jediacademy/code/cgame/cg_media.h

413 lines
9.3 KiB
C

#ifndef __CG_MEDIA_H_
#define __CG_MEDIA_H_
#define NUM_CROSSHAIRS 9
typedef enum {
FOOTSTEP_STONEWALK,
FOOTSTEP_STONERUN,
FOOTSTEP_METALWALK,
FOOTSTEP_METALRUN,
FOOTSTEP_PIPEWALK,
FOOTSTEP_PIPERUN,
FOOTSTEP_SPLASH,
FOOTSTEP_WADE,
FOOTSTEP_SWIM,
FOOTSTEP_SNOWWALK,
FOOTSTEP_SNOWRUN,
FOOTSTEP_SANDWALK,
FOOTSTEP_SANDRUN,
FOOTSTEP_GRASSWALK,
FOOTSTEP_GRASSRUN,
FOOTSTEP_DIRTWALK,
FOOTSTEP_DIRTRUN,
FOOTSTEP_MUDWALK,
FOOTSTEP_MUDRUN,
FOOTSTEP_GRAVELWALK,
FOOTSTEP_GRAVELRUN,
FOOTSTEP_RUGWALK,
FOOTSTEP_RUGRUN,
FOOTSTEP_WOODWALK,
FOOTSTEP_WOODRUN,
FOOTSTEP_TOTAL
} footstep_t;
#define ICON_WEAPONS 0
#define ICON_FORCE 1
#define ICON_INVENTORY 2
#define MAX_HUD_TICS 4
typedef struct HUDMenuItem_s
{
char *menuName;
char *itemName;
int xPos;
int yPos;
int width;
int height;
vec4_t color;
qhandle_t background;
} HUDMenuItem_t;
extern HUDMenuItem_t healthTics[];
extern HUDMenuItem_t armorTics[];
extern HUDMenuItem_t ammoTics[];
extern HUDMenuItem_t forceTics[];
extern HUDMenuItem_t otherHUDBits[];
typedef enum
{
OHB_HEALTHAMOUNT = 0,
OHB_ARMORAMOUNT,
OHB_FORCEAMOUNT,
OHB_AMMOAMOUNT,
OHB_SABERSTYLE_STRONG,
OHB_SABERSTYLE_MEDIUM,
OHB_SABERSTYLE_FAST,
OHB_SCANLINE_LEFT,
OHB_SCANLINE_RIGHT,
OHB_FRAME_LEFT,
OHB_FRAME_RIGHT,
OHB_MAX
} otherhudbits_t;
#define NUM_CHUNK_MODELS 4
typedef enum
{
CHUNK_METAL1 = 0,
CHUNK_METAL2,
CHUNK_ROCK1,
CHUNK_ROCK2,
CHUNK_ROCK3,
CHUNK_CRATE1,
CHUNK_CRATE2,
CHUNK_WHITE_METAL,
NUM_CHUNK_TYPES
};
// all of the model, shader, and sound references that are
// loaded at gamestate time are stored in cgMedia_t
// Other media that can be tied to clients, weapons, or items are
// stored in the clientInfo_t, itemInfo_t, weaponInfo_t, and powerupInfo_t
typedef struct {
qhandle_t charsetShader;
qhandle_t whiteShader;
qhandle_t crosshairShader[NUM_CROSSHAIRS];
qhandle_t backTileShader;
// qhandle_t noammoShader;
qhandle_t numberShaders[11];
qhandle_t smallnumberShaders[11];
qhandle_t chunkyNumberShaders[11];
qhandle_t loadTick;
qhandle_t loadTickCap;
// HUD artwork
int currentBackground;
qhandle_t weaponbox;
qhandle_t weaponIconBackground;
qhandle_t forceIconBackground;
qhandle_t inventoryIconBackground;
qhandle_t turretComputerOverlayShader;
qhandle_t turretCrossHairShader;
//Chunks
qhandle_t chunkModels[NUM_CHUNK_TYPES][4];
sfxHandle_t chunkSound;
sfxHandle_t grateSound;
sfxHandle_t rockBreakSound;
sfxHandle_t rockBounceSound[2];
sfxHandle_t metalBounceSound[2];
sfxHandle_t glassChunkSound;
sfxHandle_t crateBreakSound[2];
// Saber shaders
//-----------------------------
qhandle_t forceCoronaShader;
qhandle_t saberBlurShader;
qhandle_t swordTrailShader;
qhandle_t yellowDroppedSaberShader; // glow
qhandle_t redSaberGlowShader;
qhandle_t redSaberCoreShader;
qhandle_t orangeSaberGlowShader;
qhandle_t orangeSaberCoreShader;
qhandle_t yellowSaberGlowShader;
qhandle_t yellowSaberCoreShader;
