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- /*
- ===========================================================================
- Return to Castle Wolfenstein multiplayer GPL Source Code
- Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
- This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
- RTCW MP 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 MP 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 MP Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the RTCW MP 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 MP 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.
- ===========================================================================
- */
- #define ITEM_TYPE_TEXT 0 // simple text
- #define ITEM_TYPE_BUTTON 1 // button, basically text with a border
- #define ITEM_TYPE_RADIOBUTTON 2 // toggle button, may be grouped
- #define ITEM_TYPE_CHECKBOX 3 // check box
- #define ITEM_TYPE_EDITFIELD 4 // editable text, associated with a cvar
- #define ITEM_TYPE_COMBO 5 // drop down list
- #define ITEM_TYPE_LISTBOX 6 // scrollable list
- #define ITEM_TYPE_MODEL 7 // model
- #define ITEM_TYPE_OWNERDRAW 8 // owner draw, name specs what it is
- #define ITEM_TYPE_NUMERICFIELD 9 // editable text, associated with a cvar
- #define ITEM_TYPE_SLIDER 10 // mouse speed, volume, etc.
- #define ITEM_TYPE_YESNO 11 // yes no cvar setting
- #define ITEM_TYPE_MULTI 12 // multiple list setting, enumerated
- #define ITEM_TYPE_BIND 13 // multiple list setting, enumerated
- #define ITEM_TYPE_MENUMODEL 14 // special menu model
- #define ITEM_ALIGN_LEFT 0 // left alignment
- #define ITEM_ALIGN_CENTER 1 // center alignment
- #define ITEM_ALIGN_RIGHT 2 // right alignment
- #define ITEM_TEXTSTYLE_NORMAL 0 // normal text
- #define ITEM_TEXTSTYLE_BLINK 1 // fast blinking
- #define ITEM_TEXTSTYLE_PULSE 2 // slow pulsing
- #define ITEM_TEXTSTYLE_SHADOWED 3 // drop shadow ( need a color for this )
- #define ITEM_TEXTSTYLE_OUTLINED 4 // drop shadow ( need a color for this )
- #define ITEM_TEXTSTYLE_OUTLINESHADOWED 5 // drop shadow ( need a color for this )
- #define ITEM_TEXTSTYLE_SHADOWEDMORE 6 // drop shadow ( need a color for this )
- #define WINDOW_BORDER_NONE 0 // no border
- #define WINDOW_BORDER_FULL 1 // full border based on border color ( single pixel )
- #define WINDOW_BORDER_HORZ 2 // horizontal borders only
- #define WINDOW_BORDER_VERT 3 // vertical borders only
- #define WINDOW_BORDER_KCGRADIENT 4 // horizontal border using the gradient bars
- #define WINDOW_STYLE_EMPTY 0 // no background
- #define WINDOW_STYLE_FILLED 1 // filled with background color
- #define WINDOW_STYLE_GRADIENT 2 // gradient bar based on background color
- #define WINDOW_STYLE_SHADER 3 // gradient bar based on background color
- #define WINDOW_STYLE_TEAMCOLOR 4 // team color
- #define WINDOW_STYLE_CINEMATIC 5 // cinematic
- #define MENU_TRUE 1 // uh.. true
- #define MENU_FALSE 0 // and false
- #define HUD_VERTICAL 0x00
- #define HUD_HORIZONTAL 0x01
- #define RANGETYPE_ABSOLUTE 0
