/* Copyright (C) 1997-2001 Id Software, Inc. 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. */ /* Copyright (C) 1997-2001 Id Software, Inc. 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. */ // game.h -- game dll information visible to server #ifdef ENHANCED_SERVER #define GAME_API_VERSION 4 #else #define GAME_API_VERSION 3 #endif //#define GAME_API_VERSION_ENHANCED 4 // 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 #define SVF_NOPREDICTION 0x00000008 // send this as solid=0 to the client to ignore prediction // 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; #ifndef GAME_INCLUDE struct gclient_old_s { player_state_old ps; // communicated by server to clients int ping; // the game dll can add anything it wants after // this point in the structure }; struct gclient_new_s { player_state_new 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; void *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 }; #else typedef player_state_old player_state_t; typedef struct gclient_s gclient_t; #endif // GAME_INCLUDE //=============================================================== // // functions provided by the main engine // typedef struct { // special messages // it seems gcc 2 doesn't like these at all. #if __GNUC__ > 2 void (EXPORT *bprintf) (int printlevel, const char *fmt, ...) __attribute__ ((format (printf, 2, 3))); void (EXPORT *dprintf) (const char *fmt, ...) __attribute__ ((format (printf, 1, 2))); void (EXPORT *cprintf) (edict_t *ent, int printlevel, const char *fmt, ...) __attribute__ ((format (printf, 3, 4))); void (EXPORT *centerprintf) (edict_t *ent, const char *fmt, ...) __attribute__ ((format (printf, 2, 3))); #else void (EXPORT *bprintf) (int printlevel, const char *fmt, ...); void (EXPORT *dprintf) (const char *fmt, ...); void (EXPORT *cprintf) (edict_t *ent, int printlevel, const char *fmt, ...); void (EXPORT *centerprintf) (edict_t *ent, const char *fmt, ...); #endif void (EXPORT *sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs); void (EXPORT *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 (EXPORT *configstring) (int num, char *string); #if __GNUC__ > 2 void (EXPORT *error) (const char *fmt, ...) __attribute__ ((format (printf, 1, 2))); #else void (EXPORT *error) (const char *fmt, ...); #endif // the *index functions create configstrings and some internal server state int (EXPORT *modelindex) (const char *name); int (EXPORT *soundindex) (const char *name); int (EXPORT *imageindex) (const char *name); void (EXPORT *setmodel) (edict_t *ent, const char *name); // collision detection trace_t (EXPORT *trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask); int (EXPORT *pointcontents) (vec3_t point); qboolean (EXPORT *inPVS) (vec3_t p1, vec3_t p2); qboolean (EXPORT *inPHS) (vec3_t p1, vec3_t p2); void (EXPORT *SetAreaPortalState) (int portalnum, qboolean open); qboolean (EXPORT *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 (EXPORT *linkentity) (edict_t *ent); void (EXPORT *unlinkentity) (edict_t *ent); // call before removing an interactive edict int (EXPORT *BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype); void (EXPORT *Pmove) (pmove_t *pmove); // player movement code common with client prediction // network messaging void (EXPORT *multicast) (vec3_t origin, multicast_t to); void (EXPORT *unicast) (edict_t *ent, qboolean reliable); void (EXPORT *WriteChar) (int c); void (EXPORT *WriteByte) (int c); void (EXPORT *WriteShort) (int c); void (EXPORT *WriteLong) (int c); void (EXPORT *WriteFloat) (float f); void (EXPORT *WriteString) (const char *s); void (EXPORT *WritePosition) (vec3_t pos); // some fractional bits void (EXPORT *WriteDir) (vec3_t pos); // single byte encoded, very coarse void (EXPORT *WriteAngle) (float f); // managed memory allocation void *(EXPORT *TagMalloc) (int size, int tag); void (EXPORT *TagFree) (void *block); void (EXPORT *FreeTags) (int tag); // console variable interaction cvar_t *(EXPORT *cvar) (const char *var_name, const char *value, int flags); cvar_t *(EXPORT *cvar_set) (const char *var_name, const char *value); cvar_t *(EXPORT *cvar_forceset) (const char *var_name, const char *value); // ClientCommand and ServerCommand parameter access int (EXPORT *argc) (void); char *(EXPORT *argv) (int n); char *(EXPORT *args) (void); // concatenation of all argv >= 1 // add commands to the server console as if they were typed in // for map changing, etc void (EXPORT *AddCommandString) (const char *text); void (EXPORT *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 (IMPORT *Init) (void); void (IMPORT *Shutdown) (void); // each new level entered will cause a call to SpawnEntities void (IMPORT *SpawnEntities) (const char *mapname, const char *entstring, const 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 (IMPORT *WriteGame) (const char *filename, qboolean autosave); void (IMPORT *ReadGame) (const char *filename); // ReadLevel is called after the default map information has been // loaded with SpawnEntities void (IMPORT *WriteLevel) (const char *filename); void (IMPORT *ReadLevel) (const char *filename); qboolean (IMPORT *ClientConnect) (edict_t *ent, char *userinfo); void (IMPORT *ClientBegin) (edict_t *ent); void (IMPORT *ClientUserinfoChanged) (edict_t *ent, char *userinfo); void (IMPORT *ClientDisconnect) (edict_t *ent); void (IMPORT *ClientCommand) (edict_t *ent); void (IMPORT *ClientThink) (edict_t *ent, usercmd_t *cmd); void (IMPORT *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 (IMPORT *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 * IMPORT GetGameApi (game_import_t *import);