1 
2 // game.h -- game dll information visible to server
3 
4 #define	GAME_API_VERSION	3
5 
6 // edict->svflags
7 
8 #define	SVF_NOCLIENT			0x00000001	// don't send entity to clients, even if it has effects
9 #define	SVF_DEADMONSTER			0x00000002	// treat as CONTENTS_DEADMONSTER for collision
10 #define	SVF_MONSTER				0x00000004	// treat as CONTENTS_MONSTER for collision
11 
12 // edict->solid values
13 
14 typedef enum
15 {
16 SOLID_NOT,			// no interaction with other objects
17 SOLID_TRIGGER,		// only touch when inside, after moving
18 SOLID_BBOX,			// touch on edge
19 SOLID_BSP			// bsp clip, touch on edge
20 } solid_t;
21 
22 //===============================================================
23 
24 // link_t is only used for entity area links now
25 typedef struct link_s
26 {
27 	struct link_s	*prev, *next;
28 } link_t;
29 
30 #define	MAX_ENT_CLUSTERS	16
31 
32 
33 typedef struct edict_s edict_t;
34 typedef struct gclient_s gclient_t;
35 
36 
37 #ifndef GAME_INCLUDE
38 
39 struct gclient_s
40 {
41 	player_state_t	ps;		// communicated by server to clients
42 	int				ping;
43 	// the game dll can add anything it wants after
44 	// this point in the structure
45 };
46 
47 
48 struct edict_s
49 {
50 	entity_state_t	s;
51 	struct gclient_s	*client;
52 	qboolean	inuse;
53 	int			linkcount;
54 
55 	// FIXME: move these fields to a server private sv_entity_t
56 	link_t		area;				// linked to a division node or leaf
57 
58 	int			num_clusters;		// if -1, use headnode instead
59 	int			clusternums[MAX_ENT_CLUSTERS];
60 	int			headnode;			// unused if num_clusters != -1
61 	int			areanum, areanum2;
62 
63 	//================================
64 
65 	int			svflags;			// SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
66 	vec3_t		mins, maxs;
67 	vec3_t		absmin, absmax, size;
68 	solid_t		solid;
69 	int			clipmask;
70 	edict_t		*owner;
71 
72 	// the game dll can add anything it wants after
73 	// this point in the structure
74 };
75 
76 #endif		// GAME_INCLUDE
77 
78 //===============================================================
79 
80 //
81 // functions provided by the main engine
82 //
83 typedef struct
84 {
85 	// special messages
86 	void	(*bprintf) (int printlevel, char *fmt, ...);
87 	void	(*dprintf) (char *fmt, ...);
88 	void	(*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
89 	void	(*centerprintf) (edict_t *ent, char *fmt, ...);
90 	void	(*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
91 	void	(*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
92 
93 	// config strings hold all the index strings, the lightstyles,
94 	// and misc data like the sky definition and cdtrack.
95 	// All of the current configstrings are sent to clients when
96 	// they connect, and changes are sent to all connected clients.
97 	void	(*configstring) (int num, char *string);
98 
99 	void	(*error) (char *fmt, ...);
100 
101 	// the *index functions create configstrings and some internal server state
102 	int		(*modelindex) (char *name);
103 	int		(*soundindex) (char *name);
104 	int		(*imageindex) (char *name);
105 
106 	void	(*setmodel) (edict_t *ent, char *name);
107 
108 	// collision detection
109 	trace_t	(*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
110 	int		(*pointcontents) (vec3_t point);
111 	qboolean	(*inPVS) (vec3_t p1, vec3_t p2);
112 	qboolean	(*inPHS) (vec3_t p1, vec3_t p2);
113 	void		(*SetAreaPortalState) (int portalnum, qboolean open);
114 	qboolean	(*AreasConnected) (int area1, int area2);
115 
116 	// an entity will never be sent to a client or used for collision
117 	// if it is not passed to linkentity.  If the size, position, or
118 	// solidity changes, it must be relinked.
