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 
31 // edict->solid values
32 
33 typedef enum
34 {
35 SOLID_NOT,			// no interaction with other objects
36 SOLID_TRIGGER,		// only touch when inside, after moving
37 SOLID_BBOX,			// touch on edge
38 SOLID_BSP			// bsp clip, touch on edge
39 } solid_t;
40 
41 //===============================================================
42 
43 // link_t is only used for entity area links now
44 typedef struct link_s
45 {
46 	struct link_s	*prev, *next;
47 } link_t;
48 
49 #define	MAX_ENT_CLUSTERS	16
50 
51 
52 typedef struct edict_s edict_t;
53 typedef struct gclient_s gclient_t;
54 
55 
56 #ifndef GAME_INCLUDE
57 
58 struct gclient_s
59 {
60 	player_state_t	ps;		// communicated by server to clients
61 	int				ping;
62 	// the game dll can add anything it wants after
63 	// this point in the structure
64 };
65 
66 
67 struct edict_s
68 {
69 	entity_state_t	s;
70 	struct gclient_s	*client;
71 	qboolean	inuse;
72 	int			linkcount;
73 
74 	// FIXME: move these fields to a server private sv_entity_t
75 	link_t		area;				// linked to a division node or leaf
76 
77 	int			num_clusters;		// if -1, use headnode instead
78 	int			clusternums[MAX_ENT_CLUSTERS];
79 	int			headnode;			// unused if num_clusters != -1
80 	int			areanum, areanum2;
81 
82 	//================================
83 
84 	int			svflags;			// SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
85 	vec3_t		mins, maxs;
86 	vec3_t		absmin, absmax, size;
87 	solid_t		solid;
88 	int			clipmask;
89 	edict_t		*owner;
90 
91 	// the game dll can add anything it wants after
92 	// this point in the structure
93 };
94 
95 #endif		// GAME_INCLUDE
96 
97 //===============================================================
98 
99 //
100 // functions provided by the main engine
101 //
102 typedef struct
103 {
104 	// special messages
105 	void	(*bprintf) (int printlevel, char *fmt, ...);
106 	void	(*dprintf) (char *fmt, ...);
107 	void	(*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
108 	void	(*centerprintf) (edict_t *ent, char *fmt, ...);
109 	void	(*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
110 	void	(*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
111 
112 	// config strings hold all the index strings, the lightstyles,
113 	// and misc data like the sky definition and cdtrack.
114 	// All of the current configstrings are sent to clients when
115 	// they connect, and changes are sent to all connected clients.
116 	void	(*configstring) (int num, char *string);
117 
118 	void	(*error) (char *fmt, ...);
119 
120 	// the *index functions create configstrings and some internal server state
121 	int		(*modelindex) (char *name);
122 	int		(*soundindex) (char *name);
123 	int		(*imageindex) (char *name);
124 
125 	void	(*setmodel) (edict_t *ent, char *name);
126 
127 	// collision detection
128 	trace_t	(*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
129 	int		(*pointcontents) (vec3_t point);
130 	qboolean	(*inPVS) (vec3_t p1, vec3_t p2);
131 	qboolean	(*inPHS) (vec3_t p1, vec3_t p2);
132 	void		(*SetAreaPortalState) (int portalnum, qboolean open);
133 	qboolean	(*AreasConnected) (int area1, int area2);
134 
135 	// an entity will never be sent to a client or used for collision
136 	// if it is not passed to linkentity.  If the size, position, or
137 	// solidity changes, it must be relinked.
138 	void	(*linkentity) (edict_t *ent);
139 	void	(*unlinkentity) (edict_t *ent);		// call before removing an interactive edict
140 	int		(*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list,	int maxcount, int areatype);
141 	void	(*Pmove) (pmove_t *pmove);		// player movement code common with client prediction
142 
143 	// network messaging
144 	void	(*multicast) (vec3_t origin, multicast_t to);
145 	void	(*unicast) (edict_t *ent, qboolean reliable);
146 	void	(*WriteChar) (int c);
147 	void	(*WriteByte) (int c);
148 	void	(*WriteShort) (int c);
149 	void	(*WriteLong) (int c);
150 	void	(*WriteFloat) (float f);
151 	void	(*WriteString) (char *s);
152 	void	(*WritePosition) (vec3_t pos);	// some fractional bits
153 	void	(*WriteDir) (vec3_t pos);		// single byte encoded, very coarse
154 	void	(*WriteAngle) (float f);
155 
156 	// managed memory allocation
157 	void	*(*TagMalloc) (int size, int tag);
158 	void	(*TagFree) (void *block);
159 	void	(*FreeTags) (int tag);
160 
161 	// console variable interaction
162 	cvar_t	*(*cvar) (char *var_name, char *value, int flags);
163 	cvar_t	*(*cvar_set) (char *var_name, char *value);
164 	cvar_t	*(*cvar_forceset) (char *var_name, char *value);
165 
166 	// ClientCommand and ServerCommand parameter access
167 	int		(*argc) (void);
168 	char	*(*argv) (int n);
169 	char	*(*args) (void);	// concatenation of all argv >= 1
170 
171 	// add commands to the server console as if they were typed in
172 	// for map changing, etc
173 	void	(*AddCommandString) (char *text);
174 
175 	void	(*DebugGraph) (float value, int color);
176 } game_import_t;
177 
178 //
179 // functions exported by the game subsystem
180 //
181 typedef struct
182 {
183 	int			apiversion;
184 
185 	// the init function will only be called when a game starts,
186 	// not each time a level is loaded.  Persistant data for clients
187 	// and the server can be allocated in init
188 	void		(*Init) (void);
189 	void		(*Shutdown) (void);
190 
191 	// each new level entered will cause a call to SpawnEntities
192 	void		(*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
193 
194 	// Read/Write Game is for storing persistant cross level information
195 	// about the world state and the clients.
196 	// WriteGame is called every time a level is exited.
197 	// ReadGame is called on a loadgame.
198 	void		(*WriteGame) (char *filename, qboolean autosave);
199 	void		(*ReadGame) (char *filename);
200 
201 	// ReadLevel is called after the default map information has been
202 	// loaded with SpawnEntities
203 	void		(*WriteLevel) (char *filename);
204 	void		(*ReadLevel) (char *filename);
205 
206 	qboolean	(*ClientConnect) (edict_t *ent, char *userinfo);
207 	void		(*ClientBegin) (edict_t *ent);
208 	void		(*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
209 	void		(*ClientDisconnect) (edict_t *ent);
210 	void		(*ClientCommand) (edict_t *ent);
211 	void		(*ClientThink) (edict_t *ent, usercmd_t *cmd);
212 
213 	void		(*RunFrame) (void);
214 
215 	// ServerCommand will be called when an "sv <command>" command is issued on the
216 	// server console.
217 	// The game can issue gi.argc() / gi.argv() commands to get the rest
218 	// of the parameters
219 	void		(*ServerCommand) (void);
220 
221 	//
222 	// global variables shared between game and server
223 	//
224 
225 	// The edict array is allocated in the game dll so it
226 	// can vary in size from one game to another.
227 	//
228 	// The size will be fixed when ge->Init() is called
229 	struct edict_s	*edicts;
230 	int			edict_size;
231 	int			num_edicts;		// current number, <= max_edicts
232 	int			max_edicts;
233 } game_export_t;
234 
235 game_export_t *GetGameApi (game_import_t *import);
236 
237 
238 /*
239  * PATCH: eliasm
240  *
241  * Some functions can't be static when using the new save game technique
242  */
243 /*#define FUNCSTATIC*/
244