RegisterShader( "gfx/effects/sabers/swordTrail" ); cgs.media.forceCoronaShader = trap_R_RegisterShaderNoMip( "gfx/hud/force_swirl" ); cgs.media.yellowDroppedSaberShader = trap_R_RegisterShader("gfx/effects/yellow_glow"); cgs.media.rivetMarkShader = trap_R_RegisterShader( "gfx/damage/rivetmark" ); trap_R_RegisterShader( "gfx/effects/saberFlare" ); trap_R_RegisterShader( "powerups/ysalimarishell" ); trap_R_RegisterShader( "gfx/effects/forcePush" ); trap_R_RegisterShader( "gfx/misc/red_dmgshield" ); trap_R_RegisterShader( "gfx/misc/red_portashield" ); trap_R_RegisterShader( "gfx/misc/blue_dmgshield" ); trap_R_RegisterShader( "gfx/misc/blue_portashield" ); trap_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg.tga" ); for (i=1 ; i<9 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", i)); } for (i=1 ; i<10 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/saberblock%i.wav", i)); } for (i=1 ; i<4 ; i++) { trap_S_RegisterSound(va("sound/weapons/saber/bounce%i.wav", i)); } trap_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" ); trap_S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall1" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall2" ); trap_S_RegisterSound( "sound/weapons/saber/saberhitwall3" ); trap_S_RegisterSound("sound/weapons/saber/saberhit.wav"); trap_S_RegisterSound("sound/weapons/saber/saberhit1.wav"); trap_S_RegisterSound("sound/weapons/saber/saberhit2.wav"); trap_S_RegisterSound("sound/weapons/saber/saberhit3.wav"); trap_S_RegisterSound("sound/weapons/saber/saber_catch.wav"); cgs.media.teamHealSound = trap_S_RegisterSound("sound/weapons/force/teamheal.wav"); cgs.media.teamRegenSound = trap_S_RegisterSound("sound/weapons/force/teamforce.wav"); trap_S_RegisterSound("sound/weapons/force/heal.wav"); trap_S_RegisterSound("sound/weapons/force/speed.wav"); trap_S_RegisterSound("sound/weapons/force/see.wav"); trap_S_RegisterSound("sound/weapons/force/rage.wav"); trap_S_RegisterSound("sound/weapons/force/lightning"); trap_S_RegisterSound("sound/weapons/force/lightninghit1"); trap_S_RegisterSound("sound/weapons/force/lightninghit2"); trap_S_RegisterSound("sound/weapons/force/lightninghit3"); trap_S_RegisterSound("sound/weapons/force/drain.wav"); trap_S_RegisterSound("sound/weapons/force/jumpbuild.wav"); trap_S_RegisterSound("sound/weapons/force/distract.wav"); trap_S_RegisterSound("sound/weapons/force/distractstop.wav"); trap_S_RegisterSound("sound/weapons/force/pull.wav"); trap_S_RegisterSound("sound/weapons/force/push.wav"); for (i=1 ; i<3 ; i++) { trap_S_RegisterSound(va("sound/weapons/thermal/bounce%i.wav", i)); } trap_S_RegisterSound("sound/movers/switches/switch2.wav"); trap_S_RegisterSound("sound/movers/switches/switch3.wav"); trap_S_RegisterSound("sound/ambience/spark5.wav"); trap_S_RegisterSound("sound/chars/turret/ping.wav"); trap_S_RegisterSound("sound/chars/turret/startup.wav"); trap_S_RegisterSound("sound/chars/turret/shutdown.wav"); trap_S_RegisterSound("sound/chars/turret/move.wav"); trap_S_RegisterSound("sound/player/pickuphealth.wav"); trap_S_RegisterSound("sound/player/pickupshield.wav"); trap_S_RegisterSound("sound/effects/glassbreak1.wav"); trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" ); trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" ); trap_S_RegisterSound("sound/weapons/force/speedloop.wav"); trap_S_RegisterSound("sound/weapons/force/protecthit.mp3"); //PDSOUND_PROTECTHIT trap_S_RegisterSound("sound/weapons/force/protect.mp3"); //PDSOUND_PROTECT trap_S_RegisterSound("sound/weapons/force/absorbhit.mp3"); //PDSOUND_ABSORBHIT trap_S_RegisterSound("sound/weapons/force/absorb.mp3"); //PDSOUND_ABSORB trap_S_RegisterSound("sound/weapons/force/jump.mp3"); //PDSOUND_FORCEJUMP trap_S_RegisterSound("sound/weapons/force/grip.mp3"); //PDSOUND_FORCEGRIP if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { #ifdef JK2AWARDS cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav" ); #endif cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM046"); cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM045"); cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM032" ); cgs.media.redScoredSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM044"); cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM043" ); if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) { cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM042" ); cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM041" ); cgs.media.redTookFlagSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM040" ); cgs.media.blueTookFlagSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM039" ); } if ( cgs.gametype == GT_CTY /*|| cg_buildScript.integer*/ ) { cgs.media.redYsalReturnedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM050" ); cgs.media.blueYsalReturnedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM049" ); cgs.media.redTookYsalSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM048" ); cgs.media.blueTookYsalSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM047" ); } } cgs.media.drainSound = trap_S_RegisterSound("sound/weapons/force/drained.mp3"); cgs.media.happyMusic = trap_S_RegisterSound("music/goodsmall.mp3"); cgs.media.dramaticFailure = trap_S_RegisterSound("music/badsmall.mp3"); //PRECACHE ALL MUSIC HERE (don't need to precache normally because it's streamed off the disk) if (cg_buildScript.integer) { trap_S_StartBackgroundTrack( "music/mp/duel.mp3", "music/mp/duel.mp3", qfalse ); } cg.loadLCARSStage = 1; cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav" ); cgs.media.teleInSound = trap_S_RegisterSound( "sound/player/telein.wav" ); cgs.media.teleOutSound = trap_S_RegisterSound( "sound/player/teleout.wav" ); cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav" ); trap_S_RegisterSound( "sound/movers/objects/objectHit.wav" ); cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav" ); cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav"); cgs.media.fallSound = trap_S_RegisterSound( "sound/player/fallsplat.wav"); cgs.media.crackleSound = trap_S_RegisterSound( "sound/effects/energy_crackle.wav" ); #ifdef JK2AWARDS