/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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. Doom 3 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 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 Doom 3 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 __GAME_H__ #define __GAME_H__ /* =============================================================================== Public game interface with methods to run the game. =============================================================================== */ // default scripts #define SCRIPT_DEFAULTDEFS "script/doom_defs.script" #define SCRIPT_DEFAULT "script/doom_main.script" #define SCRIPT_DEFAULTFUNC "doom_main" typedef struct { char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc int consistencyHash; // used to check for network game divergence int health; int heartRate; int stamina; int combat; bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to // keep the game time in sync with real time } gameReturn_t; typedef enum { ALLOW_YES = 0, ALLOW_BADPASS, // core will prompt for password and connect again ALLOW_NOTYET, // core will wait with transmitted message ALLOW_NO // core will abort with transmitted message } allowReply_t; typedef enum { ESC_IGNORE = 0, // do nothing ESC_MAIN, // start main menu GUI ESC_GUI // set an explicit GUI } escReply_t; #ifdef _D3XP #define TIME_GROUP1 0 #define TIME_GROUP2 1 #endif class idGame { public: virtual ~idGame() {} // Initialize the game for the first time. virtual void Init( void ) = 0; // Shut down the entire game. virtual void Shutdown( void ) = 0; // Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 ) virtual void SetLocalClient( int clientNum ) = 0; // Sets the user info for a client. // if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back // canModify is never true on network client virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0; // Retrieve the game's userInfo dict for a client. virtual const idDict * GetUserInfo( int clientNum ) = 0; // The game gets a chance to alter userinfo before they are emitted to server. virtual void ThrottleUserInfo( void ) = 0; // Sets the serverinfo at map loads and when it changes. virtual void SetServerInfo( const idDict &serverInfo ) = 0; // The session calls this before moving the single player game to a new level. virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0; // The session calls this right before a new level is loaded. virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0; // Loads a map and spawns all the entities. virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0; // Loads a map from a savegame file. virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0; // Saves the current game state, the session may have written some data to the file already. virtual void SaveGame( idFile *saveGameFile ) = 0; // Shut down the current map. virtual void MapShutdown( void ) = 0; // Caches media referenced from in key/value pairs in the given dictionary. virtual void CacheDictionaryMedia( const idDict *dict ) = 0; // Spawns the player entity to be used by the client. virtual void SpawnPlayer( int clientNum ) = 0; // Runs a game frame, may return a session command for level changing, etc virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ) = 0; // Makes rendering and sound system calls to display for a given clientNum. virtual bool Draw( int clientNum ) = 0; // Let the game do it's own UI when ESCAPE is used virtual escReply_t HandleESC( idUserInterface **gui ) = 0; // get the games menu if appropriate ( multiplayer ) virtual idUserInterface * StartMenu() = 0; // When the game is running it's own UI fullscreen, GUI commands are passed through here // return NULL once the fullscreen UI mode should stop, or "main" to go to main menu virtual const char * HandleGuiCommands( const char *menuCommand ) = 0; // main menu commands not caught in the engine are passed here virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0; // Early check to deny connect. virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0; // Connects a client. virtual void ServerClientConnect( int clientNum, const char *guid ) = 0; // Spawns the player entity to be used by the client. virtual void ServerClientBegin( int clientNum ) = 0; // Disconnects a client and removes the player entity from the game. virtual void ServerClientDisconnect( int clientNum ) = 0; // Writes initial reliable messages a client needs to recieve when first joining the game. virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0; // Writes a snapshot of the server game state for the given client. virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0; // Patches the network entity states at the server with a snapshot for the given client. virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0; // Processes a reliable message from a client. virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0; // Reads a snapshot and updates the client game state. virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0; // Patches the network entity states at the client with a snapshot. virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0; // Processes a reliable message from the server. virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0; // Runs prediction on entities at the client. virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0; // Used to manage divergent time-lines virtual void SelectTimeGroup( int timeGroup ) = 0; virtual int GetTimeGroupTime( int timeGroup ) = 0; virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0; // Returns a summary of stats for a given client virtual void GetClientStats( int clientNum, char *data, const int len ) = 0; // Switch a player to a particular team virtual void SwitchTeam( int clientNum, int team ) = 0; virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0; virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0; //bc virtual bool CanSave( void ) = 0; #ifdef STEAM virtual int GetWorkshopAmount() = 0; virtual