quake4-sdk/source/game/Game.h

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2007-06-15 00:00:00 +00:00
#ifndef __GAME_H__
#define __GAME_H__
/*
===============================================================================
Public game interface with methods to run the game.
===============================================================================
*/
// RAVEN BEGIN
// bgeisler: moved into scripts directory
// default scripts
#define SCRIPT_DEFAULTDEFS "scripts/defs.script"
#define SCRIPT_DEFAULT "scripts/main.script"
// RAVEN END
#define SCRIPT_DEFAULTFUNC "doom_main"
struct gameReturn_t {
char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc
int consistencyHash; // used to check for network game divergence
int health;
int heartRate;
int stamina;
int combat;
bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to
// keep the game time in sync with real time
};
enum allowReply_t {
ALLOW_YES = 0,
ALLOW_BADPASS, // core will prompt for password and connect again
ALLOW_NOTYET, // core will wait with transmitted message
ALLOW_NO // core will abort with transmitted message
};
enum escReply_t {
ESC_IGNORE = 0, // do nothing
ESC_MAIN, // start main menu GUI
ESC_GUI // set an explicit GUI
};
enum demoState_t {
DEMO_NONE,
DEMO_RECORDING,
DEMO_PLAYING
};
enum demoReliableGameMessage_t {
DEMO_RECORD_CLIENTNUM,
DEMO_RECORD_EXCLUDE,
DEMO_RECORD_COUNT
};
//
// these defines work for all startsounds from all entity types
// make sure to change script/doom_defs.script if you add any channels, or change their order
//
typedef enum {
SND_CHANNEL_ANY = SCHANNEL_ANY,
SND_CHANNEL_VOICE = SCHANNEL_ONE,
SND_CHANNEL_VOICE2,
SND_CHANNEL_BODY,
SND_CHANNEL_BODY2,
SND_CHANNEL_BODY3,
SND_CHANNEL_WEAPON,
SND_CHANNEL_ITEM,
SND_CHANNEL_HEART,
SND_CHANNEL_DEMONIC,
SND_CHANNEL_RADIO,
// internal use only. not exposed to script or framecommands.
SND_CHANNEL_AMBIENT,
SND_CHANNEL_DAMAGE
// RAVEN BEGIN
// bdube: added custom to tell us where the end of the predefined list is
,
SND_CHANNEL_POWERUP,
SND_CHANNEL_POWERUP_IDLE,
SND_CHANNEL_MP_ANNOUNCER,
SND_CHANNEL_CUSTOM
// RAVEN END
} gameSoundChannel_t;
// RAVEN BEGIN
// bdube: forward reference
class rvClientEffect;
// RAVEN END
struct ClientStats_t {
bool isLastPredictFrame;
bool isLagged;
bool isNewFrame;
};
typedef struct userOrigin_s {
idVec3 origin;
int followClient;
} userOrigin_t;
class idGame {
public:
virtual ~idGame() {}
// Initialize the game for the first time.
// RAVEN BEGIN
// jsinger: attempt to eliminate cross-DLL allocation issues
#ifdef RV_UNIFIED_ALLOCATOR
virtual void Init( void *(*allocator)( size_t size ), void (*deallocator)( void *ptr ), size_t (*msize)( void *ptr ) ) = 0;
#else
virtual void Init( void ) = 0;
#endif
// Shut down the entire game.
virtual void Shutdown( void ) = 0;
// Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 )
virtual void SetLocalClient( int clientNum ) = 0;
// Sets the user info for a client.
// The game can modify the user info in the returned dictionary pointer, server will forward back.
virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient ) = 0;
// Retrieve the game's userInfo dict for a client.
virtual const idDict * GetUserInfo( int clientNum ) = 0;
// Sets the user info for a viewer.