cgs.media.impressiveSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM025" ); cgs.media.excellentSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM053" ); cgs.media.deniedSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM017" ); cgs.media.humiliationSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM019" ); cgs.media.defendSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM024" ); #endif /* cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM051"); cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM032"); cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM052"); */ cgs.media.rollSound = trap_S_RegisterSound( "sound/player/roll1.wav"); cgs.media.noforceSound = trap_S_RegisterSound( "sound/weapons/force/noforce" ); cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav"); cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav"); cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav"); cgs.media.explosionModel = trap_R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); cgs.media.surfaceExplosionShader = trap_R_RegisterShader( "surfaceExplosion" ); cgs.media.disruptorShader = trap_R_RegisterShader( "gfx/effects/burn"); if (cg_buildScript.integer) { trap_R_RegisterShader( "gfx/effects/turretflashdie" ); } cgs.media.solidWhite = trap_R_RegisterShader( "gfx/effects/solidWhite_cull" ); trap_R_RegisterShader("gfx/misc/mp_light_enlight_disable"); trap_R_RegisterShader("gfx/misc/mp_dark_enlight_disable"); trap_R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); trap_R_RegisterModel("models/items/remote.md3"); cgs.media.holocronPickup = trap_S_RegisterSound( "sound/player/holocron.wav" ); // Zoom cgs.media.zoomStart = trap_S_RegisterSound( "sound/interface/zoomstart.wav" ); cgs.media.zoomLoop = trap_S_RegisterSound( "sound/interface/zoomloop.wav" ); cgs.media.zoomEnd = trap_S_RegisterSound( "sound/interface/zoomend.wav" ); for (i=0 ; i<4 ; i++) { Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONEWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONERUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WADE][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SWIM][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = trap_S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = trap_S_RegisterSound (name); } // 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] == '*' ) { if (soundName[1] == '$') { //an NPC soundset CG_PrecacheNPCSounds(soundName); } continue; // custom sound } cgs.gameSounds[i] = trap_S_RegisterSound( soundName ); } for ( i = 1 ; i < MAX_FX ; i++ ) { soundName = CG_ConfigString( CS_EFFECTS+i ); if ( !soundName[0] ) { break; } if (soundName[0] == '*') { //it's a special global weather effect CG_ParseWeatherEffect(soundName); cgs.gameEffects[i] = 0; } else { cgs.gameEffects[i] = trap_FX_RegisterEffect( soundName ); } } // register all the server specified icons for ( i = 1; i < MAX_ICONS; i ++ ) { const char* iconName; iconName = CG_ConfigString ( CS_ICONS + i ); if ( !iconName[0] ) { break; } cgs.gameIcons[i] = trap_R_RegisterShaderNoMip ( iconName ); } soundName = CG_ConfigString(CS_SIEGE_STATE); if (soundName[0]) { CG_ParseSiegeState(soundName); } soundName = CG_ConfigString(CS_SIEGE_WINTEAM); if (soundName[0]) { cg_siegeWinTeam = atoi(soundName); } if (cgs.gametype == GT_SIEGE) { CG_ParseSiegeObjectiveStatus(CG_ConfigString(CS_SIEGE_OBJECTIVES)); cg_beatingSiegeTime = atoi(CG_ConfigString(CS_SIEGE_TIMEOVERRIDE)); if ( cg_beatingSiegeTime ) { CG_SetSiegeTimerCvar ( cg_beatingSiegeTime ); } } cg.loadLCARSStage = 2; // FIXME: only needed with item cgs.media.deploySeeker = trap_S_RegisterSound ("sound/chars/seeker/misc/hiss"); cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_bacta.wav"); cgs.media.winnerSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM006" ); cgs.media.loserSound = trap_S_RegisterSound( "sound/chars/protocol/misc/40MOM010" ); } //------------------------------------- // CG_RegisterEffects // // Handles precaching all effect files // and any shader, model, or sound // files an effect may use. //------------------------------------- static void CG_RegisterEffects( void ) { /* const char *effectName; int i; for ( i = 1 ; i < MAX_FX ; i++ ) { effectName = CG_ConfigString( CS_EFFECTS + i ); if ( !effectName[0] ) { break; } trap_FX_RegisterEffect( effectName ); } */ //the above was redundant as it's being done in CG_RegisterSounds // Set up the glass effects mini-system. CG_InitGlass(); //footstep effects cgs.effects.footstepMud = trap_FX_RegisterEffect( "materials/mud" ); cgs.effects.footstepSand = trap_FX_RegisterEffect( "materials/sand" ); cgs.effects.footstepSnow = trap_FX_RegisterEffect( "materials/snow" ); cgs.effects.footstepGravel = trap_FX_RegisterEffect( "materials/gravel" ); //landing effects cgs.effects.landingMud = trap_FX_RegisterEffect( "materials/mud_large" ); cgs.effects.landingSand = trap_FX_RegisterEffect( "materials/sand_large" ); cgs.effects.landingDirt = trap_FX_RegisterEffect( "materials/dirt_large" ); cgs.effects.landingSnow = trap_FX_RegisterEffect( "materials/snow_large" ); cgs.effects.landingGravel = trap_FX_RegisterEffect( "materials/gravel_large" ); //splashes cgs.effects.waterSplash = trap_FX_RegisterEffect( "env/water_impact" ); cgs.effects.lavaSplash = trap_FX_RegisterEffect( "env/lava_splash" ); cgs.effects.acidSplash = trap_FX_RegisterEffect( "env/acid_splash" ); } //=================================================================================== extern char *forceHolocronModels[]; int CG_HandleAppendedSkin(char *modelName); void CG_CacheG2AnimInfo(char *modelName); /* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; int breakPoint; char items[MAX_ITEMS+1]; const char *terrainInfo; int terrainID; static char *sb_nums[11] = { "gfx/2d/numbers/zero", "gfx/2d/numbers/one", "gfx/2d/numbers/two", "gfx/2d/numbers/three", "gfx/2d/numbers/four", "gfx/2d/numbers/five", "gfx/2d/numbers/six", "gfx/2d/numbers/seven", "gfx/2d/numbers/eight", "gfx/2d/numbers/nine", "gfx/2d/numbers/minus", }; static char *sb_t_nums[11] = { "gfx/2d/numbers/t_zero", "gfx/2d/numbers/t_one", "gfx/2d/numbers/t_two", "gfx/2d/numbers/t_three", "gfx/2d/numbers/t_four", "gfx/2d/numbers/t_five", "gfx/2d/numbers/t_six", "gfx/2d/numbers/t_seven", "gfx/2d/numbers/t_eight", "gfx/2d/numbers/t_nine", "gfx/2d/numbers/t_minus", }; static