/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2005 - 2015, ioquake3 contributors Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program 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 this program; if not, see . =========================================================================== */ // cg_main.c -- initialization and primary entry point for cgame #include "cg_local.h" #include "ui/ui_shared.h" NORETURN_PTR void (*Com_Error)( int level, const char *error, ... ); void (*Com_Printf)( const char *msg, ... ); // display context for new ui stuff displayContextDef_t cgDC; extern int cgSiegeRoundState; extern int cgSiegeRoundTime; /* Ghoul2 Insert Start */ void CG_InitItems(void); /* Ghoul2 Insert End */ void CG_InitJetpackGhoul2(void); void CG_CleanJetpackGhoul2(void); void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ); void CG_Shutdown( void ); void CG_CalcEntityLerpPositions( centity_t *cent ); void CG_ROFF_NotetrackCallback( centity_t *cent, const char *notetrack); void UI_CleanupGhoul2(void); static int C_PointContents(void); static void C_GetLerpOrigin(void); static void C_GetLerpData(void); static void C_Trace(void); static void C_G2Trace(void); static void C_G2Mark(void); static int CG_RagCallback(int callType); static void C_ImpactMark(void); extern autoMapInput_t cg_autoMapInput; //cg_view.c extern int cg_autoMapInputTime; extern vec3_t cg_autoMapAngle; void CG_MiscEnt(void); void CG_DoCameraShake( vec3_t origin, float intensity, int radius, int time ); //do we have any force powers that we would normally need to cycle to? qboolean CG_NoUseableForce(void) { int i = FP_HEAL; while (i < NUM_FORCE_POWERS) { if (i != FP_SABERTHROW && i != FP_SABER_OFFENSE && i != FP_SABER_DEFENSE && i != FP_LEVITATION) { //valid selectable power if (cg.predictedPlayerState.fd.forcePowersKnown & (1 << i)) { //we have it return qfalse; } } i++; } //no useable force powers, I guess. return qtrue; } static int C_PointContents( void ) { TCGPointContents *data = &cg.sharedBuffer.pointContents; return CG_PointContents( data->mPoint, data->mPassEntityNum ); } static void C_GetLerpOrigin( void ) { TCGVectorData *data = &cg.sharedBuffer.vectorData; VectorCopy( cg_entities[data->mEntityNum].lerpOrigin, data->mPoint ); } // only used by FX system to pass to getboltmat static void C_GetLerpData( void ) { TCGGetBoltData *data = &cg.sharedBuffer.getBoltData; VectorCopy( cg_entities[data->mEntityNum].lerpOrigin, data->mOrigin ); VectorCopy( cg_entities[data->mEntityNum].modelScale, data->mScale ); VectorCopy( cg_entities[data->mEntityNum].lerpAngles, data->mAngles ); if ( cg_entities[data->mEntityNum].currentState.eType == ET_PLAYER ) { // normal player data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } else if ( cg_entities[data->mEntityNum].currentState.eType == ET_NPC ) { // an NPC Vehicle_t *pVeh = cg_entities[data->mEntityNum].m_pVehicle; if ( !pVeh ) { // for vehicles, we may or may not want to 0 out pitch and roll data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } else if ( pVeh->m_pVehicleInfo->type == VH_SPEEDER ) { // speeder wants no pitch but a roll data->mAngles[PITCH] = 0.0f; } else if ( pVeh->m_pVehicleInfo->type != VH_FIGHTER ) { // fighters want all angles data->mAngles[PITCH] = 0.0f; data->mAngles[ROLL] = 0.0f; } } } static void C_Trace( void ) { TCGTrace *td = &cg.sharedBuffer.trace; CG_Trace( &td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask ); } static void C_G2Trace( void ) { TCGTrace *td = &cg.sharedBuffer.trace; CG_G2Trace( &td->mResult, td->mStart, td->mMins, td->mMaxs, td->mEnd, td->mSkipNumber, td->mMask ); } static void C_G2Mark( void ) { TCGG2Mark *td = &cg.sharedBuffer.g2Mark; trace_t tr; vec3_t end; VectorMA( td->start, 64.0f, td->dir, end ); CG_G2Trace( &tr, td->start, NULL, NULL, end, ENTITYNUM_NONE, MASK_PLAYERSOLID ); if ( tr.entityNum < ENTITYNUM_WORLD && cg_entities[tr.entityNum].ghoul2 ) { // hit someone with a ghoul2 instance, let's project the decal on them then. centity_t *cent = &cg_entities[tr.entityNum]; // CG_TestLine( tr.endpos, end, 2000, 0x0000ff, 1 ); CG_AddGhoul2Mark( td->shader, td->size, tr.endpos, end, tr.entityNum, cent->lerpOrigin, cent->lerpAngles[YAW], cent->ghoul2, cent->modelScale, Q_irand( 2000, 4000 ) ); // I'm making fx system decals have a very short lifetime. } } static void CG_DebugBoxLines( vec3_t mins, vec3_t maxs, int duration ) { vec3_t start, end, vert; float x = maxs[0] - mins[0]; float y = maxs[1] - mins[1]; start[2] = maxs[2]; vert[2] = mins[2]; vert[0] = mins[0]; vert[1] = mins[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = mins[0]; vert[1] = maxs[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = maxs[0]; vert[1] = mins[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); vert[0] = maxs[0]; vert[1] = maxs[1]; start[0] = vert[0]; start[1] = vert[1]; CG_TestLine(start, vert, duration, 0x00000ff, 1); // top of box VectorCopy(maxs, start); VectorCopy(maxs, end); start[0] -= x; CG_TestLine(start, end, duration, 0x00000ff, 1); end[0] = start[0]; end[1] -= y; CG_TestLine(start, end, duration, 0x00000ff, 1); start[1] = end[1]; start[0] += x; CG_TestLine(start, end, duration, 0x00000ff, 1); CG_TestLine(start, maxs, duration, 0x00000ff, 1); // bottom of box VectorCopy(mins, start); VectorCopy(mins, end); start[0] += x; CG_TestLine(start, end, duration, 0x00000ff, 1); end[0] = start[0]; end[1] += y; CG_TestLine(start, end, duration, 0x00000ff, 1); start[1] = end[1]; start[0] -= x; CG_TestLine(start, end, duration, 0x00000ff, 1); CG_TestLine(start, mins, duration, 0x00000ff, 1); } //handle ragdoll callbacks, for events and debugging -rww static int CG_RagCallback(int callType) { switch(callType) { case RAG_CALLBACK_DEBUGBOX: { ragCallbackDebugBox_t *callData = &cg.sharedBuffer.rcbDebugBox; CG_DebugBoxLines(callData->mins, callData->maxs, callData->duration); } break; case RAG_CALLBACK_DEBUGLINE: { ragCallbackDebugLine_t *callData = &cg.sharedBuffer.rcbDebugLine; CG_TestLine(callData->start, callData->end, callData->time, callData->color, callData->radius); } break; case RAG_CALLBACK_BONESNAP: { ragCallbackBoneSnap_t *callData = &cg.sharedBuffer.rcbBoneSnap; centity_t *cent = &cg_entities[callData->entNum]; int snapSound = trap->S_RegisterSound(va("sound/player/bodyfall_human%i.wav", Q_irand(1, 3))); trap->S_StartSound(cent->lerpOrigin, callData->entNum, CHAN_AUTO, snapSound); } case RAG_CALLBACK_BONEIMPACT: break; case RAG_CALLBACK_BONEINSOLID: #if 0 { ragCallbackBoneInSolid_t *callData = &cg.sharedBuffer.rcbBoneInSolid; if (callData->solidCount > 16) { //don't bother if we're just tapping into solidity, we'll probably recover on our own centity_t *cent = &cg_entities[callData->entNum]; vec3_t slideDir; VectorSubtract(cent->lerpOrigin, callData->bonePos, slideDir); VectorAdd(cent->ragOffsets, slideDir, cent->ragOffsets); cent->hasRagOffset = qtrue; } } #endif break; case RAG_CALLBACK_TRACELINE: { ragCallbackTraceLine_t *callData = &cg.sharedBuffer.rcbTraceLine; CG_Trace(&callData->tr, callData->start, callData->mins, callData->maxs, callData->end, callData->ignore, callData->mask); } break; default: Com_Error(ERR_DROP, "Invalid callType in CG_RagCallback"); break; } return 0; } static void C_ImpactMark( void ) { TCGImpactMark *data = &cg.sharedBuffer.impactMark; // CG_ImpactMark( (int)arg0, (const float *)arg1, (const float *)arg2, (float)arg3, (float)arg4, (float)arg5, (float)arg6, // (float)arg7, qtrue, (float)arg8, qfalse ); CG_ImpactMark( data->mHandle, data->mPoint, data->mAngle, data->mRotation, data->mRed, data->mGreen, data->mBlue, data->mAlphaStart, qtrue, data->mSizeStart, qfalse ); } void CG_MiscEnt( void ) { int i, modelIndex; TCGMiscEnt *data = &cg.sharedBuffer.miscEnt; cg_staticmodel_t *staticmodel; if( cgs.numMiscStaticModels >= MAX_STATIC_MODELS ) { trap->Error( ERR_DROP, "^1MAX_STATIC_MODELS(%i) hit", MAX_STATIC_MODELS ); } modelIndex = trap->R_RegisterModel(data->mModel); if (modelIndex == 0) { trap->Error( ERR_DROP, "client_model failed to load model '%s'", data->mModel ); return; } staticmodel = &cgs.miscStaticModels[cgs.numMiscStaticModels++]; staticmodel->model = modelIndex; AnglesToAxis( data->mAngles, staticmodel->axes ); for ( i = 0; i < 3; i++ ) { VectorScale( staticmodel->axes[i], data->mScale[i], staticmodel->axes[i] ); } VectorCopy( data->mOrigin, staticmodel->org ); staticmodel->zoffset = 0.f; if( staticmodel->model ) { vec3_t mins, maxs; trap->R_ModelBounds( staticmodel->model, mins, maxs ); VectorScaleVector(mins, data->mScale, mins); VectorScaleVector(maxs, data->mScale, maxs); staticmodel->radius = RadiusFromBounds( mins, maxs ); } else { staticmodel->radius = 0; } } /* Ghoul2 Insert Start */ /* void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount) { bolt->resize(newCount); } void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount) { surface->resize(newCount); } void CG_ResizeG2Bone(boneInfo_v *bone, int newCount) { bone->resize(newCount); } void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount) { ghoul2->resize(newCount); } void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount) { tempBone->resize(newCount); } */ /* Ghoul2 Insert End */ cg_t cg; cgs_t cgs; centity_t cg_entities[MAX_GENTITIES]; centity_t *cg_permanents[MAX_GENTITIES]; //rwwRMG - added int cg_numpermanents = 0; weaponInfo_t cg_weapons[MAX_WEAPONS]; itemInfo_t cg_items[MAX_ITEMS]; int CG_CrosshairPlayer( void ) { if ( cg.time > (cg.crosshairClientTime + 1000) ) return -1; if ( cg.crosshairClientNum >= MAX_CLIENTS ) return -1; return cg.crosshairClientNum; } int CG_LastAttacker( void ) { if ( !cg.attackerTime ) return -1; return cg.snap->ps.persistant[PERS_ATTACKER]; } /* ================ CG_Argv ================ */ const char *CG_Argv( int arg ) { static char buffer[MAX_STRING_CHARS] = {0}; trap->Cmd_Argv( arg, buffer, sizeof( buffer ) ); return buffer; } //======================================================================== //so shared code can get the local time depending on the side it's executed on int