- #define RANGETYPE_RELATIVE 1
- // list box element types
- #define LISTBOX_TEXT 0x00
- #define LISTBOX_IMAGE 0x01
- // list feeders
- #define FEEDER_HEADS 0x00 // model heads
- #define FEEDER_MAPS 0x01 // text maps based on game type
- #define FEEDER_SERVERS 0x02 // servers
- #define FEEDER_CLANS 0x03 // clan names
- #define FEEDER_ALLMAPS 0x04 // all maps available, in graphic format
- #define FEEDER_REDTEAM_LIST 0x05 // red team members
- #define FEEDER_BLUETEAM_LIST 0x06 // blue team members
- #define FEEDER_PLAYER_LIST 0x07 // players
- #define FEEDER_TEAM_LIST 0x08 // team members for team voting
- #define FEEDER_MODS 0x09 // team members for team voting
- #define FEEDER_DEMOS 0x0a // team members for team voting
- #define FEEDER_SCOREBOARD 0x0b // team members for team voting
- #define FEEDER_Q3HEADS 0x0c // model heads
- #define FEEDER_SERVERSTATUS 0x0d // server status
- #define FEEDER_FINDPLAYER 0x0e // find player
- #define FEEDER_CINEMATICS 0x0f // cinematics
- #define FEEDER_SAVEGAMES 0x10 // savegames
- #define FEEDER_PICKSPAWN 0x11 // NERVE - SMF - wolf mp pick spawn point
- #define FEEDER_SOLDIERWEAP 0x12 // NERVE - SMF - wolf mp soldier weapon list
- #define FEEDER_LIEUTWEAP 0x13 // NERVE - SMF - wolf mp lieutenant weapon list
- // display flags
- #define CG_SHOW_BLUE_TEAM_HAS_REDFLAG 0x00000001
- #define CG_SHOW_RED_TEAM_HAS_BLUEFLAG 0x00000002
- #define CG_SHOW_ANYTEAMGAME 0x00000004
- #define CG_SHOW_HARVESTER 0x00000008
- #define CG_SHOW_ONEFLAG 0x00000010
- #define CG_SHOW_CTF 0x00000020
- #define CG_SHOW_OBELISK 0x00000040
- #define CG_SHOW_HEALTHCRITICAL 0x00000080
- #define CG_SHOW_SINGLEPLAYER 0x00000100
- #define CG_SHOW_TOURNAMENT 0x00000200
- #define CG_SHOW_DURINGINCOMINGVOICE 0x00000400
- #define CG_SHOW_IF_PLAYER_HAS_FLAG 0x00000800
- #define CG_SHOW_LANPLAYONLY 0x00001000
- #define CG_SHOW_MINED 0x00002000
- #define CG_SHOW_HEALTHOK 0x00004000
- #define CG_SHOW_TEAMINFO 0x00008000
- #define CG_SHOW_NOTEAMINFO 0x00010000
- #define CG_SHOW_OTHERTEAMHASFLAG 0x00020000
- #define CG_SHOW_YOURTEAMHASENEMYFLAG 0x00040000
- #define CG_SHOW_ANYNONTEAMGAME 0x00080000
- //(SA)
- #define CG_SHOW_TEXTASINT 0x00200000
- #define CG_SHOW_HIGHLIGHTED 0x00100000
- #define CG_SHOW_NOT_V_BINOC 0x00200000 //----(SA) added // hide on binoc huds
- #define CG_SHOW_NOT_V_SNIPER 0x00400000 //----(SA) added // hide on sniper huds
- #define CG_SHOW_NOT_V_SNOOPER 0x00800000 //----(SA) added // hide on snooper huds
- #define CG_SHOW_NOT_V_FGSCOPE 0x01000000 //----(SA) added // hide on fg42 scope huds
- #define CG_SHOW_NOT_V_CLEAR 0x02000000 //----(SA) added // hide on normal, full-view huds
- #define CG_SHOW_2DONLY 0x10000000
- #define UI_SHOW_LEADER 0x00000001
- #define UI_SHOW_NOTLEADER 0x00000002
- #define UI_SHOW_FAVORITESERVERS 0x00000004
- #define UI_SHOW_ANYNONTEAMGAME 0x00000008
- #define UI_SHOW_ANYTEAMGAME 0x00000010
- #define UI_SHOW_NEWHIGHSCORE 0x00000020
- #define UI_SHOW_DEMOAVAILABLE 0x00000040
- #define UI_SHOW_NEWBESTTIME 0x00000080
