/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with RTCW SP Source Code. If not, see .
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __UI_LOCAL_H__
#define __UI_LOCAL_H__
//#include
//#include
//#include
#include "../game/q_shared.h"
#include "../cgame/tr_types.h"
#include "ui_public.h"
#include "keycodes.h"
#include "../game/bg_public.h"
#include "ui_shared.h"
extern vmCvar_t ui_ffa_fraglimit;
extern vmCvar_t ui_ffa_timelimit;
extern vmCvar_t ui_tourney_fraglimit;
extern vmCvar_t ui_tourney_timelimit;
extern vmCvar_t ui_team_fraglimit;
extern vmCvar_t ui_team_timelimit;
extern vmCvar_t ui_team_friendly;
extern vmCvar_t ui_ctf_capturelimit;
extern vmCvar_t ui_ctf_timelimit;
extern vmCvar_t ui_ctf_friendly;
extern vmCvar_t ui_arenasFile;
extern vmCvar_t ui_botsFile;
extern vmCvar_t ui_spScores1;
extern vmCvar_t ui_spScores2;
extern vmCvar_t ui_spScores3;
extern vmCvar_t ui_spScores4;
extern vmCvar_t ui_spScores5;
extern vmCvar_t ui_spAwards;
extern vmCvar_t ui_spVideos;
extern vmCvar_t ui_spSkill;
extern vmCvar_t ui_spSelection;
extern vmCvar_t ui_master;
extern vmCvar_t ui_brassTime;
extern vmCvar_t ui_drawCrosshair;
extern vmCvar_t ui_drawCrosshairNames;
extern vmCvar_t ui_drawCrosshairPickups; //----(SA) added
extern vmCvar_t ui_useSuggestedWeapons; //----(SA) added
extern vmCvar_t ui_marks;
// JOSEPH 12-3-99
extern vmCvar_t ui_autoactivate;
extern vmCvar_t ui_emptyswitch;
// END JOSEPH
extern vmCvar_t ui_server1;
extern vmCvar_t ui_server2;
extern vmCvar_t ui_server3;
extern vmCvar_t ui_server4;
extern vmCvar_t ui_server5;
extern vmCvar_t ui_server6;
extern vmCvar_t ui_server7;
extern vmCvar_t ui_server8;
extern vmCvar_t ui_server9;
extern vmCvar_t ui_server10;
extern vmCvar_t ui_server11;
extern vmCvar_t ui_server12;
extern vmCvar_t ui_server13;
extern vmCvar_t ui_server14;
extern vmCvar_t ui_server15;
extern vmCvar_t ui_server16;
extern vmCvar_t ui_smallFont;
extern vmCvar_t ui_bigFont;
extern vmCvar_t ui_cdkey;
extern vmCvar_t ui_cdkeychecked;
extern vmCvar_t ui_selectedPlayer;
extern vmCvar_t ui_selectedPlayerName;
extern vmCvar_t ui_netSource;
extern vmCvar_t ui_menuFiles;
extern vmCvar_t ui_gameType;
extern vmCvar_t ui_netGameType;
extern vmCvar_t ui_actualNetGameType;
extern vmCvar_t ui_joinGameType;
extern vmCvar_t ui_dedicated;
extern vmCvar_t ui_notebookCurrentPage;
extern vmCvar_t ui_clipboardName;
extern vmCvar_t ui_hudAlpha;
extern vmCvar_t ui_hunkUsed; //----(SA) added
extern vmCvar_t ui_cameraMode; //----(SA) added
extern vmCvar_t ui_savegameListAutosave; //----(SA) added
extern vmCvar_t ui_savegameName; //----(SA) added
// NERVE - SMF - multiplayer cvars
extern vmCvar_t ui_serverFilterType;
extern vmCvar_t ui_currentNetMap;
extern vmCvar_t ui_currentMap;
extern vmCvar_t ui_mapIndex;
extern vmCvar_t ui_browserMaster;
extern vmCvar_t ui_browserGameType;
extern vmCvar_t ui_browserSortKey;
extern vmCvar_t ui_browserShowFull;
extern vmCvar_t ui_browserShowEmpty;
extern vmCvar_t ui_serverStatusTimeOut;
// -NERVE - SMF
//
// ui_qmenu.c
//
#define RCOLUMN_OFFSET ( BIGCHAR_WIDTH )
#define LCOLUMN_OFFSET ( -BIGCHAR_WIDTH )
#define SLIDER_RANGE 10
#define MAX_EDIT_LINE 256
#define MAX_MENUDEPTH 8
//#define MAX_MENUITEMS 128
#define MAX_MENUITEMS 256
#define MTYPE_NULL 0
#define MTYPE_SLIDER 1
#define MTYPE_ACTION 2
#define MTYPE_SPINCONTROL 3
#define MTYPE_FIELD 4
#define MTYPE_RADIOBUTTON 5
#define MTYPE_BITMAP 6
#define MTYPE_TEXT 7
#define MTYPE_SCROLLLIST 8
#define MTYPE_PTEXT 9
#define MTYPE_BTEXT 10
#define QMF_BLINK 0x00000001