BG_GetTime(void) { return cg.time; } /* ================= CG_RegisterItemSounds The server says this item is used on this level ================= */ static void CG_RegisterItemSounds( int itemNum ) { gitem_t *item; char data[MAX_QPATH]; char *s, *start; int len; item = &bg_itemlist[ itemNum ]; if( item->pickup_sound ) { trap->S_RegisterSound( item->pickup_sound ); } // parse the space seperated precache string for other media s = item->sounds; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') { s++; } len = s-start; if (len >= MAX_QPATH || len < 5) { trap->Error( ERR_DROP, "PrecacheItem: %s has bad precache string", item->classname); return; } memcpy (data, start, len); data[len] = 0; if ( *s ) { s++; } trap->S_RegisterSound( data ); } // parse the space seperated precache string for other media s = item->precaches; if (!s || !s[0]) return; while (*s) { start = s; while (*s && *s != ' ') { s++; } len = s-start; if (len >= MAX_QPATH || len < 5) { trap->Error( ERR_DROP, "PrecacheItem: %s has bad precache string", item->classname); return; } memcpy (data, start, len); data[len] = 0; if ( *s ) { s++; } if ( !strcmp(data+len-3, "efx" )) { trap->FX_RegisterEffect( data ); } } } static void CG_AS_Register(void) { const char *soundName; int i; // CG_LoadingString( "ambient sound sets" ); //Load the ambient sets #if 0 //as_preCacheMap was game-side.. that is evil. trap->AS_AddPrecacheEntry( "#clear" ); // ;-) //FIXME: Don't ask... I had to get around a really nasty MS error in the templates with this... namePrecache_m::iterator pi; STL_ITERATE( pi, as_preCacheMap ) { cgi_AS_AddPrecacheEntry( ((*pi).first).c_str() ); } #else trap->AS_AddPrecacheEntry( "#clear" ); for ( i = 1 ; i < MAX_AMBIENT_SETS ; i++ ) { soundName = CG_ConfigString( CS_AMBIENT_SET+i ); if ( !soundName || !soundName[0] ) { break; } trap->AS_AddPrecacheEntry(soundName); } soundName = CG_ConfigString( CS_GLOBAL_AMBIENT_SET ); if (soundName && soundName[0] && Q_stricmp(soundName, "default")) { //global soundset trap->AS_AddPrecacheEntry(soundName); } #endif trap->AS_ParseSets(); } //a global weather effect (rain, snow, etc) void CG_ParseWeatherEffect(const char *str) { char *sptr = (char *)str; sptr++; //pass the '*' trap->R_WorldEffectCommand(sptr); } extern int cgSiegeRoundBeganTime; void CG_ParseSiegeState(const char *str) { int i = 0; int j = 0; // int prevState = cgSiegeRoundState; char b[1024]; while (str[i] && str[i] != '|') { b[j] = str[i]; i++; j++; } b[j] = 0; cgSiegeRoundState = atoi(b); if (str[i] == '|') { j = 0; i++; while (str[i]) { b[j] = str[i]; i++; j++; } b[j] = 0; // if (cgSiegeRoundState != prevState) { //it changed cgSiegeRoundTime = atoi(b); if (cgSiegeRoundState == 0 || cgSiegeRoundState == 2) { cgSiegeRoundBeganTime = cgSiegeRoundTime; } } } else { cgSiegeRoundTime = cg.time; } } /* ================= CG_RegisterSounds called during a precache command ================= */ void CG_PrecacheNPCSounds(const char *str); void CG_ParseSiegeObjectiveStatus(const char *str); extern int cg_beatingSiegeTime; extern int cg_siegeWinTeam; static void CG_RegisterSounds( void ) { int i; char items[MAX_ITEMS+1]; char name[MAX_QPATH]; const char *soundName; CG_AS_Register(); // CG_LoadingString( "sounds" ); trap->S_RegisterSound( "sound/weapons/melee/punch1.mp3" ); trap->S_RegisterSound( "sound/weapons/melee/punch2.mp3" ); trap->S_RegisterSound( "sound/weapons/melee/punch3.mp3" ); trap->S_RegisterSound( "sound/weapons/melee/punch4.mp3" ); trap->S_RegisterSound("sound/movers/objects/saber_slam"); trap->S_RegisterSound("sound/player/bodyfall_human1.wav"); trap->S_RegisterSound("sound/player/bodyfall_human2.wav"); trap->S_RegisterSound("sound/player/bodyfall_human3.wav"); //test effects trap->FX_RegisterEffect("effects/mp/test_sparks.efx"); trap->FX_RegisterEffect("effects/mp/test_wall_impact.efx"); cgs.media.oneMinuteSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM004" ); cgs.media.fiveMinuteSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM005" ); cgs.media.oneFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM001" ); cgs.media.twoFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM002" ); cgs.media.threeFragSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM003"); cgs.media.count3Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM035" ); cgs.media.count2Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM036" ); cgs.media.count1Sound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM037" ); cgs.media.countFightSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM038" ); cgs.media.hackerIconShader = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_tech"); cgs.media.redSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/red_glow" ); cgs.media.redSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/red_line" ); cgs.media.orangeSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/orange_glow" ); cgs.media.orangeSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/orange_line" ); cgs.media.yellowSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/yellow_glow" ); cgs.media.yellowSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/yellow_line" ); cgs.media.greenSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/green_glow" ); cgs.media.greenSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/green_line" ); cgs.media.blueSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/blue_glow" ); cgs.media.blueSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/blue_line" ); cgs.media.purpleSaberGlowShader = trap->R_RegisterShader( "gfx/effects/sabers/purple_glow" ); cgs.media.purpleSaberCoreShader = trap->R_RegisterShader( "gfx/effects/sabers/purple_line" ); cgs.media.saberBlurShader = trap->R_RegisterShader( "gfx/effects/sabers/saberBlur" ); cgs.media.swordTrailShader = trap->R_RegisterShader( "gfx/effects/sabers/swordTrail" ); cgs.media.forceCoronaShader = trap->R_RegisterShaderNoMip( "gfx/hud/force_swirl" ); cgs.media.yellowDroppedSaberShader = trap->R_RegisterShader("gfx/effects/yellow_glow"); cgs.media.rivetMarkShader = trap->R_RegisterShader( "gfx/damage/rivetmark" ); trap->R_RegisterShader( "gfx/effects/saberFlare" ); trap->R_RegisterShader( "powerups/ysalimarishell" ); trap->R_RegisterShader( "gfx/effects/forcePush" ); trap->R_RegisterShader( "gfx/misc/red_dmgshield" ); trap->R_RegisterShader( "gfx/misc/red_portashield" ); trap->R_RegisterShader( "gfx/misc/blue_dmgshield" ); trap->R_RegisterShader( "gfx/misc/blue_portashield" ); trap->R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg.tga" ); for (i=1 ; i<9 ; i++) { trap->S_RegisterSound(va("sound/weapons/saber/saberhup%i.wav", i)); } for (i=1 ; i<10 ; i++) { trap->S_RegisterSound(va("sound/weapons/saber/saberblock%i.wav", i)); } for (i=1 ; i<4 ; i++) { trap->S_RegisterSound(va("sound/weapons/saber/bounce%i.wav", i)); } trap->S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" ); trap->S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" ); trap->S_RegisterSound( "sound/weapons/saber/saberhum1.wav" ); trap->S_RegisterSound( "sound/weapons/saber/saberon.wav" ); trap->S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ); trap->S_RegisterSound( "sound/weapons/saber/saberhitwall1" ); trap->S_RegisterSound( "sound/weapons/saber/saberhitwall2" ); trap->S_RegisterSound( "sound/weapons/saber/saberhitwall3" ); trap->S_RegisterSound("sound/weapons/saber/saberhit.wav"); trap->S_RegisterSound("sound/weapons/saber/saberhit1.wav"); trap->S_RegisterSound("sound/weapons/saber/saberhit2.wav"); trap->S_RegisterSound("sound/weapons/saber/saberhit3.wav"); trap->S_RegisterSound("sound/weapons/saber/saber_catch.wav"); cgs.media.teamHealSound = trap->S_RegisterSound("sound/weapons/force/teamheal.wav"); cgs.media.teamRegenSound = trap->S_RegisterSound("sound/weapons/force/teamforce.wav"); trap->S_RegisterSound("sound/weapons/force/heal.wav"); trap->S_RegisterSound("sound/weapons/force/speed.wav"); trap->S_RegisterSound("sound/weapons/force/see.wav"); trap->S_RegisterSound("sound/weapons/force/rage.wav"); trap->S_RegisterSound("sound/weapons/force/lightning"); trap->S_RegisterSound("sound/weapons/force/lightninghit1"); trap->S_RegisterSound("sound/weapons/force/lightninghit2"); trap->S_RegisterSound("sound/weapons/force/lightninghit3"); trap->S_RegisterSound("sound/weapons/force/drain.wav"); trap->S_RegisterSound("sound/weapons/force/jumpbuild.wav"); trap->S_RegisterSound("sound/weapons/force/distract.wav"); trap->S_RegisterSound("sound/weapons/force/distractstop.wav"); trap->S_RegisterSound("sound/weapons/force/pull.wav"); trap->S_RegisterSound("sound/weapons/force/push.wav"); for (i=1 ; i<3 ; i++) { trap->S_RegisterSound(va("sound/weapons/thermal/bounce%i.wav", i)); } trap->S_RegisterSound("sound/movers/switches/switch2.wav"); trap->S_RegisterSound("sound/movers/switches/switch3.wav"); trap->S_RegisterSound("sound/ambience/spark5.wav"); trap->S_RegisterSound("sound/chars/turret/ping.wav"); trap->S_RegisterSound("sound/chars/turret/startup.wav"); trap->S_RegisterSound("sound/chars/turret/shutdown.wav"); trap->S_RegisterSound("sound/chars/turret/move.wav"); trap->S_RegisterSound("sound/player/pickuphealth.wav"); trap->S_RegisterSound("sound/player/pickupshield.wav"); trap->S_RegisterSound("sound/effects/glassbreak1.wav"); trap->S_RegisterSound( "sound/weapons/rocket/tick.wav" ); trap->S_RegisterSound( "sound/weapons/rocket/lock.wav" ); trap->S_RegisterSound("sound/weapons/force/speedloop.wav"); trap->S_RegisterSound("sound/weapons/force/protecthit.mp3"); //PDSOUND_PROTECTHIT trap->S_RegisterSound("sound/weapons/force/protect.mp3"); //PDSOUND_PROTECT trap->S_RegisterSound("sound/weapons/force/absorbhit.mp3"); //PDSOUND_ABSORBHIT trap->S_RegisterSound("sound/weapons/force/absorb.mp3"); //PDSOUND_ABSORB trap->S_RegisterSound("sound/weapons/force/jump.mp3"); //PDSOUND_FORCEJUMP trap->S_RegisterSound("sound/weapons/force/grip.mp3"); //PDSOUND_FORCEGRIP if ( cgs.gametype >= GT_TEAM || com_buildScript.integer ) { #ifdef JK2AWARDS cgs.media.captureAwardSound = trap->S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav" ); #endif