rpgxef/code/cgame/cg_main.c

1849 lines
56 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_main.c -- initialization and primary entry point for cgame
//TiM : 22/12/2005 - Commented out any assets that we no longer use.
//TiM : 24/12/2005 - Added a ranks parsing function.
#include "cg_local.h"
#include "cg_text.h"
void CG_Init( int serverMessageNum, int serverCommandSequence );
void CG_Shutdown( void );
void CG_LoadIngameText(void);
void CG_LoadObjectivesForMap(void);
void BG_LoadItemNames(void);
qboolean CG_LoadUsablesStrings( void );
//TiM - Placed the func @ the bottom of the page for easier access
//extern static qboolean CG_LoadRanks( void );
extern void FX_InitSinTable(void);
int cg_liftEnts[MAX_CLIENTS];
int cg_numAnims;
int cg_numSndAnims;
animsSndList_t cg_animsSndList[MAX_CLIENTS];
animsList_t cg_animsList[MAX_CLIENTS];
/*
================
vmMain
This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ) {
switch ( command ) {
case CG_INIT:
CG_Init( arg0, arg1 );
return 0;
case CG_SHUTDOWN:
CG_Shutdown();
return 0;
case CG_CONSOLE_COMMAND:
return CG_ConsoleCommand();
case CG_DRAW_ACTIVE_FRAME:
CG_DrawActiveFrame( arg0, (stereoFrame_t)arg1, (qboolean)arg2 );
return 0;
case CG_CROSSHAIR_PLAYER:
return CG_CrosshairPlayer();
case CG_LAST_ATTACKER:
return CG_LastAttacker();
default:
CG_Error( "vmMain: unknown command %i", command );
break;
}
return -1;
}
cg_t cg;
cgs_t cgs;
centity_t cg_entities[MAX_GENTITIES];
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
vmCvar_t cg_centertime;
vmCvar_t cg_runpitch;
vmCvar_t cg_runroll;
vmCvar_t cg_bobup;
vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_swingSpeed;
vmCvar_t cg_shadows;
vmCvar_t cg_gibs;
vmCvar_t cg_drawTimer;
vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_draw3dIcons;
vmCvar_t cg_drawIcons;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
vmCvar_t cg_drawCrosshairNames;
vmCvar_t cg_dynamicCrosshairNames;
vmCvar_t cg_drawRewards;
vmCvar_t cg_crosshairSize;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_crosshairHealth;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_animSpeed;
vmCvar_t cg_debugAnim;
vmCvar_t cg_debugPosition;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_nopredict;
vmCvar_t cg_noPlayerAnims;
vmCvar_t cg_showmiss;
vmCvar_t cg_footsteps;
vmCvar_t cg_addMarks;
vmCvar_t cg_viewsize;
vmCvar_t cg_drawGun;
vmCvar_t cg_gun_frame;
vmCvar_t cg_gun_x;
vmCvar_t cg_gun_y;
vmCvar_t cg_gun_z;
vmCvar_t cg_autoswitch;
vmCvar_t cg_ignore;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_zoomFov;
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_thirdPersonVertOffset;
vmCvar_t cg_thirdPersonHorzOffset;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_thirdPersonPitchOffset;
vmCvar_t cg_stereoSeparation;
vmCvar_t cg_lagometer;
vmCvar_t cg_synchronousClients;
vmCvar_t cg_teamChatTime;
vmCvar_t cg_teamChatHeight;
vmCvar_t cg_stats;
vmCvar_t cg_reportDamage;
vmCvar_t cg_buildScript;
vmCvar_t cg_forceModel;
vmCvar_t cg_paused;
vmCvar_t cg_predictItems;
vmCvar_t cg_deferPlayers;
vmCvar_t cg_drawTeamOverlay;
vmCvar_t cg_teamOverlayUserinfo;
vmCvar_t ui_playerClass;
vmCvar_t ui_playerRank;
vmCvar_t cg_disablekillmsgs;
vmCvar_t cg_drawradar;
vmCvar_t rpg_ctribgrenade; //RPG-X: - RedTechie i think J2J added this to control invisible tripmines on clients end - TOFIX:THIS ALSO COULD BE HACKED!
vmCvar_t cg_dynamicCrosshair; //RPG-X | Phenix | 09/06/2005
vmCvar_t doomHead; //RPG-X | Phenix | 09/06/2005
vmCvar_t cg_dynamiclensflares;
vmCvar_t cg_noTalkingHeads;
vmCvar_t cg_noDynamicRanks;
vmCvar_t noAdminChat; //TiM
//RPG-X: TiM - Player Model Parameters
vmCvar_t pms_age;
vmCvar_t pms_height;
vmCvar_t pms_weight;
vmCvar_t pms_race;
vmCvar_t cg_defaultChar;
//RPG-X: TiM - Emote system model offset
vmCvar_t emote_Offset;
vmCvar_t cg_thirdPersonZoomRate;
vmCvar_t cg_noFrowningHeads;
vmCvar_t cg_noBlinkingHeads;
//RPG-X: TiM - First Person Body
vmCvar_t cg_firstPersonBody;
vmCvar_t cg_defaultModel;
vmCvar_t cg_showEntityNums;
//TiM - SecurityCode
vmCvar_t sv_securityHash;
vmCvar_t sv_securityCode;
//TiM - widescreen
vmCvar_t cg_handleWidescreen;
vmCvar_t ui_handleWidescreen;
//vmCvar_t cg_chatBGColor;
vmCvar_t cg_chatColor;
//RPG-X | GSIO01 | 11/05/2009
vmCvar_t rpg_forceFieldSet;
// grp cvars
vmCvar_t grp_berp;
// lua
#ifdef CG_LUA
vmCvar_t cg_debugLua;
vmCvar_t cg_logLua;
#endif
typedef struct {
vmCvar_t *vmCvar;
char *cvarName;
char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
{ &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
{ &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_gibs, "cg_gibs", "0", CVAR_ARCHIVE }, //no gibs in trek
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE },
{ &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
{ &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
{ &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
{ &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
{ &cg_lagometer, "cg_lagometer", "0", CVAR_ARCHIVE },
{ &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
{ &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
{ &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
{ &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
{ &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
{ &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
{ &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
{ &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
{ &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
{ &cg_swingSpeed, "cg_swingSpeed", "0.2", CVAR_CHEAT }, //0.3 //TiM - slowed for better realism
{ &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
{ &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
{ &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
{ &cg_errorDecay, "cg_errordecay", "100", 0 },
{ &cg_nopredict, "cg_nopredict", "0", 0 },
{ &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
{ &cg_showmiss, "cg_showmiss", "0", 0 },
{ &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_ARCHIVE },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_ARCHIVE },
{ &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_ARCHIVE },
{ &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", CVAR_ARCHIVE }, //RPG-X: TiM
{ &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", CVAR_ARCHIVE }, //RPG-X: TiM
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_ARCHIVE },//RPG-X: TiM
{ &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", CVAR_ARCHIVE },//RPG-X: TiM
{ &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", CVAR_ARCHIVE },//RPG-X: TiM
{ &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0.0", CVAR_ARCHIVE},//RPG-X: TiM
{ &cg_firstPersonBody, "cg_firstPersonBody", "0", CVAR_ARCHIVE},
{ &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE },
{ &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE },
{ &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE },
{ &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
{ &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
{ &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE },
{ &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO },
{ &cg_stats, "cg_stats", "0", 0 },
{ &cg_reportDamage, "cg_reportDamage", "0", 0},
{ &rpg_ctribgrenade, "rpg_ctribgrenade", "0", CVAR_ARCHIVE}, //RPG-X: - RedTechie i think J2J added this to control invisible tripmines on clients end - TOFIX:THIS ALSO COULD BE HACKED!
