File: Game.h

package info (click to toggle)
dhewm3 1.5.1~pre%2Bgit20200905%2Bdfsg-1
  • links: PTS, VCS
  • area: contrib
  • in suites: bullseye
  • size: 21,664 kB
  • sloc: cpp: 408,868; ansic: 1,188; objc: 1,034; python: 330; sh: 94; makefile: 11
file content (360 lines) | stat: -rw-r--r-- 15,664 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
/*
===========================================================================

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").

Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

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.

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.

===========================================================================
*/

#ifndef __GAME_H__
#define __GAME_H__

#include "idlib/BitMsg.h"
#include "idlib/Dict.h"
#include "framework/UsercmdGen.h"
#include "renderer/RenderWorld.h"
#include "sound/sound.h"

class idAASFileManager;
class idCollisionModelManager;
class idRenderSystem;
class idRenderModelManager;
class idUserInterface;
class idUserInterfaceManager;
class idNetworkSystem;

/*
===============================================================================

	Public game interface with methods to run the game.

===============================================================================
*/

typedef struct {
	char		sessionCommand[MAX_STRING_CHARS];	// "map", "disconnect", "victory", etc
	int			consistencyHash;					// used to check for network game divergence
	int			health;
	int			heartRate;
	int			stamina;
	int			combat;
	bool		syncNextGameFrame;					// used when cinematics are skipped to prevent session from simulating several game frames to
													// keep the game time in sync with real time
} gameReturn_t;

typedef enum {
	ALLOW_YES = 0,
	ALLOW_BADPASS,	// core will prompt for password and connect again
	ALLOW_NOTYET,	// core will wait with transmitted message
	ALLOW_NO		// core will abort with transmitted message
} allowReply_t;

typedef enum {
	ESC_IGNORE = 0,	// do nothing
	ESC_MAIN,		// start main menu GUI
	ESC_GUI			// set an explicit GUI
} escReply_t;

class idGame {
public:
	virtual						~idGame() {}

	// Initialize the game for the first time.
	virtual void				Init( void ) = 0;

	// Shut down the entire game.
	virtual void				Shutdown( void ) = 0;

	// Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 )
	virtual void				SetLocalClient( int clientNum ) = 0;

	// Sets the user info for a client.
	// if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back
	// canModify is never true on network client
	virtual const idDict *		SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0;

	// Retrieve the game's userInfo dict for a client.
	virtual const idDict *		GetUserInfo( int clientNum ) = 0;

	// The game gets a chance to alter userinfo before they are emitted to server.
	virtual void				ThrottleUserInfo( void ) = 0;

	// Sets the serverinfo at map loads and when it changes.
	virtual void				SetServerInfo( const idDict &serverInfo ) = 0;

	// The session calls this before moving the single player game to a new level.
	virtual const idDict &		GetPersistentPlayerInfo( int clientNum ) = 0;

	// The session calls this right before a new level is loaded.
	virtual void				SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0;

	// Loads a map and spawns all the entities.
	virtual void				InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0;

	// Loads a map from a savegame file.
	virtual bool				InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0;

	// Saves the current game state, the session may have written some data to the file already.
	virtual void				SaveGame( idFile *saveGameFile ) = 0;

	// Shut down the current map.
	virtual void				MapShutdown( void ) = 0;

	// Caches media referenced from in key/value pairs in the given dictionary.
	virtual void				CacheDictionaryMedia( const idDict *dict ) = 0;

	// Spawns the player entity to be used by the client.
	virtual void				SpawnPlayer( int clientNum ) = 0;

	// Runs a game frame, may return a session command for level changing, etc
	virtual gameReturn_t		RunFrame( const usercmd_t *clientCmds ) = 0;

	// Makes rendering and sound system calls to display for a given clientNum.
	virtual bool				Draw( int clientNum ) = 0;

	// Let the game do it's own UI when ESCAPE is used
	virtual escReply_t			HandleESC( idUserInterface **gui ) = 0;

	// get the games menu if appropriate ( multiplayer )
	virtual idUserInterface *	StartMenu() = 0;