#define QMF_SMALLFONT 0x00000002
#define QMF_LEFT_JUSTIFY 0x00000004
#define QMF_CENTER_JUSTIFY 0x00000008
#define QMF_RIGHT_JUSTIFY 0x00000010
#define QMF_NUMBERSONLY 0x00000020 // edit field is only numbers
#define QMF_HIGHLIGHT 0x00000040
#define QMF_HIGHLIGHT_IF_FOCUS 0x00000080 // steady focus
#define QMF_PULSEIFFOCUS 0x00000100 // pulse if focus
#define QMF_HASMOUSEFOCUS 0x00000200
#define QMF_NOONOFFTEXT 0x00000400
#define QMF_MOUSEONLY 0x00000800 // only mouse input allowed
#define QMF_HIDDEN 0x00001000 // skips drawing
#define QMF_GRAYED 0x00002000 // grays and disables
#define QMF_INACTIVE 0x00004000 // disables any input
#define QMF_NODEFAULTINIT 0x00008000 // skip default initialization
#define QMF_OWNERDRAW 0x00010000
#define QMF_PULSE 0x00020000
#define QMF_LOWERCASE 0x00040000 // edit field is all lower case
#define QMF_UPPERCASE 0x00080000 // edit field is all upper case
#define QMF_SILENT 0x00100000
// callback notifications
#define QM_GOTFOCUS 1
#define QM_LOSTFOCUS 2
#define QM_ACTIVATED 3
typedef struct _tag_menuframework
{
int cursor;
int cursor_prev;
int nitems;
void *items[MAX_MENUITEMS];
void ( *draw )( void );
sfxHandle_t ( *key )( int key );
qboolean wrapAround;
qboolean fullscreen;
qboolean showlogo;
// JOSEPH 11-9-99
int specialmenutype;
// END JOSEPH
} menuframework_s;
typedef struct
{
int type;
const char *name;
int id;
int x, y;
int left;
int top;
int right;
int bottom;
menuframework_s *parent;
int menuPosition;
unsigned flags;
void ( *callback )( void *self, int event );
void ( *statusbar )( void *self );
void ( *ownerdraw )( void *self );
} menucommon_s;
typedef struct {
int cursor;
int scroll;
int widthInChars;
char buffer[MAX_EDIT_LINE];
int maxchars;
} mfield_t;
typedef struct
{
menucommon_s generic;
mfield_t field;
} menufield_s;
typedef struct
{
menucommon_s generic;
float minvalue;
float maxvalue;
float curvalue;
float range;
} menuslider_s;
typedef struct
{
menucommon_s generic;
int oldvalue;
int curvalue;
int numitems;
int top;
const char **itemnames;
int width;
int height;
int columns;
int seperation;
} menulist_s;
typedef struct
{
menucommon_s generic;
} menuaction_s;
typedef struct
{
menucommon_s generic;
int curvalue;
} menuradiobutton_s;
typedef struct
{
menucommon_s generic;
char* focuspic;
char* errorpic;
qhandle_t shader;
qhandle_t focusshader;
int width;
int height;
float* focuscolor;
} menubitmap_s;
typedef struct
{
menucommon_s generic;
char* string;
int style;
float* color;
} menutext_s;
extern void Menu_Cache( void );
extern void Menu_Focus( menucommon_s *m );
extern void Menu_AddItem( menuframework_s *menu, void *item );
extern void Menu_AdjustCursor( menuframework_s *menu, int dir );
extern void Menu_Draw( menuframework_s *menu );
// JOSEPH 11-9-99
extern void Menu_Draw_Inactive( menuframework_s *menu );
// END JOSEPH
extern void *Menu_ItemAtCursor( menuframework_s *m );
extern sfxHandle_t Menu_ActivateItem( menuframework_s *s, menucommon_s* item );
extern void Menu_SetCursor( menuframework_s *s, int cursor );
extern void Menu_SetCursorToItem( menuframework_s *m, void* ptr );
extern sfxHandle_t Menu_DefaultKey( menuframework_s *s, int key );
extern void Bitmap_Init( menubitmap_s *b );
extern void Bitmap_Draw( menubitmap_s *b );
extern void ScrollList_Draw( menulist_s *l );
// JOSEPH 11-23-99
extern void ScrollList_Draw2( menulist_s *l );
// END JOSEPH
extern sfxHandle_t ScrollList_Key( menulist_s *l, int key );
extern sfxHandle_t menu_in_sound;
extern sfxHandle_t menu_move_sound;
extern sfxHandle_t menu_out_sound;