// The game can modify the user info in the returned dictionary pointer.
virtual const idDict * RepeaterSetUserInfo( int clientNum, const idDict &userInfo ) = 0;
// Checks to see if a client is active
virtual bool IsClientActive( int clientNum ) = 0;
// The game gets a chance to alter userinfo before they are emitted to server.
virtual void ThrottleUserInfo( void ) = 0;
// Sets the serverinfo at map loads and when it changes.
virtual void SetServerInfo( const idDict &serverInfo ) = 0;
// The session calls this before moving the single player game to a new level.
virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0;
// The session calls this right before a new level is loaded.
virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0;
// Loads a map and spawns all the entities.
virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, bool isServer, bool isClient, int randseed ) = 0;
// Loads a map from a savegame file.
virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idFile *saveGameFile ) = 0;
// Saves the current game state, the session may have written some data to the file already.
// RAVEN BEGIN
// mekberg: added saveTypes
virtual void SaveGame( idFile *saveGameFile, saveType_t saveType = ST_REGULAR ) = 0;
// RAVEN END
// Shut down the current map.
virtual void MapShutdown( void ) = 0;
// Caches media referenced from in key/value pairs in the given dictionary.
virtual void CacheDictionaryMedia( const idDict *dict ) = 0;
// Spawns the player entity to be used by the client.
virtual void SpawnPlayer( int clientNum ) = 0;
// RAVEN BEGIN
// Runs a game frame, may return a session command for level changing, etc
// lastCatchupFrame is always true except if we are running several game frames in a row and this one is not the last one
// subsystems which can tolerate skipping frames will not run during those catchup frames
// several game frames in a row happen when game + renderer time goes above the tick time ( 16ms )
virtual gameReturn_t RunFrame( const usercmd_t *clientCmds, int activeEditors, bool lastCatchupFrame, int serverGameFrame ) = 0;
virtual void MenuFrame( void ) = 0;
// RAVEN END
// Runs a repeater frame
virtual void RepeaterFrame( const userOrigin_t *clientOrigins, bool lastCatchupFrame, int serverGameFrame ) = 0;
// Makes rendering and sound system calls to display for a given clientNum.
virtual bool Draw( int clientNum ) = 0;
// Let the game do it's own UI when ESCAPE is used
virtual escReply_t HandleESC( idUserInterface **gui ) = 0;
// get the games menu if appropriate ( multiplayer )
virtual idUserInterface * StartMenu() = 0;
// When the game is running it's own UI fullscreen, GUI commands are passed through here
// return NULL once the fullscreen UI mode should stop, or "main" to go to main menu
virtual const char * HandleGuiCommands( const char *menuCommand ) = 0;
// main menu commands not caught in the engine are passed here
virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0;
// Early check to deny connect.
virtual allowReply_t ServerAllowClient( int clientId, int numClients, const char *IP, const char *guid, const char *password, const char *privatePassword, char reason[MAX_STRING_CHARS] ) = 0;
// Connects a client.
virtual void ServerClientConnect( int clientNum, const char *guid ) = 0;
// Spawns the player entity to be used by the client.
virtual void ServerClientBegin( int clientNum ) = 0;
// Disconnects a client and removes the player entity from the game.
virtual void ServerClientDisconnect( int clientNum ) = 0;
// Writes initial reliable messages a client needs to recieve when first joining the game.
virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0;
// Early check to deny connect.
virtual allowReply_t RepeaterAllowClient( int clientId, int numClients, const char *IP, const char *guid, bool repeater, const char *password, const char *privatePassword, char reason[MAX_STRING_CHARS] ) = 0;
// Connects a client.
virtual void RepeaterClientConnect( int clientNum ) = 0;
// Spawns the player entity to be used by the client.
virtual void RepeaterClientBegin( int clientNum ) = 0;
// Disconnects a client and removes the player entity from the game.
virtual void RepeaterClientDisconnect( int clientNum ) = 0;
// Writes initial reliable messages a client needs to recieve when first joining the game.
virtual void RepeaterWriteInitialReliableMessages( int clientNum ) = 0;
// Writes a snapshot of the server game state for the given client.
virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, dword *clientInPVS, int numPVSClients, int lastSnapshotFrame ) = 0;
// Patches the network entity states at the server with a snapshot for the given client.
virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0;
// Processes a reliable message from a client.
virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
// Patches the network entity states at the server with a snapshot for the given client.
