ioq3quest/code/cgame/cg_main.c
Simon 6f3875e9a2 Many fixes / improvements
- When you die you now won't lose head tracking (I won't spoil what does happen now...)
- Lightning Gun Beam is now correct w.r.t cross hair
- Enemy Lightning Gun Beams fire in the direction they are aiming (not in the direction you are aiming!!)
- Sped up crosshair in the menu, as it was too sluggish still
- Restored OG rail gun
- Removed Vertex Lighting cvar
- After match, the Win screen should be shown in the front of player
2022-02-02 23:31:59 +00:00

1995 lines
66 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_main.c -- initialization and primary entry point for cgame
#include "cg_local.h"
#include "../vr/vr_clientinfo.h"
#ifdef MISSIONPACK
#include "../ui/ui_shared.h"
// display context for new ui stuff
displayContextDef_t cgDC;
#endif
vr_clientinfo_t *cgVR;
int forceModelModificationCount = -1;
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
void CG_Shutdown( void );
/*
================
vmMain
This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
Q_EXPORT intptr_t 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:
#ifdef MISSIONPACK
cgDC.cursorx = cgs.cursorX;
cgDC.cursory = cgs.cursorY;
#endif
CG_MouseEvent(arg0, arg1);
return 0;
case CG_EVENT_HANDLING:
CG_EventHandling(arg0);
return 0;
case CG_SET_VR_CLIENT_INFO: {
int ptr[2] = {arg0, arg1};
cgVR = (vr_clientinfo_t *) (*(long*)(ptr));
return 0;
}
default:
CG_Error( "vmMain: unknown command %i", command );
break;
}
return -1;
}
cg_t cg;
cgs_t cgs;
centity_t cg_entities[MAX_GENTITIES];
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
vmCvar_t cg_railTrailTime;
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_weaponbob;
vmCvar_t cg_swingSpeed;
vmCvar_t cg_shadows;
vmCvar_t cg_gibs;
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_drawRewards;
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_debugPosition;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_nopredict;
vmCvar_t cg_noPlayerAnims;
vmCvar_t cg_showmiss;
vmCvar_t cg_footsteps;
vmCvar_t cg_addMarks;
vmCvar_t cg_brassTime;
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_tracerChance;
vmCvar_t cg_tracerWidth;
vmCvar_t cg_tracerLength;
vmCvar_t cg_autoswitch;
vmCvar_t cg_ignore;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_zoomFov;
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_lagometer;
vmCvar_t cg_drawAttacker;
vmCvar_t cg_synchronousClients;
vmCvar_t cg_teamChatTime;
vmCvar_t cg_teamChatHeight;
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;
#ifdef MISSIONPACK
vmCvar_t cg_noVoiceChats;
vmCvar_t cg_noVoiceText;
#endif
vmCvar_t cg_hudFiles;
vmCvar_t cg_scorePlum;
vmCvar_t cg_smoothClients;
vmCvar_t pmove_fixed;
//vmCvar_t cg_pmove_fixed;
vmCvar_t pmove_msec;
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;
#ifdef MISSIONPACK
vmCvar_t cg_smallFont;
vmCvar_t cg_bigFont;
vmCvar_t cg_noTaunt;
#endif
vmCvar_t cg_noProjectileTrail;
vmCvar_t cg_oldRail;
vmCvar_t cg_oldRocket;
vmCvar_t cg_oldPlasma;
vmCvar_t cg_trueLightning;
#ifdef MISSIONPACK
vmCvar_t cg_redTeamName;
vmCvar_t cg_blueTeamName;
vmCvar_t cg_currentSelectedPlayer;
vmCvar_t cg_currentSelectedPlayerName;
vmCvar_t cg_singlePlayer;
vmCvar_t cg_enableDust;
vmCvar_t cg_enableBreath;
vmCvar_t cg_singlePlayerActive;
vmCvar_t cg_recordSPDemo;
vmCvar_t cg_recordSPDemoName;
vmCvar_t cg_obeliskRespawnDelay;
#endif
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &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", "22.5", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_gibs, "cg_gibs", "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", "1", CVAR_ARCHIVE },
{ &cg_drawAttacker, "cg_drawAttacker", "0", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
{ &cg_drawCrosshairNames, "cg_drawCrosshairNames", "0", CVAR_ARCHIVE },
{ &cg_drawRewards, "cg_drawRewards", "0", CVAR_ARCHIVE },
{ &cg_crosshairSize, "cg_crosshairSize", "16", CVAR_ARCHIVE },
{ &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
{ &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
{ &cg_railTrailTime, "cg_railTrailTime", "400", 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", "0.0", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.0", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.0", CVAR_CHEAT },
{ &cg_bobpitch, "cg_bobpitch", "0.0", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.0", CVAR_ARCHIVE },
{ &cg_weaponbob, "cg_weaponbob", "1", 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_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_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
{ &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
{ &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
{ &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
{ &cg_thirdPerson, "cg_thirdPerson", "0", 0 },
{ &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE },
{ &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE },
{ &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE },
{ &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
#ifdef MISSIONPACK
{ &cg_deferPlayers, "cg_deferPlayers", "0", CVAR_ARCHIVE },
#else
{ &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
#endif
{ &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 },
#ifdef MISSIONPACK
{ &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE },
{ &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE },
#endif
// 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", CVAR_SYSTEMINFO },
#ifdef MISSIONPACK
{ &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_singlePlayer, "ui_singlePlayerActive", "0", CVAR_USERINFO},
{ &cg_enableDust, "g_enableDust", "0", CVAR_SERVERINFO},
{ &cg_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO},
{ &cg_singlePlayerActive, "ui_singlePlayerActive", "0", CVAR_USERINFO},
{ &cg_recordSPDemo, "ui_recordSPDemo", "0", CVAR_ARCHIVE},
{ &cg_recordSPDemoName, "ui_recordSPDemoName", "", CVAR_ARCHIVE},
{ &cg_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO},
{ &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE},
#endif
{ &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_USERINFO | CVAR_ARCHIVE},
{ &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE},
{ &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT},
{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO},
{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO},
#ifdef MISSIONPACK
{ &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
{ &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
{ &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE},
#endif
{ &cg_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE},
{ &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE},
{ &cg_oldRocket, "cg_oldRocket", "0", CVAR_ARCHIVE},
{ &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE},
{ &cg_trueLightning, "cg_trueLightning", "0.2", CVAR_ARCHIVE}
// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
};
static int cvarTableSize = ARRAY_LEN( cvarTable );
/*
=================
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, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE );
}
/*
===================
CG_ForceModelChange
===================
*/
static void CG_ForceModelChange( void ) {
int i;
for (i=0 ; i<MAX_CLIENTS ; i++) {
const char *clientInfo;
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0] ) {
continue;
}
CG_NewClientInfo( i );
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
trap_Cvar_Update( cv->vmCvar );
}
// check for modications here
// If team overlay is on, ask for updates from the server. If it's 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" );
}
}
// 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;
}
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);
Q_vsnprintf (text, sizeof(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);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
trap_Error( text );
}
void QDECL Com_Error( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
Q_vsnprintf (text, sizeof(text), error, argptr);
va_end (argptr);
trap_Error( text );
}
void QDECL Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
trap_Print( text );
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
trap_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
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, qfalse );
}
// parse the space separated 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++;
}
if ( !strcmp(data+len-3, "wav" )) {
trap_S_RegisterSound( data, qfalse );
}
}
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
int i;
char items[MAX_ITEMS+1];
char name[MAX_QPATH];
const char *soundName;
// voice commands
#ifdef MISSIONPACK
CG_LoadVoiceChats();
#endif
cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qtrue );
cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qtrue );
cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qtrue );
cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qtrue );
cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qtrue );
cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qtrue );
cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qtrue );
cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qtrue );
cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qtrue );
cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qtrue );
cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qtrue );
#ifdef MISSIONPACK
cgs.media.countPrepareTeamSound = trap_S_RegisterSound( "sound/feedback/prepare_team.wav", qtrue );
#endif
if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue );
cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qtrue );
cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qtrue );
cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qtrue );
cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qtrue );
cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qtrue );
cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qtrue );
cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qtrue );
cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qtrue );
cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qtrue );
cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue );
cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qtrue );
cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qtrue );
if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qtrue );
cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qtrue );
cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qtrue );
cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qtrue );
}
#ifdef MISSIONPACK
if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) {
// FIXME: get a replacement for this sound ?
cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qtrue );
cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qtrue );
cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qtrue );
}
if ( cgs.gametype == GT_1FCTF || cgs.gametype == GT_CTF || cg_buildScript.integer ) {
cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue );
cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue);
}
if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
cgs.media.yourBaseIsUnderAttackSound = trap_S_RegisterSound( "sound/teamplay/voc_base_attack.wav", qtrue );
}
#else
cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qtrue );
cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qtrue);
#endif
}
cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse );
cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse );
cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse );
cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );
#ifdef MISSIONPACK
cgs.media.useInvulnerabilitySound = trap_S_RegisterSound( "sound/items/invul_activate.wav", qfalse );
cgs.media.invulnerabilityImpactSound1 = trap_S_RegisterSound( "sound/items/invul_impact_01.wav", qfalse );
cgs.media.invulnerabilityImpactSound2 = trap_S_RegisterSound( "sound/items/invul_impact_02.wav", qfalse );
cgs.media.invulnerabilityImpactSound3 = trap_S_RegisterSound( "sound/items/invul_impact_03.wav", qfalse );
cgs.media.invulnerabilityJuicedSound = trap_S_RegisterSound( "sound/items/invul_juiced.wav", qfalse );
cgs.media.obeliskHitSound1 = trap_S_RegisterSound( "sound/items/obelisk_hit_01.wav", qfalse );
cgs.media.obeliskHitSound2 = trap_S_RegisterSound( "sound/items/obelisk_hit_02.wav", qfalse );
cgs.media.obeliskHitSound3 = trap_S_RegisterSound( "sound/items/obelisk_hit_03.wav", qfalse );
cgs.media.obeliskRespawnSound = trap_S_RegisterSound( "sound/items/obelisk_respawn.wav", qfalse );
cgs.media.ammoregenSound = trap_S_RegisterSound("sound/items/cl_ammoregen.wav", qfalse);
cgs.media.doublerSound = trap_S_RegisterSound("sound/items/cl_doubler.wav", qfalse);
cgs.media.guardSound = trap_S_RegisterSound("sound/items/cl_guard.wav", qfalse);
cgs.media.scoutSound = trap_S_RegisterSound("sound/items/cl_scout.wav", qfalse);
#endif
cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse );
cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse );
cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse );
cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse );
cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse );
cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse);
cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse );
#ifdef MISSIONPACK
cgs.media.hitSoundHighArmor = trap_S_RegisterSound( "sound/feedback/hithi.wav", qfalse );
cgs.media.hitSoundLowArmor = trap_S_RegisterSound( "sound/feedback/hitlo.wav", qfalse );
#endif
cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qtrue );
cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qtrue );
cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qtrue );
cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qtrue );
cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qtrue );
cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qtrue );
#ifdef MISSIONPACK
cgs.media.firstImpressiveSound = trap_S_RegisterSound( "sound/feedback/first_impressive.wav", qtrue );
cgs.media.firstExcellentSound = trap_S_RegisterSound( "sound/feedback/first_excellent.wav", qtrue );
cgs.media.firstHumiliationSound = trap_S_RegisterSound( "sound/feedback/first_gauntlet.wav", qtrue );
#endif
cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qtrue);
cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qtrue);
cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qtrue);
#ifdef MISSIONPACK
cgs.media.voteNow = trap_S_RegisterSound( "sound/feedback/vote_now.wav", qtrue);
cgs.media.votePassed = trap_S_RegisterSound( "sound/feedback/vote_passed.wav", qtrue);
cgs.media.voteFailed = trap_S_RegisterSound( "sound/feedback/vote_failed.wav", qtrue);
#endif
cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse);
cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse);
cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse);
cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse );
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse);
}
// only register the items that the server says we need
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(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] == '*' ) {
continue; // custom sound
}
cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse );
}
// FIXME: only needed with item
cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse );
cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse);
cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse);
cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
//cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
#ifdef MISSIONPACK
cgs.media.sfx_proxexp = trap_S_RegisterSound( "sound/weapons/proxmine/wstbexpl.wav" , qfalse);
cgs.media.sfx_nghit = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpd.wav" , qfalse);
cgs.media.sfx_nghitflesh = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpl.wav" , qfalse);
cgs.media.sfx_nghitmetal = trap_S_RegisterSound( "sound/weapons/nailgun/wnalimpm.wav", qfalse );
cgs.media.sfx_chghit = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpd.wav", qfalse );
cgs.media.sfx_chghitflesh = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpl.wav", qfalse );
cgs.media.sfx_chghitmetal = trap_S_RegisterSound( "sound/weapons/vulcan/wvulimpm.wav", qfalse );
cgs.media.weaponHoverSound = trap_S_RegisterSound( "sound/weapons/weapon_hover.wav", qfalse );
cgs.media.kamikazeExplodeSound = trap_S_RegisterSound( "sound/items/kam_explode.wav", qfalse );
cgs.media.kamikazeImplodeSound = trap_S_RegisterSound( "sound/items/kam_implode.wav", qfalse );
cgs.media.kamikazeFarSound = trap_S_RegisterSound( "sound/items/kam_explode_far.wav", qfalse );
cgs.media.winnerSound = trap_S_RegisterSound( "sound/feedback/voc_youwin.wav", qfalse );
cgs.media.loserSound = trap_S_RegisterSound( "sound/feedback/voc_youlose.wav", qfalse );
cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);
#endif
cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);
#ifdef MISSIONPACK
trap_S_RegisterSound("sound/player/james/death1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/death2.wav", qfalse );
trap_S_RegisterSound("sound/player/james/death3.wav", qfalse );
trap_S_RegisterSound("sound/player/james/jump1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/pain25_1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/pain75_1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/pain100_1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/falling1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/gasp.wav", qfalse );
trap_S_RegisterSound("sound/player/james/drown.wav", qfalse );
trap_S_RegisterSound("sound/player/james/fall1.wav", qfalse );
trap_S_RegisterSound("sound/player/james/taunt.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/death1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/death2.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/death3.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/jump1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/pain25_1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/pain75_1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/pain100_1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/falling1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/gasp.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/drown.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/fall1.wav", qfalse );
trap_S_RegisterSound("sound/player/janet/taunt.wav", qfalse );
#endif
}
//===================================================================================
/*
=================
CG_RegisterGraphics
This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
int i;
char items[MAX_ITEMS+1];
static char *sb_nums[11] = {
"gfx/2d/numbers/zero_32b",
"gfx/2d/numbers/one_32b",
"gfx/2d/numbers/two_32b",
"gfx/2d/numbers/three_32b",
"gfx/2d/numbers/four_32b",
"gfx/2d/numbers/five_32b",
"gfx/2d/numbers/six_32b",
"gfx/2d/numbers/seven_32b",
"gfx/2d/numbers/eight_32b",
"gfx/2d/numbers/nine_32b",
"gfx/2d/numbers/minus_32b",
};
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
trap_R_ClearScene();
CG_LoadingString( cgs.mapname );
trap_R_LoadWorldMap( cgs.mapname );
// precache status bar pics
CG_LoadingString( "game media" );
for ( i=0 ; i<11 ; i++) {
cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
}
cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );
cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
#ifdef MISSIONPACK
cgs.media.nailPuffShader = trap_R_RegisterShader( "nailtrail" );
cgs.media.blueProxMine = trap_R_RegisterModel( "models/weaphits/proxmineb.md3" );
#endif
cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
}
cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );
// powerup shaders
cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );
#ifdef MISSIONPACK
if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
}
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF || cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
#else
if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
#endif
cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
#ifdef MISSIONPACK
cgs.media.flagPoleModel = trap_R_RegisterModel( "models/flag2/flagpole.md3" );
cgs.media.flagFlapModel = trap_R_RegisterModel( "models/flag2/flagflap3.md3" );
cgs.media.redFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/red.skin" );