extern sfxHandle_t menu_buzz_sound;
extern sfxHandle_t menu_null_sound;
extern vec4_t menu_text_color;
extern vec4_t menu_grayed_color;
extern vec4_t menu_dark_color;
extern vec4_t menu_highlight_color;
extern vec4_t menu_red_color;
extern vec4_t menu_black_color;
extern vec4_t menu_dim_color;
extern vec4_t color_black;
// JOSEPH 11-29-99
extern vec4_t color_halfblack;
// END JOSEPH
extern vec4_t color_white;
extern vec4_t color_yellow;
extern vec4_t color_blue;
extern vec4_t color_orange;
extern vec4_t color_red;
extern vec4_t color_dim;
extern vec4_t name_color;
extern vec4_t list_color;
extern vec4_t listbar_color;
// JOSEPH 11-23-99
extern vec4_t listbar_color2;
// END JOSEPH
extern vec4_t text_color_disabled;
extern vec4_t text_color_normal;
extern vec4_t text_color_highlight;
extern char *ui_medalNames[];
extern char *ui_medalPicNames[];
extern char *ui_medalSounds[];
//
// ui_mfield.c
//
extern void MField_Clear( mfield_t *edit );
extern void MField_KeyDownEvent( mfield_t *edit, int key );
extern void MField_CharEvent( mfield_t *edit, int ch );
extern void MField_Draw( mfield_t *edit, int x, int y, int style, vec4_t color );
// JOSEPH 11-23-99
extern void MenuField_Draw2( menufield_s *f, int specialtype );
// END JOSEPH
extern void MenuField_Init( menufield_s* m );
extern void MenuField_Draw( menufield_s *f );
extern sfxHandle_t MenuField_Key( menufield_s* m, int* key );
//
// ui_main.c
//
void UI_Report();
void UI_Load();
void UI_LoadMenus( const char *menuFile, qboolean reset );
void _UI_SetActiveMenu( uiMenuCommand_t menu );
uiMenuCommand_t _UI_GetActiveMenu( void );
int UI_AdjustTimeByGame( int time );
void UI_ShowPostGame( qboolean newHigh );
void UI_ClearScores();
void UI_LoadArenas( void );
//
// ui_menu.c
//
extern void MainMenu_Cache( void );
extern void UI_MainMenu( void );
extern void UI_RegisterCvars( void );
extern void UI_UpdateCvars( void );
//
// ui_credits.c
//
extern void UI_CreditMenu( void );
//
// ui_ingame.c
//
extern void InGame_Cache( void );
extern void UI_InGameMenu( void );
//
// ui_confirm.c
//
extern void ConfirmMenu_Cache( void );
extern void UI_ConfirmMenu( const char *question, void ( *draw )( void ), void ( *action )( qboolean result ) );
//
// ui_setup.c
//
extern void UI_SetupMenu_Cache( void );
extern void UI_SetupMenu( void );
//
// ui_team.c
//
extern void UI_TeamMainMenu( void );
extern void TeamMain_Cache( void );
//
// ui_connect.c
//
extern void UI_DrawConnectScreen( qboolean overlay );
//
// ui_controls2.c
//
extern void UI_ControlsMenu( void );
extern void Controls_Cache( void );
//
// ui_demo2.c
//
extern void UI_DemosMenu( void );
extern void Demos_Cache( void );
//
// ui_cinematics.c
//
extern void UI_CinematicsMenu( void );
extern void UI_CinematicsMenu_f( void );
extern void UI_CinematicsMenu_Cache( void );
//
// ui_cdkey.c
//
extern void UI_CDKeyMenu( void );
extern void UI_CDKeyMenu_Cache( void );
extern void UI_CDKeyMenu_f( void );
//
// ui_playermodel.c
//
extern void UI_PlayerModelMenu( void );
extern void PlayerModel_Cache( void );
//
// ui_playersettings.c
//
extern void UI_PlayerSettingsMenu( void );
extern void PlayerSettings_Cache( void );
//
// ui_preferences.c
//
extern void UI_PreferencesMenu( void );
extern void Preferences_Cache( void );
//
// ui_specifyserver.c
//
extern void UI_SpecifyServerMenu( void );
extern void SpecifyServer_Cache( void );
//
// ui_servers2.c
//
#define MAX_FAVORITESERVERS 16
extern void UI_ArenaServersMenu( void );
extern void ArenaServers_Cache( void );
//
// ui_startserver.c
