// Copyright (C) 1999-2000 Id Software, Inc. // // rpgxEF? #define XTRA 1 #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; /* ================================================================== functions imported from the main executable ================================================================== */ #define CGAME_IMPORT_API_VERSION 3 //these must match up with cg_syscalls.asm 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_SENDCONSOLECOMMAND, CG_ADDCOMMAND, CG_SENDCLIENTCOMMAND, CG_UPDATESCREEN, 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_STARTLOCALSOUND, CG_S_CLEARLOOPINGSOUNDS, CG_S_ADDLOOPINGSOUND, CG_S_UPDATEENTITYPOSITION, CG_S_RESPATIALIZE, CG_S_REGISTERSOUND, CG_S_STARTBACKGROUNDTRACK, CG_R_LOADWORLDMAP, CG_R_REGISTERMODEL, CG_R_REGISTERSKIN, CG_R_REGISTERSHADER, CG_R_CLEARSCENE, CG_R_ADDREFENTITYTOSCENE, CG_R_ADDPOLYTOSCENE, CG_R_ADDLIGHTTOSCENE, CG_R_RENDERSCENE, CG_R_SETCOLOR, CG_R_DRAWSTRETCHPIC, CG_R_MODELBOUNDS, CG_R_LERPTAG, CG_GETGLCONFIG, CG_GETGAMESTATE, CG_GETCURRENTSNAPSHOTNUMBER, CG_GETSNAPSHOT, CG_GETSERVERCOMMAND, CG_GETCURRENTCMDNUMBER, CG_GETUSERCMD, CG_SETUSERCMDVALUE, CG_R_REGISTERSHADERNOMIP, CG_MEMORY_REMAINING, CG_R_REGISTERSHADER3D, //59 CG_CVAR_SET_NO_MODIFY, // 60 CG_MEMSET = 100, CG_MEMCPY, CG_STRNCPY, CG_SIN, CG_COS, CG_ATAN2, CG_SQRT, CG_FLOOR, CG_CEIL, CG_TESTPRINTINT, CG_TESTPRINTFLOAT, #ifdef XTRA CG_R_REMAP_SHADER = 200, #endif } cgameImport_t; //these must match up with cg_syscalls.asm /* ================================================================== functions exported to the main executable ================================================================== */ typedef enum { CG_INIT, // void CG_Init( int serverMessageNum, int serverCommandSequence ) // 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, tourney 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 ); } cgameExport_t; //----------------------------------------------