cgs.media.redLeadsSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM046"); cgs.media.blueLeadsSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM045"); cgs.media.teamsTiedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM032" ); cgs.media.redScoredSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM044"); cgs.media.blueScoredSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM043" ); if ( cgs.gametype == GT_CTF || com_buildScript.integer ) { cgs.media.redFlagReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM042" ); cgs.media.blueFlagReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM041" ); cgs.media.redTookFlagSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM040" ); cgs.media.blueTookFlagSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM039" ); } if ( cgs.gametype == GT_CTY /*|| com_buildScript.integer*/ ) { cgs.media.redYsalReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM050" ); cgs.media.blueYsalReturnedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM049" ); cgs.media.redTookYsalSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM048" ); cgs.media.blueTookYsalSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM047" ); } } cgs.media.drainSound = trap->S_RegisterSound("sound/weapons/force/drained.mp3"); cgs.media.happyMusic = trap->S_RegisterSound("music/goodsmall.mp3"); cgs.media.dramaticFailure = trap->S_RegisterSound("music/badsmall.mp3"); //PRECACHE ALL MUSIC HERE (don't need to precache normally because it's streamed off the disk) if (com_buildScript.integer) { trap->S_StartBackgroundTrack( "music/mp/duel.mp3", "music/mp/duel.mp3", qfalse ); } cg.loadLCARSStage = 1; cgs.media.selectSound = trap->S_RegisterSound( "sound/weapons/change.wav" ); cgs.media.teleInSound = trap->S_RegisterSound( "sound/player/telein.wav" ); cgs.media.teleOutSound = trap->S_RegisterSound( "sound/player/teleout.wav" ); cgs.media.respawnSound = trap->S_RegisterSound( "sound/items/respawn1.wav" ); trap->S_RegisterSound( "sound/movers/objects/objectHit.wav" ); cgs.media.talkSound = trap->S_RegisterSound( "sound/player/talk.wav" ); cgs.media.landSound = trap->S_RegisterSound( "sound/player/land1.wav"); cgs.media.fallSound = trap->S_RegisterSound( "sound/player/fallsplat.wav"); cgs.media.crackleSound = trap->S_RegisterSound( "sound/effects/energy_crackle.wav" ); #ifdef JK2AWARDS cgs.media.impressiveSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM025" ); cgs.media.excellentSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM053" ); cgs.media.deniedSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM017" ); cgs.media.humiliationSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM019" ); cgs.media.defendSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM024" ); #endif /* cgs.media.takenLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM051"); cgs.media.tiedLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM032"); cgs.media.lostLeadSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM052"); */ cgs.media.rollSound = trap->S_RegisterSound( "sound/player/roll1.wav"); cgs.media.noforceSound = trap->S_RegisterSound( "sound/weapons/force/noforce" ); cgs.media.watrInSound = trap->S_RegisterSound( "sound/player/watr_in.wav"); cgs.media.watrOutSound = trap->S_RegisterSound( "sound/player/watr_out.wav"); cgs.media.watrUnSound = trap->S_RegisterSound( "sound/player/watr_un.wav"); cgs.media.explosionModel = trap->R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); cgs.media.surfaceExplosionShader = trap->R_RegisterShader( "surfaceExplosion" ); cgs.media.disruptorShader = trap->R_RegisterShader( "gfx/effects/burn"); if (com_buildScript.integer) { trap->R_RegisterShader( "gfx/effects/turretflashdie" ); } cgs.media.solidWhite = trap->R_RegisterShader( "gfx/effects/solidWhite_cull" ); trap->R_RegisterShader("gfx/misc/mp_light_enlight_disable"); trap->R_RegisterShader("gfx/misc/mp_dark_enlight_disable"); trap->R_RegisterModel ( "models/map_objects/mp/sphere.md3" ); trap->R_RegisterModel("models/items/remote.md3"); cgs.media.holocronPickup = trap->S_RegisterSound( "sound/player/holocron.wav" ); // Zoom cgs.media.zoomStart = trap->S_RegisterSound( "sound/interface/zoomstart.wav" ); cgs.media.zoomLoop = trap->S_RegisterSound( "sound/interface/zoomloop.wav" ); cgs.media.zoomEnd = trap->S_RegisterSound( "sound/interface/zoomend.wav" ); for (i=0 ; i<4 ; i++) { Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONEWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_STONERUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_METALRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WADE][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SWIM][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = trap->S_RegisterSound (name); Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1); cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = trap->S_RegisterSound (name); } // only register the items that the server says we need Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items)); for ( i = 1 ; i < bg_numItems ; i++ ) { if ( items[ i ] == '1' || com_buildScript.integer ) { CG_RegisterItemSounds( i ); } } for ( i = 1 ; i < MAX_SOUNDS ; i++ ) { soundName = CG_ConfigString( CS_SOUNDS+i ); if ( !soundName[0] ) { break; } if ( soundName[0] == '*' ) { if (soundName[1] == '$') { //an NPC soundset CG_PrecacheNPCSounds(soundName); } continue; // custom sound } cgs.gameSounds[i] = trap->S_RegisterSound( soundName ); } for ( i = 1 ; i < MAX_FX ; i++ ) { soundName = CG_ConfigString( CS_EFFECTS+i ); if ( !soundName[0] ) { break; } if (soundName[0] == '*') { //it's a special global weather effect CG_ParseWeatherEffect(soundName); cgs.gameEffects[i] = 0; } else { cgs.gameEffects[i] = trap->FX_RegisterEffect( soundName ); } } // register all the server specified icons for ( i = 1; i < MAX_ICONS; i ++ ) { const char* iconName; iconName = CG_ConfigString ( CS_ICONS + i ); if ( !iconName[0] ) { break; } cgs.gameIcons[i] = trap->R_RegisterShaderNoMip ( iconName ); } soundName = CG_ConfigString(CS_SIEGE_STATE); if (soundName[0]) { CG_ParseSiegeState(soundName); } soundName = CG_ConfigString(CS_SIEGE_WINTEAM); if (soundName[0]) { cg_siegeWinTeam = atoi(soundName); } if (cgs.gametype == GT_SIEGE) { CG_ParseSiegeObjectiveStatus(CG_ConfigString(CS_SIEGE_OBJECTIVES)); cg_beatingSiegeTime = atoi(CG_ConfigString(CS_SIEGE_TIMEOVERRIDE)); if ( cg_beatingSiegeTime ) { CG_SetSiegeTimerCvar ( cg_beatingSiegeTime ); } } cg.loadLCARSStage = 2; // FIXME: only needed with item cgs.media.deploySeeker = trap->S_RegisterSound ("sound/chars/seeker/misc/hiss"); cgs.media.medkitSound = trap->S_RegisterSound ("sound/items/use_bacta.wav"); cgs.media.winnerSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM006" ); cgs.media.loserSound = trap->S_RegisterSound( "sound/chars/protocol/misc/40MOM010" ); } //------------------------------------- // CG_RegisterEffects // // Handles precaching all effect files // and any shader, model, or sound // files an effect may use. //------------------------------------- static void CG_RegisterEffects( void ) { /* const char *effectName; int i; for ( i = 1 ; i < MAX_FX ; i++ ) { effectName = CG_ConfigString( CS_EFFECTS + i ); if ( !effectName[0] ) { break; } trap->FX_RegisterEffect( effectName ); } */ //the above was redundant as it's being done in CG_RegisterSounds // Set up the glass effects mini-system. CG_InitGlass(); //footstep effects cgs.effects.footstepMud = trap->FX_RegisterEffect( "materials/mud" ); cgs.effects.footstepSand = trap->FX_RegisterEffect( "materials/sand" ); cgs.effects.footstepSnow = trap->FX_RegisterEffect( "materials/snow" ); cgs.effects.footstepGravel = trap->FX_RegisterEffect( "materials/gravel" ); //landing effects cgs.effects.landingMud = trap->FX_RegisterEffect( "materials/mud_large" ); cgs.effects.landingSand = trap->FX_RegisterEffect( "materials/sand_large" ); cgs.effects.landingDirt = trap->FX_RegisterEffect( "materials/dirt_large" ); cgs.effects.landingSnow = trap->FX_RegisterEffect( "materials/snow_large" ); cgs.effects.landingGravel = trap->FX_RegisterEffect( "materials/gravel_large" ); //splashes cgs.effects.waterSplash = trap->FX_RegisterEffect( "env/water_impact" ); cgs.effects.lavaSplash = trap->FX_RegisterEffect( "env/lava_splash" ); cgs.effects.acidSplash = trap->FX_RegisterEffect( "env/acid_splash" ); } //=================================================================================== extern char *forceHolocronModels[]; int CG_HandleAppendedSkin(char *modelName); void CG_CacheG2AnimInfo(char *modelName); /* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; int breakPoint; char items[MAX_ITEMS+1]; static char *sb_nums[11] = { "gfx/2d/numbers/zero", "gfx/2d/numbers/one", "gfx/2d/numbers/two", "gfx/2d/numbers/three", "gfx/2d/numbers/four", "gfx/2d/numbers/five", "gfx/2d/numbers/six", "gfx/2d/numbers/seven", "gfx/2d/numbers/eight", "gfx/2d/numbers/nine", "gfx/2d/numbers/minus", }; static char *sb_t_nums[11] = { "gfx/2d/numbers/t_zero", "gfx/2d/numbers/t_one", "gfx/2d/numbers/t_two", "gfx/2d/numbers/t_three", "gfx/2d/numbers/t_four", "gfx/2d/numbers/t_five", "gfx/2d/numbers/t_six", "gfx/2d/numbers/t_seven", "gfx/2d/numbers/t_eight", "gfx/2d/numbers/t_nine", "gfx/2d/numbers/t_minus", }; static char *sb_c_nums[11] = { "gfx/2d/numbers/c_zero", "gfx/2d/numbers/c_one", "gfx/2d/numbers/c_two", "gfx/2d/numbers/c_three", "gfx/2d/numbers/c_four", "gfx/2d/numbers/c_five", "gfx/2d/numbers/c_six", "gfx/2d/numbers/c_seven", "gfx/2d/numbers/c_eight", "gfx/2d/numbers/c_nine", "gfx/2d/numbers/t_minus", //????? }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap->R_ClearScene(); CG_LoadingString( cgs.mapname ); trap->R_LoadWorld( 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] ); } cg.loadLCARSStage = 3; for ( i=0; i < 11; i++ ) { cgs.media.numberShaders[i] = trap->R_RegisterShaderNoMip( sb_nums[i] ); cgs.media.smallnumberShaders[i] = trap->R_RegisterShaderNoMip( sb_t_nums[i] ); cgs.media.chunkyNumberShaders[i] = trap->R_RegisterShaderNoMip( sb_c_nums[i] ); } trap->R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_lone" ); trap->R_RegisterShaderNoMip ( "gfx/mp/pduel_icon_double" ); cgs.media.balloonShader = trap->R_RegisterShader( "gfx/mp/chat_icon" ); cgs.media.vchatShader = trap->R_RegisterShader( "gfx/mp/vchat_icon" ); cgs.media.deferShader = trap->R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); cgs.media.radarShader = trap->R_RegisterShaderNoMip ( "gfx/menus/radar/radar.png" ); cgs.media.siegeItemShader = trap->R_RegisterShaderNoMip ( "gfx/menus/radar/goalitem" ); cgs.media.mAutomapPlayerIcon = trap->R_RegisterShader( "gfx/menus/radar/arrow_w" ); cgs.media.mAutomapRocketIcon = trap->R_RegisterShader( "gfx/menus/radar/rocket" ); cgs.media.wireframeAutomapFrame_left = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_left" ); cgs.media.wireframeAutomapFrame_right = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_right" ); cgs.media.wireframeAutomapFrame_top = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_top" ); cgs.media.wireframeAutomapFrame_bottom = trap->R_RegisterShader( "gfx/mp_automap/mpauto_frame_bottom" ); cgs.media.lagometerShader = trap->R_RegisterShaderNoMip("gfx/2d/lag" ); cgs.media.connectionShader = trap->R_RegisterShaderNoMip( "gfx/2d/net" ); trap->FX_InitSystem(&cg.refdef); CG_RegisterEffects(); cgs.media.boltShader = trap->R_RegisterShader( "gfx/misc/blueLine" ); cgs.effects.turretShotEffect = trap->FX_RegisterEffect( "turret/shot" ); cgs.effects.mEmplacedDeadSmoke = trap->FX_RegisterEffect("emplaced/dead_smoke.efx"); cgs.effects.mEmplacedExplode = trap->FX_RegisterEffect("emplaced/explode.efx"); cgs.effects.mTurretExplode = trap->FX_RegisterEffect("turret/explode.efx"); cgs.effects.mSparkExplosion = trap->FX_RegisterEffect("sparks/spark_explosion.efx"); cgs.effects.mTripmineExplosion = trap->FX_RegisterEffect("tripMine/explosion.efx"); cgs.effects.mDetpackExplosion = trap->FX_RegisterEffect("detpack/explosion.efx"); cgs.effects.mFlechetteAltBlow = trap->FX_RegisterEffect("flechette/alt_blow.efx"); cgs.effects.mStunBatonFleshImpact = trap->FX_RegisterEffect("stunBaton/flesh_impact.efx"); cgs.effects.mAltDetonate = trap->FX_RegisterEffect("demp2/altDetonate.efx"); cgs.effects.mSparksExplodeNoSound = trap->FX_RegisterEffect("sparks/spark_exp_nosnd"); cgs.effects.mTripMineLaser = trap->FX_RegisterEffect("tripMine/laser.efx"); cgs.effects.mEmplacedMuzzleFlash = trap->FX_RegisterEffect( "effects/emplaced/muzzle_flash" ); cgs.effects.mConcussionAltRing = trap->FX_RegisterEffect("concussion/alt_ring"); cgs.effects.mHyperspaceStars = trap->FX_RegisterEffect("ships/hyperspace_stars"); cgs.effects.mBlackSmoke = trap->FX_RegisterEffect( "volumetric/black_smoke" ); cgs.effects.mShipDestDestroyed = trap->FX_RegisterEffect("effects/ships/dest_destroyed.efx"); cgs.effects.mShipDestBurning = trap->FX_RegisterEffect("effects/ships/dest_burning.efx"); cgs.effects.mBobaJet = trap->FX_RegisterEffect("effects/boba/jet.efx"); cgs.effects.itemCone = trap->FX_RegisterEffect("mp/itemcone.efx"); cgs.effects.mTurretMuzzleFlash = trap->FX_RegisterEffect("effects/turret/muzzle_flash.efx"); cgs.effects.mSparks = trap->FX_RegisterEffect("sparks/spark_nosnd.efx"); //sparks/spark.efx cgs.effects.mSaberCut = trap->FX_RegisterEffect("saber/saber_cut.efx"); cgs.effects.mSaberBlock = trap->FX_RegisterEffect("saber/saber_block.efx"); cgs.effects.mSaberBloodSparks = trap->FX_RegisterEffect("saber/blood_sparks_mp.efx"); cgs.effects.mSaberBloodSparksSmall = trap->FX_RegisterEffect("saber/blood_sparks_25_mp.efx"); cgs.effects.mSaberBloodSparksMid = trap->FX_RegisterEffect("saber/blood_sparks_50_mp.efx"); cgs.effects.mSpawn = trap->FX_RegisterEffect("mp/spawn.efx"); cgs.effects.mJediSpawn = trap->FX_RegisterEffect("mp/jedispawn.efx"); cgs.effects.mBlasterDeflect = trap->FX_RegisterEffect("blaster/deflect.efx"); cgs.effects.mBlasterSmoke = trap->FX_RegisterEffect("blaster/smoke_bolton"); cgs.effects.mForceConfustionOld = trap->FX_RegisterEffect("force/confusion_old.efx"); cgs.effects.forceLightning = trap->FX_RegisterEffect( "effects/force/lightning.efx" ); cgs.effects.forceLightningWide = trap->FX_RegisterEffect( "effects/force/lightningwide.efx" ); cgs.effects.forceDrain = trap->FX_RegisterEffect( "effects/mp/drain.efx" ); cgs.effects.forceDrainWide = trap->FX_RegisterEffect( "effects/mp/drainwide.efx" ); cgs.effects.forceDrained = trap->FX_RegisterEffect( "effects/mp/drainhit.efx"); cgs.effects.mDisruptorDeathSmoke = trap->FX_RegisterEffect("disruptor/death_smoke"); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap->R_RegisterShaderNoMip( va("gfx/2d/crosshair%c", 'a'+i) ); } cg.loadLCARSStage = 4; cgs.media.backTileShader = trap->R_RegisterShader( "gfx/2d/backtile" ); //precache the fpls skin //trap->R_RegisterSkin("models/players/kyle/model_fpls2.skin"); cgs.media.itemRespawningPlaceholder = trap->R_RegisterShader("powerups/placeholder"); cgs.media.itemRespawningRezOut = trap->R_RegisterShader("powerups/rezout"); cgs.media.playerShieldDamage = trap->R_RegisterShader("gfx/misc/personalshield"); cgs.media.protectShader = trap->R_RegisterShader("gfx/misc/forceprotect"); cgs.media.forceSightBubble = trap->R_RegisterShader("gfx/misc/sightbubble"); cgs.media.forceShell = trap->R_RegisterShader("powerups/forceshell"); cgs.media.sightShell = trap->R_RegisterShader("powerups/sightshell"); cgs.media.itemHoloModel = trap->R_RegisterModel("models/map_objects/mp/holo.md3"); if (cgs.gametype == GT_HOLOCRON || com_buildScript.integer) { for ( i=0; i < NUM_FORCE_POWERS; i++ ) { if (forceHolocronModels[i] && forceHolocronModels[i][0]) { trap->R_RegisterModel(forceHolocronModels[i]); } } } if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY || com_buildScript.integer ) { if (com_buildScript.integer) { trap->R_RegisterModel( "models/flags/r_flag.md3" ); trap->R_RegisterModel( "models/flags/b_flag.md3" ); trap->R_RegisterModel( "models/flags/r_flag_ysal.md3" ); trap->R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } if (cgs.gametype == GT_CTF) { cgs.media.redFlagModel = trap->R_RegisterModel( "models/flags/r_flag.md3" ); cgs.media.blueFlagModel = trap->R_RegisterModel( "models/flags/b_flag.md3" ); } else if(cgs.gametype == GT_CTY) { cgs.media.redFlagModel = trap->R_RegisterModel( "models/flags/r_flag_ysal.md3" ); cgs.media.blueFlagModel = trap->R_RegisterModel( "models/flags/b_flag_ysal.md3" ); } trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_x" ); trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_x" ); trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag_ys" ); trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag_ys" ); trap->R_RegisterShaderNoMip( "gfx/hud/mpi_rflag" ); trap->R_RegisterShaderNoMip( "gfx/hud/mpi_bflag" ); trap->R_RegisterShaderNoMip("gfx/2d/net.tga"); } if ( cgs.gametype >= GT_TEAM || com_buildScript.integer ) { cgs.media.teamRedShader = trap->R_RegisterShader( "sprites/team_red" ); cgs.media.teamBlueShader = trap->R_RegisterShader( "sprites/team_blue" ); //cgs.media.redQuadShader = trap->R_RegisterShader("powerups/blueflag" ); cgs.media.teamStatusBar = trap->R_RegisterShader( "gfx/2d/colorbar.tga" ); } else if ( cgs.gametype == GT_JEDIMASTER ) { cgs.media.teamRedShader = trap->R_RegisterShader( "sprites/team_red" ); } if (cgs.gametype == GT_POWERDUEL || com_buildScript.integer) { cgs.media.powerDuelAllyShader = trap->R_RegisterShader("gfx/mp/pduel_icon_double");//trap->R_RegisterShader("gfx/mp/pduel_gameicon_ally"); } cgs.media.heartShader = trap->R_RegisterShaderNoMip( "ui/assets/statusbar/selectedhealth.tga" ); cgs.media.ysaliredShader = trap->R_RegisterShader( "powerups/ysaliredshell"); cgs.media.ysaliblueShader = trap->R_RegisterShader( "powerups/ysaliblueshell"); cgs.media.ysalimariShader = trap->R_RegisterShader( "powerups/ysalimarishell"); cgs.media.boonShader = trap->R_RegisterShader( "powerups/boonshell"); cgs.media.endarkenmentShader = trap->R_RegisterShader( "powerups/endarkenmentshell"); cgs.media.enlightenmentShader = trap->R_RegisterShader( "powerups/enlightenmentshell"); cgs.media.invulnerabilityShader = trap->R_RegisterShader( "powerups/invulnerabilityshell"); #ifdef JK2AWARDS cgs.media.medalImpressive = trap->R_RegisterShaderNoMip( "medal_impressive" ); cgs.media.medalExcellent = trap->R_RegisterShaderNoMip( "medal_excellent" ); cgs.media.medalGauntlet = trap->R_RegisterShaderNoMip( "medal_gauntlet" ); cgs.media.medalDefend = trap->R_RegisterShaderNoMip( "medal_defend" ); cgs.media.medalAssist = trap->R_RegisterShaderNoMip( "medal_assist" ); cgs.media.medalCapture = trap->R_RegisterShaderNoMip( "medal_capture" ); #endif // Binocular interface cgs.media.binocularCircle = trap->R_RegisterShader( "gfx/2d/binCircle" ); cgs.media.binocularMask = trap->R_RegisterShader( "gfx/2d/binMask" ); cgs.media.binocularArrow = trap->R_RegisterShader( "gfx/2d/binSideArrow" ); cgs.media.binocularTri = trap->R_RegisterShader( "gfx/2d/binTopTri" ); cgs.media.binocularStatic = trap->R_RegisterShader( "gfx/2d/binocularWindow" ); cgs.media.binocularOverlay = trap->R_RegisterShader( "gfx/2d/binocularNumOverlay" ); cg.loadLCARSStage = 5; // Chunk models //FIXME: jfm:? bother to conditionally load these if an ent has this material type? for ( i = 0; i < NUM_CHUNK_MODELS; i++ ) { cgs.media.chunkModels[CHUNK_METAL2][i] = trap->R_RegisterModel( va( "models/chunks/metal/metal1_%i.md3", i+1 ) ); //_ /switched\ _ cgs.media.chunkModels[CHUNK_METAL1][i] = trap->R_RegisterModel( va( "models/chunks/metal/metal2_%i.md3", i+1 ) ); // \switched/ cgs.media.chunkModels[CHUNK_ROCK1][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK2][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_ROCK3][i] = trap->R_RegisterModel( va( "models/chunks/rock/rock3_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE1][i] = trap->R_RegisterModel( va( "models/chunks/crate/crate1_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_CRATE2][i] = trap->R_RegisterModel( va( "models/chunks/crate/crate2_%i.md3", i+1 ) ); cgs.media.chunkModels[CHUNK_WHITE_METAL][i] = trap->R_RegisterModel( va( "models/chunks/metal/wmetal1_%i.md3", i+1 ) ); } cgs.media.chunkSound = trap->S_RegisterSound("sound/weapons/explosions/glasslcar"); cgs.media.grateSound = trap->S_RegisterSound( "sound/effects/grate_destroy" ); cgs.media.rockBreakSound = trap->S_RegisterSound("sound/effects/wall_smash"); cgs.media.rockBounceSound[0] = trap->S_RegisterSound("sound/effects/stone_bounce"); cgs.media.rockBounceSound[1] = trap->S_RegisterSound("sound/effects/stone_bounce2"); cgs.media.metalBounceSound[0] = trap->S_RegisterSound("sound/effects/metal_bounce"); cgs.media.metalBounceSound[1] = trap->S_RegisterSound("sound/effects/metal_bounce2"); cgs.media.glassChunkSound = trap->S_RegisterSound("sound/weapons/explosions/glassbreak1"); cgs.media.crateBreakSound[0] = trap->S_RegisterSound("sound/weapons/explosions/crateBust1" ); cgs.media.crateBreakSound[1] = trap->S_RegisterSound("sound/weapons/explosions/crateBust2" ); /* Ghoul2 Insert Start */ CG_InitItems(); /* Ghoul2 Insert End */ memset( cg_weapons, 0, sizeof( cg_weapons ) ); // only register the items that the server says we need Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items)); for ( i = 1 ; i < bg_numItems ; i++ ) { if ( items[ i ] == '1' || com_buildScript.integer ) { CG_LoadingItem( i ); CG_RegisterItemVisuals( i ); } } cg.loadLCARSStage = 6; cgs.media.glassShardShader = trap->R_RegisterShader( "gfx/misc/test_crackle" ); // doing one shader just makes it look like a shell. By using two shaders with different bulge offsets and different texture scales, it has a much more chaotic look cgs.media.electricBodyShader = trap->R_RegisterShader( "gfx/misc/electric" ); cgs.media.electricBody2Shader = trap->R_RegisterShader( "gfx/misc/fullbodyelectric2" ); cgs.media.fsrMarkShader = trap->R_RegisterShader( "footstep_r" ); cgs.media.fslMarkShader = trap->R_RegisterShader( "footstep_l" ); cgs.media.fshrMarkShader = trap->R_RegisterShader( "footstep_heavy_r" ); cgs.media.fshlMarkShader = trap->R_RegisterShader( "footstep_heavy_l" ); cgs.media.refractionShader = trap->R_RegisterShader("effects/refraction"); cgs.media.cloakedShader = trap->R_RegisterShader( "gfx/effects/cloakedShader" ); // wall marks cgs.media.shadowMarkShader = trap->R_RegisterShader( "markShadow" ); cgs.media.wakeMarkShader = trap->R_RegisterShader( "wake" ); cgs.media.viewPainShader = trap->R_RegisterShader( "gfx/misc/borgeyeflare" ); cgs.media.viewPainShader_Shields = trap->R_RegisterShader( "gfx/mp/dmgshader_shields" ); cgs.media.viewPainShader_ShieldsAndHealth = trap->R_RegisterShader( "gfx/mp/dmgshader_shieldsandhealth" ); // register the inline models breakPoint = cgs.numInlineModels = trap->CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap->R_RegisterModel( name ); if (!cgs.inlineDrawModel[i]) { breakPoint = i; break; } trap->R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } cg.loadLCARSStage = 7; // register all the server specified models for (i=1 ; iR_RegisterModel( modelName ); } else {//FIXME: register here so that stuff gets precached!!! cgs.gameModels[i] = 0; } } cg.loadLCARSStage = 8; /* Ghoul2 Insert Start */ // CG_LoadingString( "BSP instances" ); for(i = 1; i < MAX_SUB_BSP; i++) { const char *bspName = 0; vec3_t mins, maxs; int j; int sub = 0; char temp[MAX_QPATH]; bspName = CG_ConfigString( CS_BSP_MODELS+i ); if ( !bspName[0] ) { break; } trap->CM_LoadMap( bspName, qtrue ); cgs.inlineDrawModel[breakPoint] = trap->R_RegisterModel( bspName ); trap->R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } breakPoint++; for(sub=1;subR_RegisterModel( temp ); if (!cgs.inlineDrawModel[breakPoint]) { break; } trap->R_ModelBounds( cgs.inlineDrawModel[breakPoint], mins, maxs ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[breakPoint][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } breakPoint++; } } /* CG_LoadingString("skins"); // register all the server specified models for (i=1 ; iR_RegisterSkin( modelName ); } */ //rww - removed and replaced with CS_G2BONES. For custom skins //the new method is to append a * after an indexed model name and //then append the skin name after that (note that this is only //used for NPCs) // CG_LoadingString("weapons"); CG_InitG2Weapons(); /* Ghoul2 Insert End */ cg.loadLCARSStage = 9; // 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.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.halfShieldModel = trap->R_RegisterModel ( "models/weaphits/testboom.md3" ); cgs.media.halfShieldShader = trap->R_RegisterShader( "halfShieldShell" ); trap->FX_RegisterEffect("force/force_touch"); } const char *CG_GetStringEdString(char *refSection, char *refName) { static char text[2][1024]; //just incase it's nested static int index = 0; index ^= 1; trap->SE_GetStringTextString(va("%s_%s", refSection, refName), text[index], sizeof(text[0])); return text[index]; } int CG_GetClassCount(team_t team,int siegeClass ); int CG_GetTeamNonScoreCount(team_t team); void CG_SiegeCountCvars( void ) { int classGfx[6]; trap->Cvar_Set( "ui_tm1_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_RED ))); trap->Cvar_Set( "ui_tm2_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_BLUE ))); trap->Cvar_Set( "ui_tm3_cnt",va("%d",CG_GetTeamNonScoreCount(TEAM_SPECTATOR ))); // This is because the only way we can match up classes is by the gfx handle. classGfx[0] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_infantry"); classGfx[1] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_heavy_weapons"); classGfx[2] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_demolitionist"); classGfx[3] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_vanguard"); classGfx[4] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_support"); classGfx[5] = trap->R_RegisterShaderNoMip("gfx/mp/c_icon_jedi_general"); trap->Cvar_Set( "ui_tm1_c0_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[0]))); trap->Cvar_Set( "ui_tm1_c1_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[1]))); trap->Cvar_Set( "ui_tm1_c2_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[2]))); trap->Cvar_Set( "ui_tm1_c3_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[3]))); trap->Cvar_Set( "ui_tm1_c4_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[4]))); trap->Cvar_Set( "ui_tm1_c5_cnt",va("%d",CG_GetClassCount(TEAM_RED,classGfx[5]))); trap->Cvar_Set( "ui_tm2_c0_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[0]))); trap->Cvar_Set( "ui_tm2_c1_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[1]))); trap->Cvar_Set( "ui_tm2_c2_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[2]))); trap->Cvar_Set( "ui_tm2_c3_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[3]))); trap->Cvar_Set( "ui_tm2_c4_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[4]))); trap->Cvar_Set( "ui_tm2_c5_cnt",va("%d",CG_GetClassCount(TEAM_BLUE,classGfx[5]))); } /* ======================= CG_BuildSpectatorString ======================= */ void CG_BuildSpectatorString(void) { int i; cg.spectatorList[0] = 0; // Count up the number of players per team and per class CG_SiegeCountCvars(); 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, qfalse); for (i=0 ; i= MAX_CONFIGSTRINGS ) { trap->Error( ERR_DROP, "CG_ConfigString: bad index: %i", index ); } return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ]; } //================================================================== /* ====================== CG_StartMusic ====================== */ void CG_StartMusic( qboolean bForceStart ) { char *s; char parm1[MAX_QPATH], parm2[MAX_QPATH]; // start the background music s = (char *)CG_ConfigString( CS_MUSIC ); Q_strncpyz( parm1, COM_Parse( (const char **)&s ), sizeof( parm1 ) ); Q_strncpyz( parm2, COM_Parse( (const char **)&s ), sizeof( parm2 ) ); trap->S_StartBackgroundTrack( parm1, parm2, !bForceStart ); } char *CG_GetMenuBuffer(const char *filename) { int len; fileHandle_t f; static char buf[MAX_MENUFILE]; len = trap->FS_Open( filename, &f, FS_READ ); if ( !f ) { trap->Print( S_COLOR_RED "menu file not found: %s, using default\n", filename ); return NULL; } if ( len >= MAX_MENUFILE ) { trap->Print( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i\n", filename, len, MAX_MENUFILE ); trap->FS_Close( f ); return NULL; } trap->FS_Read( buf, len, f ); buf[len] = 0; trap->FS_Close( f ); return buf; } // // ============================== // new hud stuff ( mission pack ) // ============================== // qboolean CG_Asset_Parse(int handle) { pc_token_t token; if (!trap->PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "{") != 0) { return qfalse; } while ( 1 ) { if (!trap->PC_ReadToken(handle, &token)) return qfalse; if (Q_stricmp(token.string, "}") == 0) { return qtrue; } // font if (Q_stricmp(token.string, "font") == 0) { int pointSize; if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.textFont); cgDC.Assets.qhMediumFont = cgDC.RegisterFont(token.string); continue; } // smallFont if (Q_stricmp(token.string, "smallFont") == 0) { int pointSize; if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont); cgDC.Assets.qhSmallFont = cgDC.RegisterFont(token.string); continue; } // smallFont if (Q_stricmp(token.string, "small2Font") == 0) { int pointSize; if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.smallFont); cgDC.Assets.qhSmall2Font = cgDC.RegisterFont(token.string); continue; } // font if (Q_stricmp(token.string, "bigfont") == 0) { int pointSize; if (!trap->PC_ReadToken(handle, &token) || !PC_Int_Parse(handle, &pointSize)) { return qfalse; } // cgDC.registerFont(token.string, pointSize, &cgDC.Assets.bigFont); cgDC.Assets.qhBigFont = cgDC.RegisterFont(token.string); continue; } // gradientbar if (Q_stricmp(token.string, "gradientbar") == 0) { if (!trap->PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.gradientBar = trap->R_RegisterShaderNoMip(token.string); continue; } // enterMenuSound if (Q_stricmp(token.string, "menuEnterSound") == 0) { if (!trap->PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuEnterSound = trap->S_RegisterSound( token.string ); continue; } // exitMenuSound if (Q_stricmp(token.string, "menuExitSound") == 