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game.h
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game.h
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// game.h -- game dll information visible to server
#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 edict_s edict_t;
typedef struct gclient_s gclient_t;
//===============================================================
//
// 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, 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 (*configstring) (int num, char *string);
void (*error) (char *fmt, ...);
// 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);
// 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 (*WriteGame) (char *filename, qboolean autosave);
void (*ReadGame) (char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
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>" 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);