mirror of
https://bitbucket.org/CPMADevs/cnq3
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426 lines
15 KiB
C
426 lines
15 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_public.h -- engine calls and types exposed to the cgame module
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// A user mod should never modify this file
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#include "../qcommon/tr_types.h"
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#define MAX_ENTITIES_IN_SNAPSHOT 256
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// snapshots are a view of the server at a given time
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// Snapshots are generated at regular time intervals by the server,
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// but they may not be sent if a client's rate level is exceeded,
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// and they may be dropped by the network.
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typedef struct {
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int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
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int ping;
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int serverTime; // server time the message is valid for (in msec)
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byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
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playerState_t ps; // complete information about the current player at this time
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int numEntities; // all of the entities that need to be presented
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entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
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int numServerCommands; // text based server commands to execute when this
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int serverCommandSequence; // snapshot becomes current
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} snapshot_t;
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// allow a lot of command backups for very fast systems
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// multiple commands may be combined into a single packet, so this
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// needs to be larger than PACKET_BACKUP
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#define CMD_BACKUP 64
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#define CMD_MASK (CMD_BACKUP - 1)
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/*
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==================================================================
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functions imported from the main executable
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==================================================================
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*/
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#define CGAME_IMPORT_API_VERSION 4
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typedef enum {
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CG_PRINT,
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CG_ERROR,
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CG_MILLISECONDS,
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CG_CVAR_REGISTER,
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CG_CVAR_UPDATE,
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CG_CVAR_SET,
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CG_CVAR_VARIABLESTRINGBUFFER,
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CG_ARGC,
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CG_ARGV,
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CG_ARGS,
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CG_FS_FOPENFILE,
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CG_FS_READ,
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CG_FS_WRITE,
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CG_FS_FCLOSEFILE,
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CG_SENDCONSOLECOMMAND,
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CG_ADDCOMMAND,
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CG_SENDCLIENTCOMMAND,
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CG_UPDATESCREEN,
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CG_CM_LOADMAP,
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CG_CM_NUMINLINEMODELS,
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CG_CM_INLINEMODEL,
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CG_CM_LOADMODEL,
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CG_CM_TEMPBOXMODEL,
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CG_CM_POINTCONTENTS,
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CG_CM_TRANSFORMEDPOINTCONTENTS,
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CG_CM_BOXTRACE,
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CG_CM_TRANSFORMEDBOXTRACE,
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CG_CM_MARKFRAGMENTS,
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CG_S_STARTSOUND,
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CG_S_STARTLOCALSOUND,
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CG_S_CLEARLOOPINGSOUNDS,
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CG_S_ADDLOOPINGSOUND,
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CG_S_UPDATEENTITYPOSITION,
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CG_S_RESPATIALIZE,
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CG_S_REGISTERSOUND,
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CG_S_STARTBACKGROUNDTRACK,
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CG_R_LOADWORLDMAP,
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CG_R_REGISTERMODEL,
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CG_R_REGISTERSKIN,
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CG_R_REGISTERSHADER,
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CG_R_CLEARSCENE,
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CG_R_ADDREFENTITYTOSCENE,
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CG_R_ADDPOLYTOSCENE,
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DO_NOT_WANT_CG_R_ADDDEFECTIVELIGHTTOSCENE,
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CG_R_RENDERSCENE,
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CG_R_SETCOLOR,
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CG_R_DRAWSTRETCHPIC,
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CG_R_MODELBOUNDS,
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CG_R_LERPTAG,
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CG_GETGLCONFIG,
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CG_GETGAMESTATE,
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CG_GETCURRENTSNAPSHOTNUMBER,
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CG_GETSNAPSHOT,
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CG_GETSERVERCOMMAND,
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CG_GETCURRENTCMDNUMBER,
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CG_GETUSERCMD,
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CG_SETUSERCMDVALUE,
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CG_R_REGISTERSHADERNOMIP,
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CG_MEMORY_REMAINING,
