thirtyflightsofloving/game/game.h
Knightmare66 d16b46e3cf Added re-implementation of func_plat2 and func_door2 from rogue to default Lazarus DLL.
Overhauled child entity movement in default Lazarus DLL.
Added bbox versions of various triggers to default Lazarus DLL.
Added level.maptype field to default Lazarus DLL.
Added entity class IDs to default Lazarus DLL.
Incremented savegame version for default Lazarus DLL.
2020-10-27 02:00:05 -04:00

274 lines
9 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
This file is part of Lazarus Quake 2 Mod source code.
Lazarus Quake 2 Mod 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 2 of the License,
or (at your option) any later version.
Lazarus Quake 2 Mod 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// game.h -- game dll information visible to server
#define GAME_API_VERSION 3
// edict->svflags
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
#define SVF_DAMAGEABLE 0x00000008
#define SVF_TRIGGER_CAMOWNER 0x00000010
#define SVF_MUD 0x00000020
#define SVF_GIB 0x00000040 // Knightmare- gib flag
// edict->solid values
typedef enum
{
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // only touch when inside, after moving
SOLID_BBOX, // touch on edge
SOLID_BSP // bsp clip, touch on edge
} solid_t;
// Filesytem data types
#ifdef GAME_INCLUDE
typedef int fileHandle_t;
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND
} fsMode_t;
#endif // GAME_INCLUDE
//===============================================================
// link_t is only used for entity area links now
typedef struct link_s
{
struct link_s *prev, *next;
} link_t;
#define MAX_ENT_CLUSTERS 16
typedef struct edict_s edict_t;
typedef struct gclient_s gclient_t;
#ifndef GAME_INCLUDE
struct gclient_s
{
player_state_t ps; // communicated by server to clients
int ping;
// the game dll can add anything it wants after
// this point in the structure
};
struct edict_s
{
entity_state_t s;
struct gclient_s *client;
qboolean inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
link_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
//================================
int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
// the game dll can add anything it wants after
// this point in the structure
};
#endif // GAME_INCLUDE
//===============================================================
//
// functions provided by the main engine
//
typedef struct
{
// special messages
void (*bprintf) (int printlevel, char *fmt, ...);
void (*dprintf) (char *fmt, ...);
void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
void (*centerprintf) (edict_t *ent, char *fmt, ...);
void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
// config strings hold all the index strings, the lightstyles,
// and misc data like the sky definition and cdtrack.
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
void (*configstring) (int num, char *string);
void (*error) (char *fmt, ...);
// the *index functions create configstrings and some internal server state
int (*modelindex) (char *name);
int (*soundindex) (char *name);
int (*imageindex) (char *name);
void (*setmodel) (edict_t *ent, char *name);
// collision detection
trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
int (*pointcontents) (vec3_t point);
qboolean (*inPVS) (vec3_t p1, vec3_t p2);
qboolean (*inPHS) (vec3_t p1, vec3_t p2);
void (*SetAreaPortalState) (int portalnum, qboolean open);
qboolean (*AreasConnected) (int area1, int area2);
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
void (*linkentity) (edict_t *ent);
void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
// network messaging
void (*multicast) (vec3_t origin, multicast_t to);
void (*unicast) (edict_t *ent, qboolean reliable);
void (*WriteChar) (int c);
void (*WriteByte) (int c);
void (*WriteShort) (int c);
void (*WriteLong) (int c);
void (*WriteFloat) (float f);
void (*WriteString) (char *s);
void (*WritePosition) (vec3_t pos); // some fractional bits
void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
void (*WriteAngle) (float f);
// managed memory allocation
void *(*TagMalloc) (size_t size, int tag); // Knightmare- was int size
void (*TagFree) (void *block);
void (*FreeTags) (int tag);
// console variable interaction
cvar_t *(*cvar) (char *var_name, char *value, int flags);
cvar_t *(*cvar_set) (char *var_name, char *value);
cvar_t *(*cvar_forceset) (char *var_name, char *value);
// ClientCommand and ServerCommand parameter access
int (*argc) (void);
char *(*argv) (int n);
char *(*args) (void); // concatenation of all argv >= 1
// add commands to the server console as if they were typed in
// for map changing, etc
void (*AddCommandString) (char *text);
void (*DebugGraph) (float value, int color);
// Knightmare- support game DLL loading from pak files thru engine
// This can be used to load script files, etc
// Also support open, read/write and closing files
#ifdef KMQUAKE2_ENGINE_MOD
char **(*ListPak) (const char *find, int *num); // Deprecated- DO NOT USE!
int (*LoadFile) (const char *name, void **buf);
void (*FreeFile) (void *buf);
void (*FreeFileList) (char **list, int n);
int (*OpenFile) (const char *name, fileHandle_t *f, fsMode_t mode);
int (*OpenCompressedFile) (const char *zipName, const char *fileName, fileHandle_t *f, fsMode_t mode);
void (*CloseFile) (fileHandle_t f);
int (*FRead) (void *buffer, int size, fileHandle_t f);
int (*FWrite) (const void *buffer, int size, fileHandle_t f);
char *(*GameDir) (void);
char *(*SaveGameDir) (void);
void (*CreatePath) (const char *path);
char **(*GetFileList) (const char *path, const char *extension, int *num);
// void (*cvar_setdescription) (char *var_name, const char *description);
#endif
} game_import_t;
//
// functions exported by the game subsystem
//
typedef struct
{
int apiversion;
// the init function will only be called when a game starts,
// not each time a level is loaded. Persistant data for clients
// and the server can be allocated in init
void (*Init) (void);
void (*Shutdown) (void);
// each new level entered will cause a call to SpawnEntities
void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
// Read/Write Game is for storing persistant cross level information
// about the world state and the clients.
// WriteGame is called every time a level is exited.
// ReadGame is called on a loadgame.
void (*WriteGame) (char *filename, qboolean autosave);
void (*ReadGame) (char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (*WriteLevel) (char *filename);
void (*ReadLevel) (char *filename);
qboolean (*ClientConnect) (edict_t *ent, char *userinfo);
void (*ClientBegin) (edict_t *ent);
void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
void (*ClientDisconnect) (edict_t *ent);
void (*ClientCommand) (edict_t *ent);
void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
void (*RunFrame) (void);
// ServerCommand will be called when an "sv <command>" command is issued on the
// server console.
// The game can issue gi.argc() / gi.argv() commands to get the rest
// of the parameters
void (*ServerCommand) (void);
//
// global variables shared between game and server
//
// The edict array is allocated in the game dll so it
// can vary in size from one game to another.
//
// The size will be fixed when ge->Init() is called
struct edict_s *edicts;
int edict_size;
int num_edicts; // current number, <= max_edicts
int max_edicts;
} game_export_t;
game_export_t *GetGameApi (game_import_t *import);