2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 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.
24 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.
26 ===========================================================================
33 ===============================================================================
35 Public game interface with methods to run the game.
37 ===============================================================================
41 #define SCRIPT_DEFAULTDEFS "script/doom_defs.script"
42 #define SCRIPT_DEFAULT "script/doom_main.script"
43 #define SCRIPT_DEFAULTFUNC "doom_main"
46 char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc
47 int consistencyHash; // used to check for network game divergence
52 bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to
53 // keep the game time in sync with real time
58 ALLOW_BADPASS, // core will prompt for password and connect again
59 ALLOW_NOTYET, // core will wait with transmitted message
60 ALLOW_NO // core will abort with transmitted message
64 ESC_IGNORE = 0, // do nothing
65 ESC_MAIN, // start main menu GUI
66 ESC_GUI // set an explicit GUI
78 // Initialize the game for the first time.
79 virtual void Init( void ) = 0;
81 // Shut down the entire game.
82 virtual void Shutdown( void ) = 0;
84 // Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 )
85 virtual void SetLocalClient( int clientNum ) = 0;
87 // Sets the user info for a client.
88 // if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back
89 // canModify is never true on network client
90 virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0;
92 // Retrieve the game's userInfo dict for a client.
93 virtual const idDict * GetUserInfo( int clientNum ) = 0;
95 // The game gets a chance to alter userinfo before they are emitted to server.
96 virtual void ThrottleUserInfo( void ) = 0;
98 // Sets the serverinfo at map loads and when it changes.
99 virtual void SetServerInfo( const idDict &serverInfo ) = 0;
101 // The session calls this before moving the single player game to a new level.
102 virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0;
104 // The session calls this right before a new level is loaded.
105 virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0;
107 // Loads a map and spawns all the entities.
108 virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0;
110 // Loads a map from a savegame file.
111 virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0;
113 // Saves the current game state, the session may have written some data to the file already.
114 virtual void SaveGame( idFile *saveGameFile ) = 0;
116 // Shut down the current map.
117 virtual void MapShutdown( void ) = 0;
119 // Caches media referenced from in key/value pairs in the given dictionary.
120 virtual void CacheDictionaryMedia( const idDict *dict ) = 0;
122 // Spawns the player entity to be used by the client.
123 virtual void SpawnPlayer( int clientNum ) = 0;
125 // Runs a game frame, may return a session command for level changing, etc
126 virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ) = 0;
128 // Makes rendering and sound system calls to display for a given clientNum.
129 virtual bool Draw( int clientNum ) = 0;
131 // Let the game do it's own UI when ESCAPE is used
132 virtual escReply_t HandleESC( idUserInterface **gui ) = 0;
134 // get the games menu if appropriate ( multiplayer )
135 virtual idUserInterface * StartMenu() = 0;
137 // When the game is running it's own UI fullscreen, GUI commands are passed through here
138 // return NULL once the fullscreen UI mode should stop, or "main" to go to main menu
139 virtual const char * HandleGuiCommands( const char *menuCommand ) = 0;
141 // main menu commands not caught in the engine are passed here
142 virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0;
144 // Early check to deny connect.
145 virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0;
147 // Connects a client.
148 virtual void ServerClientConnect( int clientNum, const char *guid ) = 0;
150 // Spawns the player entity to be used by the client.
151 virtual void ServerClientBegin( int clientNum ) = 0;
153 // Disconnects a client and removes the player entity from the game.
154 virtual void ServerClientDisconnect( int clientNum ) = 0;
156 // Writes initial reliable messages a client needs to recieve when first joining the game.
157 virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0;
159 // Writes a snapshot of the server game state for the given client.
160 virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0;
162 // Patches the network entity states at the server with a snapshot for the given client.
163 virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0;
165 // Processes a reliable message from a client.
166 virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
168 // Reads a snapshot and updates the client game state.
169 virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;
171 // Patches the network entity states at the client with a snapshot.
172 virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0;
174 // Processes a reliable message from the server.
175 virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
177 // Runs prediction on entities at the client.