const char* GetWorkshopPathAtIndex(int index) = 0; virtual bool GetSteamInitialized() = 0; #endif }; extern idGame * game; /* =============================================================================== Public game interface with methods for in-game editing. =============================================================================== */ typedef struct { idSoundEmitter * referenceSound; // this is the interface to the sound system, created // with idSoundWorld::AllocSoundEmitter() when needed idVec3 origin; int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener // no spatialization will be performed if == listenerID const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior float diversity; // 0.0 to 1.0 value used to select which // samples in a multi-sample list from the shader are used bool waitfortrigger; // don't start it at spawn time soundShaderParms_t parms; // override volume, flags, etc } refSound_t; enum { TEST_PARTICLE_MODEL = 0, TEST_PARTICLE_IMPACT, TEST_PARTICLE_MUZZLE, TEST_PARTICLE_FLIGHT, TEST_PARTICLE_SELECTED }; class idEntity; class idMD5Anim; // FIXME: this interface needs to be reworked but it properly separates code for the time being class idGameEdit { public: virtual ~idGameEdit( void ) {} // These are the canonical idDict to parameter parsing routines used by both the game and tools. virtual void ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ); virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity ); virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound ); // Animation system calls for non-game based skeletal rendering. virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname ); virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname ); virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args ); virtual idRenderModel * ANIM_GetModelFromName( const char *modelName ); virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname ); virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args ); virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum ); virtual const idMD5Anim * ANIM_GetAnim( const char *fileName ); virtual int ANIM_GetLength( const idMD5Anim *anim ); virtual int ANIM_GetNumFrames( const idMD5Anim *anim ); virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset ); virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset ); // Articulated Figure calls for AF editor and Radiant. virtual bool AF_SpawnEntity( const char *fileName ); virtual void AF_UpdateEntities( const char *fileName ); virtual void AF_UndoChanges( void ); virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet ); // Entity selection. virtual void ClearEntitySelection( void ); virtual int GetSelectedEntities( idEntity *list[], int max ); virtual void AddSelectedEntity( idEntity *ent ); // Selection methods virtual void TriggerSelected(); // Entity defs and spawning. virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const; virtual void SpawnEntityDef( const idDict &args, idEntity **ent ); virtual idEntity * FindEntity( const char *name ) const; virtual const char * GetUniqueEntityName( const char *classname ) const; // Entity methods. virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const; virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const; virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org ); virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis ); virtual void EntityTranslate( idEntity *ent, const idVec3 &org ); virtual const idDict * EntityGetSpawnArgs( idEntity *ent ) const; virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ); virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ); virtual void EntityUpdateVisuals( idEntity *ent ); virtual void EntitySetModel( idEntity *ent, const char *val ); virtual void EntityStopSound( idEntity *ent ); virtual void EntityDelete( idEntity *ent ); virtual void EntitySetColor( idEntity *ent, const idVec3 color ); // Player methods. virtual bool PlayerIsValid() const; virtual void PlayerGetOrigin( idVec3 &org ) const; virtual void PlayerGetAxis( idMat3 &axis ) const; virtual void PlayerGetViewAngles( idAngles &angles ) const; virtual void PlayerGetEyePosition( idVec3 &org ) const; // In game map editing support. virtual const idDict * MapGetEntityDict( const char *name ) const; virtual void MapSave( const char *path = NULL ) const; virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ; virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const; virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const; virtual void MapAddEntity( const idDict *dict ) const; virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const; virtual void MapRemoveEntity( const char *name ) const; virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const; }; extern idGameEdit * gameEdit; /* =============================================================================== Game API. =============================================================================== */ const int GAME_API_VERSION = 8; typedef struct { int version; // API version idSys * sys; // non-portable system services idCommon * common; // common idCmdSystem * cmdSystem; // console command system idCVarSystem * cvarSystem; // console variable system idFileSystem * fileSystem; // file system idNetworkSystem * networkSystem; // network system idRenderSystem * renderSystem; // render system idSoundSystem * soundSystem; // sound system idRenderModelManager * renderModelManager; // render model manager idUserInterfaceManager * uiManager; // user interface manager idDeclManager * declManager; // declaration manager idAASFileManager * AASFileManager; // AAS file manager idCollisionModelManager * collisionModelManager; // collision model manager } gameImport_t; typedef struct { int version; // API version idGame * game; // interface to run the game idGameEdit * gameEdit; // interface for in-game editing } gameExport_t; extern "C" { typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import ); } #endif /* !__GAME_H__ */