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CG_R_REGISTERFONT,
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CG_KEY_ISDOWN,
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CG_KEY_GETCATCHER,
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CG_KEY_SETCATCHER,
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CG_KEY_GETKEY,
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DO_NOT_WANT_CG_PC_ADD_GLOBAL_DEFINE,
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DO_NOT_WANT_CG_PC_LOAD_SOURCE,
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DO_NOT_WANT_CG_PC_FREE_SOURCE,
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DO_NOT_WANT_CG_PC_READ_TOKEN,
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DO_NOT_WANT_CG_PC_SOURCE_FILE_AND_LINE,
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CG_S_STOPBACKGROUNDTRACK,
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CG_REAL_TIME,
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DO_NOT_WANT_CG_SNAPVECTOR,
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CG_REMOVECOMMAND,
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CG_R_LIGHTFORPOINT,
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CG_CIN_PLAYCINEMATIC,
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CG_CIN_STOPCINEMATIC,
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CG_CIN_RUNCINEMATIC,
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CG_CIN_DRAWCINEMATIC,
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CG_CIN_SETEXTENTS,
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DO_NOT_WANT_CG_R_REMAP_SHADER,
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DO_NOT_WANT_CG_S_ADDREALLOOPINGSOUND,
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DO_NOT_WANT_CG_S_STOPLOOPINGSOUND,
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CG_CM_TEMPCAPSULEMODEL,
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CG_CM_CAPSULETRACE,
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CG_CM_TRANSFORMEDCAPSULETRACE,
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CG_R_ADDLIGHTTOSCENE,
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CG_GET_ENTITY_TOKEN,
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CG_R_ADDPOLYSTOSCENE,
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CG_R_INPVS,
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// 1.32
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CG_FS_SEEK,
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CG_MEMSET = 100,
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CG_MEMCPY,
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CG_STRNCPY,
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CG_SIN,
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CG_COS,
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CG_ATAN2,
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CG_SQRT,
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CG_FLOOR,
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CG_CEIL,
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DO_NOT_WANT_CG_TESTPRINTINT,
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DO_NOT_WANT_CG_TESTPRINTFLOAT,
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CG_ACOS,
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// engine extensions
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// the mod should _never_ use these symbols
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CG_EXT_GETVALUE = 700,
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CG_EXT_LOCATEINTEROPDATA,
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CG_EXT_R_ADDREFENTITYTOSCENE2,
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CG_EXT_R_FORCEFIXEDDLIGHTS,
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CG_EXT_SETINPUTFORWARDING,
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CG_EXT_CVAR_SETRANGE,
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CG_EXT_CVAR_SETHELP,
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CG_EXT_CMD_SETHELP,
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CG_EXT_MATCHALERTEVENT,
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CG_EXT_ERROR2
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} cgameImport_t;
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//
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// system traps
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// These functions are how the cgame communicates with the main game system
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//
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// print message on the local console
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void trap_Print( const char *fmt );
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// abort the game
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void trap_Error( const char *fmt );
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// milliseconds should only be used for performance tuning, never
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// for anything game related. Get time from the CG_DrawActiveFrame parameter
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int trap_Milliseconds( void );
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int trap_RealTime( qtime_t* qtime );
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// console variable interaction
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void trap_Cvar_Register( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
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void trap_Cvar_Update( vmCvar_t *vmCvar );
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void trap_Cvar_Set( const char *var_name, const char *value );
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void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
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// ServerCommand and ConsoleCommand parameter access
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int trap_Argc( void );
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void trap_Argv( int n, char *buffer, int bufferLength );
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void trap_Args( char *buffer, int bufferLength );
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// filesystem access
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// returns length of file
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int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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void trap_FS_FCloseFile( fileHandle_t f );
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int trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin );
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// add commands to the local console as if they were typed in
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// for map changing, etc. The command is not executed immediately,
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// but will be executed in order the next time console commands
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// are processed
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void trap_SendConsoleCommand( const char *text );
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// register a command name so the console can perform command completion.
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// FIXME: replace this with a normal console command "defineCommand"?
