1 /* 2 =========================================================================== 3 4 Doom 3 GPL Source Code 5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 9 Doom 3 Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #ifndef __GAME_H__ 30 #define __GAME_H__ 31 32 #include "idlib/BitMsg.h" 33 #include "idlib/Dict.h" 34 #include "framework/UsercmdGen.h" 35 #include "renderer/RenderWorld.h" 36 #include "sound/sound.h" 37 38 class idAASFileManager; 39 class idCollisionModelManager; 40 class idRenderSystem; 41 class idRenderModelManager; 42 class idUserInterface; 43 class idUserInterfaceManager; 44 class idNetworkSystem; 45 46 /* 47 =============================================================================== 48 49 Public game interface with methods to run the game. 50 51 =============================================================================== 52 */ 53 54 typedef struct { 55 char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc 56 int consistencyHash; // used to check for network game divergence 57 int health; 58 int heartRate; 59 int stamina; 60 int combat; 61 bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to 62 // keep the game time in sync with real time 63 } gameReturn_t; 64 65 typedef enum { 66 ALLOW_YES = 0, 67 ALLOW_BADPASS, // core will prompt for password and connect again 68 ALLOW_NOTYET, // core will wait with transmitted message 69 ALLOW_NO // core will abort with transmitted message 70 } allowReply_t; 71 72 typedef enum { 73 ESC_IGNORE = 0, // do nothing 74 ESC_MAIN, // start main menu GUI 75 ESC_GUI // set an explicit GUI 76 } escReply_t; 77 78 class idGame { 79 public: ~idGame()80 virtual ~idGame() {} 81 82 // Initialize the game for the first time. 83 virtual void Init( void ) = 0; 84 85 // Shut down the entire game. 86 virtual void Shutdown( void ) = 0; 87 88 // Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 ) 89 virtual void SetLocalClient( int clientNum ) = 0; 90 91 // Sets the user info for a client. 92 // if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back 93 // canModify is never true on network client 94 virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0; 95 96 // Retrieve the game's userInfo dict for a client. 97 virtual const idDict * GetUserInfo( int clientNum ) = 0; 98 99 // The game gets a chance to alter userinfo before they are emitted to server. 100 virtual void ThrottleUserInfo( void ) = 0; 101 102 // Sets the serverinfo at map loads and when it changes. 103 virtual void SetServerInfo( const idDict &serverInfo ) = 0; 104 105 // The session calls this before moving the single player game to a new level. 106 virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0; 107 108 // The session calls this right before a new level is loaded. 109 virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0; 110 111 // Loads a map and spawns all the entities. 112 virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0; 113 114 // Loads a map from a savegame file. 115 virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0; 116 117 // Saves the current game state, the session may have written some data to the file already. 118 virtual void SaveGame( idFile *saveGameFile ) = 0; 119 120 // Shut down the current map. 121 virtual void MapShutdown( void ) = 0; 122 123 // Caches media referenced from in key/value pairs in the given dictionary. 124 virtual void CacheDictionaryMedia( const idDict *dict ) = 0; 125 126 // Spawns the player entity to be used by the client. 127 virtual void SpawnPlayer( int clientNum ) = 0; 128 129 // Runs a game frame, may return a session command for level changing, etc 130 virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ) = 0; 131 132 // Makes rendering and sound system calls to display for a given clientNum. 133 virtual bool Draw( int clientNum ) = 0; 134 135 // Let the game do it's own UI when ESCAPE is used 136 virtual escReply_t HandleESC( idUserInterface **gui ) = 0; 137 138 // get the games menu if appropriate ( multiplayer ) 139 virtual idUserInterface * StartMenu() = 0; 140 141 // When the game is running it's own UI fullscreen, GUI commands are passed through here 142 // return NULL once the fullscreen UI mode should stop, or "main" to go to main menu 143 virtual const char * HandleGuiCommands( const char *menuCommand ) = 0; 144 145 // main menu commands not caught in the engine are passed here 146 virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0; 147 148 // Early check to deny connect. 149 virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0; 150 151 // Connects a client. 152 virtual void ServerClientConnect( int clientNum, const char *guid ) = 0; 153 154 // Spawns the player entity to be used by the client. 155 virtual void ServerClientBegin( int clientNum ) = 0; 156 157 // Disconnects a client and removes the player entity from the game. 158 virtual void ServerClientDisconnect( int clientNum ) = 0; 159 160 // Writes initial reliable messages a client needs to recieve when first joining the game. 161 virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0; 162 163 // Writes a snapshot of the server game state for the given client. 164 virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0; 165 166 // Patches the network entity states at the server with a snapshot for the given client. 167 virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0; 168 169 // Processes a reliable message from a client. 170 virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0; 171 172 // Reads a snapshot and updates the client game state. 173 virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0; 174 175 // Patches the network entity states at the client with a snapshot. 176 virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0; 177 178 // Processes a reliable message from the server. 179 virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0; 180 181 // Runs prediction on entities at the client. 182 virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0; 183 184 // Used to manage divergent time-lines 185 virtual void SelectTimeGroup( int timeGroup ) = 0; 186 virtual int GetTimeGroupTime( int timeGroup ) = 0; 187 188 virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0; 189 190 // Returns a summary of stats for a given client 191 virtual void GetClientStats( int clientNum, char *data, const int len ) = 0; 192 193 // Switch a player to a particular team 194 virtual void SwitchTeam( int clientNum, int team ) = 0; 195 196 virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0; 197 198 virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0; 199 }; 200 201 extern idGame * game; 202 203 204 /* 205 =============================================================================== 206 207 Public game interface with methods for in-game editing. 