cnq3/code/qcommon/cg_public.h

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2016-12-18 04:43:04 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_public.h -- engine calls and types exposed to the cgame module
// A user mod should never modify this file
#include "../qcommon/tr_types.h"
#define MAX_ENTITIES_IN_SNAPSHOT 256
// snapshots are a view of the server at a given time
// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded,
// and they may be dropped by the network.
typedef struct {
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
int ping;
int serverTime; // server time the message is valid for (in msec)
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
int numServerCommands; // text based server commands to execute when this
int serverCommandSequence; // snapshot becomes current
} snapshot_t;
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP
#define CMD_BACKUP 64
#define CMD_MASK (CMD_BACKUP - 1)
/*
==================================================================
functions imported from the main executable
==================================================================
*/
#define CGAME_IMPORT_API_VERSION 4
typedef enum {
CG_PRINT,
CG_ERROR,
CG_MILLISECONDS,
CG_CVAR_REGISTER,
CG_CVAR_UPDATE,
CG_CVAR_SET,
CG_CVAR_VARIABLESTRINGBUFFER,
CG_ARGC,
CG_ARGV,
CG_ARGS,
CG_FS_FOPENFILE,
CG_FS_READ,
CG_FS_WRITE,
CG_FS_FCLOSEFILE,
CG_SENDCONSOLECOMMAND,
CG_ADDCOMMAND,
CG_SENDCLIENTCOMMAND,
CG_UPDATESCREEN,
CG_CM_LOADMAP,
CG_CM_NUMINLINEMODELS,
CG_CM_INLINEMODEL,
CG_CM_LOADMODEL,
CG_CM_TEMPBOXMODEL,
CG_CM_POINTCONTENTS,
CG_CM_TRANSFORMEDPOINTCONTENTS,
CG_CM_BOXTRACE,
CG_CM_TRANSFORMEDBOXTRACE,
CG_CM_MARKFRAGMENTS,
CG_S_STARTSOUND,
CG_S_STARTLOCALSOUND,
CG_S_CLEARLOOPINGSOUNDS,
CG_S_ADDLOOPINGSOUND,
CG_S_UPDATEENTITYPOSITION,
CG_S_RESPATIALIZE,
CG_S_REGISTERSOUND,
CG_S_STARTBACKGROUNDTRACK,
CG_R_LOADWORLDMAP,
CG_R_REGISTERMODEL,
CG_R_REGISTERSKIN,
CG_R_REGISTERSHADER,
CG_R_CLEARSCENE,
CG_R_ADDREFENTITYTOSCENE,
CG_R_ADDPOLYTOSCENE,
DO_NOT_WANT_CG_R_ADDDEFECTIVELIGHTTOSCENE,
CG_R_RENDERSCENE,
CG_R_SETCOLOR,
CG_R_DRAWSTRETCHPIC,
CG_R_MODELBOUNDS,
CG_R_LERPTAG,
CG_GETGLCONFIG,
CG_GETGAMESTATE,
CG_GETCURRENTSNAPSHOTNUMBER,
CG_GETSNAPSHOT,
CG_GETSERVERCOMMAND,
CG_GETCURRENTCMDNUMBER,
CG_GETUSERCMD,
CG_SETUSERCMDVALUE,
CG_R_REGISTERSHADERNOMIP,
CG_MEMORY_REMAINING,
CG_R_REGISTERFONT,
CG_KEY_ISDOWN,
CG_KEY_GETCATCHER,
CG_KEY_SETCATCHER,
CG_KEY_GETKEY,
DO_NOT_WANT_CG_PC_ADD_GLOBAL_DEFINE,
DO_NOT_WANT_CG_PC_LOAD_SOURCE,
DO_NOT_WANT_CG_PC_FREE_SOURCE,
DO_NOT_WANT_CG_PC_READ_TOKEN,
DO_NOT_WANT_CG_PC_SOURCE_FILE_AND_LINE,
CG_S_STOPBACKGROUNDTRACK,
CG_REAL_TIME,
DO_NOT_WANT_CG_SNAPVECTOR,
CG_REMOVECOMMAND,
CG_R_LIGHTFORPOINT,
CG_CIN_PLAYCINEMATIC,
CG_CIN_STOPCINEMATIC,
CG_CIN_RUNCINEMATIC,
CG_CIN_DRAWCINEMATIC,
CG_CIN_SETEXTENTS,
DO_NOT_WANT_CG_R_REMAP_SHADER,
DO_NOT_WANT_CG_S_ADDREALLOOPINGSOUND,
DO_NOT_WANT_CG_S_STOPLOOPINGSOUND,
CG_CM_TEMPCAPSULEMODEL,
CG_CM_CAPSULETRACE,
CG_CM_TRANSFORMEDCAPSULETRACE,
CG_R_ADDLIGHTTOSCENE,
CG_GET_ENTITY_TOKEN,
CG_R_ADDPOLYSTOSCENE,
CG_R_INPVS,
// 1.32
CG_FS_SEEK,
CG_MEMSET = 100,
CG_MEMCPY,
CG_STRNCPY,
CG_SIN,
CG_COS,
CG_ATAN2,
CG_SQRT,
CG_FLOOR,
CG_CEIL,
DO_NOT_WANT_CG_TESTPRINTINT,
DO_NOT_WANT_CG_TESTPRINTFLOAT,
CG_ACOS
} cgameImport_t;
//
// system traps
// These functions are how the cgame communicates with the main game system
//
// print message on the local console
void trap_Print( const char *fmt );
// abort the game