//
extern void UI_StartServerMenu( qboolean multiplayer );
extern void StartServer_Cache( void );
extern void ServerOptions_Cache( void );
extern void UI_BotSelectMenu( char *bot );
extern void UI_BotSelectMenu_Cache( void );
//
// ui_serverinfo.c
//
extern void UI_ServerInfoMenu( void );
extern void ServerInfo_Cache( void );
//
// ui_video.c
//
extern void UI_GraphicsOptionsMenu( void );
extern void GraphicsOptions_Cache( void );
extern void DriverInfo_Cache( void );
//
// ui_players.c
//
//FIXME ripped from cg_local.h
typedef struct {
int oldFrame;
int oldFrameTime; // time when ->oldFrame was exactly on
int frame;
int frameTime; // time when ->frame will be exactly on
float backlerp;
float yawAngle;
qboolean yawing;
float pitchAngle;
qboolean pitching;
int animationNumber; // may include ANIM_TOGGLEBIT
animation_t *animation;
int animationTime; // time when the first frame of the animation will be exact
} lerpFrame_t;
typedef struct {
// model info
qhandle_t legsModel;
qhandle_t legsSkin;
lerpFrame_t legs;
qhandle_t torsoModel;
qhandle_t torsoSkin;
lerpFrame_t torso;
qhandle_t headModel;
qhandle_t headSkin;
animation_t animations[MAX_ANIMATIONS];
qhandle_t weaponModel;
qhandle_t barrelModel;
qhandle_t flashModel;
vec3_t flashDlightColor;
int muzzleFlashTime;
// currently in use drawing parms
vec3_t viewAngles;
vec3_t moveAngles;
weapon_t currentWeapon;
int legsAnim;
int torsoAnim;
// animation vars
weapon_t weapon;
weapon_t lastWeapon;
weapon_t pendingWeapon;
int weaponTimer;
int pendingLegsAnim;
int torsoAnimationTimer;
int pendingTorsoAnim;
int legsAnimationTimer;
qboolean chat;
qboolean newModel;
qboolean barrelSpinning;
float barrelAngle;
int barrelTime;
int realWeapon;
// NERVE - SMF - added fields so it will work with wolf's skeletal animation system
// parsed from the start of the cfg file
gender_t gender;
footstep_t footsteps;
vec3_t headOffset;
int version;
qboolean isSkeletal;
int numAnimations;
qhandle_t backpackModel;
qhandle_t helmetModel;
// -NERVE - SMF
} playerInfo_t;
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time );
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model );
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNum, qboolean chat );
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName );
//
// ui_atoms.c
//
typedef struct {
int frametime;
int realtime;
int cursorx;
int cursory;
int menusp;
menuframework_s* activemenu;
menuframework_s* stack[MAX_MENUDEPTH];
glconfig_t glconfig;
qboolean debug;
qhandle_t whiteShader;
qhandle_t menuBackShader;
qhandle_t menuBackNoLogoShader;
qhandle_t charset;
qhandle_t charsetProp;
qhandle_t charsetPropGlow;
qhandle_t charsetPropB;
qhandle_t cursor;
qhandle_t rb_on;
qhandle_t rb_off;
// JOSEPH 11-9-99
qhandle_t menu;
qhandle_t menu1a;
qhandle_t menu1b;
qhandle_t menu2a;
qhandle_t menu2b;
qhandle_t menuchars;
// END JOSEPH
float scale;
float bias;
qboolean demoversion;
qboolean firstdraw;
} uiStatic_t;
// new ui stuff
#define UI_NUMFX 7
#define MAX_HEADS 64
#define MAX_ALIASES 64
#define MAX_HEADNAME 32
#define MAX_TEAMS 64
#define MAX_GAMETYPES 16
#define MAX_MAPS 128
#define MAX_SPMAPS 16
#define PLAYERS_PER_TEAM 5
#define MAX_PINGREQUESTS 16
#define MAX_ADDRESSLENGTH 64
#define MAX_HOSTNAMELENGTH 22
#define MAX_MAPNAMELENGTH 16
#define MAX_STATUSLENGTH 64
#define MAX_LISTBOXWIDTH 59
#define UI_FONT_THRESHOLD 0.1
#define MAX_DISPLAY_SERVERS 2048
#define MAX_DISPLAY_SAVEGAMES 256
#define MAX_SERVERSTATUS_LINES 128
#define MAX_SERVERSTATUS_TEXT 1024
#define MAX_FOUNDPLAYER_SERVERS 16
