Quake-2

Quake 2 GPL Source Release
Log | Files | Refs

game.h (7944B)


      1 /*
      2 Copyright (C) 1997-2001 Id Software, Inc.
      3 
      4 This program is free software; you can redistribute it and/or
      5 modify it under the terms of the GNU General Public License
      6 as published by the Free Software Foundation; either version 2
      7 of the License, or (at your option) any later version.
      8 
      9 This program is distributed in the hope that it will be useful,
     10 but WITHOUT ANY WARRANTY; without even the implied warranty of
     11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
     12 
     13 See the GNU General Public License for more details.
     14 
     15 You should have received a copy of the GNU General Public License
     16 along with this program; if not, write to the Free Software
     17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
     18 
     19 */
     20 
     21 // game.h -- game dll information visible to server
     22 
     23 #define	GAME_API_VERSION	3
     24 
     25 // edict->svflags
     26 
     27 #define	SVF_NOCLIENT			0x00000001	// don't send entity to clients, even if it has effects
     28 #define	SVF_DEADMONSTER			0x00000002	// treat as CONTENTS_DEADMONSTER for collision
     29 #define	SVF_MONSTER				0x00000004	// treat as CONTENTS_MONSTER for collision
     30 //ZOID
     31 #define SVF_PROJECTILE			0x00000008  // entity is simple projectile, used for network optimization
     32 // if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into
     33 // seven (or eight) bytes.  This is to speed up projectiles.  Currently, only the
     34 // hyperblaster makes use of this.  use for items that are moving with a constant
     35 // velocity that don't change direction or model
     36 //ZOID
     37 
     38 // edict->solid values
     39 
     40 typedef enum
     41 {
     42 SOLID_NOT,			// no interaction with other objects
     43 SOLID_TRIGGER,		// only touch when inside, after moving
     44 SOLID_BBOX,			// touch on edge
     45 SOLID_BSP			// bsp clip, touch on edge
     46 } solid_t;
     47 
     48 //===============================================================
     49 
     50 // link_t is only used for entity area links now
     51 typedef struct link_s
     52 {
     53 	struct link_s	*prev, *next;
     54 } link_t;
     55 
     56 #define	MAX_ENT_CLUSTERS	16
     57 
     58 
     59 typedef struct edict_s edict_t;
     60 typedef struct gclient_s gclient_t;
     61 
     62 
     63 #ifndef GAME_INCLUDE
     64 
     65 struct gclient_s
     66 {
     67 	player_state_t	ps;		// communicated by server to clients
     68 	int				ping;
     69 	// the game dll can add anything it wants after
     70 	// this point in the structure
     71 };
     72 
     73 
     74 struct edict_s
     75 {
     76 	entity_state_t	s;
     77 	struct gclient_s	*client;
     78 	qboolean	inuse;
     79 	int			linkcount;
     80 
     81 	// FIXME: move these fields to a server private sv_entity_t
     82 	link_t		area;				// linked to a division node or leaf
     83 	
     84 	int			num_clusters;		// if -1, use headnode instead
     85 	int			clusternums[MAX_ENT_CLUSTERS];
     86 	int			headnode;			// unused if num_clusters != -1
     87 	int			areanum, areanum2;
     88 
     89 	//================================
     90 
     91 	int			svflags;			// SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
     92 	vec3_t		mins, maxs;
     93 	vec3_t		absmin, absmax, size;
     94 	solid_t		solid;
     95 	int			clipmask;
     96 	edict_t		*owner;
     97 
     98 	// the game dll can add anything it wants after
     99 	// this point in the structure
    100 };
    101 
    102 #endif		// GAME_INCLUDE
    103 
    104 //===============================================================
    105 
    106 //
    107 // functions provided by the main engine
    108 //
    109 typedef struct
    110 {
    111 	// special messages
    112 	void	(*bprintf) (int printlevel, char *fmt, ...);
    113 	void	(*dprintf) (char *fmt, ...);
    114 	void	(*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
    115 	void	(*centerprintf) (edict_t *ent, char *fmt, ...);
    116 	void	(*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
    117 	void	(*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
    118 
    119 	// config strings hold all the index strings, the lightstyles,
    120 	// and misc data like the sky definition and cdtrack.
    121 	// All of the current configstrings are sent to clients when
    122 	// they connect, and changes are sent to all connected clients.
    123 	void	(*configstring) (int num, char *string);
    124 
    125 	void	(*error) (char *fmt, ...);
    126 
    127 	// the *index functions create configstrings and some internal server state
    128 	int		(*modelindex) (char *name);
