fteqw/engine/server/q2game.h
Spoike 4974c57c2c Big fat-off commit.
A few changes. Half-Life support is finally getting committed.
Some unnecessary filesystem code changes.
And there's code for nsapi - meaning we can embed FTE in a browser (firefox and opera on windows work).
A couple of CSQC changes, trying to move towards a final EXT_CSQC_1.
Revised ruleset format finally implemented.
Doesn't compile with msvc6 due to issues with libjpeg not being a clean library.
Presumably its fine in vs2005.
Your mileage may vary.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3148 fc73d0e0-1445-4013-8a0c-d673dee63da5
2009-04-01 22:03:56 +00:00

318 lines
9.6 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_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
};
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;
typedef struct q2edict_s q2edict_t;
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, char *fmt, ...);
void (VARGS *dprintf) (char *fmt, ...);
void (VARGS *cprintf) (q2edict_t *ent, int printlevel, char *fmt, ...);
void (VARGS *centerprintf) (q2edict_t *ent, char *fmt, ...);
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, char *string);
void (VARGS *error) (char *fmt, ...);
// the *index functions create configstrings and some internal server state
int (VARGS *modelindex) (char *name);
int (VARGS *soundindex) (char *name);
int (VARGS *imageindex) (char *name);
void (VARGS *setmodel) (q2edict_t *ent, 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) (int portalnum, qboolean open);
qboolean (VARGS *AreasConnected) (int area1, 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) (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) (char *var_name, char *value, int flags);
cvar_t *(VARGS *cvar_set) (char *var_name, char *value);
cvar_t *(VARGS *cvar_forceset) (char *var_name, 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) (char *text);
void (VARGS *DebugGraph) (float value, int color);
} 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) (char *mapname, char *entstring, 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) (char *filename, qboolean autosave);
void (VARGS *ReadGame) (char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (VARGS *WriteLevel) (char *filename);
void (VARGS *ReadLevel) (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;
#endif