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
76 // Initialize the game for the first time.
77 virtual void Init( void ) = 0;
79 // Shut down the entire game.
80 virtual void Shutdown( void ) = 0;
82 // Set the local client number. Distinguishes listen ( == 0 ) / dedicated ( == -1 )
83 virtual void SetLocalClient( int clientNum ) = 0;
85 // Sets the user info for a client.
86 // if canModify is true, the game can modify the user info in the returned dictionary pointer, server will forward the change back
87 // canModify is never true on network client
88 virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify ) = 0;
90 // Retrieve the game's userInfo dict for a client.
91 virtual const idDict * GetUserInfo( int clientNum ) = 0;
93 // The game gets a chance to alter userinfo before they are emitted to server.
94 virtual void ThrottleUserInfo( void ) = 0;
96 // Sets the serverinfo at map loads and when it changes.
97 virtual void SetServerInfo( const idDict &serverInfo ) = 0;
99 // The session calls this before moving the single player game to a new level.
100 virtual const idDict & GetPersistentPlayerInfo( int clientNum ) = 0;
102 // The session calls this right before a new level is loaded.
103 virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo ) = 0;
105 // Loads a map and spawns all the entities.
106 virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randseed ) = 0;
108 // Loads a map from a savegame file.
109 virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile ) = 0;
111 // Saves the current game state, the session may have written some data to the file already.
112 virtual void SaveGame( idFile *saveGameFile ) = 0;
114 // Shut down the current map.
115 virtual void MapShutdown( void ) = 0;
117 // Caches media referenced from in key/value pairs in the given dictionary.
118 virtual void CacheDictionaryMedia( const idDict *dict ) = 0;
120 // Spawns the player entity to be used by the client.
121 virtual void SpawnPlayer( int clientNum ) = 0;
123 // Runs a game frame, may return a session command for level changing, etc
124 virtual gameReturn_t RunFrame( const usercmd_t *clientCmds ) = 0;
126 // Makes rendering and sound system calls to display for a given clientNum.
127 virtual bool Draw( int clientNum ) = 0;
129 // Let the game do it's own UI when ESCAPE is used
130 virtual escReply_t HandleESC( idUserInterface **gui ) = 0;
132 // get the games menu if appropriate ( multiplayer )
133 virtual idUserInterface * StartMenu() = 0;
135 // When the game is running it's own UI fullscreen, GUI commands are passed through here
136 // return NULL once the fullscreen UI mode should stop, or "main" to go to main menu
137 virtual const char * HandleGuiCommands( const char *menuCommand ) = 0;
139 // main menu commands not caught in the engine are passed here
140 virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) = 0;
142 // Early check to deny connect.
143 virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] ) = 0;
145 // Connects a client.
146 virtual void ServerClientConnect( int clientNum, const char *guid ) = 0;
148 // Spawns the player entity to be used by the client.
149 virtual void ServerClientBegin( int clientNum ) = 0;
151 // Disconnects a client and removes the player entity from the game.
152 virtual void ServerClientDisconnect( int clientNum ) = 0;
154 // Writes initial reliable messages a client needs to recieve when first joining the game.
155 virtual void ServerWriteInitialReliableMessages( int clientNum ) = 0;
157 // Writes a snapshot of the server game state for the given client.
158 virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients ) = 0;
160 // Patches the network entity states at the server with a snapshot for the given client.
161 virtual bool ServerApplySnapshot( int clientNum, int sequence ) = 0;
163 // Processes a reliable message from a client.
164 virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
166 // Reads a snapshot and updates the client game state.
167 virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg ) = 0;
169 // Patches the network entity states at the client with a snapshot.
170 virtual bool ClientApplySnapshot( int clientNum, int sequence ) = 0;
172 // Processes a reliable message from the server.
173 virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg ) = 0;
175 // Runs prediction on entities at the client.
176 virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame ) = 0;
178 // Used to manage divergent time-lines
179 virtual void SelectTimeGroup( int timeGroup ) = 0;
180 virtual int GetTimeGroupTime( int timeGroup ) = 0;
182 virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] ) = 0;
184 // Returns a summary of stats for a given client
185 virtual void GetClientStats( int clientNum, char *data, const int len ) = 0;
187 // Switch a player to a particular team
188 virtual void SwitchTeam( int clientNum, int team ) = 0;
190 virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] ) = 0;
192 virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) = 0;
195 extern idGame * game;
199 ===============================================================================
201 Public game interface with methods for in-game editing.
203 ===============================================================================
207 idSoundEmitter * referenceSound; // this is the interface to the sound system, created
208 // with idSoundWorld::AllocSoundEmitter() when needed
210 int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
211 // no spatialization will be performed if == listenerID
212 const idSoundShader * shader; // this really shouldn't be here, it is a holdover from single channel behavior
213 float diversity; // 0.0 to 1.0 value used to select which
214 // samples in a multi-sample list from the shader are used
215 bool waitfortrigger; // don't start it at spawn time
216 soundShaderParms_t parms; // override volume, flags, etc
220 TEST_PARTICLE_MODEL = 0,
221 TEST_PARTICLE_IMPACT,
222 TEST_PARTICLE_MUZZLE,
223 TEST_PARTICLE_FLIGHT,
224 TEST_PARTICLE_SELECTED
230 // FIXME: this interface needs to be reworked but it properly separates code for the time being
233 virtual ~idGameEdit( void ) {}
235 // These are the canonical idDict to parameter parsing routines used by both the game and tools.