char *sb_c_nums[11] = { "gfx/2d/numbers/c_zero", "gfx/2d/numbers/c_one", "gfx/2d/numbers/c_two", "gfx/2d/numbers/c_three", "gfx/2d/numbers/c_four", "gfx/2d/numbers/c_five", "gfx/2d/numbers/c_six", "gfx/2d/numbers/c_seven", "gfx/2d/numbers/c_eight", "gfx/2d/numbers/c_nine", "gfx/2d/numbers/t_minus", //????? }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); //#ifndef _XBOX trap_R_LoadWorldMap( cgs.mapname ); //#endif // precache status bar pics // CG_LoadingString( "game media" ); for ( i=0 ; i<11 ; i++) { cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); } cg.loadLCARSStage = 3; for ( i=0; i < 11; i++ ) { cgs.media.numberShaders[i] = trap_R_RegisterShaderNoMip( sb_nums[i] ); cgs.media.smallnumberShaders[i] = trap_R_RegisterShaderNoMip( sb_t_nums[i] ); cgs.media.chunkyNumberShaders[i] = trap_R_RegisterShaderNoMip( sb_c_nums[i] ); } trap_R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_lone" ); trap_R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_double" ); cgs.media.balloonShader = trap_R_RegisterShader( "gfx/mp/chat_icon" ); cgs.media.vchatShader = trap_R_RegisterShader( "gfx/mp/vchat_icon" ); cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); cgs.media.radarShader = trap_R_RegisterShaderNoMip ( "gfx/menus/radar/radar.png" ); cgs.media.siegeItemShader = trap_R_RegisterShaderNoMip ( "gfx/menus/radar/goalitem" ); cgs.media.mAutomapPlayerIcon = trap_R_RegisterShader( "gfx/menus/radar/arrow_w" ); cgs.media.mAutomapRocketIcon = trap_R_RegisterShader( "gfx/menus/radar/rocket" ); cgs.media.wireframeAutomapFrame_left = trap_R_RegisterShader( "gfx/mp_automap/mpauto_frame_left" ); cgs.media.wireframeAutomapFrame_right = trap_R_RegisterShader( "gfx/mp_automap/mpauto_frame_right" ); cgs.media.wireframeAutomapFrame_top = trap_R_RegisterShader( "gfx/mp_automap/mpauto_frame_top" ); cgs.media.wireframeAutomapFrame_bottom = trap_R_RegisterShader( "gfx/mp_automap/mpauto_frame_bottom" ); cgs.media.lagometerShader = trap_R_RegisterShaderNoMip("gfx/2d/lag" ); cgs.media.connectionShader = trap_R_RegisterShaderNoMip( "gfx/2d/net" ); trap_FX_InitSystem(&cg.refdef); CG_RegisterEffects(); cgs.media.boltShader = trap_R_RegisterShader( "gfx/misc/blueLine" ); cgs.effects.turretShotEffect = trap_FX_RegisterEffect( "turret/shot" ); cgs.effects.mEmplacedDeadSmoke = trap_FX_RegisterEffect("emplaced/dead_smoke.efx"); cgs.effects.mEmplacedExplode = trap_FX_RegisterEffect("emplaced/explode.efx"); cgs.effects.mTurretExplode = trap_FX_RegisterEffect("turret/explode.efx"); cgs.effects.mSparkExplosion = trap_FX_RegisterEffect("sparks/spark_explosion.efx"); cgs.effects.mTripmineExplosion = trap_FX_RegisterEffect("tripMine/explosion.efx"); cgs.effects.mDetpackExplosion = trap_FX_RegisterEffect("detpack/explosion.efx"); cgs.effects.mFlechetteAltBlow = trap_FX_RegisterEffect("flechette/alt_blow.efx"); cgs.effects.mStunBatonFleshImpact = trap_FX_RegisterEffect("stunBaton/flesh_impact.efx"); cgs.effects.mAltDetonate = trap_FX_RegisterEffect("demp2/altDetonate.efx"); cgs.effects.mSparksExplodeNoSound = trap_FX_RegisterEffect("sparks/spark_exp_nosnd"); cgs.effects.mTripMineLaster = trap_FX_RegisterEffect("tripMine/laser.efx"); cgs.effects.mEmplacedMuzzleFlash = trap_FX_RegisterEffect( "effects/emplaced/muzzle_flash" ); cgs.effects.mConcussionAltRing = trap_FX_RegisterEffect("concussion/alt_ring"); cgs.effects.mHyperspaceStars = trap_FX_RegisterEffect("ships/hyperspace_stars"); cgs.effects.mBlackSmoke = trap_FX_RegisterEffect( "volumetric/black_smoke" ); cgs.effects.mShipDestDestroyed = trap_FX_RegisterEffect("effects/ships/dest_destroyed.efx"); cgs.effects.mShipDestBurning = trap_FX_RegisterEffect("effects/ships/dest_burning.efx"); cgs.effects.mBobaJet = trap_FX_RegisterEffect("effects/boba/jet.efx"); cgs.effects.itemCone = trap_FX_RegisterEffect("mp/itemcone.efx"); cgs.effects.mTurretMuzzleFlash = trap_FX_RegisterEffect("effects/turret/muzzle_flash.efx"); cgs.effects.mSparks = trap_FX_RegisterEffect("sparks/spark_nosnd.efx"); //sparks/spark.efx cgs.effects.mSaberCut = trap_FX_RegisterEffect("saber/saber_cut.efx"); cgs.effects.mSaberBlock = trap_FX_RegisterEffect("saber/saber_block.efx"); cgs.effects.mSaberBloodSparks = trap_FX_RegisterEffect("saber/blood_sparks_mp.efx"); cgs.effects.mSaberBloodSparksSmall = trap_FX_RegisterEffect("saber/blood_sparks_25_mp.efx"); cgs.effects.mSaberBloodSparksMid = trap_FX_RegisterEffect("saber/blood_sparks_50_mp.efx"); cgs.effects.mSpawn = trap_FX_RegisterEffect("mp/spawn.efx"); cgs.effects.mJediSpawn = trap_FX_RegisterEffect("mp/jedispawn.efx"); cgs.effects.mBlasterDeflect = trap_FX_RegisterEffect("blaster/deflect.efx"); cgs.effects.mBlasterSmoke = trap_FX_RegisterEffect("blaster/smoke_bolton"); cgs.effects.mForceConfustionOld = trap_FX_RegisterEffect("force/confusion_old.efx"); cgs.effects.forceLightning = trap_FX_RegisterEffect( "effects/force/lightning.efx" ); cgs.effects.forceLightningWide = trap_FX_RegisterEffect( "effects/force/lightningwide.efx" ); cgs.effects.forceDrain = trap_FX_RegisterEffect( "effects/mp/drain.efx" ); cgs.effects.forceDrainWide = trap_FX_RegisterEffect( "effects/mp/drainwide.efx" ); cgs.effects.forceDrained = trap_FX_RegisterEffect( "effects/mp/drainhit.efx"); cgs.effects.mDisruptorDeathSmoke = trap_FX_RegisterEffect("disruptor/death_smoke"); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap_R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) ); } cg.loadLCARSStage = 4; cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); //precache the fpls skin //trap_R_RegisterSkin("models/players/kyle/model_fpls2.skin"); cgs.media.itemRespawningPlaceholder = trap_R_RegisterShader("powerups/placeholder"); cgs.media.itemRespawningRezOut = trap_R_RegisterShader("powerups/rezout"); cgs.media.playerShieldDamage = trap_R_RegisterShader("gfx/misc/personalshield"); cgs.media.protectShader = trap_R_RegisterShader("gfx/misc/forceprotect"); cgs.media.forceSightBubble = trap_R_RegisterShader("gfx/misc/sightbubble"); cgs.media.forceShell = trap_R_RegisterShader("powerups/forceshell"); cgs.media.sightShell = trap_R_RegisterShader("powerups/sightshell"); cgs.media.itemHoloModel = trap_R_RegisterModel("models/map_objects/mp/holo.md3"); if (cgs.gametype == GT_HOLOCRON || cg_buildScript.integer) { for ( i=0; i < NUM_FORCE_POWERS; i++ ) { if (forceHolocronModels[i] && forceHolocronModels[i][0]) { trap_R_RegisterModel(forceHolocronModels[i]); } } } if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY || cg_buildScript.integer ) { if (cg_buildScript.integer) { trap_R_RegisterModel( "models/flags/r_flag.md3" ); trap_R_RegisterModel( "models/flags/b_flag.md3" ); trap_R_RegisterModel( "models/flags/r_flag_ysal.md3" ); trap_R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } if (cgs.gametype == GT_CTF) { cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" ); cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" ); } else { cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag_ysal.md3" ); cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" ); trap_R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" ); trap_R_RegisterShaderNoMip("gfx/2d/net.tga"); cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" ); cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" ); cgs.media.redFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/red_base.md3" ); cgs.media.blueFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/blue_base.md3" ); cgs.media.neutralFlagBaseModel = trap_R_RegisterModel( "models/mapobjects/flagbase/ntrl_base.md3" ); } if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) { cgs.media.teamRedShader = trap_R_RegisterShader( "sprites/team_red" ); cgs.media.teamBlueShader = trap_R_RegisterShader( "sprites/team_blue" ); //cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" ); cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" ); } else if ( cgs.gametype == GT_JEDIMASTER ) { cgs.media.teamRedShader = trap_R_RegisterShader( "sprites/team_red" ); } if (cgs.gametype == GT_POWERDUEL || cg_buildScript.integer) { cgs.media.powerDuelAllyShader = trap_R_RegisterShader("gfx/mp/pduel_icon_double");//trap_R_RegisterShader("gfx/mp/pduel_gameicon_ally"); } cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" ); cgs.media.ysaliredShader = trap_R_RegisterShader( "powerups/ysaliredshell"); cgs.media.ysaliblueShader = trap_R_RegisterShader( "powerups/ysaliblueshell"); cgs.media.ysalimariShader = trap_R_RegisterShader( "powerups/ysalimarishell"); cgs.media.boonShader = trap_R_RegisterShader( "powerups/boonshell"); cgs.media.endarkenmentShader = trap_R_RegisterShader( "powerups/endarkenmentshell"); cgs.media.enlightenmentShader = trap_R_RegisterShader( "powerups/enlightenmentshell"); cgs.media.invulnerabilityShader = trap_R_RegisterShader( "powerups/invulnerabilityshell"); #ifdef JK2AWARDS 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" ); #endif // Binocular interface cgs.media.binocularCircle = trap_R_RegisterShader( "gfx/2d/binCircle" ); cgs.media.binocularMask = trap_R_RegisterShader( "gfx/2d/binMask" ); cgs.media.binocularArrow = trap_R_RegisterShader( "gfx/2d/binSideArrow" ); cgs.media.binocularTri = trap_R_RegisterShader( "gfx/2d/binTopTri" ); cgs.media.binocularStatic = trap_R_RegisterShader( "gfx/2d/binocularWindow" ); cgs.media.binocularOverlay = trap_R_RegisterShader( "gfx/2d/binocularNumOverlay" ); cg.loadLCARSStage = 5; // Chunk models //FIXME: jfm:? bother to conditionally load these if an ent has this material type? for ( i = 0; i < NUM_CHUNK_MODELS; i++ ) { cgs.media.chunkModels[CHUNK_METAL2][i] = trap_R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _ cgs.media.chunkModels[CHUNK_METAL1][i] = trap_R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/ cgs.media.chunkModels[CHUNK_ROCK1][i] = trap_R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK2][i] = trap_R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK3][i] = trap_R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE1][i] = trap_R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE2][i] = trap_R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = trap_R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) ); } cgs.media.chunkSound = trap_S_RegisterSound("sound/weapons/explosions/glasslcar"); cgs.media.grateSound = trap_S_RegisterSound( "sound/effects/grate_destroy" ); cgs.media.rockBreakSound = trap_S_RegisterSound("sound/effects/wall_smash"); cgs.media.rockBounceSound[0] = trap_S_RegisterSound("sound/effects/stone_bounce"); cgs.media.rockBounceSound[1] = trap_S_RegisterSound("sound/effects/stone_bounce2"); cgs.media.metalBounceSound[0] = trap_S_RegisterSound("sound/effects/metal_bounce"); cgs.media.metalBounceSound[1] = trap_S_RegisterSound("sound/effects/metal_bounce2"); cgs.media.glassChunkSound = trap_S_RegisterSound("sound/weapons/explosions/glassbreak1"); cgs.media.crateBreakSound[0] = trap_S_RegisterSound("sound/weapons/explosions/crateBust1" ); cgs.media.crateBreakSound[1] = trap_S_RegisterSound("sound/weapons/explosions/crateBust2" ); /* Ghoul2 Insert Start */ CG_InitItems(); /* Ghoul2 Insert End */ memset( cg_weapons, 0, sizeof( cg_weapons ) ); // 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 ); } } cg.loadLCARSStage = 6; cgs.media.glassShardShader = trap_R_RegisterShader( "gfx/misc/test_crackle" ); // doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look cgs.media.electricBodyShader = trap_R_RegisterShader( "gfx/misc/electric" ); cgs.media.electricBody2Shader = trap_R_RegisterShader( "gfx/misc/fullbodyelectric2" ); cgs.media.fsrMarkShader = trap_R_RegisterShader( "footstep_r" ); cgs.media.fslMarkShader = trap_R_RegisterShader( "footstep_l" ); cgs.media.fshrMarkShader = trap_R_RegisterShader( "footstep_heavy_r" ); cgs.media.fshlMarkShader = trap_R_RegisterShader( "footstep_heavy_l" ); cgs.media.refractionShader = trap_R_RegisterShader("effects/refraction"); cgs.media.cloakedShader = trap_R_RegisterShader( "gfx/effects/cloakedShader" ); // wall marks cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); cgs.media.viewPainShader = trap_R_RegisterShader( "gfx/misc/borgeyeflare" ); cgs.media.viewPainShader_Shields = trap_R_RegisterShader( "gfx/mp/dmgshader_shields" ); cgs.media.viewPainShader_ShieldsAndHealth = trap_R_RegisterShader( "gfx/mp/dmgshader_shieldsandhealth" ); // register the inline models breakPoint = 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 ); if (!cgs.inlineDrawModel[i]) { breakPoint = i; break; } 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] ); } } cg.loadLCARSStage = 7; // 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( qboolean bForceStart ) { char *s; char parm1[MAX_QPATH], parm2[MAX_QPATH]; // start the background music s = (char *)CG_ConfigString( CS_MUSIC ); Q_strncpyz( parm1, COM_Parse( (const char **)&s ), sizeof( parm1 ) ); Q_strncpyz( parm2, COM_Parse( (const char **)&s ), sizeof( parm2 ) ); trap_S_StartBackgroundTrack( parm1, parm2, !bForceStart ); } #ifndef _XBOX 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; } #endif // // ============================== // new hud stuff ( mission pack ) // ============================== // qboolean CG_Asset_Parse(int handle) { pc_token_t token; if (!trap_PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "{") != 0) { return qfalse; } while ( 1 ) { if (!trap_PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "}") == 0) { return qtrue; } // font if (Q_stricmp(token.string, "font") == 0) { int pointSize; if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.textFont); cgDC.Assets.qhMediumFont = cgDC.RegisterFont(token.string); continue; } // smallFont if (Q_stricmp(token.string, "smallFont") == 0) { int pointSize; if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont); cgDC.Assets.qhSmallFont = cgDC.RegisterFont(token.string); continue; } // smallFont if (Q_stricmp(token.string, "small2Font") == 0) { int pointSize; if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont); cgDC.Assets.qhSmall2Font = cgDC.RegisterFont(token.string); continue; } // font if (Q_stricmp(token.string, "bigfont") == 0) { int pointSize; if (!trap_PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.bigFont); cgDC.Assets.qhBigFont = cgDC.RegisterFont(token.string); continue; } // gradientbar if (Q_stricmp(token.string, "gradientbar") == 0) { if (!trap_PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(token.string); continue; } // enterMenuSound if (Q_stricmp(token.string, "menuEnterSound") == 0) { if (!trap_PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuEnterSound = trap_S_RegisterSound( token.string ); continue; } // exitMenuSound if (Q_stricmp(token.string, "menuExitSound") == 0) { if (!trap_PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuExitSound = trap_S_RegisterSound( token.string ); continue; } // itemFocusSound if (Q_stricmp(token.string, "itemFocusSound") == 0) { if (!trap_PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.itemFocusSound = trap_S_RegisterSound( token.string ); continue; } // menuBuzzSound if (Q_stricmp(token.string, "menuBuzzSound") == 0) { if (!trap_PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( token.string ); 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(const char **p) { char *token; token = COM_ParseExt((const char **)p, qtrue); if (token[0] != '{') { return qfalse; } while ( 1 ) { token = COM_ParseExt((const char **)p, qtrue); if (Q_stricmp(token, "}") == 0) { return qtrue; } if ( !token || token[0] == 0 ) { return qfalse; } CG_ParseMenu(token); } return qfalse; } 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 *handle1, qhandle_t *handle2, qhandle_t *handle3) { gitem_t *item; int scoreIndex = 0; clientInfo_t *info = NULL; int team = -1; score_t *sp = NULL; *handle1 = *handle2 = *handle3 = -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 ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_REDFLAG ) ) { item = BG_FindItemForPowerup( PW_REDFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else { /* if ( info->botSkill > 0 && info->botSkill <= 5 ) { *handle1 = cgs.media.botSkillShaders[ info->botSkill - 1 ]; } else if ( info->handicap < 100 ) { return va("%i", info->handicap ); } */ } break; case 1: if (team == -1) { return ""; } else { *handle1 = 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_DUEL || cgs.gametype == GT_POWERDUEL) { 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 qboolean CG_FeederSelection(float feederID, int index, itemDef_t *item) { 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; } return qtrue; } 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, int iMenuFont) { CG_Text_Paint(x, y, scale, color, text, 0, limit, style, iMenuFont); } static int CG_OwnerDrawWidth(int ownerDraw, float scale) { switch (ownerDraw) { case CG_GAME_TYPE: return CG_Text_Width(CG_GameTypeString(), scale, FONT_MEDIUM); case CG_GAME_STATUS: return CG_Text_Width(CG_GetGameStatusText(), scale, FONT_MEDIUM); break; case CG_KILLER: return CG_Text_Width(CG_GetKillerText(), scale, FONT_MEDIUM); break; case CG_RED_NAME: return CG_Text_Width(DEFAULT_REDTEAM_NAME/*cg_redTeamName.string*/, scale, FONT_MEDIUM); break; case CG_BLUE_NAME: return CG_Text_Width(DEFAULT_BLUETEAM_NAME/*cg_blueTeamName.string*/, scale, FONT_MEDIUM); 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_LoadMenus(); ================= */ void CG_LoadMenus(const char *menuFile) { const char *token; const char *p; int len; fileHandle_t f; static char buf[MAX_MENUDEFFILE]; len = trap_FS_FOpenFile( menuFile, &f, FS_READ ); if ( !f ) { trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", menuFile ) ); len = trap_FS_FOpenFile( "ui/jahud.txt", &f, FS_READ ); if (!f) { trap_Print( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) ); } } if ( len >= MAX_MENUDEFFILE ) { trap_Print( 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 ); p = buf; while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if( !token || token[0] == 0 || token[0] == '}') { 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", cgi_Milliseconds() - start); } /* ================= CG_LoadHudMenu(); ================= */ void CG_LoadHudMenu() { 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.Font_StrLenPixels = &trap_R_Font_StrLenPixels; cgDC.Font_StrLenChars = &trap_R_Font_StrLenChars; cgDC.Font_HeightPixels = &trap_R_Font_HeightPixels; cgDC.Font_DrawString = &trap_R_Font_DrawString; cgDC.Language_IsAsian = &trap_Language_IsAsian; cgDC.Language_UsesSpaces = &trap_Language_UsesSpaces; cgDC.AnyLanguage_ReadCharFromString = &trap_AnyLanguage_ReadCharFromString; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.deferScript = &CG_DeferMenuScript; 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(); hudSet = cg_hudFiles.string; if (hudSet[0] == '\0') { hudSet = "ui/jahud.