{ &pms_age, "age", "Unknown", CVAR_ARCHIVE | CVAR_USERINFO },
{ &pms_height, "height", "1.0", CVAR_ARCHIVE | CVAR_USERINFO },
{ &pms_weight, "weight", "1.0", CVAR_ARCHIVE | CVAR_USERINFO },
{ &pms_race, "race", "Unknown", CVAR_ARCHIVE | CVAR_USERINFO },
{ &emote_Offset, "modelOffset", "0", CVAR_ARCHIVE | CVAR_USERINFO },
{ &cg_defaultChar, "cg_defaultChar", DEFAULT_CHAR, CVAR_ARCHIVE },
// the following variables are created in other parts of the system,
// but we also reference them here
{ &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures
{ &cg_paused, "cl_paused", "0", CVAR_ROM },
{ &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo
{ &ui_playerClass, "ui_playerClass", "noclass", CVAR_ARCHIVE /*| CVAR_ROM | CVAR_USERINFO*/ },
{ &ui_playerRank, "ui_playerRank", "crewman", CVAR_ARCHIVE /*| CVAR_ROM | CVAR_USERINFO*/ },
{ &cg_disablekillmsgs, "cg_disablekillmsgs", "0", CVAR_ARCHIVE },
{ &cg_drawradar, "cg_drawradar", "1", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, //RPG-X | Phenix | 09/06/2005
{ &doomHead, "doomHead", "0", CVAR_ARCHIVE }, //RPG-X | Phenix | 09/06/2005
{ &cg_dynamiclensflares, "cg_dynamicLensFlares", "1", CVAR_ARCHIVE }, //RPG-X | TiM | 29/6/2005
{ &cg_dynamicCrosshairNames, "cg_dynamicCrosshairNames", "1", CVAR_ARCHIVE },
{ &noAdminChat, "noAdminChat", "0", CVAR_ARCHIVE | CVAR_USERINFO },
//RPG-X Memory optimization CVARs
{ &cg_noTalkingHeads, "cg_noTalkingHeads", "0", CVAR_ARCHIVE },
{ &cg_noDynamicRanks, "cg_noDynamicRanks", "0", CVAR_ARCHIVE },
{ &cg_noFrowningHeads, "cg_noFrowningHeads", "1", CVAR_ARCHIVE }, //On by default since this isn't REALLY needed... :P
{ &cg_noBlinkingHeads, "cg_noBlinkingHeads", "0", CVAR_ARCHIVE },
{ &cg_thirdPersonZoomRate, "cg_thirdPersonZoomRate", "25", CVAR_ARCHIVE },
{ &cg_showEntityNums, "cg_showEntityNums", "1", CVAR_ARCHIVE },
//TiM - security cvars
{ &sv_securityHash, "sv_securityHash", "4294967295", CVAR_ARCHIVE | CVAR_ROM | CVAR_NORESTART },
{ &sv_securityCode, "sv_securityCode", "4294967295", CVAR_ARCHIVE | CVAR_USERINFO | CVAR_ROM | CVAR_NORESTART },
{ &cg_handleWidescreen, "cg_handleWidescreen", "1", CVAR_ARCHIVE },
{ &ui_handleWidescreen, "ui_handleWidescreen", "1", CVAR_ARCHIVE },
{ &cg_chatColor, "cg_chatColor", "", CVAR_ARCHIVE },
//RPG-X | GSIO01 | 11/05/2009
{ &rpg_forceFieldSet, "rpg_forceFieldSet", "1", CVAR_ARCHIVE | CVAR_LATCH },
// grp cvars
{ &grp_berp, "grp_berp", "0", CVAR_ARCHIVE | CVAR_LATCH },
// lua
#ifdef CG_LUA
{ &cg_debugLua, "cg_debuglua", "0", CVAR_ARCHIVE | CVAR_LATCH },
{ &cg_logLua, "cg_loglua", "0", CVAR_ARCHIVE }
#endif
};
#define CVAR_TABLE_SIZE sizeof( cvarTable ) / sizeof( cvarTable[0] )
/*
=======================
CG_PrecacheRemapShaders
=======================
*/
void CG_PrecacheRemapShaders(void) {
char filepath[MAX_QPATH];
fileHandle_t f;
int len;
char* data;
char* ptr;
char* token;
qhandle_t shader;
COM_StripExtension(cgs.mapname, filepath);
Com_sprintf(filepath, MAX_QPATH, "%s.precache", filepath);
len = trap_FS_FOpenFile(filepath, &f, FS_READ);
if(!f) {
CG_Printf("No precache file ...\n");
return;
}
data = (char *)malloc(sizeof(char)*(len+1));
if(!data) {
trap_FS_FCloseFile(f);
CG_Printf(S_COLOR_RED "Error - could not allocate %d byte of memory.\n", sizeof(char)*(len+1));
return;
}
trap_FS_Read(data, len, f);
trap_FS_FCloseFile(f);
//CG_Printf("Precaching texture files ...");
CG_Printf("Precaching texture files ...");
COM_BeginParseSession();
ptr = data;
token = COM_Parse(&ptr);
while(token != NULL) {
if(!token[0]) break;
if(!strcmp(token, "END")) break;
CG_Printf("\t%s ... ", token);
shader = trap_R_RegisterShader(token);
if(!shader) {
CG_Printf(S_COLOR_RED "FAIL\n");
} else {
CG_Printf("OK\n");
}
token = COM_Parse(&ptr);
}
free(data);
}
/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
int i;
cvarTable_t *cv;
char var[MAX_TOKEN_CHARS];
for ( i = 0, cv = cvarTable ; i < CVAR_TABLE_SIZE ; i++, cv++ ) {
trap_Cvar_Register( cv->vmCvar, cv->cvarName,
cv->defaultString, cv->cvarFlags );
}
// see if we are also running the server on this machine
trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) );
cgs.localServer = (qboolean)atoi( var );
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
int i;
cvarTable_t *cv;
for ( i = 0, cv = cvarTable ; i < CVAR_TABLE_SIZE ; i++, cv++ )
{
trap_Cvar_Update( cv->vmCvar );
}
// check for modications here
// If team overlay is on, ask for updates from the server. If its off,
// let the server know so we don't receive it
if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;
if ( cg_drawTeamOverlay.integer > 0 ) {
trap_Cvar_Set( "teamoverlay", "1" );
} else {
trap_Cvar_Set( "teamoverlay", "0" );
}
}
}
int CG_CrosshairPlayer( void ) {
if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) {
return -1;
}
return cg.crosshairClientNum;
}
int CG_LastAttacker( void ) {
if ( !cg.attackerTime ) {
return -1;
}
return cg.snap->ps.persistant[PERS_ATTACKER];
}
void QDECL CG_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
char *msgPtr;
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
if ( cg_chatColor.integer > 0 && cg_chatColor.integer < 8 )
{
msgPtr = text;
while ( msgPtr && *msgPtr != '\0' )
{
if ( *msgPtr == '^' )
{
msgPtr++;
*msgPtr = 48 + cg_chatColor.integer;
}
msgPtr++;
}
}
trap_Print( text );
}
void QDECL CG_Error( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
trap_Error( text );
}
#ifndef CGAME_HARD_LINKED
// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)
void QDECL Com_Error( int level, const char *error, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
CG_Error( "%s", text);
}
void QDECL Com_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
vsprintf (text, msg, argptr);
va_end (argptr);
CG_Printf ("%s", text);
}
#endif
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
trap_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
CG_RegisterItemSounds
The server says this item is used on this level
=================
*/
static void CG_RegisterItemSounds( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if ( item->pickup_sound )
{
trap_S_RegisterSound( item->pickup_sound );
}
// 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) {
CG_Error( "PrecacheItem: %s has bad precache string",
item->classname);
return;
}
memcpy (data, start, len);
data[len] = 0;
if ( *s ) {
s++;
}
if ( !strcmp(data+len-3, "wav" )) {
trap_S_RegisterSound( data );
}
}
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void )
{
int i;
char items[MAX_ITEMS+1];
char name[MAX_QPATH];
const char *soundName;
cg.loadLCARSStage = 1; // Loading bar stage 1
CG_LoadingString( "sounds" );
cgs.media.count2Sound = trap_S_RegisterSound( "sound/voice/computer/misc/two.wav" );
cgs.media.count1Sound = trap_S_RegisterSound( "sound/voice/computer/misc/one.wav" );
cgs.media.countFightSound = trap_S_RegisterSound( "sound/voice/computer/misc/fight.wav" );
cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/voice/computer/misc/prepare.wav" );
cgs.media.interfaceSnd1 = trap_S_RegisterSound( "sound/interface/button4.wav" );
cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav" );
cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/transin.wav" );
cgs.media.transportSound = trap_S_RegisterSound( "sound/world/transporter.wav" );
cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav" );
cgs.media.talkSound = trap_S_RegisterSound( "sound/interface/communicator.wav" );
cgs.media.landSound[LANDSOUND_NORMAL] = trap_S_RegisterSound("sound/player/land1.wav");
cgs.media.landSound[LANDSOUND_GRASS] = trap_S_RegisterSound("sound/player/footsteps/grass_jump.wav");
cgs.media.landSound[LANDSOUND_GRAVEL] = trap_S_RegisterSound("sound/player/footsteps/gravel_jump.wav");
cgs.media.landSound[LANDSOUND_SNOW] = trap_S_RegisterSound("sound/player/footsteps/snow_jump.wav");
cgs.media.landSound[LANDSOUND_WOOD] = trap_S_RegisterSound("sound/player/footsteps/wood_jump.wav");
cgs.media.splatSound = trap_S_RegisterSound( "sound/weapons/bodyfall.wav");
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.jumpPadSound = trap_S_RegisterSound ("sound/items/damage3.wav" );
cgs.media.disintegrateSound = trap_S_RegisterSound( "sound/weapons/prifle/disint.wav" );
cgs.media.disintegrate2Sound = trap_S_RegisterSound( "sound/weapons/prifle/disint2.wav" );
cgs.media.playerExplodeSound = trap_S_RegisterSound( "sound/weapons/explosions/fireball.wav" );
cgs.media.phaserEmptySound = trap_S_RegisterSound("sound/weapons/phaser/phaserempty.wav");
cgs.media.ShakeSound = trap_S_RegisterSound("sound/shake.wav");
cgs.media.tedTextSound = trap_S_RegisterSound( "sound/interface/tedtext.wav" );
for (i=0 ; i<N00bSoundCount ; i++) {
Com_sprintf (name, sizeof(name), "sound/n00bs/insult%i.wav", i+1);
cgs.media.N00bSound[i] = trap_S_RegisterSound (name);
}
cgs.media.AdminMsgSound = trap_S_RegisterSound("sound/interface/button2.wav");
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/borg%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_BORG][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/reaver%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_REAVER][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/species%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPECIES][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/warbot%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WARBOT][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WOOD][i] = trap_S_RegisterSound(name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRASS][i] = trap_S_RegisterSound(name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRAVEL][i] = trap_S_RegisterSound(name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOW][i] = trap_S_RegisterSound(name);
}
cg.loadLCARSStage = 2; // Loading bar stage 2
CG_LoadingString( "item sounds" );
// only register the items that the server says we need
strcpy( items, CG_ConfigString( CS_ITEMS ) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' || cg_buildScript.integer ) {
CG_RegisterItemSounds( i );
}
}
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
break;
}
if ( soundName[0] == '*' ) {
continue; // custom sound
}
cgs.gameSounds[i] = trap_S_RegisterSound( soundName );
}
cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav");
cgs.media.grenadeExplodeSound = trap_S_RegisterSound(SOUND_DIR "glauncher/explode.wav");//detpack
cgs.media.metalChunkSound = trap_S_RegisterSound( "sound/weapons/explosions/metalexplode.wav" );
cgs.media.glassChunkSound = trap_S_RegisterSound( "sound/weapons/explosions/glassbreak1.wav" );
cgs.media.woodChunkSound = trap_S_RegisterSound( "sound/weapons/explosions/metalexplode.wav" );
cgs.media.stoneChunkSound = trap_S_RegisterSound( "sound/weapons/explosions/metalexplode.wav" );
// trek sounds
//TiM : Q flash
cgs.media.qFlash = trap_S_RegisterSound( "sound/world/q_flash.wav" );
cgs.media.envSparkSound1 = trap_S_RegisterSound ("sound/ambience/spark1.wav");
cgs.media.envSparkSound2 = trap_S_RegisterSound ("sound/ambience/spark2.wav");
cgs.media.envSparkSound3 = trap_S_RegisterSound ("sound/ambience/spark3.wav");
cgs.media.defaultPickupSound = trap_S_RegisterSound ("sound/items/n_health.wav");
cgs.media.invulnoProtectSound = trap_S_RegisterSound("sound/items/protect3.wav");
cgs.media.waterDropSound1 = trap_S_RegisterSound("sound/ambience/waterdrop1.wav");
cgs.media.waterDropSound2 = trap_S_RegisterSound("sound/ambience/waterdrop2.wav");
cgs.media.waterDropSound3 = trap_S_RegisterSound("sound/ambience/waterdrop3.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" );
cgs.media.zoomStart116 = trap_S_RegisterSound( "sound/weapons/tr116/powerup.wav" );
cgs.media.zoomEnd116 = trap_S_RegisterSound( "sound/weapons/tr116/powerdown.wav" );
cgs.media.tr116Chirp = trap_S_RegisterSound( "sound/weapons/tr116/chirp.wav" );
cgs.media.tr116Whir = trap_S_RegisterSound( "sound/weapons/tr116/whir.wav" );
cgs.media.surfaceExpSound[0] = trap_S_RegisterSound("sound/weapons/explosions/explode8.wav");
cgs.media.surfaceExpSound[1] = trap_S_RegisterSound("sound/weapons/explosions/explode9.wav");
cgs.media.surfaceExpSound[2] = trap_S_RegisterSound("sound/weapons/explosions/explode14.wav");
cgs.media.electricExpSound[0] = trap_S_RegisterSound("sound/weapons/explosions/explode10.wav");
cgs.media.electricExpSound[1] = trap_S_RegisterSound("sound/weapons/explosions/explode11.wav");
cgs.media.electricExpSound[2] = trap_S_RegisterSound("sound/weapons/explosions/explode15.wav");
cgs.media.bigSurfExpSound = trap_S_RegisterSound("sound/weapons/explosions/explode12.wav");
}
/*
=================
CG_RegisterGraphics
This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
int i;
char items[MAX_ITEMS+1];
static char *sb_nums[11] = {
"gfx/2d/numbers/zero",
"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",
};
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
trap_R_ClearScene();
cg.loadLCARSStage = 3; // Loading bar stage 3
CG_LoadingString( cgs.mapname );
trap_R_LoadWorldMap( cgs.mapname );
// precache status bar pics
cg.loadLCARSStage = 4; // Loading bar stage 4
CG_LoadingString( "game media" );
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] );
}
//TiM : For the ST style long beam effectszor
cgs.media.transportShader = trap_R_RegisterShader( "powerups/beamEffect" );
//GSIO01: shaders for additional transport fx
cgs.media.transportKlingon = trap_R_RegisterShader( "gfx/effects/tKlingon" );
cgs.media.transportRomulan = trap_R_RegisterShader( "gfx/effects/tRom" );
cgs.media.transportCardassian = trap_R_RegisterShader( "gfx/effects/tCardi" );
cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
//LASER
cgs.media.laserShader = trap_R_RegisterShader( "sprites/laser" );
cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
cgs.media.disruptorShader = trap_R_RegisterShader( "powerups/disrupt");
cgs.media.explodeShellShader = trap_R_RegisterShader( "powerups/explode");
cgs.media.quantumDisruptorShader = trap_R_RegisterShader( "powerups/quantum_disruptor_hm");
cgs.media.borgFullBodyShieldShader = trap_R_RegisterShader( "gfx/effects/borgfullbodyshield2" );
// Used in any explosion-oriented death.