- #define UI_SHOW_FFA 0x00000100
- #define UI_SHOW_NOTFFA 0x00000200
- #define UI_SHOW_NETANYNONTEAMGAME 0x00000400
- #define UI_SHOW_NETANYTEAMGAME 0x00000800
- #define UI_SHOW_NOTFAVORITESERVERS 0x00001000
- // owner draw types
- // ideally these should be done outside of this file but
- // this makes it much easier for the macro expansion to
- // convert them for the designers ( from the .menu files )
- #define CG_OWNERDRAW_BASE 1
- #define CG_PLAYER_ARMOR_ICON 1
- #define CG_PLAYER_ARMOR_VALUE 2
- #define CG_PLAYER_HEAD 3
- #define CG_PLAYER_HEALTH 4
- #define CG_PLAYER_AMMO_ICON 5
- #define CG_PLAYER_AMMO_VALUE 6
- #define CG_SELECTEDPLAYER_HEAD 7
- #define CG_SELECTEDPLAYER_NAME 8
- #define CG_SELECTEDPLAYER_LOCATION 9
- #define CG_SELECTEDPLAYER_STATUS 10
- #define CG_SELECTEDPLAYER_WEAPON 11
- #define CG_SELECTEDPLAYER_POWERUP 12
- #define CG_FLAGCARRIER_HEAD 13
- #define CG_FLAGCARRIER_NAME 14
- #define CG_FLAGCARRIER_LOCATION 15
- #define CG_FLAGCARRIER_STATUS 16
- #define CG_FLAGCARRIER_WEAPON 17
- #define CG_FLAGCARRIER_POWERUP 18
- #define CG_PLAYER_ITEM 19
- #define CG_PLAYER_SCORE 20
- #define CG_BLUE_FLAGHEAD 21
- #define CG_BLUE_FLAGSTATUS 22
- #define CG_BLUE_FLAGNAME 23
- #define CG_RED_FLAGHEAD 24
- #define CG_RED_FLAGSTATUS 25
- #define CG_RED_FLAGNAME 26
- #define CG_BLUE_SCORE 27
- #define CG_RED_SCORE 28
- #define CG_RED_NAME 29
- #define CG_BLUE_NAME 30
- #define CG_HARVESTER_SKULLS 31 // only shows in harvester
- #define CG_ONEFLAG_STATUS 32 // only shows in one flag
- #define CG_PLAYER_LOCATION 33
- #define CG_TEAM_COLOR 34
- #define CG_CTF_POWERUP 35
- #define CG_AREA_POWERUP 36
- #define CG_AREA_LAGOMETER 37 // painted with old system
- #define CG_PLAYER_HASFLAG 38
- #define CG_GAME_TYPE 39 // not done
- #define CG_SELECTEDPLAYER_ARMOR 40
- #define CG_SELECTEDPLAYER_HEALTH 41
- #define CG_PLAYER_STATUS 42
- #define CG_FRAGGED_MSG 43 // painted with old system
- #define CG_PROXMINED_MSG 44 // painted with old system
- #define CG_AREA_FPSINFO 45 // painted with old system
- #define CG_AREA_SYSTEMCHAT 46 // painted with old system
- #define CG_AREA_TEAMCHAT 47 // painted with old system
- #define CG_AREA_CHAT 48 // painted with old system
- #define CG_GAME_STATUS 49
- #define CG_KILLER 50
- #define CG_PLAYER_ARMOR_ICON2D 51
- #define CG_PLAYER_AMMO_ICON2D 52
- #define CG_ACCURACY 53
- #define CG_ASSISTS 54
- #define CG_DEFEND 55
- #define CG_EXCELLENT 56
- #define CG_IMPRESSIVE 57
- #define CG_PERFECT 58
- #define CG_GAUNTLET 59
- #define CG_SPECTATORS 60
- #define CG_TEAMINFO 61
- #define CG_VOICE_HEAD 62
- #define CG_VOICE_NAME 63
- #define CG_PLAYER_HASFLAG2D 64
- #define CG_HARVESTER_SKULLS2D 65 // only shows in harvester
- #define CG_CAPFRAGLIMIT 66
- #define CG_1STPLACE 67
- #define CG_2NDPLACE 68
- #define CG_CAPTURES 69
- // (SA) adding
- #define CG_PLAYER_AMMOCLIP_VALUE 70
- #define CG_PLAYER_WEAPON_ICON2D 71
- #define CG_CURSORHINT 72
- #define CG_STAMINA 73
- #define CG_PLAYER_WEAPON_HEAT 74
- #define CG_PLAYER_POWERUP 75