#define TEAM_MEMBERS 5
#define GAMES_ALL 0
#define GAMES_FFA 1
#define GAMES_TEAMPLAY 2
#define GAMES_TOURNEY 3
#define GAMES_CTF 4
#define MAPS_PER_TIER 3
#define MAX_TIERS 16
#define MAX_MODS 64
#define MAX_DEMOS 256
#define MAX_MOVIES 256
#define MAX_PLAYERMODELS 256
#define MAX_SAVEGAMES 256
#define MAX_SPAWNPOINTS 128 // NERVE - SMF
#define MAX_SPAWNDESC 128 // NERVE - SMF
typedef struct {
const char *name;
const char *imageName;
qhandle_t headImage;
qboolean female;
} characterInfo;
//----(SA) added
typedef struct {
const char *savegameFile; // mysave[.svg]
const char *savegameName; // "beginning of game (SA)"
const char *imageName; //
const char *mapName; // escape1
const char *savegameInfoText; // "[mapname]/n[attempts]/n[health]/n[etc]" loaded from savegame file
qhandle_t sshotImage; // handle to 'levelshots/.tga'
int episode; // 1
// int time;
// int date;
const char *time; // formatted time string
const char *date;
qtime_t tm;
} savegameInfo;
//----(SA) end
typedef struct {
const char *name;
const char *ai;
const char *action;
} aliasInfo;
typedef struct {
const char *teamName;
const char *imageName;
const char *teamMembers[TEAM_MEMBERS];
qhandle_t teamIcon;
qhandle_t teamIcon_Metal;
qhandle_t teamIcon_Name;
int cinematic;
} teamInfo;
typedef struct {
const char *gameType;
int gtEnum;
} gameTypeInfo;
typedef struct {
const char *mapName;
const char *mapLoadName;
const char *imageName;
const char *opponentName;
int teamMembers;
int typeBits;
int cinematic;
int timeToBeat[MAX_GAMETYPES];
qhandle_t levelShot;
qboolean active;
} mapInfo;
typedef struct {
const char *tierName;
const char *maps[MAPS_PER_TIER];
int gameTypes[MAPS_PER_TIER];
qhandle_t mapHandles[MAPS_PER_TIER];
} tierInfo;
typedef struct serverFilter_s {
const char *description;
const char *basedir;
} serverFilter_t;
typedef struct {
char adrstr[MAX_ADDRESSLENGTH];
int start;
} pinglist_t;
typedef struct serverStatus_s {
pinglist_t pingList[MAX_PINGREQUESTS];
int numqueriedservers;
int currentping;
int nextpingtime;
int maxservers;
int refreshtime;
int numServers;
int sortKey;
int sortDir;
int lastCount;
qboolean refreshActive;
int currentServer;
int displayServers[MAX_DISPLAY_SERVERS];
int numDisplayServers;
int numPlayersOnServers;
int nextDisplayRefresh;
int nextSortTime;
qhandle_t currentServerPreview;
int currentServerCinematic;
int motdLen;
int motdWidth;
int motdPaintX;
int motdPaintX2;
int motdOffset;
int motdTime;
char motd[MAX_STRING_CHARS];
} serverStatus_t;
typedef struct savegameStatus_s {
int sortKey;
int sortDir;
int displaySavegames[MAX_DISPLAY_SAVEGAMES];
// int numDisplaySavegames;
} savegameStatus_t;
typedef struct {
char adrstr[MAX_ADDRESSLENGTH];
char name[MAX_ADDRESSLENGTH];
int startTime;
int serverNum;
qboolean valid;
} pendingServer_t;
typedef struct {
int num;
pendingServer_t server[MAX_SERVERSTATUSREQUESTS];
} pendingServerStatus_t;
typedef struct {
char address[MAX_ADDRESSLENGTH];
char *lines[MAX_SERVERSTATUS_LINES][4];
char text[MAX_SERVERSTATUS_TEXT];
char pings[MAX_CLIENTS * 3];
int numLines;
} serverStatusInfo_t;
typedef struct {
const char *modName;
const char *modDescr;
} modInfo_t;
typedef struct {
displayContextDef_t uiDC;
int newHighScoreTime;
int newBestTime;
int showPostGameTime;
qboolean newHighScore;
qboolean demoAvailable;
qboolean soundHighScore;
int characterCount;
int botIndex;
characterInfo characterList[MAX_HEADS];
int aliasCount;
aliasInfo aliasList[MAX_ALIASES];
int teamCount;
teamInfo teamList[MAX_TEAMS];
int numGameTypes;
