mirror of
https://github.com/nzp-team/fteqw.git
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1693ba6c58
tweeked d3d renderer. certain shader constructs might be broken now so don't try q3 with it, but framerates are up when playing quake. tweeked gl rendering too, timedemo results seem a little higher also. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3933 fc73d0e0-1445-4013-8a0c-d673dee63da5
321 lines
9.7 KiB
C
321 lines
9.7 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_ONE,
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MULTICAST_ONE_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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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, ...) LIKEPRINTF(2);
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void (VARGS *dprintf) (char *fmt, ...) LIKEPRINTF(1);
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void (VARGS *cprintf) (q2edict_t *ent, int printlevel, char *fmt, ...) LIKEPRINTF(3);
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void (VARGS *centerprintf) (q2edict_t *ent, char *fmt, ...) LIKEPRINTF(2);
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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, ...) LIKEPRINTF(1);
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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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extern int svq2_maxclients;
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#endif
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