208 209 =============================================================================== 210 */ 211 212 typedef struct { 213 idSoundEmitter * referenceSound; // this is the interface to the sound system, created 214 // with idSoundWorld::AllocSoundEmitter() when needed 215 idVec3 origin; 216 int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener 217 // no spatialization will be performed if == listenerID 218 const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior 219 float diversity; // 0.0 to 1.0 value used to select which 220 // samples in a multi-sample list from the shader are used 221 bool waitfortrigger; // don't start it at spawn time 222 soundShaderParms_t parms; // override volume, flags, etc 223 } refSound_t; 224 225 enum { 226 TEST_PARTICLE_MODEL = 0, 227 TEST_PARTICLE_IMPACT, 228 TEST_PARTICLE_MUZZLE, 229 TEST_PARTICLE_FLIGHT, 230 TEST_PARTICLE_SELECTED 231 }; 232 233 class idEntity; 234 class idMD5Anim; 235 236 // FIXME: this interface needs to be reworked but it properly separates code for the time being 237 class idGameEdit { 238 public: ~idGameEdit(void)239 virtual ~idGameEdit( void ) {} 240 241 // These are the canonical idDict to parameter parsing routines used by both the game and tools. 242 virtual void ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight ); 243 virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity ); 244 virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound ); 245 246 // Animation system calls for non-game based skeletal rendering. 247 virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname ); 248 virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname ); 249 virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args ); 250 virtual idRenderModel * ANIM_GetModelFromName( const char *modelName ); 251 virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname ); 252 virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args ); 253 virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum ); 254 virtual const idMD5Anim * ANIM_GetAnim( const char *fileName ); 255 virtual int ANIM_GetLength( const idMD5Anim *anim ); 256 virtual int ANIM_GetNumFrames( const idMD5Anim *anim ); 257 virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset ); 258 virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset ); 259 260 // Articulated Figure calls for AF editor and Radiant. 261 virtual bool AF_SpawnEntity( const char *fileName ); 262 virtual void AF_UpdateEntities( const char *fileName ); 263 virtual void AF_UndoChanges( void ); 264 virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet ); 265 266 267 // Entity selection. 268 virtual void ClearEntitySelection( void ); 269 virtual int GetSelectedEntities( idEntity *list[], int max ); 270 virtual void AddSelectedEntity( idEntity *ent ); 271 272 // Selection methods 273 virtual void TriggerSelected(); 274 275 // Entity defs and spawning. 276 virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const; 277 virtual void SpawnEntityDef( const idDict &args, idEntity **ent ); 278 virtual idEntity * FindEntity( const char *name ) const; 279 virtual const char * GetUniqueEntityName( const char *classname ) const; 280 281 // Entity methods. 282 virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const; 283 virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const; 284 virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org ); 285 virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis ); 286 virtual void EntityTranslate( idEntity *ent, const idVec3 &org ); 287 virtual const idDict * EntityGetSpawnArgs( idEntity *ent ) const; 288 virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict ); 289 virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs ); 290 virtual void EntityUpdateVisuals( idEntity *ent ); 291 virtual void EntitySetModel( idEntity *ent, const char *val ); 292 virtual void EntityStopSound( idEntity *ent ); 293 virtual void EntityDelete( idEntity *ent ); 294 virtual void EntitySetColor( idEntity *ent, const idVec3 color ); 295 296 // Player methods. 297 virtual bool PlayerIsValid() const; 298 virtual void PlayerGetOrigin( idVec3 &org ) const; 299 virtual void PlayerGetAxis( idMat3 &axis ) const; 300 virtual void PlayerGetViewAngles( idAngles &angles ) const; 301 virtual void PlayerGetEyePosition( idVec3 &org ) const; 302 303 // In game map editing support. 304 virtual const idDict * MapGetEntityDict( const char *name ) const; 305 virtual void MapSave( const char *path = NULL ) const; 306 virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ; 307 virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const; 308 virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const; 309 virtual void MapAddEntity( const idDict *dict ) const; 310 virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const; 311 virtual void MapRemoveEntity( const char *name ) const; 312 virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const; 313 314 }; 315 316 extern idGameEdit * gameEdit; 317 318 319 /* 320 =============================================================================== 321 322 Game API. 323 324 =============================================================================== 325 */ 326 327 const int GAME_API_VERSION = 9; 328 329 typedef struct { 330 331 int version; // API version 332 idSys * sys; // non-portable system services 333 idCommon * common; // common 334 idCmdSystem * cmdSystem; // console command system 335 idCVarSystem * cvarSystem; // console variable system 336 idFileSystem * fileSystem; // file system 337 idNetworkSystem * networkSystem; // network system 338 idRenderSystem * renderSystem; // render system 339 idSoundSystem * soundSystem; // sound system 340 idRenderModelManager * renderModelManager; // render model manager 341 idUserInterfaceManager * uiManager; // user interface manager 342 idDeclManager * declManager; // declaration manager 343 idAASFileManager * AASFileManager; // AAS file manager 344 idCollisionModelManager * collisionModelManager; // collision model manager 345 346 } gameImport_t; 347 348 typedef struct { 349 350 int version; // API version 351 idGame * game; // interface to run the game 352 idGameEdit * gameEdit; // interface for in-game editing 353 354 } gameExport_t; 355 356 extern "C" { 357 typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import ); 358 } 359 360 #endif /* !__GAME_H__ */ 361