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https://github.com/nzp-team/fteqw.git
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4974c57c2c
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
318 lines
9.6 KiB
C
318 lines
9.6 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// game.h -- game dll information visible to server
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typedef enum multicast_e
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{
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MULTICAST_ALL,
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MULTICAST_PHS,
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MULTICAST_PVS,
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MULTICAST_ALL_R,
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MULTICAST_PHS_R,
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MULTICAST_PVS_R
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} multicast_t;
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extern float pm_q2stepheight;
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#if defined(Q2SERVER) || defined(Q2CLIENT)
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struct trace_s;
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struct q2trace_s;
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struct q2pmove_s;
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#define MAXTOUCH 32
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typedef struct q2pmove_s
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{
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// state (in / out)
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q2pmove_state_t s;
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// command (in)
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q2usercmd_t cmd;
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qboolean snapinitial; // if s has been changed outside pmove
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// results (out)
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int numtouch;
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struct edict_s *touchents[MAXTOUCH];
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vec3_t viewangles; // clamped
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float viewheight;
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vec3_t mins, maxs; // bounding box size
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struct edict_s *groundentity;
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int watertype;
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int waterlevel;
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// callbacks to test the world
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q2trace_t (VARGS *trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
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int (VARGS *pointcontents) (vec3_t point);
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} q2pmove_t;
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void VARGS Q2_Pmove (q2pmove_t *pmove);
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#endif
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#ifdef Q2SERVER
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#define Q2GAME_API_VERSION 3
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// edict->svflags
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
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#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
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// edict->solid values
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typedef enum
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{
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Q2SOLID_NOT, // no interaction with other objects
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Q2SOLID_TRIGGER, // only touch when inside, after moving
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Q2SOLID_BBOX, // touch on edge
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Q2SOLID_BSP // bsp clip, touch on edge
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} q2solid_t;
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//===============================================================
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// link_t is only used for entity area links now
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/*typedef struct link_s
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{
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struct link_s *prev, *next;
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} link_t;*/
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#define MAX_ENT_CLUSTERS 16
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//typedef struct edict_s edict_t;
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typedef struct gclient_s gclient_t;
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#ifndef GAME_INCLUDE
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struct q2gclient_s
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{
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q2player_state_t ps; // communicated by server to clients
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int ping;
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// the game dll can add anything it wants after
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// this point in the structure
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};
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typedef struct q2entity_state_s
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{
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int number; // edict index
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vec3_t origin;
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vec3_t angles;
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vec3_t old_origin; // for lerping
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int modelindex;
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int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
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int frame;
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int skinnum;
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unsigned int effects; // PGM - we're filling it, so it needs to be unsigned
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int renderfx;
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int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
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// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
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// gi.linkentity sets this properly
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int sound; // for looping sounds, to guarantee shutoff
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int event; // impulse events -- muzzle flashes, footsteps, etc
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// events only go out for a single frame, they
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// are automatically cleared each frame
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} q2entity_state_t;
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typedef struct q2edict_s q2edict_t;
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struct q2edict_s
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{
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q2entity_state_t s;
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struct q2gclient_s *client;
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qboolean inuse;
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int linkcount;
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// FIXME: move these fields to a server private sv_entity_t
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link_t area; // linked to a division node or leaf
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int num_clusters; // if -1, use headnode instead
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int clusternums[MAX_ENT_CLUSTERS];
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int headnode; // unused if num_clusters != -1
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int areanum, areanum2;
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//================================
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int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
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vec3_t mins, maxs;
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vec3_t absmin, absmax, size;
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q2solid_t solid;
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int clipmask;
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q2edict_t *owner;
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// the game dll can add anything it wants after
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// this point in the structure
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};
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#endif // GAME_INCLUDE
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//===============================================================
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//
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// functions provided by the main engine
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//
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//yes, these are all VARGS, for the calling convention rather than actually being varargs.
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typedef struct
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{
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// special messages
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void (VARGS *bprintf) (int printlevel, char *fmt, ...);
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void (VARGS *dprintf) (char *fmt, ...);
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void (VARGS *cprintf) (q2edict_t *ent, int printlevel, char *fmt, ...);
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void (VARGS *centerprintf) (q2edict_t *ent, char *fmt, ...);
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void (VARGS *sound) (q2edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
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void (VARGS *positioned_sound) (vec3_t origin, q2edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
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// config strings hold all the index strings, the lightstyles,
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// and misc data like the sky definition and cdtrack.
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// All of the current configstrings are sent to clients when
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// they connect, and changes are sent to all connected clients.
