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fteqw/engine/server/q2game.h
Spoike 0fee3a4aea Add ortho lights (still has serious issues that make them unusable on regular maps).
First real attempt at lit water.
Parsing rtlights is now aware of spotlights.
Default cl_yieldcpu to 1, to save cpu for anyone who sets cl_maxfps lower. Added to menus.
presets now include view angle clamping - maps made for quakespasm REQUIRE full pitch angles despite it otherwise being considered a cheat or glitchy (on servers that try to block the cheat).
fix r_fullbrightSkins>=1 issue.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5274 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-07-22 11:49:37 +00:00

331 lines
10 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// game.h -- game dll information visible to server
typedef enum multicast_e
{
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R,
MULTICAST_ONE_SPECS,
MULTICAST_ONE_R_SPECS,
MULTICAST_INIT,
MULTICAST_ONE_NOSPECS,
MULTICAST_ONE_R_NOSPECS,
} multicast_t;
extern float pm_q2stepheight;
#if defined(Q2SERVER) || defined(Q2CLIENT)
struct trace_s;
struct q2trace_s;
struct q2pmove_s;
#define MAXTOUCH 32
typedef struct q2pmove_s
{
// state (in / out)
q2pmove_state_t s;
// command (in)
q2usercmd_t cmd;
qboolean snapinitial; // if s has been changed outside pmove
// results (out)
int numtouch;
struct edict_s *touchents[MAXTOUCH];
vec3_t viewangles; // clamped
float viewheight;
vec3_t mins, maxs; // bounding box size
struct edict_s *groundentity;
int watertype;
int waterlevel;
// callbacks to test the world
q2trace_t (VARGS *trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
int (VARGS *pointcontents) (vec3_t point);
} q2pmove_t;
void VARGS Q2_Pmove (q2pmove_t *pmove);
#endif
#ifdef Q2SERVER
#define Q2GAME_API_VERSION 3
// edict->svflags
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
// edict->solid values
typedef enum
{
Q2SOLID_NOT, // no interaction with other objects
Q2SOLID_TRIGGER, // only touch when inside, after moving
Q2SOLID_BBOX, // touch on edge
Q2SOLID_BSP // bsp clip, touch on edge
} q2solid_t;
//===============================================================
// link_t is only used for entity area links now
/*typedef struct link_s
{
struct link_s *prev, *next;
} link_t;*/
#define MAX_ENT_CLUSTERS 16
//typedef struct edict_s edict_t;
typedef struct gclient_s gclient_t;
#ifndef GAME_INCLUDE
struct q2gclient_s
{
q2player_state_t ps; // communicated by server to clients
int ping;
// the game dll can add anything it wants after
// this point in the structure
};
#endif
#if defined(Q2SERVER) || defined(Q2CLIENT)
typedef struct q2entity_state_s
{
int number; // edict index
vec3_t origin;
vec3_t angles;
vec3_t old_origin; // for lerping
int modelindex;
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
int frame;
int skinnum;
unsigned int effects; // PGM - we're filling it, so it needs to be unsigned
int renderfx;
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
// gi.linkentity sets this properly
int sound; // for looping sounds, to guarantee shutoff
int event; // impulse events -- muzzle flashes, footsteps, etc
// events only go out for a single frame, they
// are automatically cleared each frame
} q2entity_state_t;
#endif
#if defined(Q2SERVER)
struct q2edict_s
{
q2entity_state_t s;
struct q2gclient_s *client;
qboolean inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
link_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
//================================
int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
q2solid_t solid;
int clipmask;
q2edict_t *owner;
// the game dll can add anything it wants after
// this point in the structure
};
#endif // GAME_INCLUDE
//===============================================================
//
// functions provided by the main engine
//
//yes, these are all VARGS, for the calling convention rather than actually being varargs.
typedef struct
{
// special messages
void (VARGS *bprintf) (int printlevel, const char *fmt, ...) LIKEPRINTF(2);
void (VARGS *dprintf) (const char *fmt, ...) LIKEPRINTF(1);
void (VARGS *cprintf) (q2edict_t *ent, int printlevel, const char *fmt, ...) LIKEPRINTF(3);
void (VARGS *centerprintf) (q2edict_t *ent, const char *fmt, ...) LIKEPRINTF(2);
void (VARGS *sound) (q2edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
void (VARGS *positioned_sound) (vec3_t origin, q2edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
// config strings hold all the index strings, the lightstyles,
// and misc data like the sky definition and cdtrack.
