Annotation of quake2/game/game.h, revision 1.1

1.1     ! root        1: 
        !             2: // game.h -- game dll information visible to server
        !             3: 
        !             4: #define        GAME_API_VERSION        3
        !             5: 
        !             6: // edict->svflags
        !             7: 
        !             8: #define        SVF_NOCLIENT                    0x00000001      // don't send entity to clients, even if it has effects
        !             9: #define        SVF_DEADMONSTER                 0x00000002      // treat as CONTENTS_DEADMONSTER for collision
        !            10: #define        SVF_MONSTER                             0x00000004      // treat as CONTENTS_MONSTER for collision
        !            11: 
        !            12: // edict->solid values
        !            13: 
        !            14: typedef enum
        !            15: {
        !            16: SOLID_NOT,                     // no interaction with other objects
        !            17: SOLID_TRIGGER,         // only touch when inside, after moving
        !            18: SOLID_BBOX,                    // touch on edge
        !            19: SOLID_BSP                      // bsp clip, touch on edge
        !            20: } solid_t;
        !            21: 
        !            22: //===============================================================
        !            23: 
        !            24: // link_t is only used for entity area links now
        !            25: typedef struct link_s
        !            26: {
        !            27:        struct link_s   *prev, *next;
        !            28: } link_t;
        !            29: 
        !            30: #define        MAX_ENT_CLUSTERS        16
        !            31: 
        !            32: 
        !            33: typedef struct edict_s edict_t;
        !            34: typedef struct gclient_s gclient_t;
        !            35: 
        !            36: 
        !            37: #ifndef GAME_INCLUDE
        !            38: 
        !            39: struct gclient_s
        !            40: {
        !            41:        player_state_t  ps;             // communicated by server to clients
        !            42:        int                             ping;
        !            43:        // the game dll can add anything it wants after
        !            44:        // this point in the structure
        !            45: };
        !            46: 
        !            47: 
        !            48: struct edict_s
        !            49: {
        !            50:        entity_state_t  s;
        !            51:        struct gclient_s        *client;
        !            52:        qboolean        inuse;
        !            53:        int                     linkcount;
        !            54: 
        !            55:        // FIXME: move these fields to a server private sv_entity_t
        !            56:        link_t          area;                           // linked to a division node or leaf
        !            57:        
        !            58:        int                     num_clusters;           // if -1, use headnode instead
        !            59:        int                     clusternums[MAX_ENT_CLUSTERS];
        !            60:        int                     headnode;                       // unused if num_clusters != -1
        !            61:        int                     areanum, areanum2;
        !            62: 
        !            63:        //================================
        !            64: 
        !            65:        int                     svflags;                        // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
        !            66:        vec3_t          mins, maxs;
        !            67:        vec3_t          absmin, absmax, size;
        !            68:        solid_t         solid;
        !            69:        int                     clipmask;
        !            70:        edict_t         *owner;
        !            71: 
        !            72:        // the game dll can add anything it wants after
        !            73:        // this point in the structure
        !            74: };
        !            75: 
        !            76: #endif         // GAME_INCLUDE
        !            77: 
        !            78: //===============================================================
        !            79: 
        !            80: //
        !            81: // functions provided by the main engine
        !            82: //
        !            83: typedef struct
        !            84: {
        !            85:        // special messages
        !            86:        void    (*bprintf) (int printlevel, char *fmt, ...);
        !            87:        void    (*dprintf) (char *fmt, ...);
        !            88:        void    (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
        !            89:        void    (*centerprintf) (edict_t *ent, char *fmt, ...);
        !            90:        void    (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
        !            91:        void    (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
        !            92: 
        !            93:        // config strings hold all the index strings, the lightstyles,
        !            94:        // and misc data like the sky definition and cdtrack.
        !            95:        // All of the current configstrings are sent to clients when
        !            96:        // they connect, and changes are sent to all connected clients.
        !            97:        void    (*configstring) (int num, char *string);
        !            98: 
        !            99:        void    (*error) (char *fmt, ...);
        !           100: 
        !           101:        // the *index functions create configstrings and some internal server state
        !           102:        int             (*modelindex) (char *name);
        !           103:        int             (*soundindex) (char *name);
        !           104:        int             (*imageindex) (char *name);
        !           105: 
        !           106:        void    (*setmodel) (edict_t *ent, char *name);
        !           107: 
        !           108:        // collision detection
        !           109:        trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
        !           110:        int             (*pointcontents) (vec3_t point);
        !           111:        qboolean        (*inPVS) (vec3_t p1, vec3_t p2);
        !           112:        qboolean        (*inPHS) (vec3_t p1, vec3_t p2);
        !           113:        void            (*SetAreaPortalState) (int portalnum, qboolean open);
        !           114:        qboolean        (*AreasConnected) (int area1, int area2);
        !           115: 
        !           116:        // an entity will never be sent to a client or used for collision
        !           117:        // if it is not passed to linkentity.  If the size, position, or
        !           118:        // solidity changes, it must be relinked.
