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cg_main.cpp
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cg_main.cpp
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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
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/>.
===========================================================================
*/
#include "cg_media.h"
#include "FxScheduler.h"
#include "../client/vmachine.h"
#include "g_local.h"
#include "../qcommon/sstring.h"
#include "qcommon/ojk_saved_game_helper.h"
//NOTENOTE: Be sure to change the mirrored code in g_shared.h
typedef std::map< sstring_t, unsigned char > namePrecache_m;
extern namePrecache_m *as_preCacheMap;
extern void CG_RegisterNPCCustomSounds( clientInfo_t *ci );
extern qboolean G_AddSexToMunroString ( char *string, qboolean qDoBoth );
extern int G_ParseAnimFileSet( const char *skeletonName, const char *modelName=0);
extern void CG_DrawDataPadInventorySelect( void );
void CG_Init( int serverCommandSequence );
qboolean CG_ConsoleCommand( void );
void CG_Shutdown( void );
int CG_GetCameraPos( vec3_t camerapos );
int CG_GetCameraAng( vec3_t cameraang );
void UseItem(int itemNum);
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
#define NUM_CHUNKS 6
/*
Ghoul2 Insert Start
*/
void CG_ResizeG2Bolt(boltInfo_v *bolt, int newCount);
void CG_ResizeG2Surface(surfaceInfo_v *surface, int newCount);
void CG_ResizeG2Bone(boneInfo_v *bone, int newCount);
void CG_ResizeG2(CGhoul2Info_v *ghoul2, int newCount);
void CG_ResizeG2TempBone(mdxaBone_v *tempBone, int newCount);
/*
Ghoul2 Insert End
*/
void CG_LoadHudMenu(void);
int inv_icons[INV_MAX];
const char *inv_names[] =
{
"ELECTROBINOCULARS",
"BACTA CANISTER",
"SEEKER",
"LIGHT AMP GOGGLES",
"ASSAULT SENTRY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"GOODIE KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
"SECURITY KEY",
};
int force_icons[NUM_FORCE_POWERS];
void CG_DrawDataPadHUD( centity_t *cent );
void CG_DrawDataPadObjectives(const centity_t *cent );
void CG_DrawDataPadIconBackground(const int backgroundType);
void CG_DrawDataPadWeaponSelect( void );
void CG_DrawDataPadForceSelect( void );
/*
================
vmMain
This is the only way control passes into the cgame module.
This must be the very first function compiled into the .q3vm file
================
*/
extern "C" Q_EXPORT intptr_t QDECL vmMain( intptr_t 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 ) {
centity_t *cent;
switch ( command ) {
case CG_INIT:
CG_Init( arg0 );
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 );
return 0;
case CG_CROSSHAIR_PLAYER:
return CG_CrosshairPlayer();
case CG_CAMERA_POS:
return CG_GetCameraPos( (float*)arg0);
case CG_CAMERA_ANG:
return CG_GetCameraAng( (float*)arg0);
/*
Ghoul2 Insert Start
*/
case CG_RESIZE_G2:
CG_ResizeG2((CGhoul2Info_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BOLT:
CG_ResizeG2Bolt((boltInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_BONE:
CG_ResizeG2Bone((boneInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_SURFACE:
CG_ResizeG2Surface((surfaceInfo_v *)arg0, arg1);
return 0;
case CG_RESIZE_G2_TEMPBONE:
CG_ResizeG2TempBone((mdxaBone_v *)arg0, arg1);
return 0;
/*
Ghoul2 Insert End
*/
case CG_DRAW_DATAPAD_HUD:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadHUD(cent);
}
return 0;
case CG_DRAW_DATAPAD_OBJECTIVES:
if (cg.snap)
{
cent = &cg_entities[cg.snap->ps.clientNum];
CG_DrawDataPadObjectives(cent);
}
return 0;
case CG_DRAW_DATAPAD_WEAPONS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_WEAPONS);
CG_DrawDataPadWeaponSelect();
}
return 0;
case CG_DRAW_DATAPAD_INVENTORY:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_INVENTORY);
CG_DrawDataPadInventorySelect();
}
return 0;
case CG_DRAW_DATAPAD_FORCEPOWERS:
if (cg.snap)
{
CG_DrawDataPadIconBackground(ICON_FORCE);
CG_DrawDataPadForceSelect();
}
return 0;
}
return -1;
}
/*
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];
int cg_numpermanents = 0;
weaponInfo_t cg_weapons[MAX_WEAPONS];
itemInfo_t cg_items[MAX_ITEMS];
typedef struct {
qboolean registered; // Has the player picked it up
qboolean active; // Is it the chosen inventory item
int count; // Count of items.