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
void (VARGS *configstring) (int num, const char *string);
void (VARGS *error) (const char *fmt, ...) LIKEPRINTF(1);
// the *index functions create configstrings and some internal server state
int (VARGS *modelindex) (const char *name);
int (VARGS *soundindex) (const char *name);
int (VARGS *imageindex) (const char *name);
void (VARGS *setmodel) (q2edict_t *ent, const char *name);
// collision detection
q2trace_t (VARGS *trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, q2edict_t *passent, int contentmask);
int (VARGS *pointcontents) (vec3_t point);
qboolean (VARGS *inPVS) (vec3_t p1, vec3_t p2);
qboolean (VARGS *inPHS) (vec3_t p1, vec3_t p2);
void (VARGS *SetAreaPortalState) (unsigned int portalnum, qboolean open);
qboolean (VARGS *AreasConnected) (unsigned int area1, unsigned int area2);
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
void (VARGS *linkentity) (q2edict_t *ent);
void (VARGS *unlinkentity) (q2edict_t *ent); // call before removing an interactive edict
int (VARGS *BoxEdicts) (vec3_t mins, vec3_t maxs, q2edict_t **list, int maxcount, int areatype);
void (VARGS *Pmove) (q2pmove_t *pmove); // player movement code common with client prediction
// network messaging
void (VARGS *multicast) (vec3_t origin, multicast_t to);
void (VARGS *unicast) (q2edict_t *ent, qboolean reliable);
void (VARGS *WriteChar) (int c);
void (VARGS *WriteByte) (int c);
void (VARGS *WriteShort) (int c);
void (VARGS *WriteLong) (int c);
void (VARGS *WriteFloat) (float f);
void (VARGS *WriteString) (const char *s);
void (VARGS *WritePosition) (vec3_t pos); // some fractional bits
void (VARGS *WriteDir) (vec3_t pos); // single byte encoded, very coarse
void (VARGS *WriteAngle) (float f);
// managed memory allocation
void *(VARGS *TagMalloc) (int size, int tag);
void (VARGS *TagFree) (void *block);
void (VARGS *FreeTags) (int tag);
// console variable interaction
cvar_t *(VARGS *cvar) (const char *var_name, const char *value, int flags);
cvar_t *(VARGS *cvar_set) (const char *var_name, const char *value);
cvar_t *(VARGS *cvar_forceset) (const char *var_name, const char *value);
// ClientCommand and ServerCommand parameter access
int (VARGS *argc) (void);
char *(VARGS *argv) (int n);
char *(VARGS *args) (void); // concatenation of all argv >= 1
// add commands to the server console as if they were typed in
// for map changing, etc
void (VARGS *AddCommandString) (const char *text);
void (VARGS *DebugGraph) (float value, int color);
//kmq2 adds pak file stuff, which is certainly useful, but is only half the solution when homedirs are involved.
} game_import_t;
//
// functions exported by the game subsystem
//
typedef struct
{
int apiversion;
// the init function will only be called when a game starts,
// not each time a level is loaded. Persistant data for clients
// and the server can be allocated in init
void (VARGS *Init) (void);
void (VARGS *Shutdown) (void);
// each new level entered will cause a call to SpawnEntities
void (VARGS *SpawnEntities) (const char *mapname, const char *entstring, const char *spawnpoint);
// Read/Write Game is for storing persistant cross level information
// about the world state and the clients.
// WriteGame is called every time a level is exited.
// ReadGame is called on a loadgame.
void (VARGS *WriteGame) (const char *filename, qboolean autosave);
void (VARGS *ReadGame) (const char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (VARGS *WriteLevel) (const char *filename);
void (VARGS *ReadLevel) (const char *filename);
qboolean (VARGS *ClientConnect) (q2edict_t *ent, char *userinfo);
void (VARGS *ClientBegin) (q2edict_t *ent);
void (VARGS *ClientUserinfoChanged) (q2edict_t *ent, char *userinfo);
void (VARGS *ClientDisconnect) (q2edict_t *ent);
void (VARGS *ClientCommand) (q2edict_t *ent);
void (VARGS *ClientThink) (q2edict_t *ent, q2usercmd_t *cmd);
void (VARGS *RunFrame) (void);
// ServerCommand will be called when an "sv <command>" command is issued on the
// server console.
// The game can issue gi.argc() / gi.argv() commands to get the rest
// of the parameters
void (VARGS *ServerCommand) (void);
//
// global variables shared between game and server
//
// The edict array is allocated in the game dll so it
// can vary in size from one game to another.
//
// The size will be fixed when ge->Init() is called
struct q2edict_s *edicts;
int edict_size;
int num_edicts; // current number, <= max_edicts
int max_edicts;
} game_export_t;
game_export_t *GetGameApi (game_import_t *import);
extern game_export_t *ge;
extern int svq2_maxclients;
#endif