virtual bool RepeaterApplySnapshot( int clientNum, int sequence ) = 0;
// Processes a reliable message from a client.
virtual void RepeaterProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
// Reads a snapshot and updates the client game state.
virtual void ClientReadSnapshot( int clientNum, int snapshotSequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;
// Patches the network entity states at the client with a snapshot.
virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0;
// Processes a reliable message from the server.
virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
// Runs prediction on entities at the client.
virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame = true, ClientStats_t *cs = NULL ) = 0;
// RAVEN BEGIN
// ddynerman: client game frame
virtual void ClientRun( void ) = 0;
virtual void ClientEndFrame( void ) = 0;
// jshepard: rcon password check
virtual void ProcessRconReturn( bool success ) = 0;
// RAVEN END
virtual bool ValidateServerSettings( const char *map, const char *gameType ) = 0;
// Returns a summary of stats for a given client
virtual void GetClientStats( int clientNum, char *data, const int len ) = 0;
// Switch a player to a particular team
virtual void SwitchTeam( int clientNum, int team ) = 0;
virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0;
// return true to allow download from the built-in http server
virtual bool HTTPRequest( const char *IP, const char *file, bool isGamePak ) = 0;
// RAVEN BEGIN
// jscott: for the effects system
virtual void StartViewEffect( int type, float time, float scale ) = 0;
virtual rvClientEffect* PlayEffect( const idDecl *effect, const idVec3& origin, const idMat3& axis, bool loop = false, const idVec3& endOrigin = vec3_origin, bool broadcast = false, bool predictBit = false, effectCategory_t category = EC_IGNORE, const idVec4& effectTint = vec4_one ) = 0;
virtual void GetPlayerView( idVec3 &origin, idMat3 &axis ) = 0;
virtual const idVec3 GetCurrentGravity( const idVec3& origin, const idMat3& axis ) const = 0;
virtual void Translation( trace_t &trace, idVec3 &source, idVec3 &dest, idTraceModel *trm, int clipMask ) = 0;
virtual void SpawnClientMoveable ( const char* name, int lifetime, const idVec3& origin, const idMat3& axis, const idVec3& velocity, const idVec3& angular_velocity ) = 0;
// bdube: debugging stuff
virtual void DebugSetString ( const char* name, const char* value ) = 0;
virtual void DebugSetFloat ( const char* name, float value ) = 0;
virtual void DebugSetInt ( const char* name, int value ) = 0;
virtual const char* DebugGetStatString ( const char* name ) = 0;
virtual int DebugGetStatInt ( const char* name ) = 0;
virtual float DebugGetStatFloat ( const char* name ) = 0;
virtual bool IsDebugHudActive ( void ) const = 0;
// rjohnson: for new note taking mechanism
virtual bool GetPlayerInfo( idVec3 &origin, idMat3 &axis, int PlayerNum = -1, idAngles *deltaViewAngles = NULL, int reqClientNum = -1 ) = 0;
virtual void SetPlayerInfo( idVec3 &origin, idMat3 &axis, int PlayerNum = -1 ) = 0;
virtual bool PlayerChatDisabled( int clientNum ) = 0;
virtual void SetViewComments( const char *text = 0 ) = 0;
// ddynerman: utility functions
virtual void GetPlayerName( int clientNum, char* name ) = 0;
virtual void GetPlayerClan( int clientNum, char* clan ) = 0;
virtual void SetFriend( int clientNum, bool isFriend ) = 0;
virtual const char* GetLongGametypeName( const char* gametype ) = 0;
virtual void ReceiveRemoteConsoleOutput( const char* output ) = 0;
// rjohnson: entity usage stats
virtual void ListEntityStats( const idCmdArgs &args ) = 0;
// shouchard: for ban lists
virtual void RegisterClientGuid( int clientNum, const char *guid ) = 0;
virtual bool IsMultiplayer( void ) = 0;
// mekberg: added
virtual bool InCinematic( void ) = 0;
// mekberg: so banlist can be populated outside of multiplayer game
virtual void PopulateBanList( idUserInterface* hud ) = 0;
virtual void RemoveGuidFromBanList( const char *guid ) = 0;
// mekberg: interface
virtual void AddGuidToBanList( const char *guid ) = 0;
virtual const char* GetGuidByClientNum( int clientNum ) = 0;
// jshepard: updating player post-menu
virtual void UpdatePlayerPostMainMenu( void ) = 0;
virtual void ResetRconGuiStatus( void ) = 0;
// RAVEN END
// RAVEN BEGIN
// mwhitlock: Dynamic memory consolidation
#if defined(_RV_MEM_SYS_SUPPORT)
virtual void FlushBeforelevelLoad( void ) = 0;
#endif
// RAVEN END
// Set the demo state.
