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https://github.com/DrBeef/JKXR.git
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4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
166 lines
7.6 KiB
C++
166 lines
7.6 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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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. See the
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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, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#pragma once
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#ifndef ICARUSINTERFACE_DEFINED
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#define ICARUSINTERFACE_DEFINED
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#include "../qcommon/q_shared.h"
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// IcarusInterface.h: ICARUS Interface header file.
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// -Date: ~October, 2002
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// -Created by: Mike Crowns and Aurelio Reis.
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// -Description: The new interface between a Game Engine and the Icarus Scripting Language.
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// An Interface is an Abstract Base Class with pure virtual members that MUST be implemented
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// in order for the compile to succeed. Because of this, all needed functionality can be
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// added without compromising other core systems.
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// -Usage: To use the new Icarus Interface, two classes must be derived. The first is the
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// actual Icarus Interface class which contains all relevent functionality to the scripting
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// system. The second is the Game Interface which is very much more broad and thus implemented
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// by the user. Icarus functions by calling the Game Interface to do certain tasks for it. This
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// is why the Game Interface is required to have certain functions implemented.
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// The basic Icarus Interface ABC.
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class IIcarusInterface
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{
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public:
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enum { ICARUS_INVALID = 0 };
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virtual ~IIcarusInterface();
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// Get a static singleton instance (of a specific flavor).
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static IIcarusInterface* GetIcarus(int flavor = 0,bool constructIfNecessary=true); // must be implemented along with concrete class
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static void DestroyIcarus(); // Destroy the static singleton instance.
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virtual int GetFlavor() = 0;
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virtual int Save() = 0; // Save all Icarus states.
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virtual int Load() = 0; // Load all Icarus states.
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virtual int Run(int icarusID, char* buffer, long length) = 0; // Execute a script.
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virtual void DeleteIcarusID(int &icarusID) = 0; // Delete an Icarus ID from the list (making the ID Invalid on the other end through reference).
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virtual int GetIcarusID(int gameID) = 0; // Get an Icarus ID.
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virtual int Update( int icarusID ) = 0; // Update all internal Icarus structures.
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virtual int IsRunning( int icarusID ) = 0; // Whether a Icarus is running or not.
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virtual void Completed( int icarusID, int taskID ) = 0; // Tells Icarus a task is completed.
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virtual void Precache( char* buffer, long length ) = 0; // Precache a Script in memory.
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};
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// Description: The Game Interface is used by the Icarus Interface to access specific
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// data or initiate certain things within the engine being used. It is made to be
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// as generic as possible to allow any engine to derive it's own interface for use.
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// Created: 10/08/02 by Aurelio Reis.
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class IGameInterface
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{
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protected:
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// Pure Virtual Destructor.
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virtual ~IGameInterface();
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public:
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//For system-wide prints
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enum e_DebugPrintLevel { WL_ERROR = 1, WL_WARNING, WL_VERBOSE, WL_DEBUG };
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// How many flavors are needed.
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static int s_IcarusFlavorsNeeded;
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// Get a static singleton instance (of a specific flavor).
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static IGameInterface *GetGame( int flavor = 0 );
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// Destroy the static singleton instance (NOTE: Destroy the Game Interface BEFORE the Icarus Interface).
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static void Destroy();
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// General
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// Load a script File into the destination buffer. If the script has already been loaded
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// NOTE: This is what was called before:
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/*
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// Description : Reads in a file and attaches the script directory properly
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extern int ICARUS_GetScript( const char *name, char **buf ); //g_icarus.cpp
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static int Q3_ReadScript( const char *name, void **buf )
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{
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return ICARUS_GetScript( va( "%s/%s", Q3_SCRIPT_DIR, name ), (char**)buf ); //get a (hopefully) cached file
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}
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*/
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virtual int GetFlavor() = 0;
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virtual int LoadFile( const char *name, void **buf ) = 0;
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virtual void CenterPrint( const char *format, ... ) = 0;
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virtual void DebugPrint( e_DebugPrintLevel, const char *, ... ) = 0;
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virtual unsigned int GetTime( void ) = 0; //Gets the current time
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virtual int PlayIcarusSound( int taskID, int gameID, const char *name, const char *channel ) = 0;
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virtual void Lerp2Pos( int taskID, int gameID, float origin[3], float angles[3], float duration ) = 0;
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virtual void Lerp2Angles( int taskID, int gameID, float angles[3], float duration ) = 0;
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virtual int GetTag( int gameID, const char *name, int lookup, float info[3] ) = 0;
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virtual void Set( int taskID, int gameID, const char *type_name, const char *data ) = 0;
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virtual void Use( int gameID, const char *name ) = 0;
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virtual void Activate( int gameID, const char *name ) = 0;
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virtual void Deactivate( int gameID, const char *name ) = 0;
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virtual void Kill( int gameID, const char *name ) = 0;
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virtual void Remove( int gameID, const char *name ) = 0;
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virtual float Random( float min, float max ) = 0;
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virtual void Play( int taskID, int gameID, const char *type, const char *name ) = 0;
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// Camera functions
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virtual void CameraPan( float angles[3], float dir[3], float duration ) = 0;
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virtual void CameraMove( float origin[3], float duration ) = 0;
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virtual void CameraZoom( float fov, float duration ) = 0;
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virtual void CameraRoll( float angle, float duration ) = 0;
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virtual void CameraFollow( const char *name, float speed, float initLerp ) = 0;
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virtual void CameraTrack( const char *name, float speed, float initLerp ) = 0;
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virtual void CameraDistance( float dist, float initLerp ) = 0;
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virtual void CameraFade( float sr, float sg, float sb, float sa, float dr, float dg, float db, float da, float duration ) = 0;
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virtual void CameraPath( const char *name ) = 0;
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virtual void CameraEnable( void ) = 0;
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virtual void CameraDisable( void ) = 0;
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virtual void CameraShake( float intensity, int duration ) = 0;
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virtual int GetFloat( int gameID, const char *name, float *value ) = 0;
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// Should be float return type?
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virtual int GetVector( int gameID, const char *name, float value[3] ) = 0;
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virtual int GetString( int gameID, const char *name, char **value ) = 0;
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virtual int Evaluate( int p1Type, const char *p1, int p2Type, const char *p2, int operatorType ) = 0;
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virtual void DeclareVariable( int type, const char *name ) = 0;
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virtual void FreeVariable( const char *name ) = 0;
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// Save / Load functions
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virtual int LinkGame( int gameID, int icarusID ) = 0;
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virtual ojk::ISavedGame* get_saved_game_file() = 0;
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// Access functions
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virtual int CreateIcarus( int gameID) = 0;
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virtual int GetByName( const char *name ) = 0; //Polls the engine for the sequencer of the entity matching the name passed
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virtual int IsFrozen(int gameID) = 0; // (g_entities[m_ownerID].svFlags&SVF_ICARUS_FREEZE) // return -1 indicates invalid
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virtual void Free(void* data) = 0;
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virtual void* Malloc( int size ) = 0;
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virtual float MaxFloat(void) = 0;
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// Script precache functions.
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virtual void PrecacheRoff(const char* name) = 0; // G_LoadRoff
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virtual void PrecacheScript(const char* name) = 0; // must strip extension COM_StripExtension()
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virtual void PrecacheSound(const char* name) = 0; // G_SoundIndex
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virtual void PrecacheFromSet(const char* setname, const char* filename) = 0;
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};
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#endif
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