sof2-sdk/code/cgame/cg_public.h
2002-07-15 00:00:00 +00:00

441 lines
9.7 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// cg_public.h --
/*
==================================================================
functions imported from the main executable
==================================================================
*/
#define CGAME_IMPORT_API_VERSION 4
typedef enum
{
CG_PRINT,
CG_ERROR,
CG_MILLISECONDS,
CG_CVAR_REGISTER,
CG_CVAR_UPDATE,
CG_CVAR_SET,
CG_CVAR_VARIABLESTRINGBUFFER,
CG_ARGC,
CG_ARGV,
CG_ARGS,
CG_FS_FOPENFILE,
CG_FS_READ,
CG_FS_WRITE,
CG_FS_FCLOSEFILE,
CG_FS_GETFILELIST,
CG_SENDCONSOLECOMMAND,
CG_ADDCOMMAND,
CG_SENDCLIENTCOMMAND,
CG_UPDATESCREEN,
CG_RMG_INIT,
CG_CM_LOADMAP,
CG_CM_NUMINLINEMODELS,
CG_CM_INLINEMODEL,
CG_CM_LOADMODEL,
CG_CM_TEMPBOXMODEL,
CG_CM_POINTCONTENTS,
CG_CM_TRANSFORMEDPOINTCONTENTS,
CG_CM_BOXTRACE,
CG_CM_TRANSFORMEDBOXTRACE,
CG_CM_MARKFRAGMENTS,
CG_S_STARTSOUND,
CG_S_STOPALLSOUNDS,
CG_S_STARTLOCALSOUND,
CG_S_CLEARLOOPINGSOUNDS,
CG_S_ADDLOOPINGSOUND,
CG_S_UPDATEENTITYPOSITION,
CG_S_RESPATIALIZE,
CG_S_REGISTERSOUND,
CG_S_STARTBACKGROUNDTRACK,
CG_AS_ADDPRECACHEENTRY,
CG_AS_PARSESETS,
CG_AS_UPDATEAMBIENTSET,
CG_AS_ADDLOCALSET,
CG_AS_GETBMODELSOUND,
CG_R_LOADWORLDMAP,
CG_R_REGISTERMODEL,
CG_R_REGISTERSKIN,
CG_R_REGISTERSHADER,
CG_R_CLEARSCENE,
CG_R_CLEARDECALS,
CG_R_ADDREFENTITYTOSCENE,
CG_R_ADDPOLYTOSCENE,
CG_R_ADDDECALTOSCENE,
CG_R_ADDLIGHTTOSCENE,
CG_R_RENDERSCENE,
CG_R_DRAWVISUALOVERLAY,
CG_R_SETCOLOR,
CG_R_DRAWSTRETCHPIC,
CG_R_MODELBOUNDS,
CG_R_LERPTAG,
CG_R_DRAWROTATEPIC,
CG_R_DRAWROTATEPIC2,
CG_R_DRAWTEXT,
CG_R_DRAWTEXTWITHCURSOR,
CG_R_GETTEXTWIDTH,
CG_R_GETTEXTHEIGHT,
CG_GETGLCONFIG,
CG_GETGAMESTATE,
CG_GETCURRENTSNAPSHOTNUMBER,
CG_GETSNAPSHOT,
CG_GETDEFAULTSTATE,
CG_GETSERVERCOMMAND,
CG_GETCURRENTCMDNUMBER,
CG_GETUSERCMD,
CG_SETUSERCMDVALUE,
CG_RW_SETTEAM,
CG_RESETAUTORUN,
CG_R_REGISTERSHADERNOMIP,
CG_MEMORY_REMAINING,
CG_R_REGISTERFONT,
CG_KEY_ISDOWN,
CG_KEY_GETCATCHER,
CG_KEY_SETCATCHER,
CG_KEY_GETKEY,
CG_PC_ADD_GLOBAL_DEFINE,
CG_PC_LOAD_SOURCE,
CG_PC_FREE_SOURCE,
CG_PC_READ_TOKEN,
CG_PC_SOURCE_FILE_AND_LINE,
CG_PC_LOAD_GLOBAL_DEFINES,
CG_PC_REMOVE_ALL_GLOBAL_DEFINES,
CG_MEMSET = 100,
CG_MEMCPY,
CG_STRNCPY,
CG_SIN,
CG_COS,
CG_ATAN2,
CG_SQRT,
CG_ANGLEVECTORS,
CG_PERPENDICULARVECTOR,
CG_FLOOR,
CG_CEIL,
CG_TESTPRINTINT,
CG_TESTPRINTFLOAT,
CG_ACOS,
CG_ASIN,
CG_MATRIXMULTIPLY,
CG_SP_GETSTRINGTEXTSTRING,
CG_S_STOPBACKGROUNDTRACK,
CG_REAL_TIME,
CG_SNAPVECTOR,
CG_REMOVECOMMAND,
CG_R_LIGHTFORPOINT,
CG_CIN_PLAYCINEMATIC,
CG_CIN_STOPCINEMATIC,
CG_CIN_RUNCINEMATIC,
CG_CIN_DRAWCINEMATIC,
CG_CIN_SETEXTENTS,
CG_R_REMAP_SHADER,
CG_R_GET_LIGHT_STYLE,
CG_R_SET_LIGHT_STYLE,
CG_FX_ADDLINE,
CG_S_ADDREALLOOPINGSOUND,
CG_S_STOPLOOPINGSOUND,
CG_CM_TEMPCAPSULEMODEL,
CG_CM_CAPSULETRACE,
CG_CM_TRANSFORMEDCAPSULETRACE,
CG_R_ADDADDITIVELIGHTTOSCENE,
CG_GET_ENTITY_TOKEN,
CG_R_ADDPOLYSTOSCENE,
CG_R_INPVS,
CG_FX_REGISTER_EFFECT,
CG_FX_PLAY_SIMPLE_EFFECT,