void trap_Error( const char *fmt );
// milliseconds should only be used for performance tuning, never
// for anything game related. Get time from the CG_DrawActiveFrame parameter
int trap_Milliseconds( void );
int trap_RealTime( qtime_t* qtime );
// console variable interaction
void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
void trap_Cvar_Update( vmCvar_t *vmCvar );
void trap_Cvar_Set( const char *var_name, const char *value );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
// ServerCommand and ConsoleCommand parameter access
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
// filesystem access
// returns length of file
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
int trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin );
// add commands to the local console as if they were typed in
// for map changing, etc. The command is not executed immediately,
// but will be executed in order the next time console commands
// are processed
void trap_SendConsoleCommand( const char *text );
// register a command name so the console can perform command completion.
// FIXME: replace this with a normal console command "defineCommand"?
void trap_AddCommand( const char *cmdName );
// send a string to the server over the network
void trap_SendClientCommand( const char *s );
// force a screen update, only used during gamestate load
void trap_UpdateScreen( void );
// model collision
void trap_CM_LoadMap( const char *mapname );
int trap_CM_NumInlineModels( void );
clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask );
void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
const vec3_t mins, const vec3_t maxs,
clipHandle_t model, int brushmask,
const vec3_t origin, const vec3_t angles );
// Returns the projection of a polygon onto the solid brushes in the world
int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
const vec3_t projection,
int maxPoints, vec3_t pointBuffer,
int maxFragments, markFragment_t *fragmentBuffer );
// normal sounds will have their volume dynamically changed as their entity
// moves and the listener moves
void trap_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
void trap_S_StopLoopingSound( int entnum );
// a local sound is always played full volume
void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
// respatialize recalculates the volumes of sound as they should be heard by the
// given entityNum and position
void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
void trap_S_StopBackgroundTrack( void );
// we can't fix the signatures of shitty traps without losing idq3 compatibility
// but we can at least stop them from "poisoning" mod code
// make it impossible for mods to accidentally call them
#if !defined(Q3_VM)
sfxHandle_t shit_S_RegisterSound( const char* sample, qboolean ignored );
void shit_S_ClearLoopingSounds( qboolean ignored );
void shit_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t ignored, sfxHandle_t sfx );
#endif
#define trap_S_RegisterSound( x ) shit_S_RegisterSound( x, qfalse )
#define trap_S_ClearLoopingSounds() shit_S_ClearLoopingSounds( qfalse )
#define trap_S_AddLoopingSound( n, o, s ) shit_S_AddLoopingSound( n, o, vec3_origin, s )
void trap_R_LoadWorldMap( const char *mapname );
// all media should be registered during level startup to prevent
// hitches during gameplay
qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
// a scene is built up by calls to R_ClearScene and the various R_Add functions.