178 virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0;
180 // Used to manage divergent time-lines
181 virtual void SelectTimeGroup( int timeGroup ) = 0;
182 virtual int GetTimeGroupTime( int timeGroup ) = 0;
184 virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0;
186 // Returns a summary of stats for a given client
187 virtual void GetClientStats( int clientNum, char *data, const int len ) = 0;
189 // Switch a player to a particular team
190 virtual void SwitchTeam( int clientNum, int team ) = 0;
192 virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0;
194 virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0;
197 extern idGame * game;
201 ===============================================================================
203 Public game interface with methods for in-game editing.
205 ===============================================================================
209 idSoundEmitter * referenceSound; // this is the interface to the sound system, created
210 // with idSoundWorld::AllocSoundEmitter() when needed
212 int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
213 // no spatialization will be performed if == listenerID
214 const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior
215 float diversity; // 0.0 to 1.0 value used to select which
216 // samples in a multi-sample list from the shader are used
217 bool waitfortrigger; // don't start it at spawn time
218 soundShaderParms_t parms; // override volume, flags, etc
222 TEST_PARTICLE_MODEL = 0,
223 TEST_PARTICLE_IMPACT,
224 TEST_PARTICLE_MUZZLE,
225 TEST_PARTICLE_FLIGHT,
226 TEST_PARTICLE_SELECTED
232 // FIXME: this interface needs to be reworked but it properly separates code for the time being
235 virtual ~idGameEdit( void ) {}
237 // These are the canonical idDict to parameter parsing routines used by both the game and tools.
238 virtual void ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight );
239 virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity );
240 virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound );
242 // Animation system calls for non-game based skeletal rendering.
243 virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
244 virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
245 virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
246 virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
247 virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
248 virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args );
249 virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum );
250 virtual const idMD5Anim * ANIM_GetAnim( const char *fileName );
251 virtual int ANIM_GetLength( const idMD5Anim *anim );
252 virtual int ANIM_GetNumFrames( const idMD5Anim *anim );
253 virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset );
254 virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset );
256 // Articulated Figure calls for AF editor and Radiant.
257 virtual bool AF_SpawnEntity( const char *fileName );
258 virtual void AF_UpdateEntities( const char *fileName );
259 virtual void AF_UndoChanges( void );
260 virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet );
264 virtual void ClearEntitySelection( void );
265 virtual int GetSelectedEntities( idEntity *list[], int max );
266 virtual void AddSelectedEntity( idEntity *ent );
269 virtual void TriggerSelected();
271 // Entity defs and spawning.
272 virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
273 virtual void SpawnEntityDef( const idDict &args, idEntity **ent );
274 virtual idEntity * FindEntity( const char *name ) const;
275 virtual const char * GetUniqueEntityName( const char *classname ) const;
278 virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const;
279 virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const;
280 virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org );
281 virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis );
282 virtual void EntityTranslate( idEntity *ent, const idVec3 &org );
283 virtual const idDict * EntityGetSpawnArgs( idEntity *ent ) const;
284 virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict );
285 virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs );
286 virtual void EntityUpdateVisuals( idEntity *ent );
287 virtual void EntitySetModel( idEntity *ent, const char *val );
288 virtual void EntityStopSound( idEntity *ent );
289 virtual void EntityDelete( idEntity *ent );
290 virtual void EntitySetColor( idEntity *ent, const idVec3 color );
293 virtual bool PlayerIsValid() const;
294 virtual void PlayerGetOrigin( idVec3 &org ) const;
295 virtual void PlayerGetAxis( idMat3 &axis ) const;
296 virtual void PlayerGetViewAngles( idAngles &angles ) const;
297 virtual void PlayerGetEyePosition( idVec3 &org ) const;
299 // In game map editing support.
300 virtual const idDict * MapGetEntityDict( const char *name ) const;
301 virtual void MapSave( const char *path = NULL ) const;
302 virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ;
303 virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const;
304 virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const;
305 virtual void MapAddEntity( const idDict *dict ) const;
306 virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const;
307 virtual void MapRemoveEntity( const char *name ) const;
308 virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const;
312 extern idGameEdit * gameEdit;
316 ===============================================================================
320 ===============================================================================
323 const int GAME_API_VERSION = 8;
327 int version; // API version
328 idSys * sys; // non-portable system services
329 idCommon * common; // common
330 idCmdSystem * cmdSystem; // console command system
331 idCVarSystem * cvarSystem; // console variable system
332 idFileSystem * fileSystem; // file system
333 idNetworkSystem * networkSystem; // network system
334 idRenderSystem * renderSystem; // render system
335 idSoundSystem * soundSystem; // sound system
336 idRenderModelManager * renderModelManager; // render model manager
337 idUserInterfaceManager * uiManager; // user interface manager
338 idDeclManager * declManager; // declaration manager
339 idAASFileManager * AASFileManager; // AAS file manager
340 idCollisionModelManager * collisionModelManager; // collision model manager
346 int version; // API version
347 idGame * game; // interface to run the game
348 idGameEdit * gameEdit; // interface for in-game editing
353 typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import );
356 #endif /* !__GAME_H__ */