#ifndef __CG_MEDIA_H_ #define __CG_MEDIA_H_ #define NUM_CROSSHAIRS 10 typedef enum { FOOTSTEP_NORMAL, FOOTSTEP_METAL, FOOTSTEP_SPLASH, FOOTSTEP_WADE, FOOTSTEP_SWIM, FOOTSTEP_TOTAL } footstep_t; #define ICON_WEAPONS 0 #define ICON_FORCE 1 #define ICON_INVENTORY 2 #define MAX_TICS 14 typedef struct forceTicPos_s { int x; int y; int width; int height; char *file; qhandle_t tic; } forceTicPos_t; extern forceTicPos_t forceTicPos[]; extern forceTicPos_t ammoTicPos[]; #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 selectShader; 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 weaponProngsOff; qhandle_t weaponProngsOn; qhandle_t forceIconBackground; qhandle_t forceProngsOn; qhandle_t inventoryIconBackground; qhandle_t inventoryProngsOn; qhandle_t ladyLuckHealthShader; qhandle_t turretComputerOverlayShader; qhandle_t turretCrossHairShader; int currentDataPadIconBackground; //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 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 solidWhiteShader; qhandle_t electricBodyShader; qhandle_t electricBody2Shader; qhandle_t shieldShader; 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 phaserMarkShader; qhandle_t scavMarkShader; qhandle_t bulletmarksShader; qhandle_t rivetMarkShader; qhandle_t shadowMarkShader; qhandle_t wakeMarkShader; qhandle_t damageBlendBlobShader; // fonts... // qhandle_t qhFontSmall; qhandle_t qhFontMedium; // special effects models / etc. qhandle_t personalShieldShader; qhandle_t cloakedShader; // Mission objectives qhandle_t objcorner1; qhandle_t objcorner2; qhandle_t objcorner3; qhandle_t pending; qhandle_t notpending; // Interface media qhandle_t ammoweapon; qhandle_t ammoslider; qhandle_t emplacedHealthBarShader; qhandle_t HUDLeftFrame; qhandle_t HUDArmor1; qhandle_t HUDArmor2; qhandle_t HUDHealth; qhandle_t HUDHealthTic; qhandle_t HUDArmorTic; qhandle_t HUDInnerLeft; qhandle_t HUDSaberStyleFast; qhandle_t HUDSaberStyleMed; qhandle_t HUDSaberStyleStrong; qhandle_t HUDRightFrame; qhandle_t HUDInnerRight; qhandle_t dataPadFrame; qhandle_t DPForcePowerOverlay; qhandle_t talkingtop; qhandle_t talkingbot; qhandle_t bracketlu; qhandle_t bracketld; qhandle_t bracketru; qhandle_t bracketrd; qhandle_t messageLitOn; qhandle_t messageLitOff; qhandle_t messageObjCircle; qhandle_t batteryChargeShader; qhandle_t levelLoad; // 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 interfaceSnd1; sfxHandle_t interfaceSnd2; sfxHandle_t interfaceSnd3; sfxHandle_t batteryChargeSound; sfxHandle_t watrInSound; sfxHandle_t watrOutSound; sfxHandle_t watrUnSound; // Zoom sfxHandle_t zoomStart; sfxHandle_t zoomLoop; sfxHandle_t zoomEnd; sfxHandle_t disruptorZoomLoop; //blaster reflection sounds sfxHandle_t blasterReflectSound[3]; } 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; } 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]; // 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_