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/**
* @file
* @brief Interface to game library.
*/
/*
All original material Copyright (C) 2002-2013 UFO: Alien Invasion.
Original file from Quake 2 v3.21: quake2-2.31/game/game.h
Copyright (C) 1997-2001 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma once
#include "../common/tracing.h"
#include "../common/grid.h"
#include "../common/cvar.h"
#define GAME_API_VERSION 10
/*=============================================================== */
class Edict;
class SrvEdict;
#ifndef GAME_INCLUDE
class SrvPlayer
{
public:
bool inuse;
int num; /**< communicated by server to clients */
bool ready; /**< the player agreed to start the party */
inline bool isInUse () const {
return inuse;
}
inline void setInUse (bool inuse) {
this->inuse = inuse;
}
inline int getNum (void) const {
return num;
}
inline void setNum (int num) {
this->num = num;
}
inline bool isReady () const {
return ready;
}
inline void setReady (bool ready) {
this->ready = ready;
}
/** the game dll can add anything it wants after this point in the structure */
};
typedef SrvPlayer player_t;
#else
/** @brief client data that stays across multiple level loads */
typedef struct client_persistent_s {
char userinfo[MAX_INFO_STRING];
char netname[16];
int team; /** the number of the team for this player
* 0 is reserved for civilians and critters */
bool ai; /**< client controlled by ai */
/** ai specific data */
Edict* last; /**< set to the last actor edict that was handled for the ai in their think function */
float flood_locktill; /**< locked from talking */
float flood_when[10]; /**< when messages were said */
int flood_whenhead; /**< head pointer for when said */
} client_persistent_t;
/** @brief this structure is cleared on each PutClientInServer(),
* except for 'client->pers'
* @note shared between game and server - but server doesn't know all the fields */
class Player {
public:
/* known to server */
bool inuse;
int num;
bool ready;
/* private to game */
bool spawned; /**< already spawned? */
bool began; /**< the player sent his 'begin' already */
bool roundDone; /**< ready to end his turn */
int lastSeen; /**< the round the player has last seen an ai controlled enemy */
bool autostand; /**< autostand for long walks */
client_persistent_t pers;
inline void reset () {
OBJZERO(*this);
}
inline bool isInUse () const {
return inuse;
}
inline void setInUse (bool inuse) {
this->inuse = inuse;
}
inline int getNum (void) const {
return num;
}
inline void setNum (int num) {
this->num = num;
}
inline bool isReady () const {
return ready;
}
inline void setReady (bool ready) {
this->ready = ready;
}
inline int getTeam (void) const {
return pers.team;
}
inline void setTeam (int team) {
pers.team = team;
}
};
typedef Player player_t;
#endif
/** @brief edict->solid values */
typedef enum {
SOLID_NOT, /**< no interaction with other objects */
SOLID_TRIGGER, /**< only touch when inside, after moving (triggers) */
SOLID_BBOX, /**< touch on edge (monsters, etc) */
SOLID_BSP /**< bsp clip, touch on edge (solid walls, blocks, etc) */
} solid_t;
#ifndef GAME_INCLUDE
#include "srvedict.h"
typedef SrvEdict edict_t;
#else
typedef Edict edict_t;
#endif /* GAME_INCLUDE */
/*=============================================================== */
/** @brief functions provided by the main engine */
typedef struct game_import_s {
/* client/server information */
int seed; /**< random seed */
const csi_t* csi;
/* special messages */
/** sends message to all players */
void (IMPORT* BroadcastPrintf) (int printlevel, const char* fmt, ...) __attribute__((format(__printf__, 2, 3)));
/** print output to server console */
void (IMPORT* DPrintf) (const char* fmt, ...) __attribute__((format(__printf__, 1, 2)));
/** sends message to only one player (don't use this to send messages to an AI player struct) */
void (IMPORT* PlayerPrintf) (const player_t* player, int printlevel, const char* fmt, va_list ap);
/** configstrings hold all the index strings.
