/* 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_stepheight; #ifdef Q2SERVER struct trace_s; struct q2trace_s; struct pmove_s; typedef struct pmove_s pmove_t; #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; #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); //=============================================================== // 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 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