qhandle_t greenSaberGlowShader;
qhandle_t greenSaberCoreShader;
qhandle_t blueSaberGlowShader;
qhandle_t blueSaberCoreShader;
qhandle_t purpleSaberGlowShader;
qhandle_t purpleSaberCoreShader;
qhandle_t explosionModel;
qhandle_t surfaceExplosionShader;
qhandle_t halfShieldModel;
qhandle_t solidWhiteShader;
qhandle_t electricBodyShader;
qhandle_t electricBody2Shader;
qhandle_t refractShader;
qhandle_t boltShader;
// Disruptor zoom graphics
qhandle_t disruptorMask;
qhandle_t disruptorInsert;
qhandle_t disruptorLight;
qhandle_t disruptorInsertTick;
// Binocular graphics
qhandle_t binocularCircle;
qhandle_t binocularMask;
qhandle_t binocularArrow;
qhandle_t binocularTri;
qhandle_t binocularStatic;
qhandle_t binocularOverlay;
// LA Goggles graphics
qhandle_t laGogglesStatic;
qhandle_t laGogglesMask;
qhandle_t laGogglesSideBit;
qhandle_t laGogglesBracket;
qhandle_t laGogglesArrow;
// wall mark shaders
qhandle_t scavMarkShader;
qhandle_t rivetMarkShader;
qhandle_t shadowMarkShader;
qhandle_t wakeMarkShader;
qhandle_t fsrMarkShader;
qhandle_t fslMarkShader;
qhandle_t fshrMarkShader;
qhandle_t fshlMarkShader;
qhandle_t damageBlendBlobShader;
// fonts...
//
qhandle_t qhFontSmall;
qhandle_t qhFontMedium;
// special effects models / etc.
qhandle_t personalShieldShader;
qhandle_t cloakedShader;
// Interface media
qhandle_t ammoslider;
qhandle_t emplacedHealthBarShader;
qhandle_t dataPadFrame;
qhandle_t DPForcePowerOverlay;
qhandle_t bdecal_burnmark1;
qhandle_t bdecal_saberglowmark;
qhandle_t messageLitOn;
qhandle_t messageLitOff;
qhandle_t messageObjCircle;
qhandle_t batteryChargeShader;
qhandle_t useableHint;
qhandle_t levelLoad;
//new stuff for Jedi Academy
//force power icons
// qhandle_t forcePowerIcons[NUM_FORCE_POWERS];
qhandle_t rageRecShader;
qhandle_t playerShieldDamage;
qhandle_t forceSightBubble;
qhandle_t forceShell;
qhandle_t sightShell;
qhandle_t drainShader;
// sounds
sfxHandle_t disintegrateSound;
sfxHandle_t disintegrate2Sound;
sfxHandle_t disintegrate3Sound;
sfxHandle_t grenadeBounce1;
sfxHandle_t grenadeBounce2;
sfxHandle_t flechetteStickSound;
sfxHandle_t detPackStickSound;
sfxHandle_t tripMineStickSound;
sfxHandle_t selectSound;
sfxHandle_t selectSound2;
sfxHandle_t overchargeSlowSound;
sfxHandle_t overchargeFastSound;
sfxHandle_t overchargeLoopSound;
sfxHandle_t overchargeEndSound;
// sfxHandle_t useNothingSound;
sfxHandle_t footsteps[FOOTSTEP_TOTAL][4];
// sfxHandle_t talkSound;
sfxHandle_t noAmmoSound;
sfxHandle_t landSound;
sfxHandle_t rollSound;
sfxHandle_t messageLitSound;
sfxHandle_t batteryChargeSound;
sfxHandle_t watrInSound;
sfxHandle_t watrOutSound;
sfxHandle_t watrUnSound;
sfxHandle_t lavaInSound;
sfxHandle_t lavaOutSound;
sfxHandle_t lavaUnSound;
sfxHandle_t noforceSound;
// Zoom
sfxHandle_t zoomStart;
sfxHandle_t zoomLoop;
sfxHandle_t zoomEnd;
sfxHandle_t disruptorZoomLoop;
//new stuff for Jedi Academy
sfxHandle_t drainSound;
#ifdef _IMMERSION
