aboutsummaryrefslogtreecommitdiffstats
path: root/code/cgame/cg_public.h
blob: 8f8ea6d7cf947556296ae159c0bb346fc0b75f88 (plain)
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
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//


#define	CMD_BACKUP			64	
#define	CMD_MASK			(CMD_BACKUP - 1)
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP


#define	MAX_ENTITIES_IN_SNAPSHOT	256

// snapshots are a view of the server at a given time

// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded, or
// they may be dropped by the network.
typedef struct {
	int				snapFlags;			// SNAPFLAG_RATE_DELAYED, etc
	int				ping;

	int				serverTime;		// server time the message is valid for (in msec)

	byte			areamask[MAX_MAP_AREA_BYTES];		// portalarea visibility bits

	playerState_t	ps;						// complete information about the current player at this time

	int				numEntities;			// all of the entities that need to be presented
	entityState_t	entities[MAX_ENTITIES_IN_SNAPSHOT];	// at the time of this snapshot

	int				numServerCommands;		// text based server commands to execute when this
	int				serverCommandSequence;	// snapshot becomes current
} snapshot_t;

enum {
  CGAME_EVENT_NONE,
  CGAME_EVENT_TEAMMENU,
  CGAME_EVENT_SCOREBOARD,
  CGAME_EVENT_EDITHUD
};


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

functions imported from the main executable

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

#define	CGAME_IMPORT_API_VERSION	4

typedef enum {
	CG_PRINT,
	CG_ERROR,
	CG_MILLISECONDS,
	CG_CVAR_REGISTER,
	CG_CVAR_UPDATE,
	CG_CVAR_SET,
	CG_CVAR_VARIABLESTRINGBUFFER,
	CG_ARGC,
	CG_ARGV,
	CG_ARGS,
	CG_FS_FOPENFILE,
	CG_FS_READ,
	CG_FS_WRITE,
	CG_FS_FCLOSEFILE,
	CG_SENDCONSOLECOMMAND,
	CG_ADDCOMMAND,
	CG_SENDCLIENTCOMMAND,
	CG_UPDATESCREEN,
	CG_CM_LOADMAP,
	CG_CM_NUMINLINEMODELS,
	CG_CM_INLINEMODEL,
	CG_CM_LOADMODEL,
	CG_CM_TEMPBOXMODEL,
	CG_CM_POINTCONTENTS,
	CG_CM_TRANSFORMEDPOINTCONTENTS,
	CG_CM_BOXTRACE,
	CG_CM_TRANSFORMEDBOXTRACE,
	CG_CM_MARKFRAGMENTS,
	CG_S_STARTSOUND,
	CG_S_STARTLOCALSOUND,
	CG_S_CLEARLOOPINGSOUNDS,
	CG_S_ADDLOOPINGSOUND,
	CG_S_UPDATEENTITYPOSITION,
	CG_S_RESPATIALIZE,
	CG_S_REGISTERSOUND,
	CG_S_STARTBACKGROUNDTRACK,
	CG_R_LOADWORLDMAP,
	CG_R_REGISTERMODEL,
	CG_R_REGISTERSKIN,
	CG_R_REGISTERSHADER,
	CG_R_CLEARSCENE,
	CG_R_ADDREFENTITYTOSCENE,
	CG_R_ADDPOLYTOSCENE,
	CG_R_ADDLIGHTTOSCENE,
	CG_R_RENDERSCENE,
	CG_R_SETCOLOR,
	CG_R_DRAWSTRETCHPIC,
	CG_R_MODELBOUNDS,
	CG_R_LERPTAG,
	CG_GETGLCONFIG,
	CG_GETGAMESTATE,
	CG_GETCURRENTSNAPSHOTNUMBER,
	CG_GETSNAPSHOT,
	CG_GETSERVERCOMMAND,
	CG_GETCURRENTCMDNUMBER,
	CG_GETUSERCMD,
	CG_SETUSERCMDVALUE,
	CG_R_REGISTERSHADERNOMIP,
	CG_MEMORY_REMAINING,
	CG_R_REGISTERFONT,
	CG_KEY_ISDOWN,
	CG_KEY_GETCATCHER,
	CG_KEY_SETCATCHER,
	CG_KEY_GETKEY,
 	CG_PC_ADD_GLOBAL_DEFINE,
	CG_PC_LOAD_SOURCE,
	CG_PC_FREE_SOURCE,
	CG_PC_READ_TOKEN,
	CG_PC_SOURCE_FILE_AND_LINE,
	CG_S_STOPBACKGROUNDTRACK,
	CG_REAL_TIME,
	CG_SNAPVECTOR,
	CG_REMOVECOMMAND,
	CG_R_LIGHTFORPOINT,
	CG_CIN_PLAYCINEMATIC,
	CG_CIN_STOPCINEMATIC,
	CG_CIN_RUNCINEMATIC,
	CG_CIN_DRAWCINEMATIC,
	CG_CIN_SETEXTENTS,
	CG_R_REMAP_SHADER,
	CG_S_ADDREALLOOPINGSOUND,
	CG_S_STOPLOOPINGSOUND,

	CG_CM_TEMPCAPSULEMODEL,
	CG_CM_CAPSULETRACE,
	CG_CM_TRANSFORMEDCAPSULETRACE,
	CG_R_ADDADDITIVELIGHTTOSCENE,
	CG_GET_ENTITY_TOKEN,
	CG_R_ADDPOLYSTOSCENE,
	CG_R_INPVS,
	// 1.32
	CG_FS_SEEK,

/*
	CG_LOADCAMERA,
	CG_STARTCAMERA,
	CG_GETCAMERAINFO,
*/

	CG_MEMSET = 100,
	CG_MEMCPY,
	CG_STRNCPY,
	CG_SIN,
	CG_COS,
	CG_ATAN2,
	CG_SQRT,
	CG_FLOOR,
	CG_CEIL,
	CG_TESTPRINTINT,
	CG_TESTPRINTFLOAT,
	CG_ACOS
} cgameImport_t;


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

functions exported to the main executable

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

typedef enum {
	CG_INIT,
//	void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
	// called when the level loads or when the renderer is restarted
	// all media should be registered at this time
	// cgame will display loading status by calling SCR_Update, which
	// will call CG_DrawInformation during the loading process
	// reliableCommandSequence will be 0 on fresh loads, but higher for
	// demos, tourney restarts, or vid_restarts

	CG_SHUTDOWN,
//	void (*CG_Shutdown)( void );
	// oportunity to flush and close any open files

	CG_CONSOLE_COMMAND,
//	qboolean (*CG_ConsoleCommand)( void );
	// a console command has been issued locally that is not recognized by the
	// main game system.
	// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
	// command is not known to the game

	CG_DRAW_ACTIVE_FRAME,
//	void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
	// Generates and draws a game scene and status information at the given time.
	// If demoPlayback is set, local movement prediction will not be enabled

	CG_CROSSHAIR_PLAYER,
//	int (*CG_CrosshairPlayer)( void );

	CG_LAST_ATTACKER,
//	int (*CG_LastAttacker)( void );

	CG_KEY_EVENT, 
//	void	(*CG_KeyEvent)( int key, qboolean down );

	CG_MOUSE_EVENT,
//	void	(*CG_MouseEvent)( int dx, int dy );
	CG_EVENT_HANDLING
//	void (*CG_EventHandling)(int type);
} cgameExport_t;

//----------------------------------------------