/* * Copyright(c) 1997-2001 Id Software, Inc. * Copyright(c) 2002 The Quakeforge Project. * Copyright(c) 2006 Quetoo. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or(at your option) any later version. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __GAME_H__ #define __GAME_H__ #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 // 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 gclient_s gclient_t; // typedef'ed here, defined below typedef struct edict_s edict_t; // OR in game module #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 // 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, ...) __attribute__((noreturn)); // 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); // write/read game/level pertain to savegame stuff, which is gone void (*WriteGame)(char *filename, qboolean autosave); void (*ReadGame)(char *filename); // they are only here to maintain compatibility with 3rd party mods 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); #endif /* __GAME_H__ */