- #define CG_PLAYER_HOLDABLE 76
- #define CG_PLAYER_INVENTORY 77
- #define CG_AREA_WEAPON 78 // draw weapons here
- #define CG_AREA_HOLDABLE 79
- #define CG_CURSORHINT_STATUS 80 // like 'health' bar when pointing at a func_explosive
- #define CG_PLAYER_WEAPON_STABILITY 81 // shows aimSpreadScale value
- #define CG_PLAYER_WEAPON_RECHARGE 82 // DHM - Nerve :: For various multiplayer weapons that have recharge times
- #define UI_OWNERDRAW_BASE 200
- #define UI_HANDICAP 200
- #define UI_EFFECTS 201
- #define UI_PLAYERMODEL 202
- #define UI_CLANNAME 203
- #define UI_CLANLOGO 204
- #define UI_GAMETYPE 205
- #define UI_MAPPREVIEW 206
- #define UI_SKILL 207
- #define UI_BLUETEAMNAME 208
- #define UI_REDTEAMNAME 209
- #define UI_BLUETEAM1 210
- #define UI_BLUETEAM2 211
- #define UI_BLUETEAM3 212
- #define UI_BLUETEAM4 213
- #define UI_BLUETEAM5 214
- #define UI_REDTEAM1 215
- #define UI_REDTEAM2 216
- #define UI_REDTEAM3 217
- #define UI_REDTEAM4 218
- #define UI_REDTEAM5 219
- #define UI_NETSOURCE 220
- #define UI_NETMAPPREVIEW 221
- #define UI_NETFILTER 222
- #define UI_TIER 223
- #define UI_OPPONENTMODEL 224
- #define UI_TIERMAP1 225
- #define UI_TIERMAP2 226
- #define UI_TIERMAP3 227
- #define UI_PLAYERLOGO 228
- #define UI_OPPONENTLOGO 229
- #define UI_PLAYERLOGO_METAL 230
- #define UI_OPPONENTLOGO_METAL 231
- #define UI_PLAYERLOGO_NAME 232
- #define UI_OPPONENTLOGO_NAME 233
- #define UI_TIER_MAPNAME 234
- #define UI_TIER_GAMETYPE 235
- #define UI_ALLMAPS_SELECTION 236
- #define UI_OPPONENT_NAME 237
- #define UI_VOTE_KICK 238
- #define UI_BOTNAME 239
- #define UI_BOTSKILL 240
- #define UI_REDBLUE 241
- #define UI_CROSSHAIR 242
- #define UI_SELECTEDPLAYER 243
- #define UI_MAPCINEMATIC 244
- #define UI_NETGAMETYPE 245
- #define UI_NETMAPCINEMATIC 246
- #define UI_SERVERREFRESHDATE 247
- #define UI_SERVERMOTD 248
- #define UI_GLINFO 249
- #define UI_KEYBINDSTATUS 250
- #define UI_CLANCINEMATIC 251
- #define UI_MAP_TIMETOBEAT 252
- #define UI_JOINGAMETYPE 253
- #define UI_PREVIEWCINEMATIC 254
- #define UI_STARTMAPCINEMATIC 255
- #define UI_MAPS_SELECTION 256
- //----(SA) added
- #define UI_MENUMODEL 257
- #define UI_SAVEGAME_SHOT 258
- //----(SA) end
- // NERVE - SMF
- #define UI_LIMBOCHAT 259
- // -NERVE - SMF
- #define VOICECHAT_GETFLAG "getflag" // command someone to get the flag
- #define VOICECHAT_OFFENSE "offense" // command someone to go on offense
- #define VOICECHAT_DEFEND "defend" // command someone to go on defense
- #define VOICECHAT_DEFENDFLAG "defendflag" // command someone to defend the flag
- #define VOICECHAT_PATROL "patrol" // command someone to go on patrol (roam)
- #define VOICECHAT_CAMP "camp" // command someone to camp (we don't have sounds for this one)
- #define VOICECHAT_FOLLOWME "followme" // command someone to follow you
- #define VOICECHAT_RETURNFLAG "returnflag" // command someone to return our flag
- #define VOICECHAT_FOLLOWFLAGCARRIER "followflagcarrier" // command someone to follow the flag carrier
- #define VOICECHAT_YES "yes" // yes, affirmative, etc.