cgs.media.blueFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/blue.skin" );
cgs.media.neutralFlagFlapSkin = trap_R_RegisterSkin( "models/flag2/white.skin" );
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" );
#endif
}
#ifdef MISSIONPACK
if ( cgs.gametype == GT_1FCTF || cg_buildScript.integer ) {
cgs.media.neutralFlagModel = trap_R_RegisterModel( "models/flags/n_flag.md3" );
cgs.media.flagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral1" );
cgs.media.flagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
cgs.media.flagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
cgs.media.flagShader[3] = trap_R_RegisterShaderNoMip( "icons/iconf_neutral3" );
}
if ( cgs.gametype == GT_OBELISK || cg_buildScript.integer ) {
cgs.media.rocketExplosionShader = trap_R_RegisterShader("rocketExplosion");
cgs.media.overloadBaseModel = trap_R_RegisterModel( "models/powerups/overload_base.md3" );
cgs.media.overloadTargetModel = trap_R_RegisterModel( "models/powerups/overload_target.md3" );
cgs.media.overloadLightsModel = trap_R_RegisterModel( "models/powerups/overload_lights.md3" );
cgs.media.overloadEnergyModel = trap_R_RegisterModel( "models/powerups/overload_energy.md3" );
}
if ( cgs.gametype == GT_HARVESTER || cg_buildScript.integer ) {
cgs.media.harvesterModel = trap_R_RegisterModel( "models/powerups/harvester/harvester.md3" );
cgs.media.harvesterRedSkin = trap_R_RegisterSkin( "models/powerups/harvester/red.skin" );
cgs.media.harvesterBlueSkin = trap_R_RegisterSkin( "models/powerups/harvester/blue.skin" );
cgs.media.harvesterNeutralModel = trap_R_RegisterModel( "models/powerups/obelisk/obelisk.md3" );
}
cgs.media.redKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikred" );
cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );
#endif
if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
#ifdef MISSIONPACK
cgs.media.blueKamikazeShader = trap_R_RegisterShader( "models/weaphits/kamikblu" );
#endif
}
cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );
cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );
cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
#ifdef MISSIONPACK
cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/powerups/pop.md3" );
#else
cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
#endif
#ifdef MISSIONPACK
cgs.media.kamikazeEffectModel = trap_R_RegisterModel( "models/weaphits/kamboom2.md3" );
cgs.media.kamikazeShockWave = trap_R_RegisterModel( "models/weaphits/kamwave.md3" );
cgs.media.kamikazeHeadModel = trap_R_RegisterModel( "models/powerups/kamikazi.md3" );
cgs.media.kamikazeHeadTrail = trap_R_RegisterModel( "models/powerups/trailtest.md3" );
cgs.media.guardPowerupModel = trap_R_RegisterModel( "models/powerups/guard_player.md3" );
cgs.media.scoutPowerupModel = trap_R_RegisterModel( "models/powerups/scout_player.md3" );
cgs.media.doublerPowerupModel = trap_R_RegisterModel( "models/powerups/doubler_player.md3" );
cgs.media.ammoRegenPowerupModel = trap_R_RegisterModel( "models/powerups/ammo_player.md3" );
cgs.media.invulnerabilityImpactModel = trap_R_RegisterModel( "models/powerups/shield/impact.md3" );
cgs.media.invulnerabilityJuicedModel = trap_R_RegisterModel( "models/powerups/shield/juicer.md3" );
cgs.media.medkitUsageModel = trap_R_RegisterModel( "models/powerups/regen.md3" );
cgs.media.heartShader = trap_R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" );
cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" );
#endif
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" );
memset( cg_items, 0, sizeof( cg_items ) );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
// only register the items that the server says we need
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' || cg_buildScript.integer ) {
CG_LoadingItem( i );
CG_RegisterItemVisuals( i );
}
}
// wall marks
cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
// register the inline models
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 );
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] );
}
}
// register all the server specified models
for (i=1 ; i<MAX_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.gameModels[i] = trap_R_RegisterModel( modelName );
}
#ifdef MISSIONPACK
// new stuff
cgs.media.patrolShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/patrol.tga");
cgs.media.assaultShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/assault.tga");
cgs.media.campShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/camp.tga");
cgs.media.followShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/follow.tga");
cgs.media.defendShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/defend.tga");
cgs.media.teamLeaderShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/team_leader.tga");
cgs.media.retrieveShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/retrieve.tga");
cgs.media.escortShader = trap_R_RegisterShaderNoMip("ui/assets/statusbar/escort.tga");