	// When the game is running it's own UI fullscreen, GUI commands are passed through here
	// return NULL once the fullscreen UI mode should stop, or "main" to go to main menu
	virtual const char *		HandleGuiCommands( const char *menuCommand ) = 0;

	// main menu commands not caught in the engine are passed here
	virtual void				HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0;

	// Early check to deny connect.
	virtual allowReply_t		ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0;

	// Connects a client.
	virtual void				ServerClientConnect( int clientNum, const char *guid ) = 0;

	// Spawns the player entity to be used by the client.
	virtual void				ServerClientBegin( int clientNum ) = 0;

	// Disconnects a client and removes the player entity from the game.
	virtual void				ServerClientDisconnect( int clientNum ) = 0;

	// Writes initial reliable messages a client needs to recieve when first joining the game.
	virtual void				ServerWriteInitialReliableMessages( int clientNum ) = 0;

	// Writes a snapshot of the server game state for the given client.
	virtual void				ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0;

	// Patches the network entity states at the server with a snapshot for the given client.
	virtual bool				ServerApplySnapshot( int clientNum, int sequence ) = 0;

	// Processes a reliable message from a client.
	virtual void				ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;

	// Reads a snapshot and updates the client game state.
	virtual void				ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;

	// Patches the network entity states at the client with a snapshot.
	virtual bool				ClientApplySnapshot( int clientNum, int sequence ) = 0;

	// Processes a reliable message from the server.
	virtual void				ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;

	// Runs prediction on entities at the client.
	virtual gameReturn_t		ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0;

	// Used to manage divergent time-lines
	virtual void				SelectTimeGroup( int timeGroup ) = 0;
	virtual int					GetTimeGroupTime( int timeGroup ) = 0;

	virtual void				GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0;

	// Returns a summary of stats for a given client
	virtual void				GetClientStats( int clientNum, char *data, const int len ) = 0;

	// Switch a player to a particular team
	virtual void				SwitchTeam( int clientNum, int team ) = 0;

	virtual bool				DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0;

	virtual void				GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0;
};

extern idGame *					game;


/*
===============================================================================

	Public game interface with methods for in-game editing.

===============================================================================
*/

typedef struct {
	idSoundEmitter *			referenceSound;	// this is the interface to the sound system, created
												// with idSoundWorld::AllocSoundEmitter() when needed
	idVec3						origin;
	int							listenerId;		// SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
												// no spatialization will be performed if == listenerID
	const idSoundShader *		shader;			// this really shouldn't be here, it is a holdover from single channel behavior
	float						diversity;		// 0.0 to 1.0 value used to select which
												// samples in a multi-sample list from the shader are used
	bool						waitfortrigger;	// don't start it at spawn time
	soundShaderParms_t			parms;			// override volume, flags, etc
} refSound_t;

enum {
	TEST_PARTICLE_MODEL = 0,
	TEST_PARTICLE_IMPACT,
	TEST_PARTICLE_MUZZLE,
	TEST_PARTICLE_FLIGHT,
	TEST_PARTICLE_SELECTED
};

class idEntity;
class idMD5Anim;

// FIXME: this interface needs to be reworked but it properly separates code for the time being
class idGameEdit {
public:
	virtual						~idGameEdit( void ) {}

	// These are the canonical idDict to parameter parsing routines used by both the game and tools.
	virtual void				ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight );
	virtual void				ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity );
	virtual void				ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound );

	// Animation system calls for non-game based skeletal rendering.
	virtual idRenderModel *		ANIM_GetModelFromEntityDef( const char *classname );
	virtual const idVec3		&ANIM_GetModelOffsetFromEntityDef( const char *classname );
	virtual idRenderModel *		ANIM_GetModelFromEntityDef( const idDict *args );
	virtual idRenderModel *		ANIM_GetModelFromName( const char *modelName );
	virtual const idMD5Anim *	ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
	virtual int					ANIM_GetNumAnimsFromEntityDef( const idDict *args );
	virtual const char *		ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum );
	virtual const idMD5Anim *	ANIM_GetAnim( const char *fileName );
	virtual int					ANIM_GetLength( const idMD5Anim *anim );
	virtual int					ANIM_GetNumFrames( const idMD5Anim *anim );
	virtual void				ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset );
	virtual idRenderModel *		ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset );

	// Articulated Figure calls for AF editor and Radiant.
	virtual bool				AF_SpawnEntity( const char *fileName );
	virtual void				AF_UpdateEntities( const char *fileName );
	virtual void				AF_UndoChanges( void );
	virtual idRenderModel *		AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet );


	// Entity selection.
	virtual void				ClearEntitySelection( void );
	virtual int					GetSelectedEntities( idEntity *list[], int max );
	virtual void				AddSelectedEntity( idEntity *ent );

	// Selection methods
	virtual void				TriggerSelected();

	// Entity defs and spawning.
	virtual const idDict *		FindEntityDefDict( const char *name, bool makeDefault = true ) const;
	virtual void				SpawnEntityDef( const idDict &args, idEntity **ent );
	virtual idEntity *			FindEntity( const char *name ) const;
	virtual const char *		GetUniqueEntityName( const char *classname ) const;

	// Entity methods.
	virtual void				EntityGetOrigin( idEntity *ent, idVec3 &org ) const;
	virtual void				EntityGetAxis( idEntity *ent, idMat3 &axis ) const;
	virtual void				EntitySetOrigin( idEntity *ent, const idVec3 &org );
	virtual void				EntitySetAxis( idEntity *ent, const idMat3 &axis );
	virtual void				EntityTranslate( idEntity *ent, const idVec3 &org );
	virtual const idDict *		EntityGetSpawnArgs( idEntity *ent ) const;
	virtual void				EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict );
	virtual void				EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs );
	virtual void				EntityUpdateVisuals( idEntity *ent );
	virtual void				EntitySetModel( idEntity *ent, const char *val );
	virtual void				EntityStopSound( idEntity *ent );
	virtual void				EntityDelete( idEntity *ent );
	virtual void				EntitySetColor( idEntity *ent, const idVec3 color );

	// Player methods.
	virtual bool				PlayerIsValid() const;
	virtual void				PlayerGetOrigin( idVec3 &org ) const;
	virtual void				PlayerGetAxis( idMat3 &axis ) const;
	virtual void				PlayerGetViewAngles( idAngles &angles ) const;
	virtual void				PlayerGetEyePosition( idVec3 &org ) const;

	// In game map editing support.
	virtual const idDict *		MapGetEntityDict( const char *name ) const;
	virtual void				MapSave( const char *path = NULL ) const;
	virtual void				MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ;
	virtual void				MapCopyDictToEntity( const char *name, const idDict *dict ) const;
	virtual int					MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const;
	virtual void				MapAddEntity( const idDict *dict ) const;
	virtual int					MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const;
	virtual void				MapRemoveEntity( const char *name ) const;
	virtual void				MapEntityTranslate( const char *name, const idVec3 &v ) const;

};

extern idGameEdit *				gameEdit;


/*
===============================================================================

	Game API.

===============================================================================
*/

const int GAME_API_VERSION		= 9;

typedef struct {

	int							version;				// API version
	idSys *						sys;					// non-portable system services
	idCommon *					common;					// common
	idCmdSystem *				cmdSystem;				// console command system
	idCVarSystem *				cvarSystem;				// console variable system
	idFileSystem *				fileSystem;				// file system
	idNetworkSystem *			networkSystem;			// network system
	idRenderSystem *			renderSystem;			// render system
	idSoundSystem *				soundSystem;			// sound system
	idRenderModelManager *		renderModelManager;		// render model manager
	idUserInterfaceManager *	uiManager;				// user interface manager
	idDeclManager *				declManager;			// declaration manager
	idAASFileManager *			AASFileManager;			// AAS file manager
	idCollisionModelManager *	collisionModelManager;	// collision model manager

} gameImport_t;

typedef struct {

	int							version;				// API version
	idGame *					game;					// interface to run the game
	idGameEdit *				gameEdit;				// interface for in-game editing

} gameExport_t;

extern "C" {
typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import );
}

#endif /* !__GAME_H__ */