for (i = 0; i < NUM_CHUNKS; i++)
{
cgs.media.chunkModels[MT_METAL][i] = trap_R_RegisterModel( va( "models/chunks/generic/chunks_%i.md3", i+1 ) );
cgs.media.chunkModels[MT_GLASS][i] = trap_R_RegisterModel( va( "models/chunks/glass/glchunks_%i.md3", i+1 ) );
cgs.media.chunkModels[MT_WOOD][i] = trap_R_RegisterModel( va( "models/chunks/generic/chunks_%i.md3", i+1 ) );
cgs.media.chunkModels[MT_STONE][i] = trap_R_RegisterModel( va( "models/chunks/generic/chunks_%i.md3", i+1 ) );
}
cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
cgs.media.teleportEffectShader = trap_R_RegisterShader( "playerTeleport" );
//RPG-X TiM : the bolton assets
cgs.media.phaserHolster = trap_R_RegisterModel( "models/boltOns/phaser_holster.md3");
cgs.media.phaserHolsterInner = trap_R_RegisterModel( "models/boltOns/phaser_holster_inner.md3");
cgs.media.tricorderHolster = trap_R_RegisterModel( "models/boltOns/tricorder_holster.md3");
cgs.media.tricorderHolsterInner = trap_R_RegisterModel( "models/boltOns/tricorder_holster_inner.md3");
//TiM : TR116 Eyescope
cgs.media.tr116EyeScope = trap_R_RegisterModel( "models/boltOns/tr116_scope.md3");
//TiM : Flashlight
cgs.media.simsModule = trap_R_RegisterModel( "models/boltOns/sims_beacon.md3" );
//EVA FPS Helmet
cgs.media.evaInterior = trap_R_RegisterModel( "models/boltOns/eva_interior.md3" );
//Medical Scanner
cgs.media.medicalScanner = trap_R_RegisterModel( "models/weapons2/tricorder/tricorder_scanner.md3" );
cgs.media.hazardHelmet = trap_R_RegisterModel( "models/boltOns/helmet.md3" );
//Stasis Door
cgs.media.stasisDoorModel = trap_R_RegisterModel( "models/mapobjects/stasis/door.md3" );
//RPG-X START | GSIO01 | 09/05/2009 | START
switch(rpg_forceFieldSet.integer) {
case 2:
cgs.media.shieldActivateShaderBorg = trap_R_RegisterShader( "gfx/forcefielddarkgreen" );
cgs.media.shieldActivateShaderYellow = trap_R_RegisterShader( "gfx/forcefielddarkyellow" );
cgs.media.shieldActivateShaderRed = trap_R_RegisterShader( "gfx/forcefielddarkred" );
cgs.media.shieldActivateShaderBlue = trap_R_RegisterShader( "gfx/forcefielddarkblue" );
break;
case 1:
default:
cgs.media.shieldActivateShaderBorg = trap_R_RegisterShader( "gfx/ff_green" );
cgs.media.shieldActivateShaderYellow = trap_R_RegisterShader( "gfx/ff_yellow" );
cgs.media.shieldActivateShaderRed = trap_R_RegisterShader( "gfx/ff_red" );
cgs.media.shieldActivateShaderBlue = trap_R_RegisterShader( "gfx/ff_blue" );
break;
}
//RPG-X END
cgs.media.weaponPlaceholderShader = trap_R_RegisterShader("powerups/placeholder" );
cgs.media.rezOutShader = trap_R_RegisterShader("powerups/rezout");
cgs.media.electricBodyShader = trap_R_RegisterShader("gfx/misc/electric");
//RPG-X: RedTechie - Scoreboard Endcaps
cgs.media.scoreboardtopleft = trap_R_RegisterShaderNoMip( "menu/common/rpgx_sb_topleft");
cgs.media.scoreboardtopright = trap_R_RegisterShaderNoMip( "menu/common/rpgx_sb_topright");
cgs.media.scoreboardbotleft = trap_R_RegisterShaderNoMip( "menu/common/rpgx_sb_bottomleft");
cgs.media.scoreboardbotright = trap_R_RegisterShaderNoMip( "menu/common/rpgx_sb_bottomright");
//RPG-X: RedTechie - Healthbar Curves
cgs.media.healthendcap = trap_R_RegisterShaderNoMip("gfx/interface/rpgx_healthbar_endcap");
cgs.media.healthbigcurve = trap_R_RegisterShaderNoMip("gfx/interface/rpgx_healthbar_leftcorner");
cgs.media.scoreboardEndcap = trap_R_RegisterShaderNoMip( "menu/common/halfround_r_24");
cgs.media.corner_12_24 = trap_R_RegisterShaderNoMip( "menu/common/corner_ll_24_12");
cgs.media.corner_8_16_b = trap_R_RegisterShaderNoMip( "menu/common/corner_lr_8_16_b");
cgs.media.weaponcap1 = trap_R_RegisterShaderNoMip("gfx/interface/cap4");
cgs.media.weaponcap2 = trap_R_RegisterShaderNoMip("gfx/interface/cap5");
cgs.media.weaponbox = trap_R_RegisterShaderNoMip("gfx/interface/weapon_box");
cgs.media.weaponbox2 = trap_R_RegisterShaderNoMip("gfx/interface/weapon_box2");
memset( cg_items, 0, sizeof( cg_items ) );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
cg.loadLCARSStage = 5; // Loading bar stage 5
//don't need a CG_LoadingString because there will be one in the LoadingItem()
// only register the items that the server says we need
strcpy( items, CG_ConfigString( CS_ITEMS) );
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' || cg_buildScript.integer ) {
CG_LoadingItem( i );
CG_RegisterItemVisuals( i );
}
}
// wall marks
cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
// Radar
//TiM: OPTIMIZATION:
//It's possible to use one set of textures, and use Alpha channels to vary
//the color thru the code... wouldn't that be better?