char description[128];
} inventoryInfo_t;
inventoryInfo_t cg_inventory[INV_MAX];
vmCvar_t cg_runpitch;
vmCvar_t cg_runroll;
vmCvar_t cg_bobup;
vmCvar_t cg_bobpitch;
vmCvar_t cg_bobroll;
vmCvar_t cg_shadows;
vmCvar_t cg_renderToTextureFX;
vmCvar_t cg_shadowCullDistance;
vmCvar_t cg_footsteps;
vmCvar_t cg_saberEntMarks;
vmCvar_t cg_paused;
vmCvar_t cg_drawTimer;
vmCvar_t cg_drawFPS;
vmCvar_t cg_drawSnapshot;
vmCvar_t cg_drawAmmoWarning;
vmCvar_t cg_drawCrosshair;
vmCvar_t cg_crosshairIdentifyTarget;
vmCvar_t cg_dynamicCrosshair;
vmCvar_t cg_crosshairForceHint;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_crosshairSize;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_drawHUD;
vmCvar_t cg_debugAnim;
#ifndef FINAL_BUILD
vmCvar_t cg_debugAnimTarget;
vmCvar_t cg_gun_frame;
#endif
vmCvar_t cg_gun_x;
vmCvar_t cg_gun_y;
vmCvar_t cg_gun_z;
vmCvar_t cg_debugSaber;
vmCvar_t cg_debugEvents;
vmCvar_t cg_errorDecay;
vmCvar_t cg_addMarks;
vmCvar_t cg_drawGun;
vmCvar_t cg_autoswitch;
vmCvar_t cg_simpleItems;
vmCvar_t cg_fov;
vmCvar_t cg_fovAspectAdjust;
vmCvar_t cg_endcredits;
vmCvar_t cg_updatedDataPadForcePower1;
vmCvar_t cg_updatedDataPadForcePower2;
vmCvar_t cg_updatedDataPadForcePower3;
vmCvar_t cg_updatedDataPadObjective;
vmCvar_t cg_drawBreath;
vmCvar_t cg_roffdebug;
#ifndef FINAL_BUILD
vmCvar_t cg_roffval1;
vmCvar_t cg_roffval2;
vmCvar_t cg_roffval3;
vmCvar_t cg_roffval4;
#endif
vmCvar_t cg_thirdPerson;
vmCvar_t cg_thirdPersonRange;
vmCvar_t cg_thirdPersonMaxRange;
vmCvar_t cg_thirdPersonAngle;
vmCvar_t cg_thirdPersonPitchOffset;
vmCvar_t cg_thirdPersonVertOffset;
vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
vmCvar_t cg_thirdPersonHorzOffset;
vmCvar_t cg_stereoSeparation;
vmCvar_t cg_developer;
vmCvar_t cg_timescale;
vmCvar_t cg_skippingcin;
vmCvar_t cg_pano;
vmCvar_t cg_panoNumShots;
vmCvar_t fx_freeze;
vmCvar_t fx_debug;
vmCvar_t cg_missionInfoFlashTime;
vmCvar_t cg_hudFiles;
vmCvar_t cg_neverHearThatDumbBeepingSoundAgain;
vmCvar_t cg_VariantSoundCap; // 0 = no capping, else cap to (n) max (typically just 1, but allows more)
vmCvar_t cg_turnAnims;
vmCvar_t cg_motionBoneComp;
vmCvar_t cg_distributeMBCorrection;
vmCvar_t cg_reliableAnimEvents;
vmCvar_t cg_smoothPlayerPos;
vmCvar_t cg_smoothPlayerPlat;
vmCvar_t cg_smoothPlayerPlatAccel;
vmCvar_t cg_g2Marks;
vmCvar_t fx_expensivePhysics;
vmCvar_t cg_debugHealthBars;
vmCvar_t cg_smoothCamera;
vmCvar_t cg_speedTrail;
vmCvar_t cg_fovViewmodel;
vmCvar_t cg_fovViewmodelAdjust;
vmCvar_t cg_scaleVehicleSensitivity;
typedef struct {
vmCvar_t *vmCvar;
const char *cvarName;
const char *defaultString;
int cvarFlags;
} cvarTable_t;
static cvarTable_t cvarTable[] = {
{ &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
{ &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
{ &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE },
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always
{ &cg_saberEntMarks, "cg_saberEntMarks", "1", CVAR_ARCHIVE },
{ &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
{ &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
{ &cg_drawHUD, "cg_drawHUD", "1", 0 },
{ &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
{ &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
{ &cg_drawCrosshair, "cg_drawCrosshair", "1", CVAR_ARCHIVE },
{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
// NOTE : I also create this in UI_Init()
{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
{ &cg_endcredits, "cg_endcredits", "0", 0},
{ &cg_updatedDataPadForcePower1, "cg_updatedDataPadForcePower1", "0", 0},
