jkxr/Projects/Android/jni/OpenJK/codemp/cgame/cg_main.c

3128 lines
92 KiB
C

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
// 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 ; i<MAX_MODELS ; i++) {
const char *cModelName;
char modelName[MAX_QPATH];
cModelName = CG_ConfigString( CS_MODELS+i );
if ( !cModelName[0] ) {
break;
}
strcpy(modelName, cModelName);
if (strstr(modelName, ".glm") || modelName[0] == '$')
{ //Check to see if it has a custom skin attached.
CG_HandleAppendedSkin(modelName);
CG_CacheG2AnimInfo(modelName);
}
if (modelName[0] != '$' && modelName[0] != '@')
{ //don't register vehicle names and saber names as models.
cgs.gameModels[i] = trap->R_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;sub<MAX_MODELS;sub++)
{
Com_sprintf(temp, MAX_QPATH, "*%d-%d", i, sub);
cgs.inlineDrawModel[breakPoint] = trap->R_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 ; i<MAX_CHARSKINS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_CHARSKINS+i );
if ( !modelName[0] ) {
break;
}
cgs.skins[i] = trap->R_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_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, qfalse);
}
CG_BuildSpectatorString();
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= 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;i<MAX_GENTITIES;i++,cent++)
{
if (trap->GetDefaultState(i, &cent->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;
}