* All of the current configstrings are sent to clients when
* they connect, and changes are sent to all connected clients. */
void (IMPORT* ConfigString) (int num, const char* fmt, ...) __attribute__((format(__printf__, 2, 3)));
/** @note The error message should not have a newline - it's added inside of this function */
void (IMPORT* Error) (const char* fmt, ...) __attribute__((noreturn, format(__printf__, 1, 2)));
/** the *index functions create configstrings and some internal server state */
unsigned int (IMPORT* ModelIndex) (const char* name);
/** This updates the inline model's orientation */
void (IMPORT* SetInlineModelOrientation) (const char* name, const vec3_t origin, const vec3_t angles);
void (IMPORT* GetInlineModelAABB) (const char* name, AABB& aabb);
void (IMPORT* SetModel) (edict_t* ent, const char* name);
/** @brief collision detection
* @note traces a box from start to end, ignoring entities passent, stopping if it hits an object of type specified
* via contentmask (MASK_*). Mins and maxs set the box which will do the tracing - if nullptr then a line is used instead
* @return the trace data
*/
trace_t (IMPORT* Trace) (const vec3_t start, const AABB &box, const vec3_t end, const edict_t* passent, int contentmask);
int (IMPORT* PointContents) (const vec3_t point);
const char* (IMPORT* GetFootstepSound) (const char* texture);
float (IMPORT* GetBounceFraction) (const char* texture);
bool (IMPORT* LoadModelAABB) (const char* model, int frame, AABB& aabb);
/** links entity into the world - so that it is sent to the client and used for
* collision detection, etc. Must be relinked if its size, position or solidarity changes */
void (IMPORT* LinkEdict) (edict_t* ent);
/** call before removing an interactive edict */
void (IMPORT* UnlinkEdict) (edict_t* ent);
int (IMPORT* BoxEdicts) (const vec3_t mins, const vec3_t maxs, edict_t** list, int maxcount);
/** @brief fast version of a line trace but without including entities */
bool (IMPORT* TestLine) (const vec3_t start, const vec3_t stop, const int levelmask);
/** @brief fast version of a line trace that also includes entities */
bool (IMPORT* TestLineWithEnt) (const vec3_t start, const vec3_t stop, const int levelmask, const char** entlist);
float (IMPORT* GrenadeTarget) (const vec3_t from, const vec3_t at, float speed, bool launched, bool rolled, vec3_t v0);
void (IMPORT* GridCalcPathing) (actorSizeEnum_t actorSize, pathing_t* path, const pos3_t from, int distance, pos_t** forbiddenList, int forbiddenListLength);
void (IMPORT* MoveStore) (pathing_t* path);
pos_t (IMPORT* MoveLength) (const pathing_t* path, const pos3_t to, byte crouchingState, bool stored);
int (IMPORT* MoveNext) (const pathing_t* path, const pos3_t from, byte crouchingState);
int (IMPORT* GetTUsForDirection) (int dir, int crouched);
pos_t (IMPORT* GridFall) (actorSizeEnum_t actorSize, const pos3_t pos);
void (IMPORT* GridPosToVec) (actorSizeEnum_t actorSize, const pos3_t pos, vec3_t vec);
void (IMPORT* GridRecalcRouting) (const char* name, const GridBox& box, const char** list);
bool (IMPORT* CanActorStandHere) (actorSizeEnum_t actorSize, const pos3_t pos);
bool (IMPORT* GridShouldUseAutostand) (const pathing_t* path, const pos3_t pos);
float (IMPORT* GetVisibility) (const pos3_t position);
/* filesystem functions */
const char* (IMPORT* FS_Gamedir) (void);
int (IMPORT* FS_LoadFile) (const char* path, byte** buffer);
void (IMPORT* FS_FreeFile) (void* buffer);
/* network messaging (writing) */
void (IMPORT* WriteChar) (char c);
void (IMPORT* WriteByte) (byte c);
void (IMPORT* WriteShort) (int c);
void (IMPORT* WriteLong) (int c);
void (IMPORT* WriteString) (const char* s);
void (IMPORT* WritePos) (const vec3_t pos); /**< some fractional bits */
void (IMPORT* WriteGPos) (const pos3_t pos);
void (IMPORT* WriteDir) (const vec3_t pos); /**< single byte encoded, very coarse */
void (IMPORT* WriteAngle) (float f);
void (IMPORT* WriteFormat) (const char* format, ...);
void (IMPORT* AbortEvents) (void);
void (IMPORT* EndEvents) (void);
void (IMPORT* AddEvent) (unsigned int mask, int eType, int entnum);
int (IMPORT* GetEvent) (void);
edict_t* (IMPORT* GetEventEdict) (void);