cgs.media.cursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
cgs.media.sizeCursor = trap_R_RegisterShaderNoMip( "ui/assets/sizecursor.tga" );
cgs.media.selectCursor = trap_R_RegisterShaderNoMip( "ui/assets/selectcursor.tga" );
cgs.media.flagShaders[0] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_in_base.tga");
cgs.media.flagShaders[1] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_capture.tga");
cgs.media.flagShaders[2] = trap_R_RegisterShaderNoMip("ui/assets/statusbar/flag_missing.tga");
trap_R_RegisterModel( "models/players/james/lower.md3" );
trap_R_RegisterModel( "models/players/james/upper.md3" );
trap_R_RegisterModel( "models/players/heads/james/james.md3" );
trap_R_RegisterModel( "models/players/janet/lower.md3" );
trap_R_RegisterModel( "models/players/janet/upper.md3" );
trap_R_RegisterModel( "models/players/heads/janet/janet.md3" );
#endif
CG_ClearParticles ();
/*
for (i=1; i<MAX_PARTICLES_AREAS; i++)
{
{
int rval;
rval = CG_NewParticleArea ( CS_PARTICLES + i);
if (!rval)
break;
}
}
*/
}
/*
=======================
CG_BuildSpectatorString
=======================
*/
void CG_BuildSpectatorString(void) {
int i;
cg.spectatorList[0] = 0;
for (i = 0; i < MAX_CLIENTS; i++) {
if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
}
}
i = strlen(cg.spectatorList);
if (i != cg.spectatorLen) {
cg.spectatorLen = i;
cg.spectatorWidth = -1;
}
}
/*
===================
CG_RegisterClients
===================
*/
static void CG_RegisterClients( void ) {
int i;
CG_LoadingClient(cg.clientNum);
CG_NewClientInfo(cg.clientNum);
for (i=0 ; i<MAX_CLIENTS ; i++) {
const char *clientInfo;
if (cg.clientNum == i) {
continue;
}
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0]) {
continue;
}
CG_LoadingClient( i );
CG_NewClientInfo( i );
}
CG_BuildSpectatorString();
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
CG_Error( "CG_ConfigString: bad index: %i", index );
}
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}
//==================================================================
/*
======================
CG_StartMusic
======================
*/
void CG_StartMusic( void ) {
char *s;
char parm1[MAX_QPATH], parm2[MAX_QPATH];
// start the background music
s = (char *)CG_ConfigString( CS_MUSIC );
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
trap_S_StartBackgroundTrack( parm1, parm2 );
}
#ifdef MISSIONPACK
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\n", 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;
}
//
// ==============================
// new hud stuff ( mission pack )
// ==============================
//
qboolean CG_Asset_Parse(int handle) {
pc_token_t token;
const char *tempStr;
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 (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
return qfalse;
}
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.textFont);
continue;
}
// smallFont
if (Q_stricmp(token.string, "smallFont") == 0) {
int pointSize;
if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
return qfalse;
}
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.smallFont);
continue;
}
// font
if (Q_stricmp(token.string, "bigfont") == 0) {
int pointSize;
if (!PC_String_Parse(handle, &tempStr) || !PC_Int_Parse(handle, &pointSize)) {
return qfalse;
}
cgDC.registerFont(tempStr, pointSize, &cgDC.Assets.bigFont);
continue;
}
// gradientbar
if (Q_stricmp(token.string, "gradientbar") == 0) {
if (!PC_String_Parse(handle, &tempStr)) {
return qfalse;
}
cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip(tempStr);
continue;
}
// enterMenuSound
if (Q_stricmp(token.string, "menuEnterSound") == 0) {
if (!PC_String_Parse(handle, &tempStr)) {
return qfalse;
}
cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// exitMenuSound
if (Q_stricmp(token.string, "menuExitSound") == 0) {
if (!PC_String_Parse(handle, &tempStr)) {
return qfalse;
}
cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// itemFocusSound
if (Q_stricmp(token.string, "itemFocusSound") == 0) {
if (!PC_String_Parse(handle, &tempStr)) {
return qfalse;
}
cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse );
continue;
}
// menuBuzzSound
if (Q_stricmp(token.string, "menuBuzzSound") == 0) {
if (!PC_String_Parse(handle, &tempStr)) {
return qfalse;
}
cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse );
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;
}
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(char **p) {
char *token;
token = COM_ParseExt(p, qtrue);
if (token[0] != '{') {
return qfalse;
}
while ( 1 ) {
token = COM_ParseExt(p, qtrue);
if (Q_stricmp(token, "}") == 0) {
return qtrue;
}
if (!token[0]) {
return qfalse;
}
CG_ParseMenu(token);
}
return qfalse;
}
void CG_LoadMenus(const char *menuFile) {
char *token;
char *p;
int len, start;
fileHandle_t f;
static char buf[MAX_MENUDEFFILE];
start = trap_Milliseconds();