virtual void SetDemoState( demoState_t state, bool serverDemo, bool timeDemo ) = 0;
// Set the repeater state; engine will call this with true for isRepeater if this is a repeater, and true for serverIsRepeater if we are connected to a repeater
virtual void SetRepeaterState( bool isRepeater, bool serverIsRepeater ) = 0;
// Writes current network info to a file (used as initial state for demo recording).
virtual void WriteNetworkInfo( idFile* file, int clientNum ) = 0;
// Reads current network info from a file (used as initial state for demo playback).
virtual void ReadNetworkInfo( int gameTime, idFile* file, int clientNum ) = 0;
// Let gamecode decide if it wants to accept demos from older releases of the engine.
virtual bool ValidateDemoProtocol( int minor_ref, int minor ) = 0;
// Write a snapshot for server demo recording.
virtual void ServerWriteServerDemoSnapshot( int sequence, idBitMsg &msg, int lastSnapshotFrame ) = 0;
// Read a snapshot from a server demo stream.
virtual void ClientReadServerDemoSnapshot( int sequence, const int gameFrame, const int gameTime, const idBitMsg &msg ) = 0;
// Write a snapshot for repeater clients.
virtual void RepeaterWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, dword *clientInPVS, int numPVSClients, const userOrigin_t &pvs_origin, int lastSnapshotFrame ) = 0;
// Done writing snapshots for repeater clients.
virtual void RepeaterEndSnapshots( void ) = 0;
// Read a snapshot from a repeater stream.
virtual void ClientReadRepeaterSnapshot( int sequence, const int gameFrame, const int gameTime, const int aheadOfServer, const idBitMsg &msg ) = 0;
// Get the currently followed client in demo playback
virtual int GetDemoFollowClient( void ) = 0;
// Build a bot's userCmd
virtual void GetBotInput( int clientNum, usercmd_t &userCmd ) = 0;
// Return the name of a gui to override the loading screen
virtual const char * GetLoadingGui( const char *mapDeclName ) = 0;
// Set any additional gui variables needed by the loading screen
virtual void SetupLoadingGui( idUserInterface *gui ) = 0;
};
extern idGame * game;
/*
===============================================================================
Public game interface with methods for in-game editing.
===============================================================================
*/
struct refSound_t {
// RAVEN BEGIN
int referenceSoundHandle; // this is the interface to the sound system, created
// with idSoundWorld::AllocSoundEmitter() when needed
// RAVEN END
idVec3 origin;
// RAVEN BEGIN
// jscott: for Miles doppler
idVec3 velocity;
// RAVEN END
int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
// no spatialization will be performed if == listenerID
const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior
float diversity; // 0.0 to 1.0 value used to select which
// samples in a multi-sample list from the shader are used
bool waitfortrigger; // don't start it at spawn time
soundShaderParms_t parms; // override volume, flags, etc
};
enum {
TEST_PARTICLE_MODEL = 0,
TEST_PARTICLE_IMPACT,
TEST_PARTICLE_MUZZLE,
TEST_PARTICLE_FLIGHT,
TEST_PARTICLE_SELECTED
};
class idEntity;
class idMD5Anim;
// RAVEN BEGIN
// bdube: more forward declarations
class idProgram;
class idInterpreter;
class idThread;
typedef void (*debugInfoProc_t) ( const char* classname, const char* name, const char* value, void *userdata );
// RAVEN END
// FIXME: this interface needs to be reworked but it properly separates code for the time being
class idGameEdit {
public:
virtual ~idGameEdit( void ) {}
// These are the canonical idDict to parameter parsing routines used by both the game and tools.