CG_FX_PLAY_EFFECT,
CG_FX_PLAY_ENTITY_EFFECT,
CG_FX_PLAY_SIMPLE_EFFECT_ID,
CG_FX_PLAY_EFFECT_ID,
CG_FX_PLAY_ENTITY_EFFECT_ID,
CG_FX_PLAY_BOLTED_EFFECT_ID,
CG_FX_ADD_SCHEDULED_EFFECTS,
CG_FX_INIT_SYSTEM,
CG_FX_FREE_SYSTEM,
CG_FX_ADJUST_TIME,
CG_FX_DRAW_2D_EFFECTS,
CG_FX_RESET,
CG_G2_LISTBONES,
CG_G2_LISTSURFACES,
CG_G2_ADDBOLT,
CG_G2_SETBOLTON,
CG_G2_REMOVEBOLT,
CG_G2_ATTACHG2MODEL,
CG_G2_DETACHG2MODEL,
CG_G2_HAVEWEGHOULMODELS,
CG_G2_SETMODELS,
CG_G2_GETBOLT,
CG_G2_INITGHOUL2MODEL,
CG_G2_CLEANMODELS,
CG_G2_ANGLEOVERRIDE,
CG_G2_PLAYANIM,
CG_G2_GETANIM,
CG_G2_SETSURFACEONOFF,
CG_G2_SETROOTSURFACE,
CG_G2_SETNEWORIGIN,
CG_G2_GETGLANAME,
CG_G2_COPYGHOUL2INSTANCE,
CG_G2_COPYSPECIFICGHOUL2MODEL,
CG_G2_DUPLICATEGHOUL2INSTANCE,
CG_G2_REMOVEGHOUL2MODEL,
CG_G2_ADDSKINGORE,
CG_G2_CLEARSKINGORE,
CG_G2_SETGHOUL2MODELFLAGS,
CG_G2_GETGHOUL2MODELFLAGS,
CG_G2_SETGHOUL2MODELFLAGSBYINDEX,
CG_G2_GETGHOUL2MODELFLAGSBYINDEX,
CG_G2_GETNUMMODELS,
CG_G2_GETANIMFILENAMEINDEX,
CG_G2_FINDBOLTINDEX,
CG_G2_GETBOLTINDEX,
CG_G2_REGISTERSKIN,
CG_G2_SETSKIN,
CG_G2_COLLISIONDETECT,
CG_MAT_RESET,
CG_MAT_CACHE,
CG_MAT_GET_SOUND,
CG_MAT_GET_DECAL,
CG_MAT_GET_DECAL_SCALE,
CG_MAT_GET_EFFECT,
CG_MAT_GET_DEBRIS,
CG_MAT_GET_DEBRIS_SCALE,
CG_CM_TM_CREATE,
CG_CM_TM_ADDBUILDING,
CG_CM_TM_ADDSPOT,
CG_CM_TM_ADDTARGET,
CG_CM_TM_UPLOAD,
CG_CM_TM_CONVERT_POS,
// CGenericParser2 (void *) routines
GP_PARSE,
GP_PARSE_FILE,
GP_CLEAN,
GP_DELETE,
GP_GET_BASE_PARSE_GROUP,
// CGPGroup (void *) routines
GPG_GET_NAME,
GPG_GET_NEXT,
GPG_GET_INORDER_NEXT,
GPG_GET_INORDER_PREVIOUS,
GPG_GET_PAIRS,
GPG_GET_INORDER_PAIRS,
GPG_GET_SUBGROUPS,
GPG_GET_INORDER_SUBGROUPS,
GPG_FIND_SUBGROUP,
GPG_FIND_PAIR,
GPG_FIND_PAIRVALUE,
// CGPValue (void *) routines
GPV_GET_NAME,
GPV_GET_NEXT,
GPV_GET_INORDER_NEXT,
GPV_GET_INORDER_PREVIOUS,
GPV_IS_LIST,
GPV_GET_TOP_VALUE,
GPV_GET_LIST,
CG_CM_REGISTER_TERRAIN,
CG_RE_INIT_RENDERER_TERRAIN,
CG_SET_SHARED_BUFFER,
CG_VM_LOCALALLOC,
CG_VM_LOCALALLOCUNALIGNED,
CG_VM_LOCALTEMPALLOC,
CG_VM_LOCALTEMPFREE,
CG_VM_LOCALSTRINGALLOC,
CG_UI_SETACTIVEMENU,
CG_UI_CLOSEALL,
} cgameImport_t;
/*
==================================================================
functions exported to the main executable
==================================================================
*/
typedef enum
{
CG_INIT,
// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
// called when the level loads or when the renderer is restarted
// all media should be registered at this time
// cgame will display loading status by calling SCR_Update, which
// will call CG_DrawInformation during the loading process
// reliableCommandSequence will be 0 on fresh loads, but higher for
// demos, map restarts, or vid_restarts
CG_SHUTDOWN,
// void (*CG_Shutdown)( void );
// oportunity to flush and close any open files
CG_CONSOLE_COMMAND,
// qboolean (*CG_ConsoleCommand)( void );
// a console command has been issued locally that is not recognized by the
// main game system.
// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
// command is not known to the game
CG_DRAW_ACTIVE_FRAME,
// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
// Generates and draws a game scene and status information at the given time.
// If demoPlayback is set, local movement prediction will not be enabled
CG_CROSSHAIR_PLAYER,
// int (*CG_CrosshairPlayer)( void );
CG_LAST_ATTACKER,
// int (*CG_LastAttacker)( void );
CG_KEY_EVENT,
// void (*CG_KeyEvent)( int key, qboolean down );
CG_MOUSE_EVENT,
// void (*CG_MouseEvent)( int dx, int dy );
CG_EVENT_HANDLING,
// void (*CG_EventHandling)(int type);
CG_POINT_CONTENTS,
CG_GET_LERP_ORIGIN,
// void CG_LerpOrigin(int num, vec3_t result);
CG_GET_LERP_ANGLES,
CG_GET_MODEL_SCALE,
CG_GET_GHOUL2,
CG_GET_MODEL_LIST,
CG_CALC_LERP_POSITIONS,
// void CG_CalcEntityLerpPositions(int num);
CG_TRACE,
CG_GET_ORIGIN, // int entnum, vec3_t origin
CG_GET_ANGLES, // int entnum, vec3_t angle
CG_GET_ORIGIN_TRAJECTORY, // int entnum
CG_GET_ANGLE_TRAJECTORY, // int entnum
CG_FX_CAMERASHAKE,
CG_MISC_ENT,
CG_MAP_CHANGE,
CG_VOICE_EVENT,
} cgameExport_t;
// CG_POINT_CONTENTS
typedef struct
{
vec3_t mPoint; // input
int mPassEntityNum; // input
} TCGPointContents;
// CG_GET_LERP_ORIGIN
// CG_GET_LERP_ANGLES
// CG_GET_MODEL_SCALE
typedef struct
{
int mEntityNum; // input
vec3_t mPoint; // output
} TCGVectorData;
// CG_TRACE
typedef struct
{
trace_t mResult; // output
vec3_t mStart, mMins, mMaxs, mEnd; // input
int mSkipNumber, mMask; // input
} TCGTrace;
// CG_FX_CAMERASHAKE
typedef struct
{
vec3_t mOrigin; // input
float mIntensity; // input
int mRadius; // input
int mTime; // input
} TCGCameraShake;
// CG_MISC_ENT
typedef struct
{
char mModel[MAX_QPATH]; // input
vec3_t mOrigin, mAngles, mScale; // input
} TCGMiscEnt;
/// CG_CM_TM_CONVERT_POS
typedef struct
{
vec3_t mOrigin; // input
int mWidth, mHeight; // input
int mX, mY; // output
} TCGConvertPos;
#define MAX_CG_SHARED_BUFFER_SIZE 2048
#define CMD_BACKUP 64
#define CMD_MASK (CMD_BACKUP - 1)
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP
#define MAX_ENTITIES_IN_SNAPSHOT 256
// snapshots are a view of the server at a given time
// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded, or
// they may be dropped by the network.
typedef struct {
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
int ping;
int serverTime; // server time the message is valid for (in msec)
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
playerState_t ps; // complete information about the current player at this time
int numEntities; // all of the entities that need to be presented
entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
int numServerCommands; // text based server commands to execute when this
int serverCommandSequence; // snapshot becomes current
} snapshot_t;
enum {
CGAME_EVENT_NONE,
CGAME_EVENT_TEAMMENU,
CGAME_EVENT_SCOREBOARD,
CGAME_EVENT_EDITHUD
};
//----------------------------------------------