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void (VARGS *configstring) (int num, char *string);
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void (VARGS *error) (char *fmt, ...);
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// the *index functions create configstrings and some internal server state
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int (VARGS *modelindex) (char *name);
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int (VARGS *soundindex) (char *name);
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int (VARGS *imageindex) (char *name);
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void (VARGS *setmodel) (q2edict_t *ent, char *name);
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// collision detection
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q2trace_t (VARGS *trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, q2edict_t *passent, int contentmask);
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int (VARGS *pointcontents) (vec3_t point);
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qboolean (VARGS *inPVS) (vec3_t p1, vec3_t p2);
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qboolean (VARGS *inPHS) (vec3_t p1, vec3_t p2);
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void (VARGS *SetAreaPortalState) (int portalnum, qboolean open);
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qboolean (VARGS *AreasConnected) (int area1, int area2);
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// an entity will never be sent to a client or used for collision
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// if it is not passed to linkentity. If the size, position, or
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// solidity changes, it must be relinked.
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void (VARGS *linkentity) (q2edict_t *ent);
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void (VARGS *unlinkentity) (q2edict_t *ent); // call before removing an interactive edict
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int (VARGS *BoxEdicts) (vec3_t mins, vec3_t maxs, q2edict_t **list, int maxcount, int areatype);
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void (VARGS *Pmove) (q2pmove_t *pmove); // player movement code common with client prediction
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// network messaging
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void (VARGS *multicast) (vec3_t origin, multicast_t to);
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void (VARGS *unicast) (q2edict_t *ent, qboolean reliable);
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void (VARGS *WriteChar) (int c);
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void (VARGS *WriteByte) (int c);
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void (VARGS *WriteShort) (int c);
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void (VARGS *WriteLong) (int c);
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void (VARGS *WriteFloat) (float f);
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void (VARGS *WriteString) (char *s);
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void (VARGS *WritePosition) (vec3_t pos); // some fractional bits
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void (VARGS *WriteDir) (vec3_t pos); // single byte encoded, very coarse
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void (VARGS *WriteAngle) (float f);
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// managed memory allocation
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void *(VARGS *TagMalloc) (int size, int tag);
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void (VARGS *TagFree) (void *block);
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void (VARGS *FreeTags) (int tag);
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// console variable interaction
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cvar_t *(VARGS *cvar) (char *var_name, char *value, int flags);
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cvar_t *(VARGS *cvar_set) (char *var_name, char *value);
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cvar_t *(VARGS *cvar_forceset) (char *var_name, char *value);
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// ClientCommand and ServerCommand parameter access
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int (VARGS *argc) (void);
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char *(VARGS *argv) (int n);
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char *(VARGS *args) (void); // concatenation of all argv >= 1
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// add commands to the server console as if they were typed in
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// for map changing, etc
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void (VARGS *AddCommandString) (char *text);
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void (VARGS *DebugGraph) (float value, int color);
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} game_import_t;
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//
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// functions exported by the game subsystem
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//
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typedef struct
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{
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int apiversion;
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// the init function will only be called when a game starts,
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// not each time a level is loaded. Persistant data for clients
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// and the server can be allocated in init
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void (VARGS *Init) (void);
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void (VARGS *Shutdown) (void);
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// each new level entered will cause a call to SpawnEntities
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void (VARGS *SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
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// Read/Write Game is for storing persistant cross level information
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// about the world state and the clients.
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// WriteGame is called every time a level is exited.
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// ReadGame is called on a loadgame.
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void (VARGS *WriteGame) (char *filename, qboolean autosave);
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void (VARGS *ReadGame) (char *filename);
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// ReadLevel is called after the default map information has been
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// loaded with SpawnEntities
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void (VARGS *WriteLevel) (char *filename);
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void (VARGS *ReadLevel) (char *filename);
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qboolean (VARGS *ClientConnect) (q2edict_t *ent, char *userinfo);
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void (VARGS *ClientBegin) (q2edict_t *ent);
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void (VARGS *ClientUserinfoChanged) (q2edict_t *ent, char *userinfo);
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void (VARGS *ClientDisconnect) (q2edict_t *ent);
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void (VARGS *ClientCommand) (q2edict_t *ent);
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void (VARGS *ClientThink) (q2edict_t *ent, q2usercmd_t *cmd);
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void (VARGS *RunFrame) (void);
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// ServerCommand will be called when an "sv <command>" command is issued on the
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// server console.
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// The game can issue gi.argc() / gi.argv() commands to get the rest
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// of the parameters
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void (VARGS *ServerCommand) (void);
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//
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// global variables shared between game and server
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//
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// The edict array is allocated in the game dll so it
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// can vary in size from one game to another.
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//
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// The size will be fixed when ge->Init() is called
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struct q2edict_s *edicts;
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int edict_size;
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int num_edicts; // current number, <= max_edicts
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int max_edicts;
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} game_export_t;
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game_export_t *GetGameApi (game_import_t *import);
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extern game_export_t *ge;
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#endif
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