virtual bool ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight );
virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity );
virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound );
// Animation system calls for non-game based skeletal rendering.
virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
// RAVEN BEGIN
// bdube: added
// scork: added 'const' qualifiers so other stuff would compile
virtual const idMD5Anim * ANIM_GetAnimFromEntity( const idEntity* ent, int animNum );
virtual float ANIM_GetAnimPlaybackRateFromEntity ( idEntity* ent, int animNum );
virtual const char* ANIM_GetAnimNameFromEntity ( const idEntity* ent, int animNum );
// RAVEN END
virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args );
virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum );
virtual const idMD5Anim * ANIM_GetAnim( const char *fileName );
virtual int ANIM_GetLength( const idMD5Anim *anim );
virtual int ANIM_GetNumFrames( const idMD5Anim *anim );
// RAVEN BEGIN
// bdube: added
virtual const char * ANIM_GetFilename( const idMD5Anim* anim );
virtual int ANIM_ConvertFrameToTime ( const idMD5Anim* anim, int frame );
virtual int ANIM_ConvertTimeToFrame ( const idMD5Anim* anim, int time );
// RAVEN END
virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset );
virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset );
// RAVEN BEGIN
// mekberg: access to animationlib functions for radiant
virtual void FlushUnusedAnims( void );
// RAVEN END
// Articulated Figure calls for AF editor and Radiant.
virtual bool AF_SpawnEntity( const char *fileName );
virtual void AF_UpdateEntities( const char *fileName );
virtual void AF_UndoChanges( void );
virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet );
// Entity selection.
virtual void ClearEntitySelection( void );
virtual int GetSelectedEntities( idEntity *list[], int max );
virtual void AddSelectedEntity( idEntity *ent );
// Selection methods
virtual void TriggerSelected();
// Entity defs and spawning.
virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
virtual void SpawnEntityDef( const idDict &args, idEntity **ent );
virtual idEntity * FindEntity( const char *name ) const;
virtual const char * GetUniqueEntityName( const char *classname ) const;
// Entity methods.
virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const;
virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const;
virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org );
virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis );
virtual void EntityTranslate( idEntity *ent, const idVec3 &org );
// RAVEN BEGIN
// scork: const-qualified 'ent' so other things would compile
virtual const idDict * EntityGetSpawnArgs( const idEntity *ent ) const;
// RAVEN END
virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict );
virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs );
virtual void EntityUpdateVisuals( idEntity *ent );
virtual void EntitySetModel( idEntity *ent, const char *val );
virtual void EntityStopSound( idEntity *ent );
virtual void EntityDelete( idEntity *ent );
virtual void EntitySetColor( idEntity *ent, const idVec3 color );
// RAVEN BEGIN
// bdube: added
virtual const char* EntityGetName ( idEntity* ent ) const;
virtual int EntityToSafeId( idEntity* ent ) const;
virtual idEntity * EntityFromSafeId( int safeID) const;
virtual void EntitySetSkin ( idEntity *ent, const char* temp ) const;
virtual void EntityClearSkin ( idEntity *ent ) const;
virtual void EntityShow ( idEntity* ent ) const;
virtual void EntityHide ( idEntity* ent ) const;
virtual void EntityGetBounds ( idEntity* ent, idBounds &bounds ) const;
virtual int EntityPlayAnim ( idEntity* ent, int animNum, int time, int blendtime );
virtual void EntitySetFrame ( idEntity* ent, int animNum, int frame, int time, int blendtime );
virtual void EntityStopAllEffects ( idEntity* ent );
virtual void EntityGetDelta ( idEntity* ent, int fromTime, int toTime, idVec3& delta );
virtual void EntityRemoveOriginOffset ( idEntity* ent, bool remove );
virtual const char* EntityGetClassname ( idEntity* ent ) const;
virtual bool EntityIsDerivedFrom ( idEntity* ent, const char* classname ) const;
virtual renderEntity_t* EntityGetRenderEntity ( idEntity* ent );
// scork: accessor functions for various utils
virtual idEntity * EntityGetNextTeamEntity( idEntity *pEnt ) const;
virtual void GetPlayerInfo( idVec3 &v3Origin, idMat3 &mat3Axis, int PlayerNum = -1, idAngles *deltaViewAngles = NULL ) const;
virtual void SetPlayerInfo( idVec3 &v3Origin, idMat3 &mat3Axis, int PlayerNum = -1 ) const;
virtual void EntitySetName( idEntity* pEnt, const char *psName );
// RAVEN END
// Player methods.
