mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-12-15 07:11:01 +00:00
399 lines
17 KiB
C++
399 lines
17 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__
|
|
|
|
#include "idlib/BitMsg.h"
|
|
#include "idlib/Dict.h"
|
|
#include "idlib/containers/StrList.h"
|
|
#include "framework/UsercmdGen.h"
|
|
#include "renderer/RenderWorld.h"
|
|
#include "sound/sound.h"
|
|
|
|
class idAASFileManager;
|
|
class idCollisionModelManager;
|
|
class idRenderSystem;
|
|
class idRenderModelManager;
|
|
class idUserInterface;
|
|
class idUserInterfaceManager;
|
|
class idNetworkSystem;
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Public game interface with methods to run the game.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
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;
|
|
|
|
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;
|
|
};
|
|
|
|
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;
|
|
class idThread;
|
|
class function_t;
|
|
class idProgram;
|
|
class idInterpreter;
|
|
typedef struct prstack_s prstack_t;
|
|
|
|
// 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;
|
|
|
|
// In game script Debugging Support
|
|
class idGameEditExt : public idGameEdit {
|
|
public:
|
|
virtual ~idGameEditExt( void ) { }
|
|
// IdProgram
|
|
virtual void GetLoadedScripts( idStrList ** result );
|
|
virtual bool IsLineCode( const char* filename, int linenumber) const;
|
|
virtual const char * GetFilenameForStatement( idProgram* program, int index ) const;
|
|
virtual int GetLineNumberForStatement( idProgram* program, int index ) const;
|
|
|
|
// idInterpreter
|
|
virtual bool CheckForBreakPointHit( const idInterpreter* interpreter, const function_t* function1, const function_t* function2, int depth ) const;
|
|
virtual bool ReturnedFromFunction( const idProgram* program, const idInterpreter* interpreter, int index ) const;
|
|
virtual bool GetRegisterValue( const idInterpreter* interpreter, const char* name, idStr& out, int scopeDepth ) const;
|
|
virtual const idThread* GetThread( const idInterpreter* interpreter ) const;
|
|
virtual int GetInterpreterCallStackDepth( const idInterpreter* interpreter );
|
|
virtual const function_t* GetInterpreterCallStackFunction( const idInterpreter* interpreter, int stackDepth = -1 );
|
|
|
|
// IdThread
|
|
virtual const char * ThreadGetName( const idThread* thread ) const;
|
|
virtual int ThreadGetNum( const idThread* thread ) const;
|
|
virtual bool ThreadIsDoneProcessing( const idThread* thread ) const;
|
|
virtual bool ThreadIsWaiting( const idThread* thread ) const;
|
|
virtual bool ThreadIsDying( const idThread* thread ) const;
|
|
virtual int GetTotalScriptThreads( ) const;
|
|
virtual const idThread* GetThreadByIndex( int index ) const;
|
|
|
|
// MSG helpers
|
|
virtual void MSG_WriteThreadInfo( idBitMsg* msg, const idThread* thread, const idInterpreter* interpreter );
|
|
virtual void MSG_WriteCallstackFunc( idBitMsg* msg, const prstack_t* stack, const idProgram* program, int instructionPtr );
|
|
virtual void MSG_WriteInterpreterInfo( idBitMsg* msg, const idInterpreter* interpreter, const idProgram* program, int instructionPtr );
|
|
virtual void MSG_WriteScriptList( idBitMsg* msg );
|
|
};
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Game API.
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
const int GAME_API_VERSION = 9;
|
|
|
|
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__ */
|