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void trap_AddCommand( const char *cmdName );
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void trap_RemoveCommand( const char *cmdName );
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// send a string to the server over the network
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void trap_SendClientCommand( const char *s );
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// force a screen update, only used during gamestate load
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void trap_UpdateScreen( void );
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// model collision
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void trap_CM_LoadMap( const char *mapname );
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int trap_CM_NumInlineModels( void );
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clipHandle_t trap_CM_InlineModel( int index ); // 0 = world, 1+ = bmodels
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clipHandle_t trap_CM_TempBoxModel( const vec3_t mins, const vec3_t maxs );
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int trap_CM_PointContents( const vec3_t p, clipHandle_t model );
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int trap_CM_TransformedPointContents( const vec3_t p, clipHandle_t model, const vec3_t origin, const vec3_t angles );
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void trap_CM_BoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask );
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void trap_CM_TransformedBoxTrace( trace_t *results, const vec3_t start, const vec3_t end,
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const vec3_t mins, const vec3_t maxs,
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clipHandle_t model, int brushmask,
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const vec3_t origin, const vec3_t angles );
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// Returns the projection of a polygon onto the solid brushes in the world
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int trap_CM_MarkFragments( int numPoints, const vec3_t *points,
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const vec3_t projection,
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int maxPoints, vec3_t pointBuffer,
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int maxFragments, markFragment_t *fragmentBuffer );
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// normal sounds will have their volume dynamically changed as their entity
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// moves and the listener moves
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void trap_S_StartSound( const vec3_t origin, int entityNum, int entchannel, sfxHandle_t sfx );
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void trap_S_StopLoopingSound( int entnum );
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// a local sound is always played full volume
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void trap_S_StartLocalSound( sfxHandle_t sfx, int channelNum );
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void trap_S_UpdateEntityPosition( int entityNum, const vec3_t origin );
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// respatialize recalculates the volumes of sound as they should be heard by the
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// given entityNum and position
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void trap_S_Respatialize( int entityNum, const vec3_t origin, vec3_t axis[3], int inwater );
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void trap_S_StartBackgroundTrack( const char *intro, const char *loop ); // empty name stops music
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void trap_S_StopBackgroundTrack( void );
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// we can't fix the signatures of shitty traps without losing idq3 compatibility
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// but we can at least stop them from "poisoning" mod code
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// make it impossible for mods to accidentally call them
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#if !defined(Q3_VM)
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sfxHandle_t shit_S_RegisterSound( const char* sample, qboolean ignored );
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void shit_S_ClearLoopingSounds( qboolean ignored );
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void shit_S_AddLoopingSound( int entityNum, const vec3_t origin, const vec3_t ignored, sfxHandle_t sfx );
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#endif
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#define trap_S_RegisterSound( x ) shit_S_RegisterSound( x, qfalse )
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#define trap_S_ClearLoopingSounds() shit_S_ClearLoopingSounds( qfalse )
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#define trap_S_AddLoopingSound( n, o, s ) shit_S_AddLoopingSound( n, o, vec3_origin, s )
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void trap_R_LoadWorldMap( const char *mapname );
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// all media should be registered during level startup to prevent
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// hitches during gameplay
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qhandle_t trap_R_RegisterModel( const char *name ); // returns rgb axis if not found
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qhandle_t trap_R_RegisterSkin( const char *name ); // returns all white if not found
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qhandle_t trap_R_RegisterShader( const char *name ); // returns all white if not found
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qhandle_t trap_R_RegisterShaderNoMip( const char *name ); // returns all white if not found
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// a scene is built up by calls to R_ClearScene and the various R_Add functions.
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// Nothing is drawn until R_RenderScene is called.