gameTypeInfo gameTypes[MAX_GAMETYPES];
int numJoinGameTypes;
gameTypeInfo joinGameTypes[MAX_GAMETYPES];
int redBlue;
int playerCount;
int myTeamCount;
int teamIndex;
int playerRefresh;
int playerIndex;
int playerNumber;
qboolean teamLeader;
char playerNames[MAX_CLIENTS][MAX_NAME_LENGTH];
char teamNames[MAX_CLIENTS][MAX_NAME_LENGTH];
int teamClientNums[MAX_CLIENTS];
int mapCount;
mapInfo mapList[MAX_MAPS];
int tierCount;
tierInfo tierList[MAX_TIERS];
int skillIndex;
modInfo_t modList[MAX_MODS];
int modCount;
int modIndex;
const char *demoList[MAX_DEMOS];
int demoCount;
int demoIndex;
const char *movieList[MAX_MOVIES];
int movieCount;
int movieIndex;
int previewMovie;
//----(SA) added
// const char *savegameList[MAX_SAVEGAMES];
savegameInfo savegameList[MAX_SAVEGAMES];
int savegameCount;
// int savegameIndex;
savegameStatus_t savegameStatus;
//----(SA) end
serverStatus_t serverStatus;
// for the showing the status of a server
char serverStatusAddress[MAX_ADDRESSLENGTH];
serverStatusInfo_t serverStatusInfo;
int nextServerStatusRefresh;
// to retrieve the status of server to find a player
pendingServerStatus_t pendingServerStatus;
char findPlayerName[MAX_STRING_CHARS];
char foundPlayerServerAddresses[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
char foundPlayerServerNames[MAX_FOUNDPLAYER_SERVERS][MAX_ADDRESSLENGTH];
int currentFoundPlayerServer;
int numFoundPlayerServers;
int nextFindPlayerRefresh;
int currentCrosshair;
int startPostGameTime;
sfxHandle_t newHighScoreSound;
int q3HeadCount;
char q3HeadNames[MAX_PLAYERMODELS][64];
qhandle_t q3HeadIcons[MAX_PLAYERMODELS];
int q3SelectedHead;
int effectsColor;
qboolean inGameLoad;
// NERVE - SMF
char spawnPoints[MAX_SPAWNPOINTS][MAX_SPAWNDESC];
int spawnCount;
// -NERVE - SMF
} uiInfo_t;
extern uiInfo_t uiInfo;
extern void UI_Init( void );
extern void UI_Shutdown( void );
extern void UI_KeyEvent( int key );
extern void UI_MouseEvent( int dx, int dy );
extern void UI_Refresh( int realtime );
extern qboolean UI_ConsoleCommand( int realTime );
extern float UI_ClampCvar( float min, float max, float value );
extern void UI_DrawNamedPic( float x, float y, float width, float height, const char *picname );
extern void UI_DrawHandlePic( float x, float y, float w, float h, qhandle_t hShader );
extern void UI_FillRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawRect( float x, float y, float width, float height, const float *color );
extern void UI_DrawTopBottom( float x, float y, float w, float h );
extern void UI_DrawSides( float x, float y, float w, float h );
extern void UI_UpdateScreen( void );
extern void UI_SetColor( const float *rgba );
extern void UI_LerpColor( vec4_t a, vec4_t b, vec4_t c, float t );
extern void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color );
extern float UI_ProportionalSizeScale( int style );
extern void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color );
extern int UI_ProportionalStringWidth( const char* str );
extern void UI_DrawString( int x, int y, const char* str, int style, vec4_t color );
extern void UI_DrawChar( int x, int y, int ch, int style, vec4_t color );
extern qboolean UI_CursorInRect( int x, int y, int width, int height );
extern void UI_AdjustFrom640( float *x, float *y, float *w, float *h );
extern void UI_DrawTextBox( int x, int y, int width, int lines );
extern qboolean UI_IsFullscreen( void );
extern void UI_SetActiveMenu( uiMenuCommand_t menu );
extern void UI_PushMenu( menuframework_s *menu );
extern void UI_PopMenu( void );
extern void UI_ForceMenuOff( void );