{ &cg_updatedDataPadForcePower2, "cg_updatedDataPadForcePower2", "0", 0},
{ &cg_updatedDataPadForcePower3, "cg_updatedDataPadForcePower3", "0", 0},
{ &cg_updatedDataPadObjective, "cg_updatedDataPadObjective", "0", 0},
{ &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
// NOTE : I also create this in UI_Init()
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
// NOTE : I also create these weapon sway cvars in UI_Init()
{ &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_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
#ifndef FINAL_BUILD
{ &cg_gun_frame, "gun_frame", "0", CVAR_CHEAT },
{ &cg_debugAnimTarget, "cg_debugAnimTarget", "0", CVAR_CHEAT },
#endif
{ &cg_gun_x, "cg_gunX", "0", CVAR_ARCHIVE },
{ &cg_gun_y, "cg_gunY", "0", CVAR_ARCHIVE },
{ &cg_gun_z, "cg_gunZ", "0", CVAR_ARCHIVE },
{ &cg_debugSaber, "cg_debugsaber", "0", CVAR_CHEAT },
{ &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
{ &cg_errorDecay, "cg_errordecay", "100", 0 },
{ &cg_drawBreath, "cg_drawBreath", "0", CVAR_ARCHIVE }, // Added 11/07/02
{ &cg_roffdebug, "cg_roffdebug", "0" },
#ifndef FINAL_BUILD
{ &cg_roffval1, "cg_roffval1", "0" },
{ &cg_roffval2, "cg_roffval2", "0" },
{ &cg_roffval3, "cg_roffval3", "0" },
{ &cg_roffval4, "cg_roffval4", "0" },
#endif
{ &cg_thirdPerson, "cg_thirdPerson", "1", CVAR_SAVEGAME },
{ &cg_thirdPersonRange, "cg_thirdPersonRange", "80", CVAR_ARCHIVE },
{ &cg_thirdPersonMaxRange, "cg_thirdPersonMaxRange", "150", 0 },
{ &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", 0 },
{ &cg_thirdPersonPitchOffset, "cg_thirdPersonPitchOffset", "0", 0 },
{ &cg_thirdPersonVertOffset, "cg_thirdPersonVertOffset", "16", 0},
{ &cg_thirdPersonCameraDamp, "cg_thirdPersonCameraDamp", "0.3", 0},
{ &cg_thirdPersonTargetDamp, "cg_thirdPersonTargetDamp", "0.5", 0},
{ &cg_thirdPersonHorzOffset, "cg_thirdPersonHorzOffset", "0", 0},
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_ARCHIVE },
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
// NOTE: also declare this in UI_Init
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },
{ &cg_panoNumShots, "panoNumShots", "10", 0 },
{ &fx_freeze, "fx_freeze", "0", 0 },
{ &fx_debug, "fx_debug", "0", 0 },
// the following variables are created in other parts of the system,
// but we also reference them here
{ &cg_paused, "cl_paused", "0", CVAR_ROM },
{ &cg_developer, "developer", "", 0 },
{ &cg_timescale, "timescale", "1", 0 },
{ &cg_skippingcin, "skippingCinematic", "0", CVAR_ROM},
{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
{ &cg_hudFiles, "cg_hudFiles", "ui/jahud.txt", CVAR_ARCHIVE},
{ &cg_VariantSoundCap, "cg_VariantSoundCap", "0", 0 },
{ &cg_turnAnims, "cg_turnAnims", "0", 0 },
{ &cg_motionBoneComp, "cg_motionBoneComp", "2", 0 },
{ &cg_distributeMBCorrection, "cg_distributeMBCorrection", "1", 0 },
{ &cg_reliableAnimEvents, "cg_reliableAnimEvents", "1", CVAR_ARCHIVE },
{ &cg_smoothPlayerPos, "cg_smoothPlayerPos", "0.5", 0},
{ &cg_smoothPlayerPlat, "cg_smoothPlayerPlat", "0.75", 0},
{ &cg_smoothPlayerPlatAccel, "cg_smoothPlayerPlatAccel", "3.25", 0},
{ &cg_g2Marks, "cg_g2Marks", "1", CVAR_ARCHIVE },
{ &fx_expensivePhysics, "fx_expensivePhysics", "1", CVAR_ARCHIVE },
{ &cg_debugHealthBars, "cg_debugHealthBars", "0", CVAR_CHEAT },
{ &cg_smoothCamera, "cg_smoothCamera", "1", CVAR_ARCHIVE },
{ &cg_speedTrail, "cg_speedTrail", "1", CVAR_ARCHIVE },
{ &cg_fovViewmodel, "cg_fovViewmodel", "0", CVAR_ARCHIVE },
{ &cg_fovViewmodelAdjust, "cg_fovViewmodelAdjust", "1", CVAR_ARCHIVE },
{ &cg_scaleVehicleSensitivity, "cg_scaleVehicleSensitivity", "1", CVAR_ARCHIVE },
};
