quadrilateralcowboy/d3xp/Game.h
2020-06-12 14:06:25 -07:00

367 lines
15 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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__ */