    129 	int		(*soundindex) (char *name);
    130 	int		(*imageindex) (char *name);
    131 
    132 	void	(*setmodel) (edict_t *ent, char *name);
    133 
    134 	// collision detection
    135 	trace_t	(*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
    136 	int		(*pointcontents) (vec3_t point);
    137 	qboolean	(*inPVS) (vec3_t p1, vec3_t p2);
    138 	qboolean	(*inPHS) (vec3_t p1, vec3_t p2);
    139 	void		(*SetAreaPortalState) (int portalnum, qboolean open);
    140 	qboolean	(*AreasConnected) (int area1, int area2);
    141 
    142 	// an entity will never be sent to a client or used for collision
    143 	// if it is not passed to linkentity.  If the size, position, or
    144 	// solidity changes, it must be relinked.
    145 	void	(*linkentity) (edict_t *ent);
    146 	void	(*unlinkentity) (edict_t *ent);		// call before removing an interactive edict
    147 	int		(*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list,	int maxcount, int areatype);
    148 	void	(*Pmove) (pmove_t *pmove);		// player movement code common with client prediction
    149 
    150 	// network messaging
    151 	void	(*multicast) (vec3_t origin, multicast_t to);
    152 	void	(*unicast) (edict_t *ent, qboolean reliable);
    153 	void	(*WriteChar) (int c);
    154 	void	(*WriteByte) (int c);
    155 	void	(*WriteShort) (int c);
    156 	void	(*WriteLong) (int c);
    157 	void	(*WriteFloat) (float f);
    158 	void	(*WriteString) (char *s);
    159 	void	(*WritePosition) (vec3_t pos);	// some fractional bits
    160 	void	(*WriteDir) (vec3_t pos);		// single byte encoded, very coarse
    161 	void	(*WriteAngle) (float f);
    162 
    163 	// managed memory allocation
    164 	void	*(*TagMalloc) (int size, int tag);
    165 	void	(*TagFree) (void *block);
    166 	void	(*FreeTags) (int tag);
    167 
    168 	// console variable interaction
    169 	cvar_t	*(*cvar) (char *var_name, char *value, int flags);
    170 	cvar_t	*(*cvar_set) (char *var_name, char *value);
    171 	cvar_t	*(*cvar_forceset) (char *var_name, char *value);
    172 
    173 	// ClientCommand and ServerCommand parameter access
    174 	int		(*argc) (void);
    175 	char	*(*argv) (int n);
    176 	char	*(*args) (void);	// concatenation of all argv >= 1
    177 
    178 	// add commands to the server console as if they were typed in
    179 	// for map changing, etc
    180 	void	(*AddCommandString) (char *text);
    181 
    182 	void	(*DebugGraph) (float value, int color);
    183 } game_import_t;
    184 
    185 //
    186 // functions exported by the game subsystem
    187 //
    188 typedef struct
    189 {
    190 	int			apiversion;
    191 
    192 	// the init function will only be called when a game starts,
    193 	// not each time a level is loaded.  Persistant data for clients
    194 	// and the server can be allocated in init
    195 	void		(*Init) (void);
    196 	void		(*Shutdown) (void);
    197 
    198 	// each new level entered will cause a call to SpawnEntities
    199 	void		(*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
    200 
    201 	// Read/Write Game is for storing persistant cross level information
    202 	// about the world state and the clients.
    203 	// WriteGame is called every time a level is exited.
    204 	// ReadGame is called on a loadgame.
    205 	void		(*WriteGame) (char *filename, qboolean autosave);
    206 	void		(*ReadGame) (char *filename);
    207 
    208 	// ReadLevel is called after the default map information has been
    209 	// loaded with SpawnEntities
    210 	void		(*WriteLevel) (char *filename);
    211 	void		(*ReadLevel) (char *filename);
    212 
    213 	qboolean	(*ClientConnect) (edict_t *ent, char *userinfo);
    214 	void		(*ClientBegin) (edict_t *ent);
    215 	void		(*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
    216 	void		(*ClientDisconnect) (edict_t *ent);
    217 	void		(*ClientCommand) (edict_t *ent);
    218 	void		(*ClientThink) (edict_t *ent, usercmd_t *cmd);
    219 
    220 	void		(*RunFrame) (void);
    221 
    222 	// ServerCommand will be called when an "sv <command>" command is issued on the
    223 	// server console.
    224 	// The game can issue gi.argc() / gi.argv() commands to get the rest
    225 	// of the parameters
    226 	void		(*ServerCommand) (void);
    227 
    228 	//
    229 	// global variables shared between game and server
    230 	//
    231 
    232 	// The edict array is allocated in the game dll so it
    233 	// can vary in size from one game to another.
    234 	// 
    235 	// The size will be fixed when ge->Init() is called
    236 	struct edict_s	*edicts;
    237 	int			edict_size;
    238 	int			num_edicts;		// current number, <= max_edicts
    239 	int			max_edicts;
    240 } game_export_t;
    241 
    242 game_export_t *GetGameApi (game_import_t *import);