Annotation of quake2/game/game.h, revision 1.1.1.1

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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