- #define VOICECHAT_NO "no" // no, negative, etc.
- #define VOICECHAT_ONGETFLAG "ongetflag" // I'm getting the flag
- #define VOICECHAT_ONOFFENSE "onoffense" // I'm on offense
- #define VOICECHAT_ONDEFENSE "ondefense" // I'm on defense
- #define VOICECHAT_ONPATROL "onpatrol" // I'm on patrol (roaming)
- #define VOICECHAT_ONCAMPING "oncamp" // I'm camping somewhere
- #define VOICECHAT_ONFOLLOW "onfollow" // I'm following
- #define VOICECHAT_ONFOLLOWCARRIER "onfollowcarrier" // I'm following the flag carrier
- #define VOICECHAT_ONRETURNFLAG "onreturnflag" // I'm returning our flag
- #define VOICECHAT_INPOSITION "inposition" // I'm in position
- #define VOICECHAT_IHAVEFLAG "ihaveflag" // I have the flag
- #define VOICECHAT_BASEATTACK "baseattack" // the base is under attack
- #define VOICECHAT_ENEMYHASFLAG "enemyhasflag" // the enemy has our flag (CTF)
- #define VOICECHAT_STARTLEADER "startleader" // I'm the leader
- #define VOICECHAT_STOPLEADER "stopleader" // I resign leadership
- #define VOICECHAT_WHOISLEADER "whoisleader" // who is the team leader
- #define VOICECHAT_WANTONDEFENSE "wantondefense" // I want to be on defense
- #define VOICECHAT_WANTONOFFENSE "wantonoffense" // I want to be on offense
- #define VOICECHAT_KILLINSULT "kill_insult" // I just killed you
- #define VOICECHAT_TAUNT "taunt" // I want to taunt you
- #define VOICECHAT_DEATHINSULT "death_insult" // you just killed me
- #define VOICECHAT_KILLGAUNTLET "kill_gauntlet" // I just killed you with the gauntlet
- #define VOICECHAT_PRAISE "praise" // you did something good
- // NERVE - SMF - wolf multiplayer class/item selection mechanism
- #define WM_START_SELECT 0
- #define WM_SELECT_TEAM 1
- #define WM_SELECT_CLASS 2
- #define WM_SELECT_WEAPON 3
- #define WM_SELECT_PISTOL 4
- #define WM_SELECT_GRENADE 5
- #define WM_SELECT_ITEM1 6
- #define WM_AXIS 1
- #define WM_ALLIES 2
- #define WM_SPECTATOR 3
- #define WM_SOLDIER 1
- #define WM_MEDIC 2
- #define WM_LIEUTENANT 3
- #define WM_ENGINEER 4
- #define WM_PISTOL_1911 1
- #define WM_PISTOL_LUGER 2
- #define WM_WEAPON_MP40 3
- #define WM_WEAPON_THOMPSON 4
- #define WM_WEAPON_STEN 5
- #define WM_WEAPON_MAUSER 6
- //#define WM_WEAPON_GARAND 7
- #define WM_WEAPON_PANZERFAUST 8
- #define WM_WEAPON_VENOM 9
- #define WM_WEAPON_FLAMETHROWER 10
- #define WM_PINEAPPLE_GRENADE 11
- #define WM_STICK_GRENADE 12
- // -NERVE - SMF
- // NERVE - SMF - ui font stuff
- #define UI_FONT_DEFAULT 0
- #define UI_FONT_NORMAL 1
- #define UI_FONT_BIG 2
- #define UI_FONT_SMALL 3
- #define UI_FONT_HANDWRITING 4
- // -NERVE - SMF
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