virtual bool PlayerIsValid() const;
virtual void PlayerGetOrigin( idVec3 &org ) const;
virtual void PlayerGetAxis( idMat3 &axis ) const;
virtual void PlayerGetViewAngles( idAngles &angles ) const;
virtual void PlayerGetEyePosition( idVec3 &org ) const;
// RAVEN BEGIN
// bdube: new game edit stuff
virtual bool PlayerTraceFromEye ( trace_t &results, float length, int contentMask );
// Effect methods
virtual void EffectRefreshTemplate ( const idDecl *effect ) const;
// Light entity methods
virtual void LightSetParms ( idEntity* ent, int maxLevel, int currentLevel, float radius );
// Common editing functions
virtual int GetGameTime ( int *previous = NULL ) const;
virtual void SetGameTime ( int time ) const;
virtual bool TracePoint ( trace_t &results, const idVec3 &start, const idVec3 &end, int contentMask ) const;
virtual void CacheDictionaryMedia ( const idDict* dict ) const;
virtual void SetCamera ( idEntity* camera ) const;
// RAVEN BEGIN
// bdube: added
virtual int GetGameEntityRegisterTime ( void ) const;
virtual idEntity* GetFirstSpawnedEntity ( void ) const;
virtual idEntity* GetNextSpawnedEntity ( idEntity* from ) const;
// jscott: added
virtual void DrawPlaybackDebugInfo( void );
virtual void RecordPlayback( const usercmd_t &cmd, idEntity *source );
virtual bool PlayPlayback( void );
virtual void ShutdownPlaybacks( void );
// RAVEN END
// Script methods
virtual int ScriptGetStatementLineNumber ( idProgram* program, int instructionPointer ) const;
virtual const char* ScriptGetStatementFileName ( idProgram* program, int instructionPointer ) const;
virtual int ScriptGetStatementOperator ( idProgram* program, int instructionPointer ) const;
virtual void* ScriptGetCurrentFunction ( idInterpreter* interpreter ) const;
virtual const char* ScriptGetCurrentFunctionName ( idInterpreter* interpreter ) const;
virtual int ScriptGetCallstackDepth ( idInterpreter* interpreter ) const;
virtual void* ScriptGetCallstackFunction ( idInterpreter* interpreter, int depth ) const;
virtual const char* ScriptGetCallstackFunctionName ( idInterpreter* interpreter, int depth ) const;
virtual int ScriptGetCallstackStatement ( idInterpreter* interpreter, int depth ) const;
virtual bool ScriptIsReturnOperator ( int op ) const;
virtual const char* ScriptGetRegisterValue ( idInterpreter* interpreter, const char* varname, int callstackDepth ) const;
virtual idThread* ScriptGetThread ( idInterpreter* interpreter ) const;
// Thread methods
virtual int ThreadGetCount ( void );
virtual idThread* ThreadGetThread ( int index );
virtual const char* ThreadGetName ( idThread* thread );
virtual int ThreadGetNumber ( idThread* thread );
virtual const char* ThreadGetState ( idThread* thread );
// Class externals for entity viewer
virtual void GetClassDebugInfo ( const idEntity* entity, debugInfoProc_t proc, void* userdata );
// In game map editing support.