236 virtual void ParseSpawnArgsToRenderLight( const idDict *args, renderLight_t *renderLight );
237 virtual void ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_t *renderEntity );
238 virtual void ParseSpawnArgsToRefSound( const idDict *args, refSound_t *refSound );
240 // Animation system calls for non-game based skeletal rendering.
241 virtual idRenderModel * ANIM_GetModelFromEntityDef( const char *classname );
242 virtual const idVec3 &ANIM_GetModelOffsetFromEntityDef( const char *classname );
243 virtual idRenderModel * ANIM_GetModelFromEntityDef( const idDict *args );
244 virtual idRenderModel * ANIM_GetModelFromName( const char *modelName );
245 virtual const idMD5Anim * ANIM_GetAnimFromEntityDef( const char *classname, const char *animname );
246 virtual int ANIM_GetNumAnimsFromEntityDef( const idDict *args );
247 virtual const char * ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum );
248 virtual const idMD5Anim * ANIM_GetAnim( const char *fileName );
249 virtual int ANIM_GetLength( const idMD5Anim *anim );
250 virtual int ANIM_GetNumFrames( const idMD5Anim *anim );
251 virtual void ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *frame, int time, const idVec3 &offset, bool remove_origin_offset );
252 virtual idRenderModel * ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset );
254 // Articulated Figure calls for AF editor and Radiant.
255 virtual bool AF_SpawnEntity( const char *fileName );
256 virtual void AF_UpdateEntities( const char *fileName );
257 virtual void AF_UndoChanges( void );
258 virtual idRenderModel * AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet );
262 virtual void ClearEntitySelection( void );
263 virtual int GetSelectedEntities( idEntity *list[], int max );
264 virtual void AddSelectedEntity( idEntity *ent );
267 virtual void TriggerSelected();
269 // Entity defs and spawning.
270 virtual const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
271 virtual void SpawnEntityDef( const idDict &args, idEntity **ent );
272 virtual idEntity * FindEntity( const char *name ) const;
273 virtual const char * GetUniqueEntityName( const char *classname ) const;
276 virtual void EntityGetOrigin( idEntity *ent, idVec3 &org ) const;
277 virtual void EntityGetAxis( idEntity *ent, idMat3 &axis ) const;
278 virtual void EntitySetOrigin( idEntity *ent, const idVec3 &org );
279 virtual void EntitySetAxis( idEntity *ent, const idMat3 &axis );
280 virtual void EntityTranslate( idEntity *ent, const idVec3 &org );
281 virtual const idDict * EntityGetSpawnArgs( idEntity *ent ) const;
282 virtual void EntityUpdateChangeableSpawnArgs( idEntity *ent, const idDict *dict );
283 virtual void EntityChangeSpawnArgs( idEntity *ent, const idDict *newArgs );
284 virtual void EntityUpdateVisuals( idEntity *ent );
285 virtual void EntitySetModel( idEntity *ent, const char *val );
286 virtual void EntityStopSound( idEntity *ent );
287 virtual void EntityDelete( idEntity *ent );
288 virtual void EntitySetColor( idEntity *ent, const idVec3 color );
291 virtual bool PlayerIsValid() const;
292 virtual void PlayerGetOrigin( idVec3 &org ) const;
293 virtual void PlayerGetAxis( idMat3 &axis ) const;
294 virtual void PlayerGetViewAngles( idAngles &angles ) const;
295 virtual void PlayerGetEyePosition( idVec3 &org ) const;
297 // In game map editing support.
298 virtual const idDict * MapGetEntityDict( const char *name ) const;
299 virtual void MapSave( const char *path = NULL ) const;
300 virtual void MapSetEntityKeyVal( const char *name, const char *key, const char *val ) const ;
301 virtual void MapCopyDictToEntity( const char *name, const idDict *dict ) const;
302 virtual int MapGetUniqueMatchingKeyVals( const char *key, const char *list[], const int max ) const;
303 virtual void MapAddEntity( const idDict *dict ) const;
304 virtual int MapGetEntitiesMatchingClassWithString( const char *classname, const char *match, const char *list[], const int max ) const;
305 virtual void MapRemoveEntity( const char *name ) const;
306 virtual void MapEntityTranslate( const char *name, const idVec3 &v ) const;
310 extern idGameEdit * gameEdit;
314 ===============================================================================
318 ===============================================================================
321 const int GAME_API_VERSION = 8;
325 int version; // API version
326 idSys * sys; // non-portable system services
327 idCommon * common; // common
328 idCmdSystem * cmdSystem; // console command system
329 idCVarSystem * cvarSystem; // console variable system
330 idFileSystem * fileSystem; // file system
331 idNetworkSystem * networkSystem; // network system
332 idRenderSystem * renderSystem; // render system
333 idSoundSystem * soundSystem; // sound system
334 idRenderModelManager * renderModelManager; // render model manager
335 idUserInterfaceManager * uiManager; // user interface manager
336 idDeclManager * declManager; // declaration manager
337 idAASFileManager * AASFileManager; // AAS file manager
338 idCollisionModelManager * collisionModelManager; // collision model manager
344 int version; // API version
345 idGame * game; // interface to run the game
346 idGameEdit * gameEdit; // interface for in-game editing
351 typedef gameExport_t * (*GetGameAPI_t)( gameImport_t *import );
354 #endif /* !__GAME_H__ */