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void trap_R_ClearScene( void );
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void trap_R_AddRefEntityToScene( const refEntity_t *re );
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// polys are intended for simple wall marks, not really for doing
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// significant construction
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void trap_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
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void trap_R_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
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void trap_R_AddLightToScene( const vec3_t org, float radius, float r, float g, float b );
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int trap_R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
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void trap_R_RenderScene( const refdef_t *fd );
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void trap_R_SetColor( const float *rgba ); // NULL = 1,1,1,1
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void trap_R_DrawStretchPic( float x, float y, float w, float h,
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float s1, float t1, float s2, float t2, qhandle_t hShader );
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void trap_R_ModelBounds( clipHandle_t model, vec3_t mins, vec3_t maxs );
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int trap_R_LerpTag( orientation_t *tag, clipHandle_t mod, int startFrame, int endFrame,
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float frac, const char *tagName );
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// The glconfig_t will not change during the life of a cgame.
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// If it needs to change, the entire cgame will be restarted, because
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// all the qhandle_t are then invalid.
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void trap_GetGlconfig( glconfig_t *glconfig );
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// the gamestate should be grabbed at startup, and whenever a
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// configstring changes
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void trap_GetGameState( gameState_t *gamestate );
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// cgame will poll each frame to see if a newer snapshot has arrived
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// that it is interested in. The time is returned seperately so that
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// snapshot latency can be calculated.
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void trap_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime );
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// a snapshot get can fail if the snapshot (or the entities it holds) is so
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// old that it has fallen out of the client system queue
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qboolean trap_GetSnapshot( int snapshotNumber, snapshot_t *snapshot );
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// retrieve a text command from the server stream
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// the current snapshot will hold the number of the most recent command
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// qfalse can be returned if the client system handled the command
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// argc() / argv() can be used to examine the parameters of the command
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qboolean trap_GetServerCommand( int serverCommandNumber );
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// returns the most recent command number that can be passed to GetUserCmd
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// this will always be at least one higher than the number in the current
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// snapshot, and it may be quite a few higher if it is a fast computer on
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// a lagged connection
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int trap_GetCurrentCmdNumber( void );
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qboolean trap_GetUserCmd( int cmdNumber, usercmd_t *ucmd );
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// used for the weapon select and zoom
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void trap_SetUserCmdValue( int stateValue, float sensitivityScale );
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int trap_MemoryRemaining( void );
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qboolean trap_R_RegisterFont( const char* fontName, int pointSize, fontInfo_t* font );
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qboolean trap_Key_IsDown( int keynum );
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int trap_Key_GetCatcher( void );
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void trap_Key_SetCatcher( int catcher );
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int trap_Key_GetKey( const char *binding );
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int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits);
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e_status trap_CIN_StopCinematic(int handle);
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e_status trap_CIN_RunCinematic (int handle);
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void trap_CIN_DrawCinematic (int handle);
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void trap_CIN_SetExtents (int handle, int x, int y, int w, int h);
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qboolean trap_R_inPVS( const vec3_t p1, const vec3_t p2 );
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/*
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==================================================================
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functions exported to the main executable
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==================================================================
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*/
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typedef enum {
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CG_INIT,
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// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
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// called when the level loads or when the renderer is restarted
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// all media should be registered at this time
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// cgame will display loading status by calling SCR_Update, which
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// will call CG_DrawInformation during the loading process
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// reliableCommandSequence will be 0 on fresh loads, but higher for
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// demos, tourney restarts, or vid_restarts
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CG_SHUTDOWN,
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// void (*CG_Shutdown)( void );
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// oportunity to flush and close any open files
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CG_CONSOLE_COMMAND,
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// qboolean (*CG_ConsoleCommand)( void );
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// a console command has been issued locally that is not recognized by the
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// main game system.
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// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
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// command is not known to the game
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CG_DRAW_ACTIVE_FRAME,
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// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
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// Generates and draws a game scene and status information at the given time.
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// If demoPlayback is set, local movement prediction will not be enabled
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CG_CROSSHAIR_PLAYER,
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// int (*CG_CrosshairPlayer)( void );
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CG_LAST_ATTACKER,
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// int (*CG_LastAttacker)( void );
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CG_KEY_EVENT,
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// void (*CG_KeyEvent)( int key, qboolean down );
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CG_MOUSE_EVENT,
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// void (*CG_MouseEvent)( int dx, int dy );
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CG_EVENT_HANDLING
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// void (*CG_EventHandling)(int type);
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} cgameExport_t;
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