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 ); } /* /* Ghoul2 Insert Start */ // initialise the cg_entities structure - take into account the ghoul2 stl stuff in the active snap shots void CG_Init_CG(void) { #ifdef _XBOX qboolean widescreen = cg.widescreen; #endif memset( &cg, 0, sizeof(cg)); #ifdef _XBOX cg.widescreen = widescreen; #endif } #ifdef _XBOX void CG_SetWidescreen(qboolean widescreen) { cg.widescreen = widescreen; } #endif // initialise the cg_entities structure - take into account the ghoul2 stl stuff void CG_Init_CGents(void) { memset(&cg_entities, 0, sizeof(cg_entities)); } void CG_InitItems(void) { memset( cg_items, 0, sizeof( cg_items ) ); } void CG_TransitionPermanent(void) { centity_t *cent = cg_entities; int i; cg_numpermanents = 0; for(i=0;icurrentState)) { cent->nextState = cent->currentState; VectorCopy (cent->currentState.origin, cent->lerpOrigin); VectorCopy (cent->currentState.angles, cent->lerpAngles); cent->currentValid = qtrue; cg_permanents[cg_numpermanents++] = cent; } } } //this is a 32k custom pool for parsing ents, it can get reset between ent parsing //so we don't need a whole lot of memory -rww #define MAX_CGSTRPOOL_SIZE 32768 static int cg_strPoolSize = 0; static byte cg_strPool[MAX_CGSTRPOOL_SIZE]; char *CG_StrPool_Alloc(int size) { char *giveThemThis; if (cg_strPoolSize+size >= MAX_CGSTRPOOL_SIZE) { Com_Error(ERR_DROP, "You exceeded the cgame string pool size. Bad programmer!\n"); } giveThemThis = (char *) &cg_strPool[cg_strPoolSize]; cg_strPoolSize += size; //memset it for them, just to be nice. memset(giveThemThis, 0, size); return giveThemThis; } void CG_StrPool_Reset(void) { cg_strPoolSize = 0; } /* ============= CG_NewString Builds a copy of the string, translating \n to real linefeeds so message texts can be multi-line ============= */ char *CG_NewString( const char *string ) { char *newb, *new_p; int i,l; l = strlen(string) + 1; newb = CG_StrPool_Alloc( l ); new_p = newb; // turn \n into a real linefeed for ( i=0 ; i< l ; i++ ) { if (string[i] == '\\' && i < l-1) { i++; if (string[i] == 'n') { *new_p++ = '\n'; } else { *new_p++ = '\\'; } } else { *new_p++ = string[i]; } } return newb; } //data to grab our spawn info into typedef struct cgSpawnEnt_s { char *classname; vec3_t origin; vec3_t angles; float angle; vec3_t scale; float fScale; vec3_t mins; vec3_t maxs; char *model; float zoffset; int onlyFogHere; float fogstart; float radarrange; } cgSpawnEnt_t; #define CGFOFS(x) ((int)&(((cgSpawnEnt_t *)0)->x)) //spawn fields for our cgame "entity" BG_field_t cg_spawnFields[] = { {"classname", CGFOFS(classname), F_LSTRING}, {"origin", CGFOFS(origin), F_VECTOR}, {"angles", CGFOFS(angles), F_VECTOR}, {"angle", CGFOFS(angle), F_FLOAT}, {"modelscale", CGFOFS(fScale), F_FLOAT}, {"modelscale_vec", CGFOFS(scale), F_VECTOR}, {"model", CGFOFS(model), F_LSTRING}, {"mins", CGFOFS(mins), F_VECTOR}, {"maxs", CGFOFS(maxs), F_VECTOR}, {"zoffset", CGFOFS(zoffset), F_FLOAT}, {"onlyfoghere", CGFOFS(onlyFogHere), F_INT}, {"fogstart", CGFOFS(fogstart), F_FLOAT}, {"radarrange", CGFOFS(radarrange), F_FLOAT}, {NULL} }; static int cg_numSpawnVars; static int cg_numSpawnVarChars; static char *cg_spawnVars[MAX_SPAWN_VARS][2]; static char cg_spawnVarChars[MAX_SPAWN_VARS_CHARS]; //get some info from the skyportal ent on the map qboolean cg_noFogOutsidePortal = qfalse; void CG_CreateSkyPortalFromSpawnEnt(cgSpawnEnt_t *ent) { if (ent->onlyFogHere) { //only globally fog INSIDE the sky portal cg_noFogOutsidePortal = qtrue; } } //create a skybox portal orientation entity. there -should- only //be one of these things per level. if there's more than one the //next will just stomp over the last. -rww qboolean cg_skyOri = qfalse; vec3_t cg_skyOriPos; float cg_skyOriScale = 0.0f; void CG_CreateSkyOriFromSpawnEnt(cgSpawnEnt_t *ent) { cg_skyOri = qtrue; VectorCopy(ent->origin, cg_skyOriPos); cg_skyOriScale = ent->fScale; } //get brush box extents, note this does not care about bsp instances. void CG_CreateBrushEntData(cgSpawnEnt_t *ent) { trap_R_ModelBounds(trap_R_RegisterModel(ent->model), ent->mins, ent->maxs); } void CG_CreateWeatherZoneFromSpawnEnt(cgSpawnEnt_t *ent) { CG_CreateBrushEntData(ent); trap_WE_AddWeatherZone(ent->mins, ent->maxs); } //create a new cgame-only model void CG_CreateModelFromSpawnEnt(cgSpawnEnt_t *ent) { int modelIndex; refEntity_t *RefEnt; vec3_t mins, maxs; float *radius; float *zOff; if (NumMiscEnts >= MAX_MISC_ENTS) { Com_Error(ERR_DROP, "Too many misc_model_static's on level, ask a programmer to raise the limit (currently %i), or take some out.", MAX_MISC_ENTS); return; } if (!ent || !ent->model || !ent->model[0]) { Com_Error(ERR_DROP, "misc_model_static with no model."); return; } radius = &Radius[NumMiscEnts]; zOff = &zOffset[NumMiscEnts]; RefEnt = &MiscEnts[NumMiscEnts++]; modelIndex = trap_R_RegisterModel(ent->model); if (modelIndex == 0) { Com_Error(ERR_DROP, "misc_model_static failed to load model '%s'",ent->model); return; } memset(RefEnt, 0, sizeof(refEntity_t)); RefEnt->reType = RT_MODEL; RefEnt->hModel = modelIndex; RefEnt->frame = 0; trap_R_ModelBounds(modelIndex, mins, maxs); VectorCopy(ent->scale, RefEnt->modelScale); if (ent->fScale) { //use same scale on each axis then RefEnt->modelScale[0] = RefEnt->modelScale[1] = RefEnt->modelScale[2] = ent->fScale; } VectorCopy(ent->origin, RefEnt->origin); VectorCopy(ent->origin, RefEnt->lightingOrigin); VectorScaleVector(mins, ent->scale, mins); VectorScaleVector(maxs, ent->scale, maxs); *radius = Distance(mins, maxs); *zOff = ent->zoffset; if (ent->angle) { //only yaw supplied... ent->angles[YAW] = ent->angle; } AnglesToAxis( ent->angles, RefEnt->axis ); ScaleModelAxis(RefEnt); } /* ==================== CG_AddSpawnVarToken ==================== */ char *CG_AddSpawnVarToken( const char *string ) { int l; char *dest; l = strlen( string ); if ( cg_numSpawnVarChars + l + 1 > MAX_SPAWN_VARS_CHARS ) { CG_Error( "CG_AddSpawnVarToken: MAX_SPAWN_VARS" ); } dest = cg_spawnVarChars + cg_numSpawnVarChars; memcpy( dest, string, l+1 ); cg_numSpawnVarChars += l + 1; return dest; } /* ==================== CG_ParseSpawnVars cgame version of G_ParseSpawnVars, for ents that don't really need to take up an entity slot (e.g. static models) -rww ==================== */ qboolean CG_ParseSpawnVars( void ) { char keyname[MAX_TOKEN_CHARS]; char com_token[MAX_TOKEN_CHARS]; cg_numSpawnVars = 0; cg_numSpawnVarChars = 0; // parse the opening brace if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) { // end of spawn string return qfalse; } if ( com_token[0] != '{' ) { CG_Error( "CG_ParseSpawnVars: found %s when expecting {",com_token ); } // go through all the key / value pairs while ( 1 ) { // parse key if ( !trap_GetEntityToken( keyname, sizeof( keyname ) ) ) { CG_Error( "CG_ParseSpawnVars: EOF without closing brace" ); } if ( keyname[0] == '}' ) { break; } // parse value if ( !trap_GetEntityToken( com_token, sizeof( com_token ) ) ) { //this happens on mike's test level, I don't know why. Fixme? //CG_Error( "CG_ParseSpawnVars: EOF without closing brace" ); break; } if ( com_token[0] == '}' ) { CG_Error( "CG_ParseSpawnVars: closing brace without data" ); } if ( cg_numSpawnVars == MAX_SPAWN_VARS ) { CG_Error( "CG_ParseSpawnVars: MAX_SPAWN_VARS" ); } cg_spawnVars[ cg_numSpawnVars ][0] = CG_AddSpawnVarToken( keyname ); cg_spawnVars[ cg_numSpawnVars ][1] = CG_AddSpawnVarToken( com_token ); cg_numSpawnVars++; } return qtrue; } /* ============== CG_SpawnCGameEntFromVars See if we should do something for this ent cgame-side -rww ============== */ #include "../namespace_begin.h" void BG_ParseField( BG_field_t *l_fields, const char *key, const char *value, byte *ent ); #include "../namespace_end.h" extern float cg_linearFogOverride; //cg_view.c extern float cg_radarRange;//cg_draw.c void CG_SpawnCGameEntFromVars(void) { int i; cgSpawnEnt_t ent; memset(&ent, 0, sizeof(cgSpawnEnt_t)); for (i = 0; i < cg_numSpawnVars; i++) { //shove all this stuff into our data structure used specifically for getting spawn info BG_ParseField( cg_spawnFields, cg_spawnVars[i][0], cg_spawnVars[i][1], (byte *)&ent ); } if (ent.classname && ent.classname[0]) { //we'll just stricmp this bastard, since there aren't all that many cgame-only things, and they all have special handling if (!Q_stricmp(ent.classname, "worldspawn")) { //I'd like some info off this guy if (ent.fogstart) { //linear fog method cg_linearFogOverride = ent.fogstart; } //get radarRange off of worldspawn if (ent.radarrange) { //linear fog method cg_radarRange = ent.radarrange; } } else if (!Q_stricmp(ent.classname, "misc_model_static")) { //we've got us a static model CG_CreateModelFromSpawnEnt(&ent); } else if (!Q_stricmp(ent.classname, "misc_skyportal_orient")) { //a sky portal orientation point CG_CreateSkyOriFromSpawnEnt(&ent); } else if (!Q_stricmp(ent.classname, "misc_skyportal")) { //might as well parse this thing cgame side for the extra info I want out of it CG_CreateSkyPortalFromSpawnEnt(&ent); } else if (!Q_stricmp(ent.classname, "misc_weather_zone")) { //might as well parse this thing cgame side for the extra info I want out of it CG_CreateWeatherZoneFromSpawnEnt(&ent); } } //reset the string pool for the next entity, if there is one CG_StrPool_Reset(); } /* ============== CG_SpawnCGameOnlyEnts Parses entity string data for cgame-only entities, that we can throw away on the server and never even bother sending. -rww ============== */ void CG_SpawnCGameOnlyEnts(void) { //make sure it is reset trap_GetEntityToken(NULL, -1); if (!CG_ParseSpawnVars()) { //first one is gonna be the world spawn CG_Error("no entities for cgame parse"); } else { //parse the world spawn info we want CG_SpawnCGameEntFromVars(); } while(CG_ParseSpawnVars()) { //now run through the whole list, and look for things we care about cgame-side CG_SpawnCGameEntFromVars(); } } /* Ghoul2 Insert End */ extern playerState_t *cgSendPS[MAX_GENTITIES]; //is not MAX_CLIENTS because NPCs exceed MAX_CLIENTS void CG_PmoveClientPointerUpdate(); #include "../namespace_begin.h" void WP_SaberLoadParms( void ); void BG_VehicleLoadParms( void ); #include "../namespace_end.h" /* ================= 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 ) { static gitem_t *item; char buf[64]; const char *s; int i = 0; BG_InitAnimsets(); //clear it out trap_CG_RegisterSharedMemory(cg.sharedBuffer); //Load external vehicle data BG_VehicleLoadParms(); // clear everything /* Ghoul2 Insert Start */ // memset( cg_entities, 0, sizeof( cg_entities ) ); CG_Init_CGents(); // this is a No-No now we have stl vector classes in here. // memset( &cg, 0, sizeof( cg ) ); CG_Init_CG(); CG_InitItems(); //create the global jetpack instance CG_InitJetpackGhoul2(); CG_PmoveClientPointerUpdate(); /* Ghoul2 Insert End */ //Load sabers.cfg data WP_SaberLoadParms(); // this is kinda dumb as well, but I need to pre-load some fonts in order to have the text available // to say I'm loading the assets.... which includes loading the fonts. So I'll set these up as reasonable // defaults, then let the menu asset parser (which actually specifies the ingame fonts) load over them // if desired during parse. Dunno how legal it is to store in these cgDC things, but it causes no harm // and even if/when they get overwritten they'll be legalised by the menu asset parser :-) // CG_LoadFonts(); cgDC.Assets.qhSmallFont = trap_R_RegisterFont("ocr_a"); cgDC.Assets.qhMediumFont = trap_R_RegisterFont("ergoec"); cgDC.Assets.qhBigFont = cgDC.Assets.qhMediumFont; memset( &cgs, 0, sizeof( cgs ) ); memset( cg_weapons, 0, sizeof(cg_weapons) ); cg.clientNum = clientNum; cgs.processedSnapshotNum = serverMessageNum; cgs.serverCommandSequence = serverCommandSequence; cg.loadLCARSStage = 0; cg.itemSelect = -1; cg.forceSelect = -1; // load a few needed things before we do any screen updates cgs.media.charsetShader = trap_R_RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cgs.media.whiteShader = trap_R_RegisterShader( "white" ); cgs.media.loadBarLED = trap_R_RegisterShaderNoMip( "gfx/hud/load_tick" ); cgs.media.loadBarLEDCap = trap_R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" ); cgs.media.loadBarLEDSurround= trap_R_RegisterShaderNoMip( "gfx/hud/mp_levelload" ); // Force HUD set up cg.forceHUDActive = qtrue; cg.forceHUDTotalFlashTime = 0; cg.forceHUDNextFlashTime = 0; i = WP_NONE+1; while (i <= LAST_USEABLE_WEAPON) { item = BG_FindItemForWeapon(i); if (item && item->icon && item->icon[0]) { cgs.media.weaponIcons[i] = trap_R_RegisterShaderNoMip(item->icon); cgs.media.weaponIcons_NA[i] = trap_R_RegisterShaderNoMip(va("%s_na", item->icon)); } else { //make sure it is zero'd (default shader) cgs.media.weaponIcons[i] = 0; cgs.media.weaponIcons_NA[i] = 0; } i++; } trap_Cvar_VariableStringBuffer("com_buildscript", buf, sizeof(buf)); if (atoi(buf)) { trap_R_RegisterShaderNoMip("gfx/hud/w_icon_saberstaff"); trap_R_RegisterShaderNoMip("gfx/hud/w_icon_duallightsaber"); } i = 0; // HUD artwork for cycling inventory,weapons and force powers cgs.media.weaponIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background"); cgs.media.forceIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background_f"); cgs.media.inventoryIconBackground = trap_R_RegisterShaderNoMip( "gfx/hud/background_i"); //rww - precache holdable item icons here while (i < bg_numItems) { if (bg_itemlist[i].giType == IT_HOLDABLE) { if (bg_itemlist[i].icon) { cgs.media.invenIcons[bg_itemlist[i].giTag] = trap_R_RegisterShaderNoMip(bg_itemlist[i].icon); } else { cgs.media.invenIcons[bg_itemlist[i].giTag] = 0; } } i++; } //rww - precache force power icons here i = 0; while (i < NUM_FORCE_POWERS) { cgs.media.forcePowerIcons[i] = trap_R_RegisterShaderNoMip(HolocronIcons[i]); i++; } cgs.media.rageRecShader = trap_R_RegisterShaderNoMip("gfx/mp/f_icon_ragerec"); //body decal shaders -rww cgs.media.bdecal_bodyburn1 = trap_R_RegisterShader("gfx/damage/bodyburnmark1"); cgs.media.bdecal_saberglow = trap_R_RegisterShader("gfx/damage/saberglowmark"); cgs.media.bdecal_burn1 = trap_R_RegisterShader("gfx/damage/bodybigburnmark1"); cgs.media.mSaberDamageGlow = trap_R_RegisterShader("gfx/effects/saberDamageGlow"); CG_RegisterCvars(); CG_InitConsoleCommands(); cg.weaponSelect = WP_BRYAR_PISTOL; 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 ); CG_TransitionPermanent(); //rwwRMG - added // 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, qfalse ); String_Init(); cg.loading = qtrue; // force players to load instead of defer //make sure saber data is loaded before this! (so we can precache the appropriate hilts) CG_InitSiegeMode(); CG_RegisterSounds(); // CG_LoadingString( "graphics" ); CG_RegisterGraphics(); // CG_LoadingString( "clients" ); CG_RegisterClients(); // if low on memory, some clients will be deferred 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(qfalse); // CG_LoadingString( "Clearing light styles" ); CG_ClearLightStyles(); // CG_LoadingString( "Creating automap data" ); //init automap #ifndef _XBOX trap_R_InitWireframeAutomap(); #endif CG_LoadingString( "" ); CG_ShaderStateChanged(); trap_S_ClearLoopingSounds(); trap_R_GetDistanceCull(&cg.distanceCull); //now get all the cgame only cents CG_SpawnCGameOnlyEnts(); } //makes sure returned string is in localized format const char *CG_GetLocationString(const char *loc) { static char text[1024]={0}; if (!loc || loc[0] != '@') { //just a raw string return loc; } trap_SP_GetStringTextString(loc+1, text, sizeof(text)); return text; } //clean up all the ghoul2 allocations, the nice and non-hackly way -rww void CG_KillCEntityG2(int entNum); void CG_DestroyAllGhoul2(void) { int i = 0; int j; // Com_Printf("... CGameside GHOUL2 Cleanup\n"); while (i < MAX_GENTITIES) { //free all dynamically allocated npc client info structs and ghoul2 instances CG_KillCEntityG2(i); i++; } //Clean the weapon instances CG_ShutDownG2Weapons(); i = 0; while (i < MAX_ITEMS) { //and now for items j = 0; while (j < MAX_ITEM_MODELS) { if (cg_items[i].g2Models[j] && trap_G2_HaveWeGhoul2Models(cg_items[i].g2Models[j])) { trap_G2API_CleanGhoul2Models(&cg_items[i].g2Models[j]); cg_items[i].g2Models[j] = NULL; } j++; } i++; } //Clean the global jetpack instance CG_CleanJetpackGhoul2(); } /* ================= CG_Shutdown Called before every level change or subsystem restart ================= */ void CG_Shutdown( void ) { BG_ClearAnimsets(); //free all dynamic allocations made through the engine CG_DestroyAllGhoul2(); // Com_Printf("... FX System Cleanup\n"); trap_FX_FreeSystem(); trap_ROFF_Clean(); if (cgWeatherOverride) { trap_R_WeatherContentsOverride(0); //rwwRMG - reset it engine-side } //reset weather trap_R_WorldEffectCommand("die"); UI_CleanupGhoul2(); //If there was any ghoul2 stuff in our side of the shared ui code, then remove it now. // some mods may need to do cleanup work here, // like closing files or archiving session data } /* =============== CG_NextForcePower_f =============== */ void CG_NextForcePower_f( void ) { int current; usercmd_t cmd; if ( !cg.snap ) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } current = trap_GetCurrentCmdNumber(); trap_GetUserCmd(current, &cmd); if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce()) { CG_NextInventory_f(); return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, 1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, 1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } /* =============== CG_PrevForcePower_f =============== */ void CG_PrevForcePower_f( void ) { int current; usercmd_t cmd; if ( !cg.snap ) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } current = trap_GetCurrentCmdNumber(); trap_GetUserCmd(current, &cmd); if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce()) { CG_PrevInventory_f(); return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, -1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, -1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } void CG_NextInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, 1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } } void CG_PrevInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, -1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } }