reaction/code/ui/ui_local.h
2013-07-21 23:15:13 +00:00

1341 lines
34 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.28 2006/04/14 18:02:06 makro
// no message
//
// Revision 1.27 2005/09/07 20:24:33 makro
// Vector support for most item types
//
// Revision 1.26 2005/02/15 16:33:39 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.25 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
// Revision 1.24 2003/03/31 00:23:18 makro
// Replacements and stuff
//
// Revision 1.23 2003/02/13 21:19:50 makro
// no message
//
// Revision 1.22 2002/12/09 00:58:49 makro
// Items are now disabled from the weapon/item menus in teamplay
// games if they are banned from the server
//
// Revision 1.21 2002/11/09 14:17:51 makro
// Cleaned up about menu code
// Made the weapon menu unavailable in TDM if g_RQ3_tdmMode is not 0
//
// Revision 1.20 2002/08/30 17:22:28 makro
// Added clientNum info to the UI; made ref kick and referee ui scripts
// use client nums instead of names
//
// Revision 1.19 2002/08/30 15:09:43 makro
// MM UI
//
// Revision 1.18 2002/08/26 00:41:52 makro
// Presets menu + editor
//
// Revision 1.17 2002/07/02 09:51:29 makro
// In-game server info code
//
// Revision 1.16 2002/06/28 20:08:42 makro
// MM stuff
//
// Revision 1.15 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.14 2002/06/12 11:15:31 makro
// Support for changing the SSG crosshair. Some other stuff
//
// Revision 1.13 2002/06/09 18:56:53 makro
// Removed teamcount cvars
//
// Revision 1.12 2002/06/09 15:35:23 makro
// "wait" command is no longer executed before adding a bot
// when starting a server from the UI
//
// Revision 1.11 2002/05/29 13:30:19 makro
// Weapon/join menu tweaks
//
// Revision 1.10 2002/05/19 15:45:03 makro
// "Specify server" option
//
// Revision 1.9 2002/04/22 18:40:58 makro
// Model validation
//
// Revision 1.8 2002/04/20 15:06:28 makro
// Cool stuff :p
//
// Revision 1.7 2002/04/06 21:40:59 makro
// Delayed in-game bot adds. Fixed a small bug in the key
// handling code for bot names.
//
// Revision 1.6 2002/03/10 22:10:10 makro
// no message
//
// Revision 1.5 2002/03/03 21:22:58 makro
// no message
//
// Revision 1.3 2002/02/21 20:10:16 jbravo
// Converted files back from M$ format and added cvs headers again.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef __UI_LOCAL_H__
#define __UI_LOCAL_H__
#include "../qcommon/q_shared.h"
#include "../renderercommon/tr_types.h"
#include "ui_public.h"
#include "keycodes.h"
#include "../game/bg_public.h"
#include "ui_shared.h"
// global display context
extern vmCvar_t ui_ffa_fraglimit;
extern vmCvar_t ui_ffa_timelimit;
extern vmCvar_t ui_tourney_fraglimit;
extern vmCvar_t ui_tourney_timelimit;
extern vmCvar_t ui_team_fraglimit;
extern vmCvar_t ui_team_timelimit;
extern vmCvar_t ui_team_friendly;
extern vmCvar_t ui_ctf_capturelimit;
extern vmCvar_t ui_ctf_timelimit;
extern vmCvar_t ui_ctf_friendly;
extern vmCvar_t ui_arenasFile;
extern vmCvar_t ui_botsFile;
extern vmCvar_t ui_spScores1;
extern vmCvar_t ui_spScores2;
extern vmCvar_t ui_spScores3;
extern vmCvar_t ui_spScores4;
extern vmCvar_t ui_spScores5;
extern vmCvar_t ui_spAwards;
extern vmCvar_t ui_spVideos;
extern vmCvar_t ui_spSkill;
extern vmCvar_t ui_spSelection;
extern vmCvar_t ui_browserMaster;
extern vmCvar_t ui_browserGameType;
extern vmCvar_t ui_browserSortKey;
extern vmCvar_t ui_browserShowFull;
extern vmCvar_t ui_browserShowEmpty;
extern vmCvar_t ui_brassTime;
extern vmCvar_t ui_drawCrosshair;
extern vmCvar_t ui_drawCrosshairNames;
extern vmCvar_t ui_marks;
extern vmCvar_t ui_server1;
extern vmCvar_t ui_server2;
extern vmCvar_t ui_server3;
extern vmCvar_t ui_server4;
extern vmCvar_t ui_server5;
extern vmCvar_t ui_server6;
extern vmCvar_t ui_server7;
extern vmCvar_t ui_server8;
extern vmCvar_t ui_server9;
extern vmCvar_t ui_server10;
extern vmCvar_t ui_server11;
extern vmCvar_t ui_server12;
extern vmCvar_t ui_server13;
extern vmCvar_t ui_server14;
extern vmCvar_t ui_server15;
extern vmCvar_t ui_server16;
extern vmCvar_t ui_cdkey;
extern vmCvar_t ui_cdkeychecked;
extern vmCvar_t ui_captureLimit;
extern vmCvar_t ui_fragLimit;
extern vmCvar_t ui_gameType;
extern vmCvar_t ui_netGameType;
extern vmCvar_t ui_actualNetGameType;
extern vmCvar_t ui_joinGameType;
extern vmCvar_t ui_netSource;
extern vmCvar_t ui_serverFilterType;
extern vmCvar_t ui_dedicated;
extern vmCvar_t ui_opponentName;
extern vmCvar_t ui_menuFiles;
extern vmCvar_t ui_currentTier;
extern vmCvar_t ui_currentMap;
extern vmCvar_t ui_currentNetMap;
extern vmCvar_t ui_mapIndex;
extern vmCvar_t ui_currentOpponent;
extern vmCvar_t ui_selectedPlayer;
extern vmCvar_t ui_selectedPlayerName;
extern vmCvar_t ui_lastServerRefresh_0;
extern vmCvar_t ui_lastServerRefresh_1;
extern vmCvar_t ui_lastServerRefresh_2;
extern vmCvar_t ui_lastServerRefresh_3;
extern vmCvar_t ui_singlePlayerActive;
extern vmCvar_t ui_scoreAccuracy;
extern vmCvar_t ui_scoreImpressives;
extern vmCvar_t ui_scoreExcellents;
extern vmCvar_t ui_scoreDefends;
extern vmCvar_t ui_scoreAssists;
extern vmCvar_t ui_scoreGauntlets;
extern vmCvar_t ui_scoreScore;
extern vmCvar_t ui_scorePerfect;
extern vmCvar_t ui_scoreTeam;
extern vmCvar_t ui_scoreBase;
extern vmCvar_t ui_scoreTimeBonus;
extern vmCvar_t ui_scoreSkillBonus;
extern vmCvar_t ui_scoreShutoutBonus;
extern vmCvar_t ui_scoreTime;
extern vmCvar_t ui_smallFont;
extern vmCvar_t ui_bigFont;
extern vmCvar_t ui_serverStatusTimeOut;
//Makro - cvar for player model display
extern vmCvar_t ui_RQ3_modelCommand;
//Makro - model cvar
extern vmCvar_t ui_RQ3_model;
//Makro - tablet support in the UI
extern vmCvar_t ui_RQ3_tabletMode;
//Makro - team counts for the join menu
//Handled in cgame now
//extern vmCvar_t ui_RQ3_teamCount1;
//extern vmCvar_t ui_RQ3_teamCount2;
//extern vmCvar_t ui_RQ3_numSpectators;
//Makro - weapon menu after joining a team
extern vmCvar_t ui_RQ3_weapAfterJoin;
//Makro - matchmode settings
extern vmCvar_t ui_RQ3_timelimit;
extern vmCvar_t ui_RQ3_roundlimit;
extern vmCvar_t ui_RQ3_roundtimelimit;
extern vmCvar_t ui_RQ3_fraglimit;
extern vmCvar_t ui_RQ3_maxplayers;
extern vmCvar_t ui_RQ3_forceteamtalk;
extern vmCvar_t ui_RQ3_limchasecam;
extern vmCvar_t ui_RQ3_tgren;
extern vmCvar_t ui_RQ3_friendlyFire;
//Makro - radio presets menu cvars
//1
extern vmCvar_t ui_RQ3_radioPreset1Desc;
extern vmCvar_t ui_RQ3_radioPreset1Script;
//2
extern vmCvar_t ui_RQ3_radioPreset2Desc;
extern vmCvar_t ui_RQ3_radioPreset2Script;
//3
extern vmCvar_t ui_RQ3_radioPreset3Desc;
extern vmCvar_t ui_RQ3_radioPreset3Script;
//4
extern vmCvar_t ui_RQ3_radioPreset4Desc;
extern vmCvar_t ui_RQ3_radioPreset4Script;
//5
extern vmCvar_t ui_RQ3_radioPreset5Desc;
extern vmCvar_t ui_RQ3_radioPreset5Script;
//6
extern vmCvar_t ui_RQ3_radioPreset6Desc;
extern vmCvar_t ui_RQ3_radioPreset6Script;
//7
extern vmCvar_t ui_RQ3_radioPreset7Desc;
extern vmCvar_t ui_RQ3_radioPreset7Script;
//8
extern vmCvar_t ui_RQ3_radioPreset8Desc;
extern vmCvar_t ui_RQ3_radioPreset8Script;
//9
extern vmCvar_t ui_RQ3_radioPreset9Desc;
extern vmCvar_t ui_RQ3_radioPreset9Script;
//10
extern vmCvar_t ui_RQ3_radioPreset10Desc;
extern vmCvar_t ui_RQ3_radioPreset10Script;
//Makro - specify server option
extern vmCvar_t ui_RQ3_joinAddress;
extern vmCvar_t ui_RQ3_joinPort;
//Makro - demo name
extern vmCvar_t ui_RQ3_demoName;
//Makro - in-game server info
extern vmCvar_t ui_RQ3_ingameDetails;
//Makro - ref pass
extern vmCvar_t ui_RQ3_refPassword;
//Makro - captain cvars
extern vmCvar_t ui_RQ3_teamName;
extern vmCvar_t ui_RQ3_teamModel;
//Makro - maxpolys hack
extern vmCvar_t ui_maxpolys;
extern vmCvar_t ui_maxpolyverts;
//Makro - player gender; irrelevant actually
extern vmCvar_t ui_RQ3_gender;
extern vmCvar_t ui_RQ3_old_r_mode;
extern vmCvar_t ui_RQ3_old_r_customWidth;
extern vmCvar_t ui_RQ3_old_r_customHeight;
extern vmCvar_t ui_RQ3_old_r_fullScreen;
extern vmCvar_t ui_RQ3_videoChanges;
extern vmCvar_t ui_RQ3_fullScreen;
//
// ui_qmenu.c
//
#define RCOLUMN_OFFSET ( BIGCHAR_WIDTH )
#define LCOLUMN_OFFSET (-BIGCHAR_WIDTH )
#define SLIDER_RANGE 10
#define MAX_EDIT_LINE 256
#define MAX_MENUDEPTH 8
//Makro - this is already defined in ui_shared.h
//#define MAX_MENUITEMS 100
#define MTYPE_NULL 0
#define MTYPE_SLIDER 1
#define MTYPE_ACTION 2
#define MTYPE_SPINCONTROL 3
#define MTYPE_FIELD 4
#define MTYPE_RADIOBUTTON 5
#define MTYPE_BITMAP 6
#define MTYPE_TEXT 7
#define MTYPE_SCROLLLIST 8
#define MTYPE_PTEXT 9
#define MTYPE_BTEXT 10
#define QMF_BLINK 0x00000001
#define QMF_SMALLFONT 0x00000002
#define QMF_LEFT_JUSTIFY 0x00000004
#define QMF_CENTER_JUSTIFY 0x00000008
#define QMF_RIGHT_JUSTIFY 0x00000010
#define QMF_NUMBERSONLY 0x00000020 // edit field is only numbers
#define QMF_HIGHLIGHT 0x00000040
#define QMF_HIGHLIGHT_IF_FOCUS 0x00000080 // steady focus
#define QMF_PULSEIFFOCUS 0x00000100 // pulse if focus
#define QMF_HASMOUSEFOCUS 0x00000200
#define QMF_NOONOFFTEXT 0x00000400
#define QMF_MOUSEONLY 0x00000800 // only mouse input allowed
#define QMF_HIDDEN 0x00001000 // skips drawing
#define QMF_GRAYED 0x00002000 // grays and disables
#define QMF_INACTIVE 0x00004000 // disables any input
#define QMF_NODEFAULTINIT 0x00008000 // skip default initialization
#define QMF_OWNERDRAW 0x00010000
#define QMF_PULSE 0x00020000
#define QMF_LOWERCASE 0x00040000 // edit field is all lower case
#define QMF_UPPERCASE 0x00080000 // edit field is all upper case
#define QMF_SILENT 0x00100000
// callback notifications
#define QM_GOTFOCUS 1
#define QM_LOSTFOCUS 2
#define QM_ACTIVATED 3
typedef struct _tag_menuframework {
int cursor;
int cursor_prev;
int nitems;
void *items[MAX_MENUITEMS];
void (*draw) (void);
sfxHandle_t(*key) (int key);
qboolean wrapAround;
qboolean fullscreen;
qboolean showlogo;
} menuframework_s;
typedef struct {
int type;
const char *name;
int id;
int x, y;
int left;
int top;
int right;
int bottom;
menuframework_s *parent;
int menuPosition;
unsigned flags;
void (*callback) (void *self, int event);
void (*statusbar) (void *self);
void (*ownerdraw) (void *self);
} menucommon_s;
typedef struct {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
int maxchars;
} mfield_t;
typedef struct {
menucommon_s generic;
mfield_t field;
} menufield_s;
typedef struct {
menucommon_s generic;
float minvalue;
float maxvalue;
float curvalue;
float range;
} menuslider_s;
typedef struct {
menucommon_s generic;
int oldvalue;
int curvalue;
int numitems;
int top;
const char **itemnames;
int width;
int height;
int columns;
int seperation;
} menulist_s;
typedef struct {
menucommon_s generic;
} menuaction_s;
typedef struct {
menucommon_s generic;
int curvalue;
} menuradiobutton_s;
typedef struct {
menucommon_s generic;
char *focuspic;
char *errorpic;
qhandle_t shader;
qhandle_t focusshader;
int width;
int height;
float *focuscolor;
} menubitmap_s;
typedef struct {
menucommon_s generic;
char *string;
int style;
float *color;
} menutext_s;
extern void Menu_Cache(void);
extern void Menu_Focus(menucommon_s * m);
extern void Menu_AddItem(menuframework_s * menu, void *item);
extern void Menu_AdjustCursor(menuframework_s * menu, int dir);
extern void Menu_Draw(menuframework_s * menu);
extern void *Menu_ItemAtCursor(menuframework_s * m);
extern sfxHandle_t Menu_ActivateItem(menuframework_s * s, menucommon_s * item);
extern void Menu_SetCursor(menuframework_s * s, int cursor);
extern void Menu_SetCursorToItem(menuframework_s * m, void *ptr);
extern sfxHandle_t Menu_DefaultKey(menuframework_s * s, int key);
extern void Bitmap_Init(menubitmap_s * b);
extern void Bitmap_Draw(menubitmap_s * b);
extern void ScrollList_Draw(menulist_s * l);
extern sfxHandle_t ScrollList_Key(menulist_s * l, int key);
extern sfxHandle_t menu_in_sound;
extern sfxHandle_t menu_move_sound;
extern sfxHandle_t menu_out_sound;
extern sfxHandle_t menu_buzz_sound;
extern sfxHandle_t menu_null_sound;
extern sfxHandle_t weaponChangeSound;
extern vec4_t menu_text_color;
extern vec4_t menu_grayed_color;
extern vec4_t menu_dark_color;
extern vec4_t menu_highlight_color;
extern vec4_t menu_red_color;
extern vec4_t menu_black_color;
extern vec4_t menu_dim_color;
extern vec4_t color_black;
extern vec4_t color_white;
extern vec4_t color_yellow;
extern vec4_t color_blue;
extern vec4_t color_orange;
extern vec4_t color_red;
extern vec4_t color_dim;
extern vec4_t name_color;
extern vec4_t list_color;
extern vec4_t listbar_color;
extern vec4_t text_color_disabled;
extern vec4_t text_color_normal;
extern vec4_t text_color_highlight;
extern menuDef_t *g_anchoredMenu;
extern char *ui_medalNames[];
extern char *ui_medalPicNames[];
extern char *ui_medalSounds[];
//
// ui_mfield.c
//
extern void MField_Clear(mfield_t * edit);
extern void MField_KeyDownEvent(mfield_t * edit, int key);
extern void MField_CharEvent(mfield_t * edit, int ch);
extern void MField_Draw(mfield_t * edit, int x, int y, int style, vec4_t color);
extern void MenuField_Init(menufield_s * m);
extern void MenuField_Draw(menufield_s * f);
extern sfxHandle_t MenuField_Key(menufield_s * m, int *key);
//
// ui_main.c
//
void UI_Report( void );
void UI_Load( void );
void UI_LoadMenus(const char *menuFile, qboolean reset);
void _UI_SetActiveMenu(uiMenuCommand_t menu);
int UI_AdjustTimeByGame(int time);
void UI_ShowPostGame(qboolean newHigh);
void UI_ClearScores( void );
void UI_LoadArenas(void);
//Makro - added
void UI_BuildIngameServerInfoList( void );
//
// ui_menu.c
//
extern void MainMenu_Cache(void);
extern void UI_MainMenu(void);
extern void UI_RegisterCvars(void);
extern void UI_UpdateCvars(void);
//
// ui_credits.c
//
extern void UI_CreditMenu(void);
//
// ui_ingame.c
//
extern void InGame_Cache(void);
extern void UI_InGameMenu(void);
//
// ui_confirm.c
//
extern void ConfirmMenu_Cache(void);
extern void UI_ConfirmMenu(const char *question, void (*draw) (void), void (*action) (qboolean result));
//
// ui_setup.c
//
extern void UI_SetupMenu_Cache(void);
extern void UI_SetupMenu(void);
//
// ui_team.c
//
extern void UI_TeamMainMenu(void);
extern void TeamMain_Cache(void);
//
// ui_connect.c
//
extern void UI_DrawConnectScreen(qboolean overlay);
//
// ui_controls2.c
//
extern void UI_ControlsMenu(void);
extern void Controls_Cache(void);
//
// ui_demo2.c
//
extern void UI_DemosMenu(void);
extern void Demos_Cache(void);
//
// ui_cinematics.c
//
extern void UI_CinematicsMenu(void);
extern void UI_CinematicsMenu_f(void);
extern void UI_CinematicsMenu_Cache(void);
//
// ui_mods.c
//
extern void UI_ModsMenu(void);
extern void UI_ModsMenu_Cache(void);
//
// ui_cdkey.c
//
extern void UI_CDKeyMenu(void);
extern void UI_CDKeyMenu_Cache(void);
extern void UI_CDKeyMenu_f(void);
//
// ui_playermodel.c
//
extern void UI_PlayerModelMenu(void);
extern void PlayerModel_Cache(void);
//
// ui_playersettings.c
//
extern void UI_PlayerSettingsMenu(void);
extern void PlayerSettings_Cache(void);
//
// ui_preferences.c
//
extern void UI_PreferencesMenu(void);
extern void Preferences_Cache(void);
//
// ui_specifyleague.c
//
extern void UI_SpecifyLeagueMenu(void);
extern void SpecifyLeague_Cache(void);
//
// ui_specifyserver.c
//
extern void UI_SpecifyServerMenu(void);
extern void SpecifyServer_Cache(void);
//
// ui_servers2.c
//
#define MAX_FAVORITESERVERS 16
extern void UI_ArenaServersMenu(void);
extern void ArenaServers_Cache(void);
//
// ui_startserver.c
//
extern void UI_StartServerMenu(qboolean multiplayer);
extern void StartServer_Cache(void);
extern void ServerOptions_Cache(void);
extern void UI_BotSelectMenu(char *bot);
extern void UI_BotSelectMenu_Cache(void);
//
// ui_serverinfo.c
//
extern void UI_ServerInfoMenu(void);
extern void ServerInfo_Cache(void);
//
// ui_video.c
//
extern void UI_GraphicsOptionsMenu(void);
extern void GraphicsOptions_Cache(void);
extern void DriverInfo_Cache(void);
//
// ui_players.c
//
qboolean UI_FileExists(const char *filename);
//FIXME ripped from cg_local.h
typedef struct {
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
int animationNumber; // may include ANIM_TOGGLEBIT
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
typedef struct {
// model info
qhandle_t legsModel;
qhandle_t legsSkin;
lerpFrame_t legs;
qhandle_t torsoModel;
qhandle_t torsoSkin;
lerpFrame_t torso;
qhandle_t headModel;
qhandle_t headSkin;
animation_t animations[MAX_TOTALANIMATIONS];
qhandle_t weaponModel;
qhandle_t barrelModel;
qhandle_t flashModel;
vec3_t flashDlightColor;
int muzzleFlashTime;
// currently in use drawing parms
vec3_t viewAngles;
vec3_t moveAngles;
weapon_t currentWeapon;
int legsAnim;
int torsoAnim;
// animation vars
weapon_t weapon;
weapon_t lastWeapon;
weapon_t pendingWeapon;
int weaponTimer;
int pendingLegsAnim;
int torsoAnimationTimer;
int pendingTorsoAnim;
int legsAnimationTimer;
qboolean chat;
qboolean newModel;
qboolean barrelSpinning;
float barrelAngle;
int barrelTime;
int realWeapon;
} playerInfo_t;
void UI_DrawPlayer(float x, float y, float w, float h, playerInfo_t * pi, int time);
void UI_PlayerInfo_SetModel(playerInfo_t * pi, const char *model, const char *headmodel, char *teamName);
void UI_PlayerInfo_SetInfo(playerInfo_t * pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles,
weapon_t weaponNum, qboolean chat);
qboolean UI_RegisterClientModelname(playerInfo_t * pi, const char *modelSkinName, const char *headName,
const char *teamName);
//
// ui_atoms.c
//
// this is only used in the old ui, the new ui has it's own version
typedef struct {
int frametime;
int realtime;
int cursorx;
int cursory;
glconfig_t glconfig;
qboolean debug;
qhandle_t whiteShader;
qhandle_t menuBackShader;
// qhandle_t menuBackShader2;
qhandle_t menuBackNoLogoShader;
qhandle_t charset;
qhandle_t charsetProp;
qhandle_t charsetPropGlow;
qhandle_t charsetPropB;
qhandle_t cursor;
qhandle_t rb_on;
qhandle_t rb_off;
float scale;
float bias;
qboolean demoversion;
qboolean firstdraw;
} uiStatic_t;
//Makro - added
qboolean UI_RQ3_WeaponMenuAccess( void );
// new ui stuff
#define UI_NUMFX 7
#define MAX_HEADS 64
#define MAX_ALIASES 64
#define MAX_HEADNAME 32
#define MAX_TEAMS 64
#define MAX_GAMETYPES 16
#define MAX_MAPS 128
#define MAX_SPMAPS 16
#define PLAYERS_PER_TEAM 5
#define MAX_PINGREQUESTS 32
#define MAX_ADDRESSLENGTH 64
#define MAX_HOSTNAMELENGTH 22
#define MAX_MAPNAMELENGTH 16
#define MAX_STATUSLENGTH 64
#define MAX_LISTBOXWIDTH 59
#define UI_FONT_THRESHOLD 0.1
#define MAX_DISPLAY_SERVERS 2048
#define MAX_SERVERSTATUS_LINES 128
#define MAX_SERVERSTATUS_TEXT 1024
#define MAX_FOUNDPLAYER_SERVERS 16
#define TEAM_MEMBERS 5
//Makro - I don't think these are used anywhere
#define GAMES_ALL 0
#define GAMES_FFA 1
#define GAMES_TEAMPLAY 2
#define GAMES_TOURNEY 3
#define GAMES_CTF 4
#define MAPS_PER_TIER 3
#define MAX_TIERS 16
#define MAX_MODS 64
#define MAX_DEMOS 512
#define MAX_MOVIES 256
#define MAX_PLAYERMODELS 256
typedef struct {
const char *name;
const char *imageName;
qhandle_t headImage;
const char *base;
qboolean active;
int reference;
} characterInfo;
typedef struct {
const char *name;
const char *ai;
const char *action;
} aliasInfo;
typedef struct {
const char *teamName;
const char *imageName;
const char *teamMembers[TEAM_MEMBERS];
qhandle_t teamIcon;
qhandle_t teamIcon_Metal;
qhandle_t teamIcon_Name;
int cinematic;
} teamInfo;
typedef struct {
const char *gameType;
int gtEnum;
} gameTypeInfo;
typedef struct {
const char *mapName;
const char *mapLoadName;
const char *imageName;
const char *opponentName;
int teamMembers;
int typeBits;
int cinematic;
int timeToBeat[MAX_GAMETYPES];
qhandle_t levelShot;
qboolean active;
} mapInfo;
typedef struct {
const char *tierName;
const char *maps[MAPS_PER_TIER];
int gameTypes[MAPS_PER_TIER];
qhandle_t mapHandles[MAPS_PER_TIER];
} tierInfo;
typedef struct serverFilter_s {
const char *description;
const char *basedir;
} serverFilter_t;
typedef struct {
char adrstr[MAX_ADDRESSLENGTH];
int start;
} pinglist_t;
typedef struct serverStatus_s {
pinglist_t pingList[MAX_PINGREQUESTS];
int numqueriedservers;
int currentping;
int nextpingtime;
int maxservers;
int refreshtime;
int numServers;
int sortKey;
int sortDir;
int lastCount;
qboolean refreshActive;
int currentServer;
int displayServers[MAX_DISPLAY_SERVERS];
int numDisplayServers;
int numPlayersOnServers;
int nextDisplayRefresh;
int nextSortTime;
qhandle_t currentServerPreview;
int currentServerCinematic;
int motdLen;
int motdWidth;
int motdPaintX;
int motdPaintX2;
int motdOffset;
int motdTime;
char motd[MAX_STRING_CHARS];
} serverStatus_t;
typedef struct {
char adrstr[MAX_ADDRESSLENGTH];
char name[MAX_ADDRESSLENGTH];
int startTime;
int serverNum;
qboolean valid;
} pendingServer_t;
typedef struct {
int num;
pendingServer_t server[MAX_SERVERSTATUSREQUESTS];
} pendingServerStatus_t;
typedef struct {
char address[MAX_ADDRESSLENGTH];
char *lines[MAX_SERVERSTATUS_LINES][4];
char text[MAX_SERVERSTATUS_TEXT];
char pings[MAX_CLIENTS * 3];
int numLines;
} serverStatusInfo_t;
//Makro - added
#define MAX_UI_REPLACEMENTS 256
typedef struct {
//Makro - model replacements
char Files[MAX_UI_REPLACEMENTS][128];
char Name[32];
int Model;
qhandle_t Skin;
char Cvars[MAX_UI_REPLACEMENTS][64];
char Type[64], Dir[64];
int TypeIndex, SubtypeIndex;
char Info[1024];
int Count, Index;
vec3_t origin, angles;
int speed, fovx, fovy;
} replacementInfo_t;
typedef struct {
const char *modName;
const char *modDescr;
} modInfo_t;
typedef struct {
displayContextDef_t uiDC;
int newHighScoreTime;
int newBestTime;
int showPostGameTime;
qboolean newHighScore;
qboolean demoAvailable;
qboolean soundHighScore;
int characterCount;
int botIndex;
characterInfo characterList[MAX_HEADS];
int aliasCount;
aliasInfo aliasList[MAX_ALIASES];
int teamCount;
teamInfo teamList[MAX_TEAMS];
int numGameTypes;
gameTypeInfo gameTypes[MAX_GAMETYPES];
int numJoinGameTypes;
gameTypeInfo joinGameTypes[MAX_GAMETYPES];
int redBlue;
int playerCount;
int myTeamCount;
int teamIndex;
int playerRefresh;
int playerIndex;
int playerNumber;
qboolean teamLeader;
char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH];
char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH];
int teamClientNums[MAX_CLIENTS];
//Makro - added
int clientNums[MAX_CLIENTS];
int mapCount;
mapInfo mapList[MAX_MAPS];
int tierCount;
tierInfo tierList[MAX_TIERS];
int skillIndex;
modInfo_t modList[MAX_MODS];
int modCount;
int modIndex;
const char *demoList[MAX_DEMOS];
//Makro - added demoType; can be either 66, 67 or 68
int demoType[MAX_DEMOS];
int demoCount;
int demoIndex;
const char *movieList[MAX_MOVIES];
int movieCount;
int movieIndex;
int previewMovie;
serverStatus_t serverStatus;
// for the showing the status of a server
char serverStatusAddress[MAX_ADDRESSLENGTH];
serverStatusInfo_t serverStatusInfo;
int nextServerStatusRefresh;
// to retrieve the status of server to find a player
pendingServerStatus_t pendingServerStatus;
char findPlayerName[MAX_STRING_CHARS];
char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
int currentFoundPlayerServer;
int numFoundPlayerServers;
int nextFindPlayerRefresh;
int currentCrosshair;
//Makro - save the music volume
float oldMusicVol;
qboolean savedMusicVol;
//Makro - model replacements
replacementInfo_t replacements;
int startPostGameTime;
sfxHandle_t newHighScoreSound;
int q3HeadCount;
char q3HeadNames[MAX_PLAYERMODELS][64];
qhandle_t q3HeadIcons[MAX_PLAYERMODELS];
int q3SelectedHead;
int effectsColor;
qboolean inGameLoad;
//Makro - music files currently being played
const char *playingIntro, *playingLoop;
//Makro - in-game server info
char ingameServerInfo[MAX_SERVERSTATUS_LINES][2][32];
int ingameServerInfoLineCount;
//Makro - weapon/item bans
int weapBan, itemBan;
//Makro - custom key bind status
const char *keyBindStatus1, *keyBindStatus2;
//Makro - startup menu text
char startupText[512];
} uiInfo_t;
extern uiInfo_t uiInfo;
extern void UI_Init(void);
extern void UI_Shutdown(void);
extern void UI_KeyEvent(int key);
extern void UI_MouseEvent(int dx, int dy);
extern void UI_Refresh(int realtime);
extern qboolean UI_ConsoleCommand(int realTime);
extern float UI_ClampCvar(float min, float max, float value);
extern void UI_DrawNamedPic(float x, float y, float width, float height, const char *picname);
extern void UI_DrawHandlePic(float x, float y, float w, float h, qhandle_t hShader);
extern void UI_FillRect(float x, float y, float width, float height, const float *color);
extern void UI_DrawRect(float x, float y, float width, float height, const float *color, qhandle_t shader);
extern void UI_DrawTopBottom(float x, float y, float w, float h, qhandle_t shader);
extern void UI_DrawSides(float x, float y, float w, float h, qhandle_t shader);
extern void UI_UpdateScreen(void);
extern void UI_SetColor(const float *rgba);
extern void UI_LerpColor(vec4_t a, vec4_t b, vec4_t c, float t);
extern void UI_DrawBannerString(int x, int y, const char *str, int style, vec4_t color);
extern float UI_ProportionalSizeScale(int style);
extern void UI_DrawProportionalString(int x, int y, const char *str, int style, vec4_t color);
extern int UI_ProportionalStringWidth(const char *str);
extern void UI_DrawString(int x, int y, const char *str, int style, vec4_t color);
extern void UI_DrawChar(int x, int y, int ch, int style, vec4_t color);
extern qboolean UI_CursorInRect(int x, int y, int width, int height);
//Makro - converted to macro
extern void _UI_AdjustFrom640(float *x, float *y, float *w, float *h);
////////////////////////////////////////////////////////////////////////
#define UI_AdjustFrom640(px, py, pw, ph) \
(*(px) = (*px) * uiInfo.uiDC.xscale + uiInfo.uiDC.bias, *(py) *= uiInfo.uiDC.yscale, \
*(pw) *= uiInfo.uiDC.xscale, *(ph) *= uiInfo.uiDC.yscale) \
////////////////////////////////////////////////////////////////////////
extern void UI_DrawTextBox(int x, int y, int width, int lines);
extern qboolean UI_IsFullscreen(void);
extern void UI_SetActiveMenu(uiMenuCommand_t menu);
extern void UI_PushMenu(menuframework_s * menu);
extern void UI_PopMenu(void);
extern void UI_ForceMenuOff(void);
extern char *UI_Argv(int arg);
extern char *UI_Cvar_VariableString(const char *var_name);
extern void UI_Refresh(int time);
extern void UI_KeyEvent(int key);
extern void UI_StartDemoLoop(void);
extern qboolean m_entersound;
void UI_LoadBestScores(const char *map, int game);
extern uiStatic_t uis;
//
// ui_spLevel.c
//
void UI_SPLevelMenu_Cache(void);
void UI_SPLevelMenu(void);
void UI_SPLevelMenu_f(void);
void UI_SPLevelMenu_ReInit(void);
//
// ui_spArena.c
//
void UI_SPArena_Start(const char *arenaInfo);
//
// ui_spPostgame.c
//
void UI_SPPostgameMenu_Cache(void);
void UI_SPPostgameMenu_f(void);
//
// ui_spSkill.c
//
void UI_SPSkillMenu(const char *arenaInfo);
void UI_SPSkillMenu_Cache(void);
//
// ui_syscalls.c
//
void trap_Print(const char *string);
void trap_Error(const char *string) __attribute__((noreturn));
int trap_Milliseconds(void);
void trap_Cvar_Register(vmCvar_t * vmCvar, const char *varName, const char *defaultValue, int flags);
void trap_Cvar_Update(vmCvar_t * vmCvar);
void trap_Cvar_Set(const char *var_name, const char *value);
float trap_Cvar_VariableValue(const char *var_name);
void trap_Cvar_VariableStringBuffer(const char *var_name, char *buffer, int bufsize);
void trap_Cvar_SetValue(const char *var_name, float value);
void trap_Cvar_Reset(const char *name);
void trap_Cvar_Create(const char *var_name, const char *var_value, int flags);
void trap_Cvar_InfoStringBuffer(int bit, char *buffer, int bufsize);
int trap_Argc(void);
void trap_Argv(int n, char *buffer, int bufferLength);
void trap_Cmd_ExecuteText(int exec_when, const char *text); // don't use EXEC_NOW!
int trap_FS_FOpenFile(const char *qpath, fileHandle_t * f, fsMode_t mode);
void trap_FS_Read(void *buffer, int len, fileHandle_t f);
void trap_FS_Write(const void *buffer, int len, fileHandle_t f);
void trap_FS_FCloseFile(fileHandle_t f);
int trap_FS_GetFileList(const char *path, const char *extension, char *listbuf, int bufsize);
int trap_FS_Seek(fileHandle_t f, long offset, int origin); // fsOrigin_t
qhandle_t trap_R_RegisterModel(const char *name);
qhandle_t trap_R_RegisterSkin(const char *name);
qhandle_t trap_R_RegisterShaderNoMip(const char *name);
void trap_R_ClearScene(void);
void trap_R_AddRefEntityToScene(const refEntity_t * re);
void trap_R_AddPolyToScene(qhandle_t hShader, int numVerts, const polyVert_t * verts);
void trap_R_AddLightToScene(const vec3_t org, float intensity, float r, float g, float b);
void trap_R_RenderScene(const refdef_t * fd);
void trap_R_SetColor(const float *rgba);
void trap_R_DrawStretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2,
qhandle_t hShader);
void trap_R_ModelBounds(clipHandle_t model, vec3_t mins, vec3_t maxs);
void trap_UpdateScreen(void);
int trap_CM_LerpTag(orientation_t * tag, clipHandle_t mod, int startFrame, int endFrame, float frac,
const char *tagName);
void trap_S_StartLocalSound(sfxHandle_t sfx, int channelNum);
sfxHandle_t trap_S_RegisterSound(const char *sample, qboolean compressed);
void trap_Key_KeynumToStringBuf(int keynum, char *buf, int buflen);
void trap_Key_GetBindingBuf(int keynum, char *buf, int buflen);
void trap_Key_SetBinding(int keynum, const char *binding);
qboolean trap_Key_IsDown(int keynum);
qboolean trap_Key_GetOverstrikeMode(void);
void trap_Key_SetOverstrikeMode(qboolean state);
void trap_Key_ClearStates(void);
int trap_Key_GetCatcher(void);
void trap_Key_SetCatcher(int catcher);
void trap_GetClipboardData(char *buf, int bufsize);
void trap_GetClientState(uiClientState_t * state);
void trap_GetGlconfig(glconfig_t * glconfig);
int trap_GetConfigString(int index, char *buff, int buffsize);
int trap_LAN_GetServerCount(int source);
void trap_LAN_GetServerAddressString(int source, int n, char *buf, int buflen);
void trap_LAN_GetServerInfo(int source, int n, char *buf, int buflen);
int trap_LAN_GetServerPing(int source, int n);
int trap_LAN_GetPingQueueCount(void);
void trap_LAN_ClearPing(int n);
void trap_LAN_GetPing(int n, char *buf, int buflen, int *pingtime);
void trap_LAN_GetPingInfo(int n, char *buf, int buflen);
void trap_LAN_LoadCachedServers( void );
void trap_LAN_SaveCachedServers( void );
void trap_LAN_MarkServerVisible(int source, int n, qboolean visible);
int trap_LAN_ServerIsVisible(int source, int n);
qboolean trap_LAN_UpdateVisiblePings(int source);
int trap_LAN_AddServer(int source, const char *name, const char *addr);
void trap_LAN_RemoveServer(int source, const char *addr);
void trap_LAN_ResetPings(int n);
int trap_LAN_ServerStatus(const char *serverAddress, char *serverStatus, int maxLen);
int trap_LAN_CompareServers(int source, int sortKey, int sortDir, int s1, int s2);
int trap_MemoryRemaining(void);
void trap_GetCDKey(char *buf, int buflen);
void trap_SetCDKey(char *buf);
void trap_R_RegisterFont(const char *pFontname, int pointSize, fontInfo_t * font);
void trap_S_StopBackgroundTrack(void);
void trap_S_StartBackgroundTrack(const char *intro, const char *loop);
int trap_CIN_PlayCinematic(const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic(int handle);
void trap_CIN_DrawCinematic(int handle);
void trap_CIN_SetExtents(int handle, int x, int y, int w, int h);
int trap_RealTime(qtime_t * qtime);
void trap_R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
qboolean trap_VerifyCDKey(const char *key, const char *chksum);
void trap_SetPbClStatus(int status);
//
// ui_addbots.c
//
void UI_AddBots_Cache(void);
void UI_AddBotsMenu(void);
//
// ui_removebots.c
//
void UI_RemoveBots_Cache(void);
void UI_RemoveBotsMenu(void);
//
// ui_teamorders.c
//
extern void UI_TeamOrdersMenu(void);
extern void UI_TeamOrdersMenu_f(void);
extern void UI_TeamOrdersMenu_Cache(void);
//
// ui_loadconfig.c
//
void UI_LoadConfig_Cache(void);
void UI_LoadConfigMenu(void);
//
// ui_saveconfig.c
//
void UI_SaveConfigMenu_Cache(void);
void UI_SaveConfigMenu(void);
//
// ui_display.c
//
void UI_DisplayOptionsMenu_Cache(void);
void UI_DisplayOptionsMenu(void);
//
// ui_sound.c
//
void UI_SoundOptionsMenu_Cache(void);
void UI_SoundOptionsMenu(void);
//
// ui_network.c
//
void UI_NetworkOptionsMenu_Cache(void);
void UI_NetworkOptionsMenu(void);
//
// ui_gameinfo.c
//
typedef enum {
AWARD_ACCURACY,
AWARD_IMPRESSIVE,
AWARD_EXCELLENT,
AWARD_GAUNTLET,
AWARD_FRAGS,
AWARD_PERFECT
} awardType_t;
const char *UI_GetArenaInfoByNumber(int num);
const char *UI_GetArenaInfoByMap(const char *map);
const char *UI_GetSpecialArenaInfo(const char *tag);
int UI_GetNumArenas(void);
int UI_GetNumSPArenas(void);
int UI_GetNumSPTiers(void);
char *UI_GetBotInfoByNumber(int num);
char *UI_GetBotInfoByName(const char *name);
int UI_GetNumBots(void);
void UI_LoadBots(void);
char *UI_GetBotNameByNumber(int num);
//Makro - added
int UI_SelectedQ3Head(qboolean doUpdate);
void UI_GetBestScore(int level, int *score, int *skill);
void UI_SetBestScore(int level, int score);
int UI_TierCompleted(int levelWon);
qboolean UI_ShowTierVideo(int tier);
qboolean UI_CanShowTierVideo(int tier);
int UI_GetCurrentGame(void);
void UI_NewGame(void);
void UI_LogAwardData(int award, int data);
int UI_GetAwardLevel(int award);
void UI_SPUnlock_f(void);
void UI_SPUnlockMedals_f(void);
void UI_InitGameinfo(void);
//
// ui_login.c
//
void Login_Cache(void);
void UI_LoginMenu(void);
//
// ui_signup.c
//
void Signup_Cache(void);
void UI_SignupMenu(void);
//
// ui_rankstatus.c
//
void RankStatus_Cache(void);
void UI_RankStatusMenu(void);
// new ui
#define ASSET_BACKGROUND "uiBackground"
// for tracking sp game info in Team Arena
typedef struct postGameInfo_s {
int score;
int redScore;
int blueScore;
int perfects;
int accuracy;
int impressives;
int excellents;
int defends;
int assists;
int gauntlets;
int captures;
int time;
int timeBonus;
int shutoutBonus;
int skillBonus;
int baseScore;
} postGameInfo_t;
#endif