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);
243