cgs.media.radarShader = trap_R_RegisterShader( "gfx/radar/radar" );
cgs.media.rd_injured_level = trap_R_RegisterShader( "gfx/radar/injured_level" );
cgs.media.radarMain = trap_R_RegisterShaderNoMip( "gfx/radar/radar_icon" );
// register the inline models
cgs.numInlineModels = trap_CM_NumInlineModels();
for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
char name[10];
vec3_t mins, maxs;
int j;
Com_sprintf( name, sizeof(name), "*%i", i );
cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
for ( j = 0 ; j < 3 ; j++ ) {
cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
}
}
cg.loadLCARSStage = 6; // Loading bar stage 6
CG_LoadingString( "Game Models" );
// register all the server specified models
for (i=1 ; i<MAX_MODELS ; i++) {
const char *modelName;
modelName = CG_ConfigString( CS_MODELS+i );
if ( !modelName[0] ) {
break;
}
cgs.gameModels[i] = trap_R_RegisterModel( modelName );
}
//TiM: Check to see if we have any valid locations stored locally.
//If we do, we'll modify the scoreboard to display them
for ( i = 1; i < MAX_LOCATIONS; i++ ) {
const char *strName;
strName = CG_ConfigString ( CS_LOCATIONS + i );
if ( strlen( strName ) > 0 ) {
cgs.locations = qtrue;
break;
}
}
cg.loadLCARSStage = 7; // Loading bar stage 7
CG_LoadingString( "Interface" );
// Registering interface graphics
for (i=0;i<IG_MAX;++i)
{
if (interface_graphics[i].file)
{
interface_graphics[i].graphic = trap_R_RegisterShaderNoMip(interface_graphics[i].file);
}
// Turn everything off at first
if ((interface_graphics[i].type == SG_GRAPHIC) || (interface_graphics[i].type == SG_NUMBER))
{
interface_graphics[i].type = SG_OFF;
}
}
interface_graphics[IG_GROW].type = SG_OFF;
// Trek stuff
cgs.media.sparkShader = trap_R_RegisterShader( "gfx/misc/spark" );
cgs.media.spark2Shader = trap_R_RegisterShader( "gfx/misc/spark2" );
cgs.media.sunnyFlareShader = trap_R_RegisterShader( "gfx/misc/sunny_flare" );
cgs.media.scavMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark4" );
cgs.media.steamShader = trap_R_RegisterShader( "gfx/misc/steam" );
cgs.media.fireShader = trap_R_RegisterShader( "gfx/misc/rpgflames" );
cgs.media.smokeShader = trap_R_RegisterShader( "gfx/misc/smoke" );
cgs.media.explosionModel = trap_R_RegisterModel ( "models/weaphits/explosion.md3" );
cgs.media.electricalExplosionSlowShader = trap_R_RegisterShader( "electricalExplosionSlow" );
cgs.media.surfaceExplosionShader = trap_R_RegisterShader( "surfaceExplosion" );
cgs.media.blueParticleShader = trap_R_RegisterShader( "gfx/misc/blueparticle" );
cgs.media.ltblueParticleShader = trap_R_RegisterShader( "gfx/misc/ltblueparticle" );
cgs.media.yellowParticleShader = trap_R_RegisterShader( "gfx/misc/yellowparticle" );
cgs.media.orangeParticleShader = trap_R_RegisterShader( "gfx/misc/orangeparticle" );
cgs.media.dkorangeParticleShader = trap_R_RegisterShader( "gfx/misc/dkorangeparticle" );
cgs.media.redFlareShader = trap_R_RegisterShader( "gfx/misc/red_flare" );
cgs.media.redRingShader = trap_R_RegisterShader( "gfx/misc/red_ring" );
cgs.media.redRing2Shader = trap_R_RegisterShader( "gfx/misc/red_ring2" );
cgs.media.nukeModel = trap_R_RegisterModel ( "models/weaphits/nuke.md3" );
cgs.media.bigShockShader = trap_R_RegisterShader( "gfx/misc/bigshock" );
cgs.media.plasmaShader = trap_R_RegisterShader( "gfx/misc/plasmanew" );
cgs.media.bolt2Shader = trap_R_RegisterShader( "gfx/effects/electrica" );
cgs.media.painBlobShader = trap_R_RegisterShader( "gfx/misc/painblob" );
cgs.media.painShieldBlobShader = trap_R_RegisterShader( "gfx/misc/painshieldblob" );
cgs.media.trans1Shader = trap_R_RegisterShader( "gfx/misc/trans1" );
cgs.media.trans2Shader = trap_R_RegisterShader( "gfx/misc/trans2" );
//TiM
cgs.media.transport1Shader = trap_R_RegisterShader( "gfx/effects/transport1" );
cgs.media.transport2Shader = trap_R_RegisterShader( "gfx/effects/transport2" );
cgs.media.fountainShader = trap_R_RegisterShader( "garden/fountain" );
cgs.media.rippleShader = trap_R_RegisterShader( "garden/ripple" );
cgs.media.probeBeam = trap_R_RegisterShader( "gfx/effects/probe_beam");
cgs.media.probeDecal = trap_R_RegisterShader( "gfx/effects/beam_decal" );
cgs.media.regenDecal = trap_R_RegisterShader( "gfx/effects/regen_decal" );
//RPG-X | GSIO01 | 11/05/2009:
cgs.media.quantumGlow = trap_R_RegisterShader( "gfx/fx/quantum_glow" );
cgs.media.quantumRays = trap_R_RegisterShader( "gfx/fx/quantum_rays" );
cgs.media.photonGlow = trap_R_RegisterShader( "gfx/fx/photon_glow" );
cgs.media.photonRay = trap_R_RegisterShader( "gfx/fx/photon_rays" );
cgs.media.fireParticle = trap_R_RegisterShader( "gfx/fx/fire_new_1" );
for ( i = 0; i < 4; i++ ) {
cgs.media.borgLightningShaders[i] = trap_R_RegisterShader( va( "gfx/misc/blightning%i", i+1 ) );
}
// detpack
cgs.media.orangeTrailShader = trap_R_RegisterShader( "gfx/misc/orangetrail" );
cgs.media.compressionMarkShader = trap_R_RegisterShader( "gfx/damage/burnmark1" );
cgs.media.waterDropShader = trap_R_RegisterShader( "gfx/misc/drop" );
cgs.media.oilDropShader = trap_R_RegisterShader( "gfx/misc/oildrop" );
cgs.media.greenDropShader = trap_R_RegisterShader( "gfx/misc/greendrop" );
cgs.media.detpackPlacedIcon = trap_R_RegisterShader( "icons/icon_detpack_use"); // placed icon
// Zoom interface
cgs.media.zoomMaskShader = trap_R_RegisterShader( "gfx/misc/zoom_mask2" );
cgs.media.zoomMask116Shader = trap_R_RegisterShader( "gfx/misc/zoom_mask_tr116");
cgs.media.zoomGlow116Shader = trap_R_RegisterShader( "gfx/misc/zoom_tr116_flash" );
cgs.media.testDetpackShader3 = trap_R_RegisterShader( "gfx/misc/detpack3" );
cgs.media.testDetpackRingShader1 = trap_R_RegisterShader( "gfx/misc/detpackring1" );
cgs.media.testDetpackRingShader2 = trap_R_RegisterShader( "gfx/misc/detpackring2" );
cgs.media.testDetpackRingShader3 = trap_R_RegisterShader( "gfx/misc/detpackring3" );
cgs.media.testDetpackRingShader4 = trap_R_RegisterShader( "gfx/misc/detpackring4" );
cgs.media.testDetpackRingShader5 = trap_R_RegisterShader( "gfx/misc/detpackring5" );
cgs.media.testDetpackRingShader6 = trap_R_RegisterShader( "gfx/misc/detpackring6" );
cgs.media.crosshairSheet = trap_R_RegisterShaderNoMip( "gfx/2d/rpgx_crosshairs" );
/***************************************************************************/
//PH34R T3H L3NZFL4R3!!!!