extern char *UI_Argv( int arg );
extern char *UI_Cvar_VariableString( const char *var_name );
extern void UI_Refresh( int time );
extern void UI_KeyEvent( int key );
extern void UI_StartDemoLoop( void );
void UI_LoadBestScores( const char *map, int game ); // NERVE - SMF
extern qboolean m_entersound;
extern uiStatic_t uis;
//
// ui_spLevel.c
//
void UI_SPLevelMenu_Cache( void );
void UI_SPLevelMenu( void );
void UI_SPLevelMenu_f( void );
void UI_SPLevelMenu_ReInit( void );
//
// ui_spArena.c
//
void UI_SPArena_Start( const char *arenaInfo );
//
// ui_spPostgame.c
//
void UI_SPPostgameMenu_Cache( void );
void UI_SPPostgameMenu_f( void );
//
// ui_spSkill.c
//
void UI_SPSkillMenu( const char *arenaInfo );
void UI_SPSkillMenu_Cache( void );
//
// ui_syscalls.c
//
void trap_Print( const char *string );
void trap_Error( const char *string );
int trap_Milliseconds( void );
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
float trap_Cvar_VariableValue( const char *var_name );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void trap_Cvar_SetValue( const char *var_name, float value );
void trap_Cvar_Reset( const char *name );
void trap_Cvar_Create( const char *var_name, const char *var_value, int flags );
void trap_Cvar_InfoStringBuffer( int bit, char *buffer, int bufsize );
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Cmd_ExecuteText( int exec_when, const char *text ); // don't use EXEC_NOW!
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Seek( fileHandle_t f, long offset, int origin ); //----(SA) added
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
int trap_FS_Delete( const char *filename );
qhandle_t trap_R_RegisterModel( const char *name );
qhandle_t trap_R_RegisterSkin( const char *name );
qhandle_t trap_R_RegisterShaderNoMip( const char *name );
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
void trap_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
void trap_R_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, int flags );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba );
void trap_R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
void trap_UpdateScreen( void );
int trap_CM_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
sfxHandle_t trap_S_RegisterSound( const char *sample );
void trap_S_FadeAllSound( float targetvol, int time ); //----(SA) added
void trap_Key_KeynumToStringBuf( int keynum, char *buf, int buflen );
void trap_Key_GetBindingBuf( int keynum, char *buf, int buflen );
void trap_Key_SetBinding( int keynum, const char *binding );
qboolean trap_Key_IsDown( int keynum );
qboolean trap_Key_GetOverstrikeMode( void );
void trap_Key_SetOverstrikeMode( qboolean state );
void trap_Key_ClearStates( void );
int trap_Key_GetCatcher( void );
void trap_Key_SetCatcher( int catcher );
void trap_GetClipboardData( char *buf, int bufsize );
void trap_GetClientState( uiClientState_t *state );
void trap_GetGlconfig( glconfig_t *glconfig );
int trap_GetConfigString( int index, char* buff, int buffsize );
int trap_LAN_GetServerCount( int source ); // NERVE - SMF
int trap_LAN_GetLocalServerCount( void );
void trap_LAN_GetLocalServerAddressString( int n, char *buf, int buflen );
int trap_LAN_GetGlobalServerCount( void );
void trap_LAN_GetGlobalServerAddressString( int n, char *buf, int buflen );
int trap_LAN_GetPingQueueCount( void );
void trap_LAN_ClearPing( int n );
void trap_LAN_GetPing( int n, char *buf, int buflen, int *pingtime );
void trap_LAN_GetPingInfo( int n, char *buf, int buflen );
int trap_MemoryRemaining( void );