void (IMPORT* QueueEvent) (unsigned int mask, int eType, int entnum);
void (IMPORT* QueueWriteByte) (byte c);
void (IMPORT* QueueWritePos) (const vec3_t pos);
void (IMPORT* QueueWriteString) (const char* s);
void (IMPORT* QueueWriteShort) (int c);
/* network messaging (reading) */
int (IMPORT* ReadChar) (void);
int (IMPORT* ReadByte) (void);
int (IMPORT* ReadShort) (void);
int (IMPORT* ReadLong) (void);
int (IMPORT* ReadString) (char* str, size_t length);
void (IMPORT* ReadPos) (vec3_t pos);
void (IMPORT* ReadGPos) (pos3_t pos);
void (IMPORT* ReadDir) (vec3_t vector);
float (IMPORT* ReadAngle) (void);
void (IMPORT* ReadData) (void* buffer, int size);
void (IMPORT* ReadFormat) (const char* format, ...);
bool (IMPORT* GetConstInt) (const char* name, int* value);
bool (IMPORT* GetConstIntFromNamespace) (const char* space, const char* name, int* value);
const char* (IMPORT* GetConstVariable) (const char* space, int value);
void (IMPORT* RegisterConstInt) (const char* name, int value);
bool (IMPORT* UnregisterConstVariable) (const char* name);
/* misc functions */
void (IMPORT* GetCharacterValues) (const char* teamDefinition, character_t* chr);
/* managed memory allocation */
void* (IMPORT* TagMalloc) (int size, int tag, const char* file, int line);
void (IMPORT* TagFree) (void* block, const char* file, int line);
void (IMPORT* FreeTags) (int tag, const char* file, int line);
/* console variable interaction */
cvar_t* (IMPORT* Cvar_Get) (const char* varName, const char* value, int flags, const char* desc);
cvar_t* (IMPORT* Cvar_Set) (const char* varName, const char* value, ...) __attribute__((format(__printf__, 2, 3)));
const char* (IMPORT* Cvar_String) (const char* varName);
/* ClientCommand and ServerCommand parameter access */
int (IMPORT* Cmd_Argc) (void);
const char* (IMPORT* Cmd_Argv) (int n);
const char* (IMPORT* Cmd_Args) (void); /**< concatenation of all argv >= 1 */
/** add commands to the server console as if they were typed in
* for map changing, etc */
void (IMPORT* AddCommandString) (const char* text, ...) __attribute__((format(__printf__, 1, 2)));
} game_import_t;
/** @brief functions exported by the game subsystem */
typedef struct game_export_s {
int apiversion;
/** the init function will only be called when a game starts,
* not each time a level is loaded. Persistant data for clients
* and the server can be allocated in init */
void (EXPORT* Init) (void);
void (EXPORT* Shutdown) (void);
/* each new level entered will cause a call to G_SpawnEntities */
void (EXPORT* SpawnEntities) (const char* mapname, bool day, const char* entstring);
bool (EXPORT* ClientConnect) (player_t* client, char* userinfo, size_t userinfoSize);
bool (EXPORT* ClientBegin) (player_t &client);
void (EXPORT* ClientStartMatch) (player_t &client);
void (EXPORT* ClientUserinfoChanged) (player_t &client, const char* userinfo);
void (EXPORT* ClientDisconnect) (player_t &client);
void (EXPORT* ClientCommand) (player_t &client);
int (EXPORT* ClientAction) (player_t &client);
void (EXPORT* ClientEndRound) (player_t &client);
void (EXPORT* ClientTeamInfo) (const player_t &client);
void (EXPORT* ClientInitActorStates) (const player_t &client);
int (EXPORT* ClientGetTeamNum) (const player_t &client);
bool (EXPORT* ClientIsReady) (const player_t* client); /* assert ! */
int (EXPORT* ClientGetActiveTeam) (void);
const char* (EXPORT* ClientGetName) (int pnum);
bool (EXPORT* RunFrame) (void);
/** ServerCommand will be called when an "sv <command>" command is issued on the
* server console.
* The game can issue gi.Cmd_Argc() / gi.Cmd_Argv() commands to get the rest
* of the parameters */
void (EXPORT* ServerCommand) (void);
/* global variables shared between game and server */
/* The edict array is allocated in the game dll so it */
/* can vary in size from one game to another. */
/** The size will be fixed when ge->Init() is called */
edict_t* edicts;
int edict_size;
int num_edicts; /**< current number, <= max_edicts */
int max_edicts;
player_t* players;
int player_size;
int maxplayersperteam;
} game_export_t;
extern "C" game_export_t* GetGameAPI(game_import_t* import);
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