//optimize shader usage if no one wants this :(
if ( cg_dynamiclensflares.integer ) {
cgs.media.flareCore = trap_R_RegisterShaderNoMip("gfx/effects/flares/flare_core");
cgs.media.flareStreak = trap_R_RegisterShaderNoMip("gfx/effects/flares/flare_streak");
cgs.media.flareHaze = trap_R_RegisterShaderNoMip("gfx/effects/flares/flare_haze");
for ( i=0; i<10; i++ ) {
lensReflec[i].graphic = trap_R_RegisterShaderNoMip( lensReflec[i].file );
}
}
//TiM - for Prifle improved FX
cgs.media.orangeStarShader = trap_R_RegisterShaderNoMip( "gfx/misc/orangestar" );
cgs.media.qFlashSprite = trap_R_RegisterShaderNoMip( "gfx/effects/qflash" );
}
/*
===================
CG_RegisterClients
===================
*/
static void CG_RegisterClients( void ) {
int i;
cg.loadLCARSStage = 8; // Loading bar stage 8
CG_LoadingString( "clients" );
for (i=0 ; i<MAX_CLIENTS ; i++) {
const char *clientInfo;
//TiM - Re-register decoys if need be
if ( i < MAX_DECOYS ) {
CG_NewDecoyInfo( i );
}
clientInfo = CG_ConfigString( CS_PLAYERS+i );
if ( !clientInfo[0] ) {
continue;
}
CG_LoadingClient( i );
CG_NewClientInfo( i );
}
cg.loadLCARSStage = 9; // Loading bar stage 9
}
//===========================================================================
/*
=================
CG_ConfigString
=================
*/
const char *CG_ConfigString( int index ) {
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
CG_Error( "CG_ConfigString: bad index: %i", index );
}
return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
}
//==================================================================
/*
======================
CG_StartMusic
======================
*/
void CG_StartMusic( void ) {
char *s;
char parm1[MAX_QPATH], parm2[MAX_QPATH];
// start the background music
s = (char *)CG_ConfigString( CS_MUSIC );
Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
trap_S_StartBackgroundTrack( parm1, parm2 );
}
extern int altAmmoUsage[];
void CG_InitModRules( void )
{
if ( cgs.pModDisintegration )
{//don't use up ammo in disintegration mode
altAmmoUsage[WP_6] = 0;
}
if ( cgs.pModSpecialties )
{//tripwires use more ammo
altAmmoUsage[WP_8] = 3;
}
}
/*
=================
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 ) {
const char *s;
int i;
// clear everything
memset( &cgs, 0, sizeof( cgs ) );
memset( &cg, 0, sizeof( cg ) );
memset( cg_entities, 0, sizeof(cg_entities) );
memset( cg_weapons, 0, sizeof(cg_weapons) );
memset( cg_items, 0, sizeof(cg_items) );
//Flush Sound Effects
memset( &cg_animsSndList, 0, sizeof( cg_animsSndList ) );
init_tonextint(qfalse);
cgs.processedSnapshotNum = serverMessageNum;
cgs.serverCommandSequence = serverCommandSequence;
CG_LoadIngameText();
CG_LoadFonts();
// Loading graphics
cgs.media.loading1 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece1.tga" );
cgs.media.loading2 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece2.tga" );
cgs.media.loading3 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece3.tga" );
cgs.media.loading4 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece4.tga" );
cgs.media.loading5 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece5.tga" );
cgs.media.loading6 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece6.tga" );
cgs.media.loading7 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece7.tga" );
cgs.media.loading8 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece8.tga" );
cgs.media.loading9 = trap_R_RegisterShaderNoMip( "menu/loading/smpiece9.tga" );
cgs.media.loadingcircle = trap_R_RegisterShaderNoMip( "menu/loading/arrowpiece.tga" );
cgs.media.loadingquarter= trap_R_RegisterShaderNoMip( "menu/loading/quarter.tga" );
cgs.media.loadingcorner = trap_R_RegisterShaderNoMip( "menu/common/corner_lr_8_16.tga" );
cgs.media.loadingtrim = trap_R_RegisterShaderNoMip( "menu/loading/trimupper.tga" );
cgs.media.circle = trap_R_RegisterShaderNoMip( "menu/common/circle.tga" );
cgs.media.circle2 = trap_R_RegisterShaderNoMip( "menu/objectives/circle_out.tga" );
cgs.media.corner_12_18 = trap_R_RegisterShaderNoMip( "menu/common/corner_ll_12_18.tga" );
cgs.media.halfroundr_22 = trap_R_RegisterShaderNoMip( "menu/common/halfroundr_22.tga" );
cgs.media.corner_ul_20_30= trap_R_RegisterShaderNoMip( "menu/common/corner_ul_20_30.tga" );
cgs.media.corner_ll_8_30= trap_R_RegisterShaderNoMip( "menu/common/corner_ll_8_30.tga" );
cg.loadLCARSStage = 0;
cg.loadLCARScnt = 0;
// 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.white2Shader = trap_R_RegisterShader( "white2" );
cgs.media.charsetPropTiny = trap_R_RegisterShaderNoMip("gfx/2d/chars_tiny");
cgs.media.charsetProp = trap_R_RegisterShaderNoMip("gfx/2d/chars_medium");
cgs.media.charsetPropBig = trap_R_RegisterShaderNoMip("gfx/2d/chars_big");
cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "gfx/2d/chars_medium.tga" );
CG_RegisterCvars();
CG_InitConsoleCommands();
BG_LoadItemNames();
cg.weaponSelect = WP_1;
cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
// 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;
//TiM - handle wide screens
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 )
{
cgs.widescreen.ratio = 640.0f*cgs.screenYScale * (1.0f/cgs.glconfig.vidWidth);
cgs.widescreen.bias = 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * (640.0/480.0) ) );
}
else
{
cgs.widescreen.ratio = 0;
cgs.widescreen.bias = 0;
}
// get the gamestate from the client system
trap_GetGameState( &cgs.gameState );
// check version
s = CG_ConfigString( CS_GAME_VERSION );
if ( strcmp( s, GAME_VERSION ) ) {
CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
}
s = CG_ConfigString( CS_LEVEL_START_TIME );
cgs.levelStartTime = atoi( s );
CG_ParseServerinfo();
// load the new map
CG_LoadingString( "collision map" );
trap_CM_LoadMap( cgs.mapname );