static const size_t cvarTableSize = ARRAY_LEN( cvarTable );
/*
=================
CG_RegisterCvars
=================
*/
void CG_RegisterCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
cgi_Cvar_Register( cv->vmCvar, cv->cvarName, cv->defaultString, cv->cvarFlags );
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
size_t i;
cvarTable_t *cv;
for ( i=0, cv=cvarTable; i<cvarTableSize; i++, cv++ ) {
if ( cv->vmCvar ) {
cgi_Cvar_Update( cv->vmCvar );
}
}
}
int CG_CrosshairPlayer( void )
{
if ( cg.time > ( cg.crosshairClientTime + 1000 ) )
{
return -1;
}
return cg.crosshairClientNum;
}
int CG_GetCameraPos( vec3_t camerapos ) {
if ( in_camera) {
VectorCopy(client_camera.origin, camerapos);
return 1;
}
else if ( cg_entities[0].gent && cg_entities[0].gent->client && cg_entities[0].gent->client->ps.viewEntity > 0 && cg_entities[0].gent->client->ps.viewEntity < ENTITYNUM_WORLD )
//else if ( cg.snap && cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in an entity camera view
if ( g_entities[cg_entities[0].gent->client->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{
VectorCopy( g_entities[cg_entities[0].gent->client->ps.viewEntity].currentOrigin, camerapos );
}
//VectorCopy( cg_entities[cg_entities[0].gent->client->ps.viewEntity].lerpOrigin, camerapos );
/*
if ( g_entities[cg.snap->ps.viewEntity].client && cg.renderingThirdPerson )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, camerapos );
}
else
{//use the g_ent because it may not have gotten over to the client yet...
VectorCopy( g_entities[cg.snap->ps.viewEntity].currentOrigin, camerapos );
}
*/
return 1;
}
else if ( cg.renderingThirdPerson )
{//in third person
//FIXME: what about hacks that render in third person regardless of this value?
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
else if (cg.snap && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//implied: !cg.renderingThirdPerson
{//first person saber hack
VectorCopy( cg.refdef.vieworg, camerapos );
return 1;
}
return 0;
}
int CG_GetCameraAng( vec3_t cameraang )
{
if ( in_camera)
{
VectorCopy(client_camera.angles, cameraang);
return 1;
}
else
{
VectorCopy( cg.refdefViewAngles, cameraang );
return 1;
}
}
void CG_Printf( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Printf( text );
}
NORETURN void CG_Error( const char *msg, ... ) {
va_list argptr;
char text[1024];
va_start (argptr, msg);
Q_vsnprintf (text, sizeof(text), msg, argptr);
va_end (argptr);
cgi_Error( text );
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg ) {
static char buffer[MAX_STRING_CHARS];
cgi_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
/*
=================
CG_RegisterItemSounds
The server says this item is used on this level
=================
*/
void CG_RegisterItemSounds( int itemNum ) {
gitem_t *item;
char data[MAX_QPATH];
const char *s, *start;
int len;
item = &bg_itemlist[ itemNum ];
if (item->pickup_sound)
{
cgi_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" )) {
cgi_S_RegisterSound( data );
}
}
}
/*
======================
CG_LoadingString
======================
*/
void CG_LoadingString( const char *s ) {
Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );
cgi_UpdateScreen();
}
static inline void CG_AS_Register(void)
{
CG_LoadingString( "ambient sound sets" );
assert(as_preCacheMap);
//Load the ambient sets
cgi_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() );
}
cgi_AS_ParseSets();
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds( void ) {
int i;
char name[MAX_QPATH];
const char *soundName;
CG_AS_Register();
CG_LoadingString( "general sounds" );
//FIXME: add to cg.media?
