halflife-photomode/engine/custom.h

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/***
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*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// Customization.h
#pragma once
#include "const.h"
#define MAX_QPATH 64 // Must match value in quakedefs.h
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/////////////////
// Customization
// passed to pfnPlayerCustomization
// For automatic downloading.
typedef enum
{
t_sound = 0,
t_skin,
t_model,
t_decal,
t_generic,
t_eventscript,
t_world, // Fake type for world, is really t_model
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} resourcetype_t;
typedef struct
{
int size;
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} _resourceinfo_t;
typedef struct resourceinfo_s
{
_resourceinfo_t info[8];
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} resourceinfo_t;
#define RES_FATALIFMISSING (1 << 0) // Disconnect if we can't get this file.
#define RES_WASMISSING (1 << 1) // Do we have the file locally, did we get it ok?
#define RES_CUSTOM (1 << 2) // Is this resource one that corresponds to another player's customization \
// or is it a server startup resource.
#define RES_REQUESTED (1 << 3) // Already requested a download of this one
#define RES_PRECACHED (1 << 4) // Already precached
#define RES_ALWAYS (1 << 5) // download always even if available on client
#define RES_CHECKFILE (1 << 7) // check file on client
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#include "crc.h"
typedef struct resource_s
{
char szFileName[MAX_QPATH]; // File name to download/precache.
resourcetype_t type; // t_sound, t_skin, t_model, t_decal.
int nIndex; // For t_decals
int nDownloadSize; // Size in Bytes if this must be downloaded.
unsigned char ucFlags;
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// For handling client to client resource propagation
unsigned char rgucMD5_hash[16]; // To determine if we already have it.
unsigned char playernum; // Which player index this resource is associated with, if it's a custom resource.
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unsigned char rguc_reserved[32]; // For future expansion
struct resource_s* pNext; // Next in chain.
struct resource_s* pPrev;
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} resource_t;
typedef struct customization_s
{
qboolean bInUse; // Is this customization in use;
resource_t resource; // The resource_t for this customization
qboolean bTranslated; // Has the raw data been translated into a useable format?
// (e.g., raw decal .wad make into texture_t *)
int nUserData1; // Customization specific data
int nUserData2; // Customization specific data
void* pInfo; // Buffer that holds the data structure that references the data (e.g., the cachewad_t)
void* pBuffer; // Buffer that holds the data for the customization (the raw .wad data)
struct customization_s* pNext; // Next in chain
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} customization_t;
#define FCUST_FROMHPAK (1 << 0)
#define FCUST_WIPEDATA (1 << 1)
#define FCUST_IGNOREINIT (1 << 2)
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void COM_ClearCustomizationList(struct customization_s* pHead, qboolean bCleanDecals);
qboolean COM_CreateCustomization(struct customization_s* pListHead, struct resource_s* pResource, int playernumber, int flags,
struct customization_s** pCustomization, int* nLumps);
int COM_SizeofResourceList(struct resource_s* pList, struct resourceinfo_s* ri);