jkxr/Projects/Android/jni/OpenJK/code/icarus/IcarusInterface.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

166 lines
7.6 KiB
C++

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#pragma once
#ifndef ICARUSINTERFACE_DEFINED
#define ICARUSINTERFACE_DEFINED
#include "../qcommon/q_shared.h"
// IcarusInterface.h: ICARUS Interface header file.
// -Date: ~October, 2002
// -Created by: Mike Crowns and Aurelio Reis.
// -Description: The new interface between a Game Engine and the Icarus Scripting Language.
// An Interface is an Abstract Base Class with pure virtual members that MUST be implemented
// in order for the compile to succeed. Because of this, all needed functionality can be
// added without compromising other core systems.
// -Usage: To use the new Icarus Interface, two classes must be derived. The first is the
// actual Icarus Interface class which contains all relevent functionality to the scripting
// system. The second is the Game Interface which is very much more broad and thus implemented
// by the user. Icarus functions by calling the Game Interface to do certain tasks for it. This
// is why the Game Interface is required to have certain functions implemented.
// The basic Icarus Interface ABC.
class IIcarusInterface
{
public:
enum { ICARUS_INVALID = 0 };
virtual ~IIcarusInterface();
// Get a static singleton instance (of a specific flavor).
static IIcarusInterface* GetIcarus(int flavor = 0,bool constructIfNecessary=true); // must be implemented along with concrete class
static void DestroyIcarus(); // Destroy the static singleton instance.
virtual int GetFlavor() = 0;
virtual int Save() = 0; // Save all Icarus states.
virtual int Load() = 0; // Load all Icarus states.
virtual int Run(int icarusID, char* buffer, long length) = 0; // Execute a script.
virtual void DeleteIcarusID(int &icarusID) = 0; // Delete an Icarus ID from the list (making the ID Invalid on the other end through reference).
virtual int GetIcarusID(int gameID) = 0; // Get an Icarus ID.
virtual int Update( int icarusID ) = 0; // Update all internal Icarus structures.
virtual int IsRunning( int icarusID ) = 0; // Whether a Icarus is running or not.
virtual void Completed( int icarusID, int taskID ) = 0; // Tells Icarus a task is completed.
virtual void Precache( char* buffer, long length ) = 0; // Precache a Script in memory.
};
// Description: The Game Interface is used by the Icarus Interface to access specific
// data or initiate certain things within the engine being used. It is made to be
// as generic as possible to allow any engine to derive it's own interface for use.
// Created: 10/08/02 by Aurelio Reis.
class IGameInterface
{
protected:
// Pure Virtual Destructor.
virtual ~IGameInterface();
public:
//For system-wide prints
enum e_DebugPrintLevel { WL_ERROR = 1, WL_WARNING, WL_VERBOSE, WL_DEBUG };
// How many flavors are needed.
static int s_IcarusFlavorsNeeded;
// Get a static singleton instance (of a specific flavor).
static IGameInterface *GetGame( int flavor = 0 );
// Destroy the static singleton instance (NOTE: Destroy the Game Interface BEFORE the Icarus Interface).
static void Destroy();
// General
// Load a script File into the destination buffer. If the script has already been loaded
// NOTE: This is what was called before:
/*
// Description : Reads in a file and attaches the script directory properly
extern int ICARUS_GetScript( const char *name, char **buf ); //g_icarus.cpp
static int Q3_ReadScript( const char *name, void **buf )
{
return ICARUS_GetScript( va( "%s/%s", Q3_SCRIPT_DIR, name ), (char**)buf ); //get a (hopefully) cached file
}
*/
virtual int GetFlavor() = 0;
virtual int LoadFile( const char *name, void **buf ) = 0;
virtual void CenterPrint( const char *format, ... ) = 0;
virtual void DebugPrint( e_DebugPrintLevel, const char *, ... ) = 0;
virtual unsigned int GetTime( void ) = 0; //Gets the current time
virtual int PlayIcarusSound( int taskID, int gameID, const char *name, const char *channel ) = 0;
virtual void Lerp2Pos( int taskID, int gameID, float origin[3], float angles[3], float duration ) = 0;
virtual void Lerp2Angles( int taskID, int gameID, float angles[3], float duration ) = 0;
virtual int GetTag( int gameID, const char *name, int lookup, float info[3] ) = 0;
virtual void Set( int taskID, int gameID, const char *type_name, const char *data ) = 0;
virtual void Use( int gameID, const char *name ) = 0;
virtual void Activate( int gameID, const char *name ) = 0;
virtual void Deactivate( int gameID, const char *name ) = 0;
virtual void Kill( int gameID, const char *name ) = 0;
virtual void Remove( int gameID, const char *name ) = 0;
virtual float Random( float min, float max ) = 0;
virtual void Play( int taskID, int gameID, const char *type, const char *name ) = 0;
// Camera functions
virtual void CameraPan( float angles[3], float dir[3], float duration ) = 0;
virtual void CameraMove( float origin[3], float duration ) = 0;
virtual void CameraZoom( float fov, float duration ) = 0;
virtual void CameraRoll( float angle, float duration ) = 0;
virtual void CameraFollow( const char *name, float speed, float initLerp ) = 0;
virtual void CameraTrack( const char *name, float speed, float initLerp ) = 0;
virtual void CameraDistance( float dist, float initLerp ) = 0;
virtual void CameraFade( float sr, float sg, float sb, float sa, float dr, float dg, float db, float da, float duration ) = 0;
virtual void CameraPath( const char *name ) = 0;
virtual void CameraEnable( void ) = 0;
virtual void CameraDisable( void ) = 0;
virtual void CameraShake( float intensity, int duration ) = 0;
virtual int GetFloat( int gameID, const char *name, float *value ) = 0;
// Should be float return type?
virtual int GetVector( int gameID, const char *name, float value[3] ) = 0;
virtual int GetString( int gameID, const char *name, char **value ) = 0;
virtual int Evaluate( int p1Type, const char *p1, int p2Type, const char *p2, int operatorType ) = 0;
virtual void DeclareVariable( int type, const char *name ) = 0;
virtual void FreeVariable( const char *name ) = 0;
// Save / Load functions
virtual int LinkGame( int gameID, int icarusID ) = 0;
virtual ojk::ISavedGame* get_saved_game_file() = 0;
// Access functions
virtual int CreateIcarus( int gameID) = 0;
virtual int GetByName( const char *name ) = 0; //Polls the engine for the sequencer of the entity matching the name passed
virtual int IsFrozen(int gameID) = 0; // (g_entities[m_ownerID].svFlags&SVF_ICARUS_FREEZE) // return -1 indicates invalid
virtual void Free(void* data) = 0;
virtual void* Malloc( int size ) = 0;
virtual float MaxFloat(void) = 0;
// Script precache functions.
virtual void PrecacheRoff(const char* name) = 0; // G_LoadRoff
virtual void PrecacheScript(const char* name) = 0; // must strip extension COM_StripExtension()
virtual void PrecacheSound(const char* name) = 0; // G_SoundIndex
virtual void PrecacheFromSet(const char* setname, const char* filename) = 0;
};
#endif