0) { if (!trap->PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuExitSound = trap->S_RegisterSound( token.string ); continue; } // itemFocusSound if (Q_stricmp(token.string, "itemFocusSound") == 0) { if (!trap->PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.itemFocusSound = trap->S_RegisterSound( token.string ); continue; } // menuBuzzSound if (Q_stricmp(token.string, "menuBuzzSound") == 0) { if (!trap->PC_ReadToken(handle, &token)) { return qfalse; } cgDC.Assets.menuBuzzSound = trap->S_RegisterSound( token.string ); continue; } if (Q_stricmp(token.string, "cursor") == 0) { if (!PC_String_Parse(handle, &cgDC.Assets.cursorStr)) { return qfalse; } cgDC.Assets.cursor = trap->R_RegisterShaderNoMip( cgDC.Assets.cursorStr); continue; } if (Q_stricmp(token.string, "fadeClamp") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeClamp)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeCycle") == 0) { if (!PC_Int_Parse(handle, &cgDC.Assets.fadeCycle)) { return qfalse; } continue; } if (Q_stricmp(token.string, "fadeAmount") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.fadeAmount)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowX") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowX)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowY") == 0) { if (!PC_Float_Parse(handle, &cgDC.Assets.shadowY)) { return qfalse; } continue; } if (Q_stricmp(token.string, "shadowColor") == 0) { if (!PC_Color_Parse(handle, &cgDC.Assets.shadowColor)) { return qfalse; } cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[3]; continue; } } return qfalse; // bk001204 - why not? } void CG_ParseMenu(const char *menuFile) { pc_token_t token; int handle; handle = trap->PC_LoadSource(menuFile); if (!handle) handle = trap->PC_LoadSource("ui/testhud.menu"); if (!handle) return; while ( 1 ) { if (!trap->PC_ReadToken( handle, &token )) { break; } //if ( Q_stricmp( token, "{" ) ) { // Com_Printf( "Missing { in menu file\n" ); // break; //} //if ( menuCount == MAX_MENUS ) { // Com_Printf( "Too many menus!\n" ); // break; //} if ( token.string[0] == '}' ) { break; } if (Q_stricmp(token.string, "assetGlobalDef") == 0) { if (CG_Asset_Parse(handle)) { continue; } else { break; } } if (Q_stricmp(token.string, "menudef") == 0) { // start a new menu Menu_New(handle); } } trap->PC_FreeSource(handle); } qboolean CG_Load_Menu(const char **p) { char *token; token = COM_ParseExt((const char **)p, qtrue); if (token[0] != '{') { return qfalse; } while ( 1 ) { token = COM_ParseExt((const char **)p, qtrue); if (Q_stricmp(token, "}") == 0) { return qtrue; } if ( !token || token[0] == 0 ) { return qfalse; } CG_ParseMenu(token); } return qfalse; } static qboolean CG_OwnerDrawHandleKey(int ownerDraw, int flags, float *special, int key) { return qfalse; } static int CG_FeederCount(float feederID) { int i, count; count = 0; if (feederID == FEEDER_REDTEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { count++; } } } else if (feederID == FEEDER_BLUETEAM_LIST) { for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_BLUE) { count++; } } } else if (feederID == FEEDER_SCOREBOARD) { return cg.numScores; } return count; } void CG_SetScoreSelection(void *p) { menuDef_t *menu = (menuDef_t*)p; playerState_t *ps = &cg.snap->ps; int i, red, blue; red = blue = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == TEAM_RED) { red++; } else if (cg.scores[i].team == TEAM_BLUE) { blue++; } if (ps->clientNum == cg.scores[i].client) { cg.selectedScore = i; } } if (menu == NULL) { // just interested in setting the selected score return; } if ( cgs.gametype >= GT_TEAM ) { int feeder = FEEDER_REDTEAM_LIST; i = red; if (cg.scores[cg.selectedScore].team == TEAM_BLUE) { feeder = FEEDER_BLUETEAM_LIST; i = blue; } Menu_SetFeederSelection(menu, feeder, i, NULL); } else { Menu_SetFeederSelection(menu, FEEDER_SCOREBOARD, cg.selectedScore, NULL); } } // FIXME: might need to cache this info static clientInfo_t * CG_InfoFromScoreIndex(int index, int team, int *scoreIndex) { int i, count; if ( cgs.gametype >= GT_TEAM ) { count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (count == index) { *scoreIndex = i; return &cgs.clientinfo[cg.scores[i].client]; } count++; } } } *scoreIndex = index; return &cgs.clientinfo[ cg.scores[index].client ]; } static const char *CG_FeederItemText(float feederID, int index, int column, qhandle_t *handle1, qhandle_t *handle2, qhandle_t *handle3) { gitem_t *item; int scoreIndex = 0; clientInfo_t *info = NULL; int team = -1; score_t *sp = NULL; *handle1 = *handle2 = *handle3 = -1; if (feederID == FEEDER_REDTEAM_LIST) { team = TEAM_RED; } else if (feederID == FEEDER_BLUETEAM_LIST) { team = TEAM_BLUE; } info = CG_InfoFromScoreIndex(index, team, &scoreIndex); sp = &cg.scores[scoreIndex]; if (info && info->infoValid) { switch (column) { case 0: if ( info->powerups & ( 1 << PW_NEUTRALFLAG ) ) { item = BG_FindItemForPowerup( PW_NEUTRALFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_REDFLAG ) ) { item = BG_FindItemForPowerup( PW_REDFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else if ( info->powerups & ( 1 << PW_BLUEFLAG ) ) { item = BG_FindItemForPowerup( PW_BLUEFLAG ); *handle1 = cg_items[ ITEM_INDEX(item) ].icon; } else { /* if ( info->botSkill > 0 && info->botSkill <= 5 ) { *handle1 = cgs.media.botSkillShaders[ info->botSkill - 1 ]; } else if ( info->handicap < 100 ) { return va("%i", info->handicap ); } */ } break; case 1: if (team == -1) { return ""; } else { *handle1 = CG_StatusHandle(info->teamTask); } break; case 2: if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << sp->client ) ) { return "Ready"; } if (team == -1) { if (cgs.gametype == GT_DUEL || cgs.gametype == GT_POWERDUEL) { return va("%i/%i", info->wins, info->losses); } else if (info->infoValid && info->team == TEAM_SPECTATOR ) { return "Spectator"; } else { return ""; } } else { if (info->teamLeader) { return "Leader"; } } break; case 3: return info->name; break; case 4: return va("%i", info->score); break; case 5: return va("%4i", sp->time); break; case 6: if ( sp->ping == -1 ) { return "connecting"; } return va("%4i", sp->ping); break; } } return ""; } static qhandle_t CG_FeederItemImage(float feederID, int index) { return 0; } static qboolean CG_FeederSelection(float feederID, int index, itemDef_t *item) { if ( cgs.gametype >= GT_TEAM ) { int i, count; int team = (feederID == FEEDER_REDTEAM_LIST) ? TEAM_RED : TEAM_BLUE; count = 0; for (i = 0; i < cg.numScores; i++) { if (cg.scores[i].team == team) { if (index == count) { cg.selectedScore = i; } count++; } } } else { cg.selectedScore = index; } return qtrue; } static float CG_Cvar_Get(const char *cvar) { char buff[128]; memset(buff, 0, sizeof(buff)); trap->Cvar_VariableStringBuffer(cvar, buff, sizeof(buff)); return atof(buff); } void CG_Text_PaintWithCursor(float x, float y, float scale, vec4_t color, const char *text, int cursorPos, char cursor, int limit, int style, int iMenuFont) { CG_Text_Paint(x, y, scale, color, text, 0, limit, style, iMenuFont); } static int CG_OwnerDrawWidth(int ownerDraw, float scale) { switch (ownerDraw) { case CG_GAME_TYPE: return CG_Text_Width(BG_GetGametypeString( cgs.gametype ), scale, FONT_MEDIUM); case CG_GAME_STATUS: return CG_Text_Width(CG_GetGameStatusText(), scale, FONT_MEDIUM); break; case CG_KILLER: return CG_Text_Width(CG_GetKillerText(), scale, FONT_MEDIUM); break; case CG_RED_NAME: return CG_Text_Width(DEFAULT_REDTEAM_NAME/*cg_redTeamName.string*/, scale, FONT_MEDIUM); break; case CG_BLUE_NAME: return CG_Text_Width(DEFAULT_BLUETEAM_NAME/*cg_blueTeamName.string*/, scale, FONT_MEDIUM); break; } return 0; } static int CG_PlayCinematic(const char *name, float x, float y, float w, float h) { return trap->CIN_PlayCinematic(name, x, y, w, h, CIN_loop); } static void CG_StopCinematic(int handle) { trap->CIN_StopCinematic(handle); } static void CG_DrawCinematic(int handle, float x, float y, float w, float h) { trap->CIN_SetExtents(handle, x, y, w, h); trap->CIN_DrawCinematic(handle); } static void CG_RunCinematicFrame(int handle) { trap->CIN_RunCinematic(handle); } /* ================= CG_LoadMenus(); ================= */ void CG_LoadMenus(const char *menuFile) { const char *token; const char *p; int len; fileHandle_t f; static char buf[MAX_MENUDEFFILE]; len = trap->FS_Open( menuFile, &f, FS_READ ); if ( !f ) { if( Q_isanumber( menuFile ) ) // cg_hudFiles 1 trap->Print( S_COLOR_GREEN "hud menu file skipped, using default\n" ); else trap->Print( S_COLOR_YELLOW "hud menu file not found: %s, using default\n", menuFile ); len = trap->FS_Open( "ui/jahud.txt", &f, FS_READ ); if (!f) { trap->Error( ERR_DROP, S_COLOR_RED "default hud menu file not found: ui/jahud.txt, unable to continue!" ); } } if ( len >= MAX_MENUDEFFILE ) { trap->FS_Close( f ); trap->Error( ERR_DROP, S_COLOR_RED "menu file too large: %s is %i, max allowed is %i", menuFile, len, MAX_MENUDEFFILE ); } trap->FS_Read( buf, len, f ); buf[len] = 0; trap->FS_Close( f ); p = buf; COM_BeginParseSession ("CG_LoadMenus"); while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if( !token || token[0] == 0 || token[0] == '}') { break; } if ( Q_stricmp( token, "}" ) == 0 ) { break; } if (Q_stricmp(token, "loadmenu") == 0) { if (CG_Load_Menu(&p)) { continue; } else { break; } } } //Com_Printf("UI menu load time = %d milli seconds\n", cgi_Milliseconds() - start); } /* ================= CG_LoadHudMenu(); ================= */ void CG_LoadHudMenu() { const char *hudSet; cgDC.registerShaderNoMip = trap->R_RegisterShaderNoMip; cgDC.setColor = trap->R_SetColor; cgDC.drawHandlePic = &CG_DrawPic; cgDC.drawStretchPic = trap->R_DrawStretchPic; cgDC.drawText = &CG_Text_Paint; cgDC.textWidth = &CG_Text_Width; cgDC.textHeight = &CG_Text_Height; cgDC.registerModel = trap->R_RegisterModel; cgDC.modelBounds = trap->R_ModelBounds; cgDC.fillRect = &CG_FillRect; cgDC.drawRect = &CG_DrawRect; cgDC.drawSides = &CG_DrawSides; cgDC.drawTopBottom = &CG_DrawTopBottom; cgDC.clearScene = trap->R_ClearScene; cgDC.addRefEntityToScene = trap->R_AddRefEntityToScene; cgDC.renderScene = trap->R_RenderScene; cgDC.RegisterFont = trap->R_RegisterFont; cgDC.Font_StrLenPixels = trap->R_Font_StrLenPixels; cgDC.Font_StrLenChars = trap->R_Font_StrLenChars; cgDC.Font_HeightPixels = trap->R_Font_HeightPixels; cgDC.Font_DrawString = trap->R_Font_DrawString; cgDC.Language_IsAsian = trap->R_Language_IsAsian; cgDC.Language_UsesSpaces = trap->R_Language_UsesSpaces; cgDC.AnyLanguage_ReadCharFromString = trap->R_AnyLanguage_ReadCharFromString; cgDC.ownerDrawItem = &CG_OwnerDraw; cgDC.getValue = &CG_GetValue; cgDC.ownerDrawVisible = &CG_OwnerDrawVisible; cgDC.runScript = &CG_RunMenuScript; cgDC.deferScript = &CG_DeferMenuScript; cgDC.getTeamColor = &CG_GetTeamColor; cgDC.setCVar = trap->Cvar_Set; cgDC.getCVarString = trap->Cvar_VariableStringBuffer; cgDC.getCVarValue = CG_Cvar_Get; cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor; //cgDC.setOverstrikeMode = &trap->Key_SetOverstrikeMode; //cgDC.getOverstrikeMode = &trap->Key_GetOverstrikeMode; cgDC.startLocalSound = trap->S_StartLocalSound; cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey; cgDC.feederCount = &CG_FeederCount; cgDC.feederItemImage = &CG_FeederItemImage; cgDC.feederItemText = &CG_FeederItemText; cgDC.feederSelection = &CG_FeederSelection; //cgDC.setBinding = &trap->Key_SetBinding; //cgDC.getBindingBuf = &trap->Key_GetBindingBuf; //cgDC.keynumToStringBuf = &trap->Key_KeynumToStringBuf; //cgDC.executeText = &trap->Cmd_ExecuteText; cgDC.Error = Com_Error; cgDC.Print = Com_Printf; cgDC.ownerDrawWidth = &CG_OwnerDrawWidth; //cgDC.Pause = &CG_Pause; cgDC.registerSound = trap->S_RegisterSound; cgDC.startBackgroundTrack = trap->S_StartBackgroundTrack; cgDC.stopBackgroundTrack = trap->S_StopBackgroundTrack; cgDC.playCinematic = &CG_PlayCinematic; cgDC.stopCinematic = &CG_StopCinematic; cgDC.drawCinematic = &CG_DrawCinematic; cgDC.runCinematicFrame = &CG_RunCinematicFrame; cgDC.ext.Font_StrLenPixels = trap->ext.R_Font_StrLenPixels; Init_Display(&cgDC); Menu_Reset(); hudSet = cg_hudFiles.string; if (hudSet[0] == '\0') { hudSet = "ui/jahud.txt"; } CG_LoadMenus(hudSet); } void CG_AssetCache() { //if (Assets.textFont == NULL) { // trap->R_RegisterFont("fonts/arial.ttf", 72, &Assets.textFont); //} //Com_Printf("Menu Size: %i bytes\n", sizeof(Menus)); cgDC.Assets.gradientBar = trap->R_RegisterShaderNoMip( ASSET_GRADIENTBAR ); cgDC.Assets.fxBasePic = trap->R_RegisterShaderNoMip( ART_FX_BASE ); cgDC.Assets.fxPic[0] = trap->R_RegisterShaderNoMip( ART_FX_RED ); cgDC.Assets.fxPic[1] = trap->R_RegisterShaderNoMip( ART_FX_YELLOW ); cgDC.Assets.fxPic[2] = trap->R_RegisterShaderNoMip( ART_FX_GREEN ); cgDC.Assets.fxPic[3] = trap->R_RegisterShaderNoMip( ART_FX_TEAL ); cgDC.Assets.fxPic[4] = trap->R_RegisterShaderNoMip( ART_FX_BLUE ); cgDC.Assets.fxPic[5] = trap->R_RegisterShaderNoMip( ART_FX_CYAN ); cgDC.Assets.fxPic[6] = trap->R_RegisterShaderNoMip( ART_FX_WHITE ); cgDC.Assets.scrollBar = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR ); cgDC.Assets.scrollBarArrowDown = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN ); cgDC.Assets.scrollBarArrowUp = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP ); cgDC.Assets.scrollBarArrowLeft = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT ); cgDC.Assets.scrollBarArrowRight = trap->R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT ); cgDC.Assets.scrollBarThumb = trap->R_RegisterShaderNoMip( ASSET_SCROLL_THUMB ); cgDC.Assets.sliderBar = trap->R_RegisterShaderNoMip( ASSET_SLIDER_BAR ); cgDC.Assets.sliderThumb = trap->R_RegisterShaderNoMip( ASSET_SLIDER_THUMB ); } /* /* Ghoul2 Insert Start */ // initialise the cg_entities structure - take into account the ghoul2 stl stuff in the active snap shots void CG_Init_CG(void) { memset( &cg, 0, sizeof(cg)); } // initialise the cg_entities structure - take into account the ghoul2 stl stuff void CG_Init_CGents(void) { memset(&cg_entities, 0, sizeof(cg_entities)); } void CG_InitItems(void) { memset( cg_items, 0, sizeof( cg_items ) ); } void CG_TransitionPermanent(void) { centity_t *cent = cg_entities; int i; cg_numpermanents = 0; for(i=0;iGetDefaultState(i, ¢->currentState)) { cent->nextState = cent->currentState; VectorCopy (cent->currentState.origin, cent->lerpOrigin); VectorCopy (cent->currentState.angles, cent->lerpAngles); cent->currentValid = qtrue; cg_permanents[cg_numpermanents++] = cent; } } } /* Ghoul2 Insert End */ extern playerState_t *cgSendPS[MAX_GENTITIES]; //is not MAX_CLIENTS because NPCs exceed MAX_CLIENTS void CG_PmoveClientPointerUpdate(); void WP_SaberLoadParms( void ); void BG_VehicleLoadParms( void ); /* ================= CG_Init Called after every level change or subsystem restart Will perform callbacks to make the loading info screen update. ================= */ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) { static gitem_t *item; char buf[64]; const char *s; int i = 0; BG_InitAnimsets(); //clear it out trap->RegisterSharedMemory( cg.sharedBuffer.raw ); //Load external vehicle data BG_VehicleLoadParms(); // clear everything /* Ghoul2 Insert Start */ // memset( cg_entities, 0, sizeof( cg_entities ) ); CG_Init_CGents(); // this is a No-No now we have stl vector classes in here. // memset( &cg, 0, sizeof( cg ) ); CG_Init_CG(); CG_InitItems(); //create the global jetpack instance CG_InitJetpackGhoul2(); CG_PmoveClientPointerUpdate(); /* Ghoul2 Insert End */ //Load sabers.cfg data WP_SaberLoadParms(); // this is kinda dumb as well, but I need to pre-load some fonts in order to have the text available // to say I'm loading the assets.... which includes loading the fonts. So I'll set these up as reasonable // defaults, then let the menu asset parser (which actually specifies the ingame fonts) load over them // if desired during parse. Dunno how legal it is to store in these cgDC things, but it causes no harm // and even if/when they get overwritten they'll be legalised by the menu asset parser :-) // CG_LoadFonts(); cgDC.Assets.qhSmallFont = trap->R_RegisterFont("ocr_a"); cgDC.Assets.qhMediumFont = trap->R_RegisterFont("ergoec"); cgDC.Assets.qhBigFont = cgDC.Assets.qhMediumFont; memset( &cgs, 0, sizeof( cgs ) ); memset( cg_weapons, 0, sizeof(cg_weapons) ); cg.clientNum = clientNum; cgs.processedSnapshotNum = serverMessageNum; cgs.serverCommandSequence = serverCommandSequence; cg.loadLCARSStage = 0; cg.itemSelect = -1; cg.forceSelect = -1; // load a few needed things before we do any screen updates cgs.media.charsetShader = trap->R_RegisterShaderNoMip( "gfx/2d/charsgrid_med" ); cgs.media.whiteShader = trap->R_RegisterShader( "white" ); cgs.media.loadBarLED = trap->R_RegisterShaderNoMip( "gfx/hud/load_tick" ); cgs.media.loadBarLEDCap = trap->R_RegisterShaderNoMip( "gfx/hud/load_tick_cap" ); cgs.media.loadBarLEDSurround= trap->R_RegisterShaderNoMip( "gfx/hud/mp_levelload" ); // Force HUD set up cg.forceHUDActive = qtrue; cg.forceHUDTotalFlashTime = 0; cg.forceHUDNextFlashTime = 0; i = WP_NONE+1; while (i <= LAST_USEABLE_WEAPON) { item = BG_FindItemForWeapon(i); if (item && item->icon && item->icon[0]) { cgs.media.weaponIcons[i] = trap->R_RegisterShaderNoMip(item->icon); cgs.media.weaponIcons_NA[i] = trap->R_RegisterShaderNoMip(va("%s_na", item->icon)); } else { //make sure it is zero'd (default shader) cgs.media.weaponIcons[i] = 0; cgs.media.weaponIcons_NA[i] = 0; } i++; } trap->Cvar_VariableStringBuffer("com_buildscript", buf, sizeof(buf)); if (atoi(buf)) { trap->R_RegisterShaderNoMip("gfx/hud/w_icon_saberstaff"); trap->R_RegisterShaderNoMip("gfx/hud/w_icon_duallightsaber"); } i = 0; // HUD artwork for cycling inventory,weapons and force powers cgs.media.weaponIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background"); cgs.media.forceIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background_f"); cgs.media.inventoryIconBackground = trap->R_RegisterShaderNoMip( "gfx/hud/background_i"); //rww - precache holdable item icons here while (i < bg_numItems) { if (bg_itemlist[i].giType == IT_HOLDABLE) { if (bg_itemlist[i].icon) { cgs.media.invenIcons[bg_itemlist[i].giTag] = trap->R_RegisterShaderNoMip(bg_itemlist[i].icon); } else { cgs.media.invenIcons[bg_itemlist[i].giTag] = 0; } } i++; } //rww - precache force power icons here i = 0; while (i < NUM_FORCE_POWERS) { cgs.media.forcePowerIcons[i] = trap->R_RegisterShaderNoMip(HolocronIcons[i]); i++; } cgs.media.rageRecShader = trap->R_RegisterShaderNoMip("gfx/mp/f_icon_ragerec"); //body decal shaders -rww cgs.media.bdecal_bodyburn1 = trap->R_RegisterShader("gfx/damage/bodyburnmark1"); cgs.media.bdecal_saberglow = trap->R_RegisterShader("gfx/damage/saberglowmark"); cgs.media.bdecal_burn1 = trap->R_RegisterShader("gfx/damage/bodybigburnmark1"); cgs.media.mSaberDamageGlow = trap->R_RegisterShader("gfx/effects/saberDamageGlow"); CG_RegisterCvars(); CG_InitConsoleCommands(); cg.renderingThirdPerson = cg_thirdPerson.integer; cg.weaponSelect = WP_BRYAR_PISTOL; cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for cgs.flagStatus = -1; // old servers // get the rendering configuration from the client system trap->GetGlconfig( &cgs.glconfig ); cgs.screenXScale = cgs.glconfig.vidWidth / 640.0; cgs.screenYScale = cgs.glconfig.vidHeight / 480.0; // get the gamestate from the client system trap->GetGameState( &cgs.gameState ); CG_TransitionPermanent(); //rwwRMG - added // check version s = CG_ConfigString( CS_GAME_VERSION ); if ( strcmp( s, GAME_VERSION ) ) { trap->Error( ERR_DROP, "Client/Server game mismatch: %s/%s", GAME_VERSION, s ); } s = CG_ConfigString( CS_LEVEL_START_TIME ); cgs.levelStartTime = atoi( s ); CG_ParseServerinfo(); // load the new map // CG_LoadingString( "collision map" ); trap->CM_LoadMap( cgs.mapname, qfalse ); String_Init(); cg.loading = qtrue; // force players to load instead of defer //make sure saber data is loaded before this! (so we can precache the appropriate hilts) CG_InitSiegeMode(); CG_RegisterSounds(); // CG_LoadingString( "graphics" ); CG_RegisterGraphics(); // CG_LoadingString( "clients" ); CG_RegisterClients(); // if low on memory, some clients will be deferred