len = trap_FS_FOpenFile( menuFile, &f, FS_READ );
if ( !f ) {
Com_Printf( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile );
len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ );
if (!f) {
CG_Error( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!" );
}
}
if ( len >= MAX_MENUDEFFILE ) {
trap_FS_FCloseFile( f );
CG_Error( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE );
return;
}
trap_FS_Read( buf, len, f );
buf[len] = 0;
trap_FS_FCloseFile( f );
COM_Compress(buf);
Menu_Reset();
p = buf;
while ( 1 ) {
token = COM_ParseExt( &p, qtrue );
if (!token[0]) {
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 ( 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", trap_Milliseconds() - start);
}
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 *handle) {
gitem_t *item;
int scoreIndex = 0;
clientInfo_t *info = NULL;
int team = -1;
score_t *sp = NULL;
*handle = -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 );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else if ( info->powerups & ( 1 << PW_REDFLAG ) ) {
item = BG_FindItemForPowerup( PW_REDFLAG );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) {
item = BG_FindItemForPowerup( PW_BLUEFLAG );
*handle = cg_items[ ITEM_INDEX(item) ].icon;
} else {
if ( info->botSkill > 0 && info->botSkill <= 5 ) {
*handle = cgs.media.botSkillShaders[ info->botSkill - 1 ];
} else if ( info->handicap < 100 ) {
return va("%i", info->handicap );
}
}
break;
case 1:
if (team == -1) {
return "";
} else {
*handle = 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_TOURNAMENT) {
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 void CG_FeederSelection(float feederID, int index) {
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;
}
}
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) {
CG_Text_Paint(x, y, scale, color, text, 0, limit, style);
}
static int CG_OwnerDrawWidth(int ownerDraw, float scale) {
switch (ownerDraw) {
case CG_GAME_TYPE:
return CG_Text_Width(CG_GameTypeString(), scale, 0);
case CG_GAME_STATUS:
return CG_Text_Width(CG_GetGameStatusText(), scale, 0);
break;
case CG_KILLER:
return CG_Text_Width(CG_GetKillerText(), scale, 0);
break;
case CG_RED_NAME:
return CG_Text_Width(cg_redTeamName.string, scale, 0);
break;
case CG_BLUE_NAME:
return CG_Text_Width(cg_blueTeamName.string, scale, 0);
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_LoadHudMenu();
=================
*/
void CG_LoadHudMenu( void ) {
char buff[1024];
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.ownerDrawItem = &CG_OwnerDraw;
cgDC.getValue = &CG_GetValue;
cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
cgDC.runScript = &CG_RunMenuScript;
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();
trap_Cvar_VariableStringBuffer("cg_hudFiles", buff, sizeof(buff));
hudSet = buff;
if (hudSet[0] == '\0') {
hudSet = "ui/hud.txt";
}
CG_LoadMenus(hudSet);
}
void CG_AssetCache( void ) {
//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 );
}
#endif
/*
=================
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 ) {
const char *s;
// clear everything
memset( &cgs, 0, sizeof( cgs ) );
memset( &cg, 0, sizeof( cg ) );
memset( cg_entities, 0, sizeof(cg_entities) );
memset( cg_weapons, 0, sizeof(cg_weapons) );
memset( cg_items, 0, sizeof(cg_items) );
cg.clientNum = clientNum;
cgs.processedSnapshotNum = serverMessageNum;
cgs.serverCommandSequence = serverCommandSequence;
// load a few needed things before we do any screen updates
cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
cgs.media.whiteShader = trap_R_RegisterShader( "white" );
cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
CG_RegisterCvars();
CG_InitConsoleCommands();
cg.weaponSelect = WP_MACHINEGUN;
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 );
// 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 );
#ifdef MISSIONPACK
String_Init();
#endif
cg.loading = qtrue; // force players to load instead of defer
CG_LoadingString( "sounds" );
CG_RegisterSounds();
CG_LoadingString( "graphics" );
CG_RegisterGraphics();
CG_LoadingString( "clients" );
CG_RegisterClients(); // if low on memory, some clients will be deferred
#ifdef MISSIONPACK
CG_AssetCache();
CG_LoadHudMenu(); // load new hud stuff
#endif
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();
CG_LoadingString( "" );
#ifdef MISSIONPACK
CG_InitTeamChat();
#endif
CG_ShaderStateChanged();
trap_S_ClearLoopingSounds( qtrue );
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void ) {
// some mods may need to do cleanup work here,
// like closing files or archiving session data
}
/*
==================
CG_EventHandling
==================
type 0 - no event handling
1 - team menu
2 - hud editor
*/
#ifndef MISSIONPACK
void CG_EventHandling(int type) {
}
void CG_KeyEvent(int key, qboolean down) {
}
void CG_MouseEvent(int x, int y) {
}
#endif