virtual const idDict * MapGetEntityDict( const char *name ) const;
virtual void MapSave( const char *path = NULL ) const;
// RAVEN BEGIN
// rjohnson: added entity export
virtual bool MapHasExportEntities( void ) const;
// scork: simple func for the sound editor
virtual const char* MapLoaded( void ) const;
// cdr: AASTactical
virtual idAASFile* GetAASFile( int i );
// jscott: added entries for memory tracking
virtual void PrintMemInfo( MemInfo *mi );
virtual size_t ScriptSummary( const idCmdArgs &args ) const;
virtual size_t ClassSummary( const idCmdArgs &args ) const;
virtual size_t EntitySummary( const idCmdArgs &args ) const;
// RAVEN END
virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ;
virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const;
virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const;
virtual void MapAddEntity( const idDict *dict ) const;
virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const;
virtual void MapRemoveEntity( const char *name ) const;
virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const;
};
extern idGameEdit * gameEdit;
// RAVEN BEGIN
// bdube: game logging
/*
===============================================================================
Game Log.
===============================================================================
*/
class rvGameLog {
public:
virtual ~rvGameLog( void ) {}
virtual void Init ( void ) = 0;
virtual void Shutdown ( void ) = 0;
virtual void BeginFrame ( int time ) = 0;
virtual void EndFrame ( void ) = 0;
virtual void Set ( const char* keyword, int value ) = 0;
virtual void Set ( const char* keyword, float value ) = 0;
virtual void Set ( const char* keyword, const char* value ) = 0;
virtual void Set ( const char* keyword, bool value ) = 0;
virtual void Add ( const char* keyword, int value ) = 0;
virtual void Add ( const char* keyword, float value ) = 0;
};
extern rvGameLog * gameLog;
#define GAMELOG_SET(x,y) {if(g_gamelog.GetBool())gameLog->Set ( x, y );}
#define GAMELOG_ADD(x,y) {if(g_gamelog.GetBool())gameLog->Add ( x, y );}
#define GAMELOG_SET_IF(x,y,z) {if(g_gamelog.GetBool()&&(z))gameLog->Set ( x, y );}
#define GAMELOG_ADD_IF(x,y,z) {if(g_gamelog.GetBool()&&(z))gameLog->Add ( x, y );}
// RAVEN END
/*
===============================================================================
Game API.
===============================================================================
*/
// 4: network demos
// 5: fix idNetworkSystem ( memory / DLL boundary related )
// 6: more network demo APIs
// 7: cleanups
// 8: added some demo functions to the FS class
// 9: bump up for 1.1 patch
// 9: Q4 Gold
// 10: Patch 2 changes
// 14: 1.3
// 26: 1.4 beta
// 30: 1.4
// 37: 1.4.2
const int GAME_API_VERSION = 37;
struct gameImport_t {
int version; // API version
idSys * sys; // non-portable system services
idCommon * common; // common
idCmdSystem * cmdSystem; // console command system
idCVarSystem * cvarSystem; // console variable system
idFileSystem * fileSystem; // file system
idNetworkSystem * networkSystem; // network system
idRenderSystem * renderSystem; // render system
idSoundSystem * soundSystem; // sound system
idRenderModelManager * renderModelManager; // render model manager
idUserInterfaceManager * uiManager; // user interface manager
idDeclManager * declManager; // declaration manager
idAASFileManager * AASFileManager; // AAS file manager
idCollisionModelManager * collisionModelManager; // collision model manager
// RAVEN BEGIN
// jscott:
rvBSEManager * bse; // Raven effects system
// RAVEN END
// RAVEN BEGIN
// dluetscher: added the following members to exchange memory system data
#ifdef _RV_MEM_SYS_SUPPORT
rvHeapArena * heapArena; // main heap arena that all other heaps use
rvHeap * systemHeapArray[MAX_SYSTEM_HEAPS]; // array of pointers to rvHeaps that are common to idLib, Game, and executable
#endif
// RAVEN END
};
struct gameExport_t {
int version; // API version
idGame * game; // interface to run the game
idGameEdit * gameEdit; // interface for in-game editing
// RAVEN BEGIN
// bdube: added
rvGameLog * gameLog; // interface for game logging
// RAVEN END
};
extern "C" {
typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import );
}
#endif /* !__GAME_H__ */