CG_AssetCache(); CG_LoadHudMenu(); // load new hud stuff cg.loading = qfalse; // future players will be deferred CG_InitLocalEntities(); CG_InitMarkPolys(); // remove the last loading update cg.infoScreenText[0] = 0; // Make sure we have update values (scores) CG_SetConfigValues(); CG_StartMusic(qfalse); // CG_LoadingString( "Clearing light styles" ); CG_ClearLightStyles(); // CG_LoadingString( "Creating automap data" ); //init automap trap->R_InitializeWireframeAutomap(); CG_LoadingString( "" ); CG_ShaderStateChanged(); trap->S_ClearLoopingSounds(); cg.distanceCull = trap->R_GetDistanceCull(); CG_ParseEntitiesFromString(); } //makes sure returned string is in localized format const char *CG_GetLocationString(const char *loc) { static char text[1024]={0}; if (!loc || loc[0] != '@') { //just a raw string return loc; } trap->SE_GetStringTextString(loc+1, text, sizeof(text)); return text; } //clean up all the ghoul2 allocations, the nice and non-hackly way -rww void CG_KillCEntityG2(int entNum); void CG_DestroyAllGhoul2(void) { int i = 0; int j; // Com_Printf("... CGameside GHOUL2 Cleanup\n"); while (i < MAX_GENTITIES) { //free all dynamically allocated npc client info structs and ghoul2 instances CG_KillCEntityG2(i); i++; } //Clean the weapon instances CG_ShutDownG2Weapons(); i = 0; while (i < MAX_ITEMS) { //and now for items j = 0; while (j < MAX_ITEM_MODELS) { if (cg_items[i].g2Models[j] && trap->G2_HaveWeGhoul2Models(cg_items[i].g2Models[j])) { trap->G2API_CleanGhoul2Models(&cg_items[i].g2Models[j]); cg_items[i].g2Models[j] = NULL; } j++; } i++; } //Clean the global jetpack instance CG_CleanJetpackGhoul2(); } /* ================= CG_Shutdown Called before every level change or subsystem restart ================= */ void CG_Shutdown( void ) { BG_ClearAnimsets(); //free all dynamic allocations made through the engine CG_DestroyAllGhoul2(); // Com_Printf("... FX System Cleanup\n"); trap->FX_FreeSystem(); trap->ROFF_Clean(); //reset weather trap->R_WorldEffectCommand("die"); UI_CleanupGhoul2(); //If there was any ghoul2 stuff in our side of the shared ui code, then remove it now. // some mods may need to do cleanup work here, // like closing files or archiving session data } /* =============== CG_NextForcePower_f =============== */ void CG_NextForcePower_f( void ) { int current; usercmd_t cmd; if ( !cg.snap ) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } current = trap->GetCurrentCmdNumber(); trap->GetUserCmd(current, &cmd); if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce()) { CG_NextInventory_f(); return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, 1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, 1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } /* =============== CG_PrevForcePower_f =============== */ void CG_PrevForcePower_f( void ) { int current; usercmd_t cmd; if ( !cg.snap ) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } current = trap->GetCurrentCmdNumber(); trap->GetUserCmd(current, &cmd); if ((cmd.buttons & BUTTON_USE) || CG_NoUseableForce()) { CG_PrevInventory_f(); return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } // BG_CycleForce(&cg.snap->ps, -1); if (cg.forceSelect != -1) { cg.snap->ps.fd.forcePowerSelected = cg.forceSelect; } BG_CycleForce(&cg.snap->ps, -1); if (cg.snap->ps.fd.forcePowersKnown & (1 << cg.snap->ps.fd.forcePowerSelected)) { cg.forceSelect = cg.snap->ps.fd.forcePowerSelected; cg.forceSelectTime = cg.time; } } void CG_NextInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, 1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } } void CG_PrevInventory_f(void) { if ( !cg.snap ) { return; } if (cg.snap->ps.pm_flags & PMF_FOLLOW) { return; } if (cg.predictedPlayerState.pm_type == PM_SPECTATOR) { return; } if (cg.itemSelect != -1) { cg.snap->ps.stats[STAT_HOLDABLE_ITEM] = BG_GetItemIndexByTag(cg.itemSelect, IT_HOLDABLE); } BG_CycleInven(&cg.snap->ps, -1); if (cg.snap->ps.stats[STAT_HOLDABLE_ITEM]) { cg.itemSelect = bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag; cg.invenSelectTime = cg.time; } } static void _CG_MouseEvent( int x, int y ) { cgDC.cursorx = cgs.cursorX; cgDC.cursory = cgs.cursorY; CG_MouseEvent( x, y ); } static qboolean CG_IncomingConsoleCommand( void ) { //rww - let mod authors filter client console messages so they can cut them off if they want. //return qtrue if the command is ok. Otherwise, you can set char 0 on the command str to 0 and return //qfalse to not execute anything, or you can fill conCommand in with something valid and return 0 //in order to have that string executed in place. Some example code: #if 0 TCGIncomingConsoleCommand *icc = &cg.sharedBuffer.icc; if ( strstr( icc->conCommand, "wait" ) ) { //filter out commands contaning wait Com_Printf( "You can't use commands containing the string wait with MyMod v1.0\n" ); icc->conCommand[0] = 0; return qfalse; } else if ( strstr( icc->conCommand, "blah" ) ) { //any command containing the string "blah" is redirected to "quit" strcpy( icc->conCommand, "quit" ); return qfalse; } #endif return qtrue; } static void CG_GetOrigin( int entID, vec3_t out ) { VectorCopy( cg_entities[entID].currentState.pos.trBase, out ); } static void CG_GetAngles( int entID, vec3_t out ) { VectorCopy( cg_entities[entID].currentState.apos.trBase, out ); } static trajectory_t *CG_GetOriginTrajectory( int entID ) { return &cg_entities[entID].nextState.pos; } static trajectory_t *CG_GetAngleTrajectory( int entID ) { return &cg_entities[entID].nextState.apos; } static void _CG_ROFF_NotetrackCallback( int entID, const char *notetrack ) { CG_ROFF_NotetrackCallback( &cg_entities[entID], notetrack ); } static void CG_MapChange( void ) { // this may be called more than once for a given map change, as the server is going to attempt to send out // multiple broadcasts in hopes that the client will receive one of them cg.mMapChange = qtrue; } static void CG_AutomapInput( void ) { autoMapInput_t *autoInput = &cg.sharedBuffer.autoMapInput; memcpy( &cg_autoMapInput, autoInput, sizeof( autoMapInput_t ) ); #if 0 if ( !arg0 ) //if this is non-0, it's actually a one-frame mouse event cg_autoMapInputTime = cg.time + 1000; else #endif { if ( cg_autoMapInput.yaw ) cg_autoMapAngle[YAW] += cg_autoMapInput.yaw; if ( cg_autoMapInput.pitch ) cg_autoMapAngle[PITCH] += cg_autoMapInput.pitch; cg_autoMapInput.yaw = 0.0f; cg_autoMapInput.pitch = 0.0f; } } static void CG_FX_CameraShake( void ) { TCGCameraShake *data = &cg.sharedBuffer.cameraShake; CG_DoCameraShake( data->mOrigin, data->mIntensity, data->mRadius, data->mTime ); } /* ============ GetModuleAPI ============ */ cgameImport_t *trap = NULL; Q_EXPORT cgameExport_t* QDECL GetModuleAPI( int apiVersion, cgameImport_t *import ) { static cgameExport_t cge = {0}; assert( import ); trap = import; Com_Printf = trap->Print; Com_Error = trap->Error; memset( &cge, 0, sizeof( cge ) ); if ( apiVersion != CGAME_API_VERSION ) { trap->Print( "Mismatched CGAME_API_VERSION: expected %i, got %i\n", CGAME_API_VERSION, apiVersion ); return NULL; } cge.Init = CG_Init; cge.Shutdown = CG_Shutdown; cge.ConsoleCommand = CG_ConsoleCommand; cge.DrawActiveFrame = CG_DrawActiveFrame; cge.CrosshairPlayer = CG_CrosshairPlayer; cge.LastAttacker = CG_LastAttacker; cge.KeyEvent = CG_KeyEvent; cge.MouseEvent = _CG_MouseEvent; cge.EventHandling = CG_EventHandling; cge.PointContents = C_PointContents; cge.GetLerpOrigin = C_GetLerpOrigin; cge.GetLerpData = C_GetLerpData; cge.Trace = C_Trace; cge.G2Trace = C_G2Trace; cge.G2Mark = C_G2Mark; cge.RagCallback = CG_RagCallback; cge.IncomingConsoleCommand = CG_IncomingConsoleCommand; cge.NoUseableForce = CG_NoUseableForce; cge.GetOrigin = CG_GetOrigin; cge.GetAngles = CG_GetAngles; cge.GetOriginTrajectory = CG_GetOriginTrajectory; cge.GetAngleTrajectory = CG_GetAngleTrajectory; cge.ROFF_NotetrackCallback = _CG_ROFF_NotetrackCallback; cge.MapChange = CG_MapChange; cge.AutomapInput = CG_AutomapInput; cge.MiscEnt = CG_MiscEnt; cge.CameraShake = CG_FX_CameraShake; return &cge; } /* ================ 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, intptr_t arg0, intptr_t arg1, intptr_t arg2, intptr_t arg3, intptr_t arg4, intptr_t arg5, intptr_t arg6, intptr_t arg7, intptr_t arg8, intptr_t arg9, intptr_t arg10, intptr_t 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: _CG_MouseEvent( arg0, arg1 ); return 0; case CG_EVENT_HANDLING: CG_EventHandling( arg0 ); return 0; case CG_POINT_CONTENTS: return C_PointContents(); case CG_GET_LERP_ORIGIN: C_GetLerpOrigin(); return 0; case CG_GET_LERP_DATA: C_GetLerpData(); return 0; case CG_GET_GHOUL2: return (intptr_t)cg_entities[arg0].ghoul2; //NOTE: This is used by the effect bolting which is actually not used at all. //I'm fairly sure if you try to use it with vm's it will just give you total //garbage. In other words, use at your own risk. case CG_GET_MODEL_LIST: return (intptr_t)cgs.gameModels; case CG_CALC_LERP_POSITIONS: CG_CalcEntityLerpPositions( &cg_entities[arg0] ); return 0; case CG_TRACE: C_Trace(); return 0; case CG_GET_SORTED_FORCE_POWER: return forcePowerSorted[arg0]; case CG_G2TRACE: C_G2Trace(); return 0; case CG_G2MARK: C_G2Mark(); return 0; case CG_RAG_CALLBACK: return CG_RagCallback( arg0 ); case CG_INCOMING_CONSOLE_COMMAND: return CG_IncomingConsoleCommand(); case CG_GET_USEABLE_FORCE: return CG_NoUseableForce(); case CG_GET_ORIGIN: CG_GetOrigin( arg0, (float *)arg1 ); return 0; case CG_GET_ANGLES: CG_GetAngles( arg0, (float *)arg1 ); return 0; case CG_GET_ORIGIN_TRAJECTORY: return (intptr_t)CG_GetOriginTrajectory( arg0 ); case CG_GET_ANGLE_TRAJECTORY: return (intptr_t)CG_GetAngleTrajectory( arg0 ); case CG_ROFF_NOTETRACK_CALLBACK: _CG_ROFF_NotetrackCallback( arg0, (const char *)arg1 ); return 0; case CG_IMPACT_MARK: C_ImpactMark(); return 0; case CG_MAP_CHANGE: CG_MapChange(); return 0; case CG_AUTOMAP_INPUT: CG_AutomapInput(); return 0; case CG_MISC_ENT: CG_MiscEnt(); return 0; case CG_FX_CAMERASHAKE: CG_FX_CameraShake(); return 0; default: trap->Error( ERR_DROP, "vmMain: unknown command %i", command ); break; } return -1; }