// NERVE - SMF - multiplayer traps
qboolean trap_LAN_UpdateVisiblePings( int source );
void trap_LAN_MarkServerVisible( int source, int n, qboolean visible );
void trap_LAN_ResetPings( int n );
void trap_LAN_SaveCachedServers();
int trap_LAN_CompareServers( int source, int sortKey, int sortDir, int s1, int s2 );
void trap_LAN_GetServerAddressString( int source, int n, char *buf, int buflen );
void trap_LAN_GetServerInfo( int source, int n, char *buf, int buflen );
int trap_LAN_AddServer( int source, const char *name, const char *addr );
void trap_LAN_RemoveServer( int source, const char *addr );
int trap_LAN_GetServerPing( int source, int n );
int trap_LAN_ServerIsVisible( int source, int n );
int trap_LAN_ServerStatus( const char *serverAddress, char *serverStatus, int maxLen );
void trap_LAN_SaveCachedServers();
void trap_LAN_LoadCachedServers();
void trap_LAN_MarkServerVisible( int source, int n, qboolean visible );
// -NERVE - SMF
void trap_GetCDKey( char *buf, int buflen );
void trap_SetCDKey( char *buf );
void trap_R_RegisterFont( const char *pFontname, int pointSize, fontInfo_t *font );
void trap_S_StopBackgroundTrack( void );
void trap_S_StartBackgroundTrack( const char *intro, const char *loop, int fadeupTime );
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits );
e_status trap_CIN_StopCinematic( int handle );
e_status trap_CIN_RunCinematic( int handle );
void trap_CIN_DrawCinematic( int handle );
void trap_CIN_SetExtents( int handle, int x, int y, int w, int h );
int trap_RealTime( qtime_t *qtime );
void trap_R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );
qboolean trap_VerifyCDKey( const char *key, const char *chksum );
qboolean trap_GetLimboString( int index, char *buf ); // NERVE - SMF
//
// ui_addbots.c
//
void UI_AddBots_Cache( void );
void UI_AddBotsMenu( void );
//
// ui_removebots.c
//
void UI_RemoveBots_Cache( void );
void UI_RemoveBotsMenu( void );
//
// ui_teamorders.c
//
extern void UI_TeamOrdersMenu( void );
extern void UI_TeamOrdersMenu_f( void );
extern void UI_TeamOrdersMenu_Cache( void );
//
// ui_loadconfig.c
//
void UI_LoadConfig_Cache( void );
void UI_LoadConfigMenu( void );
//
// ui_saveconfig.c
//
void UI_SaveConfigMenu_Cache( void );
void UI_SaveConfigMenu( void );
//
// ui_display.c
//
void UI_DisplayOptionsMenu_Cache( void );
void UI_DisplayOptionsMenu( void );
//
// ui_sound.c
//
void UI_SoundOptionsMenu_Cache( void );
void UI_SoundOptionsMenu( void );
//
// ui_network.c
//
void UI_NetworkOptionsMenu_Cache( void );
void UI_NetworkOptionsMenu( void );
//
// ui_gameinfo.c
//
typedef enum {
AWARD_ACCURACY,
AWARD_IMPRESSIVE,
AWARD_EXCELLENT,
AWARD_GAUNTLET,
AWARD_FRAGS,
AWARD_PERFECT
} awardType_t;
const char *UI_GetArenaInfoByNumber( int num );
const char *UI_GetArenaInfoByMap( const char *map );
const char *UI_GetSpecialArenaInfo( const char *tag );
int UI_GetNumArenas( void );
int UI_GetNumSPArenas( void );
int UI_GetNumSPTiers( void );
char *UI_GetBotInfoByNumber( int num );
char *UI_GetBotInfoByName( const char *name );
int UI_GetNumBots( void );
void UI_GetBestScore( int level, int *score, int *skill );
void UI_SetBestScore( int level, int score );
int UI_TierCompleted( int levelWon );
qboolean UI_ShowTierVideo( int tier );
qboolean UI_CanShowTierVideo( int tier );
int UI_GetCurrentGame( void );
void UI_NewGame( void );
void UI_LogAwardData( int award, int data );
int UI_GetAwardLevel( int award );
void UI_SPUnlock_f( void );
void UI_SPUnlockMedals_f( void );
void UI_InitGameinfo( void );
#endif