// Nothing is drawn until R_RenderScene is called.
void trap_R_ClearScene( void );
void trap_R_AddRefEntityToScene( const refEntity_t *re );
// polys are intended for simple wall marks, not really for doing
// significant construction
void trap_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
void trap_R_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
void trap_R_AddLightToScene( const vec3_t org, float radius, float r, float g, float b );
int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
void trap_R_RenderScene( const refdef_t *fd );
void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
void trap_R_DrawStretchPic( float x, float y, float w, float h,
float s1, float t1, float s2, float t2, qhandle_t hShader );
void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
float frac, const char *tagName );
// The glconfig_t will not change during the life of a cgame.
// If it needs to change, the entire cgame will be restarted, because
// all the qhandle_t are then invalid.
void trap_GetGlconfig( glconfig_t *glconfig );
// the gamestate should be grabbed at startup, and whenever a
// configstring changes
void trap_GetGameState( gameState_t *gamestate );
// cgame will poll each frame to see if a newer snapshot has arrived
// that it is interested in. The time is returned seperately so that
// snapshot latency can be calculated.
void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
// a snapshot get can fail if the snapshot (or the entities it holds) is so
// old that it has fallen out of the client system queue
qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
// retrieve a text command from the server stream
// the current snapshot will hold the number of the most recent command
// qfalse can be returned if the client system handled the command
// argc() / argv() can be used to examine the parameters of the command
qboolean trap_GetServerCommand( int serverCommandNumber );
// returns the most recent command number that can be passed to GetUserCmd
// this will always be at least one higher than the number in the current
// snapshot, and it may be quite a few higher if it is a fast computer on
// a lagged connection
int trap_GetCurrentCmdNumber( void );
qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
// used for the weapon select and zoom
void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
int trap_MemoryRemaining( void );
qboolean trap_R_RegisterFont( const char* fontName, int pointSize, fontInfo_t* font );
qboolean trap_Key_IsDown( int keynum );
int trap_Key_GetCatcher( void );
void trap_Key_SetCatcher( int catcher );
int trap_Key_GetKey( const char *binding );
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
e_status trap_CIN_StopCinematic(int handle);
e_status trap_CIN_RunCinematic (int handle);
void trap_CIN_DrawCinematic (int handle);
void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef enum {
CG_INIT,
// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
// called when the level loads or when the renderer is restarted
// all media should be registered at this time
// cgame will display loading status by calling SCR_Update, which
// will call CG_DrawInformation during the loading process
// reliableCommandSequence will be 0 on fresh loads, but higher for
// demos, tourney restarts, or vid_restarts
CG_SHUTDOWN,
// void (*CG_Shutdown)( void );
// oportunity to flush and close any open files
CG_CONSOLE_COMMAND,
// qboolean (*CG_ConsoleCommand)( void );
// a console command has been issued locally that is not recognized by the
// main game system.
// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
// command is not known to the game
CG_DRAW_ACTIVE_FRAME,
// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
// Generates and draws a game scene and status information at the given time.
// If demoPlayback is set, local movement prediction will not be enabled
CG_CROSSHAIR_PLAYER,
// int (*CG_CrosshairPlayer)( void );
CG_LAST_ATTACKER,
// int (*CG_LastAttacker)( void );
CG_KEY_EVENT,
// void (*CG_KeyEvent)( int key, qboolean down );
CG_MOUSE_EVENT,
// void (*CG_MouseEvent)( int dx, int dy );
CG_EVENT_HANDLING
// void (*CG_EventHandling)(int type);
} cgameExport_t;