mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-29 23:22:01 +00:00
dcec305bd9
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2519 fc73d0e0-1445-4013-8a0c-d673dee63da5
317 lines
9.6 KiB
C
317 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;
|
|
|
|
#ifdef Q2SERVER
|
|
|
|
struct trace_s;
|
|
struct q2trace_s;
|
|
struct q2pmove_s;
|
|
|
|
|
|
|
|
|
|
#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>" 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
|