//force feedback stuff
ffHandle_t grenadeBounce1Force;
ffHandle_t grenadeBounce2Force;
ffHandle_t selectForce;
ffHandle_t footstepForces[FOOTSTEP_TOTAL][4];
ffHandle_t noAmmoForce;
ffHandle_t landForce;
ffHandle_t messageLitForce;
ffHandle_t watrInForce;
ffHandle_t watrOutForce;
ffHandle_t watrUnForce;
ffHandle_t zoomStartForce;
ffHandle_t zoomLoopForce;
ffHandle_t zoomEndForce;
ffHandle_t disruptorZoomLoopForce;
#endif // _IMMERSION
} cgMedia_t;
// Stored FX handles
//--------------------
typedef struct
{
// BRYAR PISTOL
fxHandle_t bryarShotEffect;
fxHandle_t bryarPowerupShotEffect;
fxHandle_t bryarWallImpactEffect;
fxHandle_t bryarWallImpactEffect2;
fxHandle_t bryarWallImpactEffect3;
fxHandle_t bryarFleshImpactEffect;
// BLASTER
fxHandle_t blasterShotEffect;
fxHandle_t blasterOverchargeEffect;
fxHandle_t blasterWallImpactEffect;
fxHandle_t blasterFleshImpactEffect;
// BOWCASTER
fxHandle_t bowcasterShotEffect;
fxHandle_t bowcasterBounceEffect;
fxHandle_t bowcasterImpactEffect;
// FLECHETTE
fxHandle_t flechetteShotEffect;
fxHandle_t flechetteAltShotEffect;
fxHandle_t flechetteShotDeathEffect;
fxHandle_t flechetteFleshImpactEffect;
fxHandle_t flechetteRicochetEffect;
//FORCE
fxHandle_t forceConfusion;
fxHandle_t forceLightning;
fxHandle_t forceLightningWide;
//fxHandle_t forceInvincibility;
fxHandle_t forceHeal;
//new stuff for Jedi Academy
fxHandle_t forceDrain;
fxHandle_t forceDrainWide;
fxHandle_t forceDrained;
//footstep effects
fxHandle_t footstepMud;
fxHandle_t footstepSand;
fxHandle_t footstepSnow;
fxHandle_t footstepGravel;
//landing effects
fxHandle_t landingMud;
fxHandle_t landingSand;
fxHandle_t landingDirt;
fxHandle_t landingSnow;
fxHandle_t landingGravel;
} cgEffects_t;
// The client game static (cgs) structure hold everything
// loaded or calculated from the gamestate. It will NOT
// be cleared when a tournement restart is done, allowing
// all clients to begin playing instantly
#define STRIPED_LEVELNAME_VARIATIONS 3 // sigh, to cope with levels that use text from >1 SP file (plus 1 for common)
typedef struct {
gameState_t gameState; // gamestate from server
glconfig_t glconfig; // rendering configuration
int serverCommandSequence; // reliable command stream counter
// parsed from serverinfo
int dmflags;
int teamflags;
int timelimit;
int maxclients;
char mapname[MAX_QPATH];
char stripLevelName[STRIPED_LEVELNAME_VARIATIONS][MAX_QPATH];
//
// locally derived information from gamestate
//
qhandle_t model_draw[MAX_MODELS];
sfxHandle_t sound_precache[MAX_SOUNDS];
#ifdef _IMMERSION
ffHandle_t force_precache[MAX_FORCES];
#endif // _IMMERSION
// Ghoul2 start
qhandle_t skins[MAX_CHARSKINS];
// Ghoul2 end
int numInlineModels;
qhandle_t inlineDrawModel[MAX_SUBMODELS];
vec3_t inlineModelMidpoints[MAX_SUBMODELS];
clientInfo_t clientinfo[MAX_CLIENTS];
// media
cgMedia_t media;
// effects
cgEffects_t effects;
} cgs_t;
extern cgs_t cgs;
#endif //__CG_MEDIA_H_