// game.h -- game dll information visible to server #define GAME_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 //ROGUE -- added for things that are damageable, but not monsters // right now, only the tesla has this #define SVF_DAMAGEABLE 0x00000008 //ROGUE end // edict->solid values typedef enum { SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // only touch when inside, after moving SOLID_BBOX, // touch on edge SOLID_BSP // bsp clip, touch on edge } solid_t; //=============================================================== // 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 gclient_s { player_state_t ps; // communicated by server to clients int ping; // the game dll can add anything it wants after // this point in the structure }; struct edict_s { entity_state_t s; struct gclient_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; solid_t solid; int clipmask; edict_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 // typedef struct { // special messages void (*bprintf) (int printlevel, char *fmt, ...); void (*dprintf) (char *fmt, ...); void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...); void (*centerprintf) (edict_t *ent, char *fmt, ...); void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs); void (*positioned_sound) (vec3_t origin, edict_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 (*configstring) (int num, char *string); void (*error) (char *fmt, ...); // the *index functions create configstrings and some internal server state int (*modelindex) (char *name); int (*soundindex) (char *name); int (*imageindex) (char *name); void (*setmodel) (edict_t *ent, char *name); // collision detection trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask); int (*pointcontents) (vec3_t point); qboolean (*inPVS) (vec3_t p1, vec3_t p2); qboolean (*inPHS) (vec3_t p1, vec3_t p2); void (*SetAreaPortalState) (int portalnum, qboolean open); qboolean (*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 (*linkentity) (edict_t *ent); void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype); void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction // network messaging void (*multicast) (vec3_t origin, multicast_t to); void (*unicast) (edict_t *ent, qboolean reliable); void (*WriteChar) (int c); void (*WriteByte) (int c); void (*WriteShort) (int c); void (*WriteLong) (int c); void (*WriteFloat) (float f); void (*WriteString) (char *s); void (*WritePosition) (vec3_t pos); // some fractional bits void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse void (*WriteAngle) (float f); // managed memory allocation void *(*TagMalloc) (int size, int tag); void (*TagFree) (void *block); void (*FreeTags) (int tag); // console variable interaction cvar_t *(*cvar) (char *var_name, char *value, int flags); cvar_t *(*cvar_set) (char *var_name, char *value); cvar_t *(*cvar_forceset) (char *var_name, char *value); // ClientCommand and ServerCommand parameter access int (*argc) (void); char *(*argv) (int n); char *(*args) (void); // concatenation of all argv >= 1 // add commands to the server console as if they were typed in // for map changing, etc void (*AddCommandString) (char *text); void (*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 (*Init) (void); void (*Shutdown) (void); // each new level entered will cause a call to SpawnEntities void (*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 (*WriteGame) (char *filename, qboolean autosave); void (*ReadGame) (char *filename); // ReadLevel is called after the default map information has been // loaded with SpawnEntities void (*WriteLevel) (char *filename); void (*ReadLevel) (char *filename); qboolean (*ClientConnect) (edict_t *ent, char *userinfo); void (*ClientBegin) (edict_t *ent); void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo); void (*ClientDisconnect) (edict_t *ent); void (*ClientCommand) (edict_t *ent); void (*ClientThink) (edict_t *ent, usercmd_t *cmd); void (*RunFrame) (void); // ServerCommand will be called when an "sv " command is issued on the // server console. // The game can issue gi.argc() / gi.argv() commands to get the rest // of the parameters void (*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 edict_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);