        !           119:        void    (*linkentity) (edict_t *ent);
        !           120:        void    (*unlinkentity) (edict_t *ent);         // call before removing an interactive edict
        !           121:        int             (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
        !           122:        void    (*Pmove) (pmove_t *pmove);              // player movement code common with client prediction
        !           123: 
        !           124:        // network messaging
        !           125:        void    (*multicast) (vec3_t origin, multicast_t to);
        !           126:        void    (*unicast) (edict_t *ent, qboolean reliable);
        !           127:        void    (*WriteChar) (int c);
        !           128:        void    (*WriteByte) (int c);
        !           129:        void    (*WriteShort) (int c);
        !           130:        void    (*WriteLong) (int c);
        !           131:        void    (*WriteFloat) (float f);
        !           132:        void    (*WriteString) (char *s);
        !           133:        void    (*WritePosition) (vec3_t pos);  // some fractional bits
        !           134:        void    (*WriteDir) (vec3_t pos);               // single byte encoded, very coarse
        !           135:        void    (*WriteAngle) (float f);
        !           136: 
        !           137:        // managed memory allocation
        !           138:        void    *(*TagMalloc) (int size, int tag);
        !           139:        void    (*TagFree) (void *block);
        !           140:        void    (*FreeTags) (int tag);
        !           141: 
        !           142:        // console variable interaction
        !           143:        cvar_t  *(*cvar) (char *var_name, char *value, int flags);
        !           144:        cvar_t  *(*cvar_set) (char *var_name, char *value);
        !           145:        cvar_t  *(*cvar_forceset) (char *var_name, char *value);
        !           146: 
        !           147:        // ClientCommand and ServerCommand parameter access
        !           148:        int             (*argc) (void);
        !           149:        char    *(*argv) (int n);
        !           150:        char    *(*args) (void);        // concatenation of all argv >= 1
        !           151: 
        !           152:        // add commands to the server console as if they were typed in
        !           153:        // for map changing, etc
        !           154:        void    (*AddCommandString) (char *text);
        !           155: 
        !           156:        void    (*DebugGraph) (float value, int color);
        !           157: } game_import_t;
        !           158: 
        !           159: //
        !           160: // functions exported by the game subsystem
        !           161: //
        !           162: typedef struct
        !           163: {
        !           164:        int                     apiversion;
        !           165: 
        !           166:        // the init function will only be called when a game starts,
        !           167:        // not each time a level is loaded.  Persistant data for clients
        !           168:        // and the server can be allocated in init
        !           169:        void            (*Init) (void);
        !           170:        void            (*Shutdown) (void);
        !           171: 
        !           172:        // each new level entered will cause a call to SpawnEntities
        !           173:        void            (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
        !           174: 
        !           175:        // Read/Write Game is for storing persistant cross level information
        !           176:        // about the world state and the clients.
        !           177:        // WriteGame is called every time a level is exited.
        !           178:        // ReadGame is called on a loadgame.
        !           179:        void            (*WriteGame) (char *filename, qboolean autosave);
        !           180:        void            (*ReadGame) (char *filename);
        !           181: 
        !           182:        // ReadLevel is called after the default map information has been
        !           183:        // loaded with SpawnEntities
        !           184:        void            (*WriteLevel) (char *filename);
        !           185:        void            (*ReadLevel) (char *filename);
        !           186: 
        !           187:        qboolean        (*ClientConnect) (edict_t *ent, char *userinfo);
        !           188:        void            (*ClientBegin) (edict_t *ent);
        !           189:        void            (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
        !           190:        void            (*ClientDisconnect) (edict_t *ent);
        !           191:        void            (*ClientCommand) (edict_t *ent);
        !           192:        void            (*ClientThink) (edict_t *ent, usercmd_t *cmd);
        !           193: 
        !           194:        void            (*RunFrame) (void);
        !           195: 
        !           196:        // ServerCommand will be called when an "sv <command>" command is issued on the
        !           197:        // server console.
        !           198:        // The game can issue gi.argc() / gi.argv() commands to get the rest
        !           199:        // of the parameters
        !           200:        void            (*ServerCommand) (void);
        !           201: 
        !           202:        //
        !           203:        // global variables shared between game and server
        !           204:        //
        !           205: 
        !           206:        // The edict array is allocated in the game dll so it
        !           207:        // can vary in size from one game to another.
        !           208:        // 
        !           209:        // The size will be fixed when ge->Init() is called
        !           210:        struct edict_s  *edicts;
        !           211:        int                     edict_size;
        !           212:        int                     num_edicts;             // current number, <= max_edicts
        !           213:        int                     max_edicts;
        !           214: } game_export_t;
        !           215: 
        !           216: game_export_t *GetGameApi (game_import_t *import);

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