119 	void	(*linkentity) (edict_t *ent);
120 	void	(*unlinkentity) (edict_t *ent);		// call before removing an interactive edict
121 	int		(*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list,	int maxcount, int areatype);
122 	void	(*Pmove) (pmove_t *pmove);		// player movement code common with client prediction
123 
124 	// network messaging
125 	void	(*multicast) (vec3_t origin, multicast_t to);
126 	void	(*unicast) (edict_t *ent, qboolean reliable);
127 	void	(*WriteChar) (int c);
128 	void	(*WriteByte) (int c);
129 	void	(*WriteShort) (int c);
130 	void	(*WriteLong) (int c);
131 	void	(*WriteFloat) (float f);
132 	void	(*WriteString) (char *s);
133 	void	(*WritePosition) (vec3_t pos);	// some fractional bits
134 	void	(*WriteDir) (vec3_t pos);		// single byte encoded, very coarse
135 	void	(*WriteAngle) (float f);
136 
137 	// managed memory allocation
138 	void	*(*TagMalloc) (int size, int tag);
139 	void	(*TagFree) (void *block);
140 	void	(*FreeTags) (int tag);
141 
142 	// console variable interaction
143 	cvar_t	*(*cvar) (char *var_name, char *value, int flags);
144 	cvar_t	*(*cvar_set) (char *var_name, char *value);
145 	cvar_t	*(*cvar_forceset) (char *var_name, char *value);
146 
147 	// ClientCommand and ServerCommand parameter access
148 	int		(*argc) (void);
149 	char	*(*argv) (int n);
150 	char	*(*args) (void);	// concatenation of all argv >= 1
151 
152 	// add commands to the server console as if they were typed in
153 	// for map changing, etc
154 	void	(*AddCommandString) (char *text);
155 
156 	void	(*DebugGraph) (float value, int color);
157 } game_import_t;
158 
159 //
160 // functions exported by the game subsystem
161 //
162 typedef struct
163 {
164 	int			apiversion;
165 
166 	// the init function will only be called when a game starts,
167 	// not each time a level is loaded.  Persistant data for clients
168 	// and the server can be allocated in init
169 	void		(*Init) (void);
170 	void		(*Shutdown) (void);
171 
172 	// each new level entered will cause a call to SpawnEntities
173 	void		(*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
174 
175 	// Read/Write Game is for storing persistant cross level information
176 	// about the world state and the clients.
177 	// WriteGame is called every time a level is exited.
178 	// ReadGame is called on a loadgame.
179 	void		(*WriteGame) (char *filename, qboolean autosave);
180 	void		(*ReadGame) (char *filename);
181 
182 	// ReadLevel is called after the default map information has been
183 	// loaded with SpawnEntities
184 	void		(*WriteLevel) (char *filename);
185 	void		(*ReadLevel) (char *filename);
186 
187 	qboolean	(*ClientConnect) (edict_t *ent, char *userinfo);
188 	void		(*ClientBegin) (edict_t *ent);
189 	void		(*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
190 	void		(*ClientDisconnect) (edict_t *ent);
191 	void		(*ClientCommand) (edict_t *ent);
192 	void		(*ClientThink) (edict_t *ent, usercmd_t *cmd);
193 
194 	void		(*RunFrame) (void);
195 
196 	// ServerCommand will be called when an "sv <command>" command is issued on the
197 	// server console.
198 	// The game can issue gi.argc() / gi.argv() commands to get the rest
199 	// of the parameters
200 	void		(*ServerCommand) (void);
201 
202 	//
203 	// global variables shared between game and server
204 	//
205 
206 	// The edict array is allocated in the game dll so it
207 	// can vary in size from one game to another.
208 	//
209 	// The size will be fixed when ge->Init() is called
210 	struct edict_s	*edicts;
211 	int			edict_size;
212 	int			num_edicts;		// current number, <= max_edicts
213 	int			max_edicts;
214 } game_export_t;
215 
216 game_export_t *GetGameApi (game_import_t *import);
217