2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_H__
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#define __GAME_H__
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/*
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===============================================================================
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Public game interface with methods to run the game.
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===============================================================================
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*/
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typedef struct {
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char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc
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int consistencyHash; // used to check for network game divergence
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int health;
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int heartRate;
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int stamina;
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int combat;
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bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to
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// keep the game time in sync with real time
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} gameReturn_t;
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typedef enum {
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ALLOW_YES = 0,
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ALLOW_BADPASS, // core will prompt for password and connect again
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ALLOW_NOTYET, // core will wait with transmitted message
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ALLOW_NO // core will abort with transmitted message
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} allowReply_t;
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typedef enum {
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ESC_IGNORE = 0, // do nothing
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ESC_MAIN, // start main menu GUI
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ESC_GUI // set an explicit GUI
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} escReply_t;
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class idGame {
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public:
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virtual ~idGame() {}
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// Initialize the game for the first time.
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virtual void Init( void ) = 0;
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// Shut down the entire game.
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virtual void Shutdown( void ) = 0;
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// Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 )
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virtual void SetLocalClient( int clientNum ) = 0;
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// Sets the user info for a client.
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// if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back
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// canModify is never true on network client
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virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0;
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// Retrieve the game's userInfo dict for a client.
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virtual const idDict * GetUserInfo( int clientNum ) = 0;
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// The game gets a chance to alter userinfo before they are emitted to server.
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virtual void ThrottleUserInfo( void ) = 0;
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// Sets the serverinfo at map loads and when it changes.
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virtual void SetServerInfo( const idDict &serverInfo ) = 0;
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// The session calls this before moving the single player game to a new level.
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virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0;
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// The session calls this right before a new level is loaded.
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virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0;
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// Loads a map and spawns all the entities.
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virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0;
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// Loads a map from a savegame file.
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virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0;
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// Saves the current game state, the session may have written some data to the file already.
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virtual void SaveGame( idFile *saveGameFile ) = 0;
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// Shut down the current map.
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virtual void MapShutdown( void ) = 0;
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// Caches media referenced from in key/value pairs in the given dictionary.
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virtual void CacheDictionaryMedia( const idDict *dict ) = 0;
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// Spawns the player entity to be used by the client.
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virtual void SpawnPlayer( int clientNum ) = 0;
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// Runs a game frame, may return a session command for level changing, etc
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virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ) = 0;
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// Makes rendering and sound system calls to display for a given clientNum.
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virtual bool Draw( int clientNum ) = 0;
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// Let the game do it's own UI when ESCAPE is used
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virtual escReply_t HandleESC( idUserInterface **gui ) = 0;
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// get the games menu if appropriate ( multiplayer )
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virtual idUserInterface * StartMenu() = 0;
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// When the game is running it's own UI fullscreen, GUI commands are passed through here
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// return NULL once the fullscreen UI mode should stop, or "main" to go to main menu
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virtual const char * HandleGuiCommands( const char *menuCommand ) = 0;
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// main menu commands not caught in the engine are passed here
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virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0;
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// Early check to deny connect.
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virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0;
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// Connects a client.
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virtual void ServerClientConnect( int clientNum, const char *guid ) = 0;
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// Spawns the player entity to be used by the client.
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virtual void ServerClientBegin( int clientNum ) = 0;
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// Disconnects a client and removes the player entity from the game.
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virtual void ServerClientDisconnect( int clientNum ) = 0;
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// Writes initial reliable messages a client needs to recieve when first joining the game.
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virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0;
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// Writes a snapshot of the server game state for the given client.
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virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0;
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// Patches the network entity states at the server with a snapshot for the given client.
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virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0;
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// Processes a reliable message from a client.
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virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
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// Reads a snapshot and updates the client game state.
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virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;
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// Patches the network entity states at the client with a snapshot.
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virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0;
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// Processes a reliable message from the server.
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virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
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// Runs prediction on entities at the client.
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virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0;
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// Used to manage divergent time-lines
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virtual void SelectTimeGroup( int timeGroup ) = 0;
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virtual int GetTimeGroupTime( int timeGroup ) = 0;
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virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0;
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// Returns a summary of stats for a given client
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virtual void GetClientStats( int clientNum, char *data, const int len ) = 0;
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// Switch a player to a particular team
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virtual void SwitchTeam( int clientNum, int team ) = 0;
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virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0;
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virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0;
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};
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extern idGame * game;
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/*
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===============================================================================
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Public game interface with methods for in-game editing.
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===============================================================================
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*/
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typedef struct {
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idSoundEmitter * referenceSound; // this is the interface to the sound system, created
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// with idSoundWorld::AllocSoundEmitter() when needed
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idVec3 origin;
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int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
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// no spatialization will be performed if == listenerID
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const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior
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float diversity; // 0.0 to 1.0 value used to select which
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// samples in a multi-sample list from the shader are used
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bool waitfortrigger; // don't start it at spawn time
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soundShaderParms_t parms; // override volume, flags, etc
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} refSound_t;
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enum {
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TEST_PARTICLE_MODEL = 0,
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TEST_PARTICLE_IMPACT,
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TEST_PARTICLE_MUZZLE,
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TEST_PARTICLE_FLIGHT,
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TEST_PARTICLE_SELECTED
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};
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class idEntity;
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class idMD5Anim;
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// FIXME: this interface needs to be reworked but it properly separates code for the time being
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class idGameEdit {
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public:
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virtual ~idGameEdit( void ) {}
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// These are the canonical idDict to parameter parsing routines used by both the game and tools.
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virtual void ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight );
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virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity );
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virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound );
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// Animation system calls for non-game based skeletal rendering.
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virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
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virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
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virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
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virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
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virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
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virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args );
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virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum );
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virtual const idMD5Anim * ANIM_GetAnim( const char *fileName );
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virtual int ANIM_GetLength( const idMD5Anim *anim );
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virtual int ANIM_GetNumFrames( const idMD5Anim *anim );
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virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset );
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virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset );
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// Articulated Figure calls for AF editor and Radiant.
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virtual bool AF_SpawnEntity( const char *fileName );
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virtual void AF_UpdateEntities( const char *fileName );
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virtual void AF_UndoChanges( void );
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virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet );
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// Entity selection.
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virtual void ClearEntitySelection( void );
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virtual int GetSelectedEntities( idEntity *list[], int max );
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virtual void AddSelectedEntity( idEntity *ent );
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// Selection methods
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virtual void TriggerSelected();
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// Entity defs and spawning.
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virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
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virtual void SpawnEntityDef( const idDict &args, idEntity **ent );
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virtual idEntity * FindEntity( const char *name ) const;
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virtual const char * GetUniqueEntityName( const char *classname ) const;
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// Entity methods.
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virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const;
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virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const;
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virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org );
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virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis );
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virtual void EntityTranslate( idEntity *ent, const idVec3 &org );
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virtual const idDict * EntityGetSpawnArgs( idEntity *ent ) const;
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virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict );
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virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs );
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virtual void EntityUpdateVisuals( idEntity *ent );
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virtual void EntitySetModel( idEntity *ent, const char *val );
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virtual void EntityStopSound( idEntity *ent );
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virtual void EntityDelete( idEntity *ent );
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virtual void EntitySetColor( idEntity *ent, const idVec3 color );
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// Player methods.
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virtual bool PlayerIsValid() const;
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virtual void PlayerGetOrigin( idVec3 &org ) const;
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virtual void PlayerGetAxis( idMat3 &axis ) const;
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virtual void PlayerGetViewAngles( idAngles &angles ) const;
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virtual void PlayerGetEyePosition( idVec3 &org ) const;
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// In game map editing support.
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virtual const idDict * MapGetEntityDict( const char *name ) const;
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virtual void MapSave( const char *path = NULL ) const;
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virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ;
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virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const;
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virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const;
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virtual void MapAddEntity( const idDict *dict ) const;
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virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const;
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virtual void MapRemoveEntity( const char *name ) const;
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virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const;
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};
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extern idGameEdit * gameEdit;
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/*
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===============================================================================
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Game API.
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===============================================================================
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*/
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const int GAME_API_VERSION = 8;
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typedef struct {
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int version; // API version
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idSys * sys; // non-portable system services
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idCommon * common; // common
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idCmdSystem * cmdSystem; // console command system
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idCVarSystem * cvarSystem; // console variable system
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idFileSystem * fileSystem; // file system
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idNetworkSystem * networkSystem; // network system
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idRenderSystem * renderSystem; // render system
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idSoundSystem * soundSystem; // sound system
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idRenderModelManager * renderModelManager; // render model manager
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idUserInterfaceManager * uiManager; // user interface manager
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idDeclManager * declManager; // declaration manager
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idAASFileManager * AASFileManager; // AAS file manager
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idCollisionModelManager * collisionModelManager; // collision model manager
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} gameImport_t;
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typedef struct {
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int version; // API version
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idGame * game; // interface to run the game
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idGameEdit * gameEdit; // interface for in-game editing
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} gameExport_t;
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extern "C" {
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typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import );
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}
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#endif /* !__GAME_H__ */
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