cg.loading = qtrue; // force players to load instead of defer
CG_LoadObjectivesForMap();
CG_RegisterSounds();
CG_RegisterGraphics();
CG_RegisterClients(); // if low on memory, some clients will be deferred
cg.loading = qfalse; // future players will be deferred
CG_InitLocalEntities();
CG_InitMarkPolys();
// remove the last loading update
cg.infoScreenText[0] = 0;
// Make sure we have update values (scores)
CG_SetConfigValues();
CG_StartMusic();
CG_LoadingString( "" );
//RPG-X | GSIO01 | 08/05/09:
//Make sure all weapons are registered to prevent
//missing models when someone get killed and weapons are dropped
for(i = 0; i < WP_NUM_WEAPONS; i++) {
CG_RegisterWeapon(i);
}
// To get the interface timing started
cg.interfaceStartupTime = 0;
cg.interfaceStartupDone = 0;
CG_InitModRules();
if ( !CG_LoadCrosshairs() )
{
CG_Error( "Couldn't load crosshairs script" );
}
if ( !CG_LoadRanks() )
{
CG_Error( "Couldn't load rankset script: %s", cgs.rankSet );
}
if ( !CG_LoadClasses() )
{
CG_Error( "Couldn't load classset script: %s", cgs.classSet );
}
//where possible, load in the usable strings locally
if ( cgs.scannablePanels )
CG_LoadUsablesStrings();
/* shader remapping */
CG_ShaderStateChanged();
if(grp_berp.integer)
CG_Printf(S_COLOR_YELLOW "GSIO01 and Ubergames greet Brave Explorers.\n");
CG_PrecacheRemapShaders();
}
/*
=================
CG_Shutdown
Called before every level change or subsystem restart
=================
*/
void CG_Shutdown( void ) {
}
#define MAXINGAMETEXT 5000
char ingameText[MAXINGAMETEXT];
/*
=================
CG_ParseIngameText
=================
*/
void CG_ParseIngameText(void)
{
char *token;
char *buffer;
int i;
int len;
COM_BeginParseSession();
buffer = ingameText;
i = 1; // Zero is null string
while ( buffer )
{
token = COM_ParseExt( &buffer, qtrue );
len = strlen(token);
if (len)
{
ingame_text[i] = (buffer - (len + 1)); // The +1 is to get rid of the " at the beginning of the sting.
*(buffer - 1) = '\0'; // Place an string end where is belongs.
++i;
}
if (i> IGT_MAX)
{
Com_Printf( S_COLOR_RED "CG_ParseIngameText : too many values!\n");
return;
}
}
if (i != IGT_MAX)
{
Com_Printf( S_COLOR_RED "CG_ParseIngameText : not enough lines! Read %d of %d!\n",i,IGT_MAX);
for(;i<IGT_MAX;i++) {
ingame_text[i] = "?";
}
}
}
/*
CG_LanguageFilename - create a filename with an extension based on the value in g_language
*/
void CG_LanguageFilename(char *baseName,char *baseExtension,char *finalName)
{
char language[32];
fileHandle_t file;
trap_Cvar_VariableStringBuffer("g_language", language, 32 );
// If it's English then no extension
if (language[0]=='\0' || Q_stricmp ("ENGLISH",language)==0)
{
Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension);
}
else
{
Com_sprintf(finalName,MAX_QPATH,"%s_%s.%s",baseName,language,baseExtension);
//Attempt to load the file
trap_FS_FOpenFile( finalName, &file, FS_READ );
if ( file == 0 ) // This extension doesn't exist, go English.
{
Com_sprintf(finalName,MAX_QPATH,"%s.%s",baseName,baseExtension); //the caller will give the error if this isn't there
}
else
{
trap_FS_FCloseFile( file );
}
}
}
/*
=================
CG_LoadIngameText
=================
*/
void CG_LoadIngameText(void)
{
int len;
fileHandle_t f;
char fileName[MAX_QPATH];
CG_LanguageFilename("ext_data/mp_ingametext","dat",fileName);
len = trap_FS_FOpenFile( fileName, &f, FS_READ );
if ( !f )
{
Com_Printf( S_COLOR_RED "CG_LoadIngameText : mp_ingametext.dat file not found!\n");
return;
}
if (len > MAXINGAMETEXT)
{
Com_Printf( S_COLOR_RED "CG_LoadIngameText : mp_ingametext.dat file bigger than %d!\n",MAXINGAMETEXT);
return;
}
// initialise the data area
memset(ingameText, 0, sizeof(ingameText));
trap_FS_Read( ingameText, len, f );
trap_FS_FCloseFile( f );
CG_ParseIngameText();
}
/*
=================
CG_LoadObjectivesForMap
=================
*/
void CG_LoadObjectivesForMap(void)
{
int len, objnum = 0;
char *token;
char *buf;
fileHandle_t f;
char fileName[MAX_QPATH];
char fullFileName[MAX_QPATH];
char objtext[MAX_OBJ_TEXT_LENGTH];
COM_StripExtension( cgs.mapname, fileName );
CG_LanguageFilename( fileName, "efo", fullFileName);
len = trap_FS_FOpenFile( fullFileName, &f, FS_READ );
if ( len > MAX_OBJ_TEXT_LENGTH )
{
Com_Printf( S_COLOR_RED "CG_LoadObjectivesForMap : %s file bigger than %d!\n", fileName, MAX_OBJ_TEXT_LENGTH );
return;
}
trap_FS_Read( objtext, len, f );
trap_FS_FCloseFile( f );
buf = objtext;
//Now parse out each objective
while ( 1 )
{
token = COM_ParseExt( &buf, qtrue );
if ( !token[0] ) {
break;
}
// Normal objective text
if ( !Q_strncmp( token, "obj", 3 ) )
{
objnum = atoi( &token[3] );
if ( objnum < 1 || objnum == MAX_OBJECTIVES ) {
Com_Printf( "Invalid objective number (%d), valid range is 1 to %d\n", objnum, MAX_OBJECTIVES );
break;
}
//Now read the objective text into the current objective
token = COM_ParseExt( &buf, qfalse );
Q_strncpyz( cgs.objectives[objnum-1].text, token, sizeof(cgs.objectives[objnum-1].text) );
}
else if ( !Q_strncmp( token, "abridged_obj", 12 ) )
{
objnum = atoi( &token[12] );
if ( objnum < 1 || objnum == MAX_OBJECTIVES )
{
Com_Printf( "Invalid objective number (%d), valid range is 1 to %d\n", objnum, MAX_OBJECTIVES );
break;
}
//Now read the objective text into the current objective
token = COM_ParseExt( &buf, qfalse );
Q_strncpyz( cgs.objectives[objnum-1].abridgedText, token, sizeof(cgs.objectives[objnum-1].abridgedText) );
}
}
}
qboolean CG_LoadClasses( void )
{
fileHandle_t f;
int file_len;
char buffer[32000];
char *token, *textPtr;
char filePath[MAX_QPATH];
int numClasses=0;
int i;
Com_sprintf( filePath, sizeof( filePath ), "ext_data/classes/%s.classes", cgs.classSet );
memset( &cgs.classData, 0, sizeof( cg_classData_t ) );
file_len = trap_FS_FOpenFile( filePath, &f, FS_READ );