cgi_S_RegisterSound( "sound/player/fallsplat.wav" );
cgs.media.selectSound = cgi_S_RegisterSound( "sound/weapons/change.wav" );
cgs.media.selectSound2 = cgi_S_RegisterSound( "sound/interface/sub_select.wav" );
// cgs.media.useNothingSound = cgi_S_RegisterSound( "sound/items/use_nothing.wav" );
cgs.media.noAmmoSound = cgi_S_RegisterSound( "sound/weapons/noammo.wav" );
// cgs.media.talkSound = cgi_S_RegisterSound( "sound/interface/communicator.wav" );
cgs.media.landSound = cgi_S_RegisterSound( "sound/player/land1.wav");
cgs.media.rollSound = cgi_S_RegisterSound( "sound/player/roll1.wav");
theFxScheduler.RegisterEffect( "env/slide_dust" );
cgs.media.overchargeFastSound = cgi_S_RegisterSound("sound/weapons/overchargeFast.wav" );
cgs.media.overchargeSlowSound = cgi_S_RegisterSound("sound/weapons/overchargeSlow.wav" );
cgs.media.overchargeLoopSound = cgi_S_RegisterSound("sound/weapons/overchargeLoop.wav");
cgs.media.overchargeEndSound = cgi_S_RegisterSound("sound/weapons/overchargeEnd.wav");
cgs.media.batteryChargeSound = cgi_S_RegisterSound( "sound/interface/pickup_battery.wav" );
// cgs.media.tedTextSound = cgi_S_RegisterSound( "sound/interface/tedtext.wav" );
cgs.media.messageLitSound = cgi_S_RegisterSound( "sound/interface/update" );
cgs.media.noforceSound = cgi_S_RegisterSound( "sound/weapons/force/noforce" );
cgs.media.watrInSound = cgi_S_RegisterSound ("sound/player/watr_in.wav");
cgs.media.watrOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.watrUnSound = cgi_S_RegisterSound ("sound/player/watr_un.wav");
if ( (gi.totalMapContents()&CONTENTS_LAVA) )
{
cgs.media.lavaInSound = cgi_S_RegisterSound ("sound/player/inlava.wav");
cgs.media.lavaOutSound = cgi_S_RegisterSound ("sound/player/watr_out.wav");
cgs.media.lavaUnSound = cgi_S_RegisterSound ("sound/player/muckexit.wav");
}
// Zoom
cgs.media.zoomStart = cgi_S_RegisterSound( "sound/interface/zoomstart.wav" );
cgs.media.zoomLoop = cgi_S_RegisterSound( "sound/interface/zoomloop.wav" );
cgs.media.zoomEnd = cgi_S_RegisterSound( "sound/interface/zoomend.wav" );
cgi_S_RegisterSound( "sound/chars/turret/startup.wav" );
cgi_S_RegisterSound( "sound/chars/turret/shutdown.wav" );
cgi_S_RegisterSound( "sound/chars/turret/ping.wav" );
cgi_S_RegisterSound( "sound/chars/turret/move.wav" );
cgi_S_RegisterSound( "sound/player/use_sentry" );
cgi_R_RegisterModel( "models/items/psgun.glm" );
theFxScheduler.RegisterEffect( "turret/explode" );
theFxScheduler.RegisterEffect( "sparks/spark_exp_nosnd" );
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] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/stone_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_STONERUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METALWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_METALRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_PIPEWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/pipe_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_PIPERUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SPLASH][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WADE][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/water_wade_0%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SWIM][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOWWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/snow_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SNOWRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SANDWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/sand_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_SANDRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRASSWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRASSRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_DIRTWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/dirt_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_DIRTRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MUDWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/mud_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_MUDRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRAVELWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/gravel_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_GRAVELRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_step%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_RUGWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/rug_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_RUGRUN][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_walk%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WOODWALK][i] = cgi_S_RegisterSound (name);
Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood_run%i.wav", i+1);
cgs.media.footsteps[FOOTSTEP_WOODRUN][i] = cgi_S_RegisterSound (name);
}
cg.loadLCARSStage = 1;
CG_LoadingString( "item sounds" );
// only register the items that the server says we need
char items[MAX_ITEMS+1];
//Raz: Fixed buffer overflow
Q_strncpyz(items, CG_ConfigString(CS_ITEMS), sizeof(items));
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( items[ i ] == '1' ) //even with sound pooling, don't clutter it for low end machines
{
CG_RegisterItemSounds( i );
}
}
cg.loadLCARSStage = 2;
CG_LoadingString( "preregistered sounds" );
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
break;
}
if ( soundName[0] == '*' ) {
continue; // custom sound
}
if (!(i&7)) {
CG_LoadingString( soundName );
}
cgs.sound_precache[i] = cgi_S_RegisterSound( soundName );
}
}
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
/*
==========================
CG_RegisterClientSkin
==========================
*/
qboolean CG_RegisterClientSkin( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName)
{
char hfilename[MAX_QPATH];
char tfilename[MAX_QPATH];
char lfilename[MAX_QPATH];
Com_sprintf( lfilename, sizeof( lfilename ), "models/players/%s/lower_%s.skin", legsModelName, legsSkinName );
ci->legsSkin = cgi_R_RegisterSkin( lfilename );
if ( !ci->legsSkin )
{
// Com_Printf( "Failed to load skin file: %s : %s\n", legsModelName, legsSkinName );
//return qfalse;
}
if(torsoModelName && torsoSkinName && torsoModelName[0] && torsoSkinName[0])
{
Com_sprintf( tfilename, sizeof( tfilename ), "models/players/%s/upper_%s.skin", torsoModelName, torsoSkinName );
ci->torsoSkin = cgi_R_RegisterSkin( tfilename );
if ( !ci->torsoSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", torsoModelName, torsoSkinName );
return qfalse;
}
}
if(headModelName && headSkinName && headModelName[0] && headSkinName[0])
{
Com_sprintf( hfilename, sizeof( hfilename ), "models/players/%s/head_%s.skin", headModelName, headSkinName );
ci->headSkin = cgi_R_RegisterSkin( hfilename );
if ( !ci->headSkin )
{
Com_Printf( "Failed to load skin file: %s : %s\n", headModelName, headSkinName );
return qfalse;
}
}
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
qboolean CG_RegisterClientModelname( clientInfo_t *ci,
const char *headModelName, const char *headSkinName,
const char *torsoModelName, const char *torsoSkinName,
const char *legsModelName, const char *legsSkinName )
{
/*
Ghoul2 Insert Start
*/
#if 1
char filename[MAX_QPATH];
if ( !legsModelName || !legsModelName[0] )
{
return qtrue;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.mdr", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", legsModelName );
ci->legsModel = cgi_R_RegisterModel( filename );
if ( !ci->legsModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
if(torsoModelName && torsoModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.mdr", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{//he's not skeletal, try the old way
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", torsoModelName );
ci->torsoModel = cgi_R_RegisterModel( filename );
if ( !ci->torsoModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
}
else
{
ci->torsoModel = 0;
}
if(headModelName && headModelName[0])
{//You are trying to set one
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
ci->headModel = cgi_R_RegisterModel( filename );
if ( !ci->headModel )
{
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
return qfalse;
}
}
else
{
ci->headModel = 0;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName ) )
{
//Com_Printf( "Failed to load skin file: %s : %s/%s : %s/%s : %s\n", headModelName, headSkinName, torsoModelName, torsoSkinName, legsModelName, legsSkinName );
return qfalse;
}
//FIXME: for now, uses the legs model dir for anim cfg, but should we set this in some sort of NPCs.cfg?
// load the animation file set
ci->animFileIndex = G_ParseAnimFileSet(legsModelName);
if (ci->animFileIndex<0)
{
Com_Printf( S_COLOR_RED"Failed to load animation file set models/players/%s\n", legsModelName );
return qfalse;
}
#endif
/*
Ghoul2 Insert End
*/
return qtrue;
}
void CG_RegisterClientRenderInfo(clientInfo_t *ci, renderInfo_t *ri)
{
char *slash;
char headModelName[MAX_QPATH];
char torsoModelName[MAX_QPATH];
char legsModelName[MAX_QPATH];
char headSkinName[MAX_QPATH];
char torsoSkinName[MAX_QPATH];