if ( !file_len )
{
CG_Printf( S_COLOR_RED "Couldn't find class file: %s\n", filePath );
return qfalse;
}
if ( file_len > sizeof( buffer ) )
{
CG_Printf( S_COLOR_RED "File %s was way too big to be loaded.\n", filePath );
return qfalse;
}
trap_FS_Read( buffer, file_len, f );
trap_FS_FCloseFile( f );
buffer[file_len] = '\0';
COM_BeginParseSession();
textPtr = buffer;
token = COM_Parse( &textPtr );
if ( !token[0] ) {
CG_Printf( S_COLOR_RED "ERROR: No data was found when going to parse the file!\n" );
return qfalse;
}
if ( Q_stricmpn( token, "{", 1 ) ) {
CG_Printf( S_COLOR_RED "ERROR: File did not start with a '{' symbol!\n" );
return qfalse;
}
while( 1 )
{
if ( numClasses >= MAX_CLASSES )
break;
if ( !Q_strncmp( token, "{", 1 ) )
{
while ( 1 )
{
token = COM_Parse( &textPtr );
if (!token[0]) {
break;
}
if ( !Q_stricmpn( token, "formalName", 10 ) )
{
if ( COM_ParseString( &textPtr, &token ) )
{
CG_Printf( S_COLOR_RED "ERROR: Invalid class formal name in class index: %i.\n", numClasses );
continue;
}
Q_strncpyz( cgs.classData[numClasses].formalName, token, sizeof( cgs.classData[numClasses].formalName ) );
continue;
}
if ( !Q_stricmpn( token, "radarColor", 5 ) )
{
vec3_t temp;
if ( COM_ParseVec3( &textPtr, temp ) )
{
CG_Printf( S_COLOR_RED "ERROR: Invalid color values in class index: %i.\n", numClasses );
continue;
}
for ( i = 0; i < 3; i++ )
{
cgs.classData[numClasses].radarColor[i] = (int)Com_Clamp( 0, 255, (int)temp[i] );
}
continue;
}
if ( !Q_stricmpn( token, "iconColor", 9 ) )
{
if ( COM_ParseString( &textPtr, &token ) )
{
CG_Printf( S_COLOR_RED "ERROR: Invalid class icon color in class index: %i.\n", numClasses );
continue;
}
//Eh... there are enum values for these,
//but they're currently out of scope ;P
if ( !Q_stricmp( token, "red" ) )
{
cgs.classData[numClasses].iconColor = 1; //CLR_RED
}
else if ( !Q_stricmp( token, "gold" ) )
{
cgs.classData[numClasses].iconColor = 2; //CLR_GOLD
}
else if ( !Q_stricmp( token, "teal" ) )
{
cgs.classData[numClasses].iconColor = 3; //CLR_TEAL
}
else if ( !Q_stricmp( token, "green" ) )
{
cgs.classData[numClasses].iconColor = 4; //CLR_GREEN
}
else
{
cgs.classData[numClasses].iconColor = 0; //0
}
continue;
}
if ( !Q_stricmpn( token, "medical", 7 ) )
{
if ( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].isMedic ) )
{
CG_Printf( S_COLOR_RED "ERROR: Class medic check for class %i was invalid.\n", numClasses );
continue;
}
continue;
}
if( !Q_stricmpn( token, "isBorg", 6 ) )
{
if( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].isBorg ) )
{
CG_Printf( S_COLOR_RED "ERROR: Class borg check for class %i was invalid.\n", numClasses );
continue;
}
continue;
}
if ( !Q_stricmpn( token, "hasRanks", 8 ) )
{
if ( COM_ParseInt( &textPtr, (int *)&cgs.classData[numClasses].showRanks ) )
{
CG_Printf( S_COLOR_RED "ERROR: Class Ranks check for class %i was invalid.\n", numClasses );
continue;
}
continue;
}
//I'm a n00b lol. I made a class called 'medical' and a parameter called 'medical'.
//I have to double check both parms or else it confuses the parser
//better check all of them. I'm still getting errors
if ( !Q_stricmpn( token, "consoleName", 10 )
|| !Q_stricmpn( token, "modelSkin", 9 )
|| !Q_stricmpn( token, "message", 7 )
|| !Q_stricmpn( token, "admin", 5 )
|| !Q_stricmpn( token, "marine", 6 )
|| !Q_stricmpn( token, "noShow", 6 )
)
{
SkipRestOfLine(&textPtr);
continue;
}
//this one is a pain since it can potentially have multiple lines
if ( !Q_stricmpn( token, "weapons", 7 ) )
{
SkipBracedSection( &textPtr );
continue;
}
if ( !Q_stricmpn( token, "}", 1 ) )
{
numClasses++;
break;
}
}
}
token = COM_Parse( &textPtr );
if (!token[0])
{
break;
}
}
if ( numClasses > 0 )
return qtrue;
else
{
CG_Printf( S_COLOR_RED "ERROR: No classes were found in the class file!\n" );
return qfalse;
}
}
qboolean CG_LoadUsablesStrings( void )
{
char fileRoute[MAX_QPATH];
char mapRoute[MAX_QPATH];
char buffer[20000];
int file_len;
char *textPtr, *token;
fileHandle_t f;
int i;
int strLen;
//setup the file route
Com_sprintf( mapRoute, sizeof( mapRoute ), "%s", cgs.mapname );
strLen = strlen( mapRoute );
//*sigh* remove the bsp bit
if ( strLen > 4 && !Q_stricmp( mapRoute + strLen-4, ".bsp" ) )
mapRoute[strLen-4] = '\0';
//check for language
CG_LanguageFilename( mapRoute, "usables", fileRoute );
file_len = trap_FS_FOpenFile( fileRoute, &f, FS_READ );
//It's assumed most maps won't have this feature, so just exit 'gracefully'
if ( file_len<=1 )
{
//CG_Printf( S_COLOR_YELLOW "WARNING: No file named %s was found. If the server \n", fileRoute );
trap_FS_FCloseFile( f );
return qfalse;
}
//fill the buffer with the file data
memset( &buffer, 0, sizeof( buffer ) );
trap_FS_Read( buffer, file_len, f );
buffer[file_len] = '0';
trap_FS_FCloseFile( f );
if ( !buffer[0] )
{
CG_Printf( S_COLOR_RED "ERROR: Attempted to load %s, but no data was inside!\n", fileRoute );
return qfalse;
}
COM_BeginParseSession();
textPtr = buffer;
i = 0; //used for the main arrays indices
while( 1 )
{
token = COM_Parse( &textPtr );
if ( !token[0] )
break;
if ( !Q_strncmp( token, "UsableDescriptions", 18 ) )
{
token = COM_Parse( &textPtr );
if ( Q_strncmp( token, "{", 1 ) != 0 )
{
CG_Printf( S_COLOR_RED "ERROR: UsableDescriptions had no opening brace ( { )!\n" );
continue;
}
token = COM_Parse( &textPtr );
//expected format is 'id' <space> 'string'
while ( Q_strncmp( token, "}", 1 ) )
{
if ( !token[0] )
break;
if ( !Q_strncmp( token, "UsableEntities", 14 ) )
{
SkipBracedSection( &textPtr );
continue;
}
else
{
//parse past the ID num
token = COM_ParseExt( &textPtr, qfalse );
//copy the line of text
if( token[0] )
{
Q_strncpyz( cgs.scannableStrings[i], token, sizeof( cgs.scannableStrings[i] ) );
i++;
}
token = COM_Parse( &textPtr );
}
}
}
}
return qtrue;
}