692 lines
30 KiB
C++
692 lines
30 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Defines entity interface between engine and DLLs.
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// This header file included by engine files and DLL files.
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//
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// Before including this header, DLLs must:
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// include edict.h
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// This is conveniently done for them in extdll.h
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//
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// $NoKeywords: $
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//
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//=============================================================================
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#ifndef EIFACEV21_H
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#define EIFACEV21_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "bitvec.h"
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#include "convar.h"
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#include "edict.h"
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#include "engine/ivmodelinfo.h"
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#include "icvar.h"
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#include "iserverentity.h"
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#include "soundflags.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class SendTable;
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class ServerClass;
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class IMoveHelper;
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struct Ray_t;
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class CGameTrace;
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typedef CGameTrace trace_t;
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struct typedescription_t;
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class CSaveRestoreData;
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struct datamap_t;
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class SendTable;
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class ServerClass;
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class IMoveHelper;
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struct Ray_t;
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struct studiohdr_t;
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class CBaseEntity;
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class CRestore;
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class CSave;
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class variant_t;
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struct vcollide_t;
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class bf_read;
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class bf_write;
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class IRecipientFilter;
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class CBaseEntity;
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class ITraceFilter;
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struct client_textmessage_t;
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class INetChannelInfo;
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class ISpatialPartition;
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class IScratchPad3D;
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class CStandardSendProxiesV1;
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// Terrain Modification Types
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enum TerrainModType {
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TMod_Sphere = 0, // sphere that pushes all vertices out along their normal.
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TMod_Suck,
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TMod_AABB
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};
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class CTerrainModParams {
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public:
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// Flags for m_Flags.
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enum {
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TMOD_SUCKTONORMAL =
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(1 << 0), // For TMod_Suck, suck into m_Normal rather than on +Z.
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TMOD_STAYABOVEORIGINAL =
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(1 << 1) // For TMod_Suck, don't go below the original vert on Z.
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};
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CTerrainModParams() { m_Flags = 0; } // people always forget to init this
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Vector m_vCenter;
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Vector m_vNormal; // If TMod_Suck and TMOD_SUCKTONORMAL is set.
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int m_Flags; // Combination of TMOD_ flags.
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float m_flRadius;
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Vector m_vecMin; // Bounding box.
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Vector m_vecMax;
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float m_flStrength; // for TMod_Suck
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float m_flMorphTime; // time over which the morph takes place
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};
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class CSpeculativeTerrainModVert {
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public:
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Vector m_vOriginal; // vertex position before any mods
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Vector m_vCurrent; // current vertex position
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Vector m_vNew; // vertex position if the mod were applied
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};
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//-----------------------------------------------------------------------------
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// Terrain modification interface
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//-----------------------------------------------------------------------------
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class ITerrainMod {
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public:
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//---------------------------------------------------------------------
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// Initialize the terrain modifier.
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//---------------------------------------------------------------------
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virtual void Init(const CTerrainModParams ¶ms) = 0;
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//---------------------------------------------------------------------
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// Apply the terrain modifier to the surface. The vertex should be
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// moved from its original position to the target position.
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// Return true if the position is modified.
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//---------------------------------------------------------------------
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virtual bool ApplyMod(Vector &vecTargetPos,
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Vector const &vecOriginalPos) = 0;
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//---------------------------------------------------------------------
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// Apply the terrain modifier to the surface. The vertex should from
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// its original position toward the target position bassed on the
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// morph time.
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// Return true if the posistion is modified.
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//---------------------------------------------------------------------
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virtual bool ApplyModAtMorphTime(Vector &vecTargetPos,
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const Vector &vecOriginalPos,
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float flCurrentTime,
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float flMorphTime) = 0;
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//---------------------------------------------------------------------
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// Get the bounding box for things that this mod can affect (note that
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// it CAN move things outside of this bounding box).
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//---------------------------------------------------------------------
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virtual void GetBBox(Vector &vecBBMin, Vector &vecBBMax) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface the engine exposes to the game DLL
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//-----------------------------------------------------------------------------
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#define VENGINESERVER_INTERFACEVERSION_21 "VEngineServer021"
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namespace VEngineServerV21 {
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abstract_class IVEngineServer {
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public:
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// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1
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// s2\n" )
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virtual void ChangeLevel(const char *s1, const char *s2) = 0;
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// Ask engine whether the specified map is a valid map file (exists and has
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// valid version number).
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virtual int IsMapValid(const char *filename) = 0;
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// Is this a dedicated server?
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virtual bool IsDedicatedServer(void) = 0;
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// Is in Hammer editing mode?
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virtual int IsInEditMode(void) = 0;
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// Add to the server/client lookup/precache table, the specified string is
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// given a unique index NOTE: The indices for PrecacheModel are 1 based
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// a 0 returned from those methods indicates the model or sound was not
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// correctly precached
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// However, generic and decal are 0 based
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// If preload is specified, the file is loaded into the server/client's
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// cache memory before level startup, otherwise
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// it'll only load when actually used (which can cause a disk i/o hitch if
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// it occurs during play of a level).
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virtual int PrecacheModel(const char *s, bool preload = false) = 0;
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virtual int PrecacheSentenceFile(const char *s, bool preload = false) = 0;
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virtual int PrecacheDecal(const char *name, bool preload = false) = 0;
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virtual int PrecacheGeneric(const char *s, bool preload = false) = 0;
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// Check's if the name is precached, but doesn't actually precache the name
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// if not...
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virtual bool IsModelPrecached(char const *s) const = 0;
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virtual bool IsDecalPrecached(char const *s) const = 0;
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virtual bool IsGenericPrecached(char const *s) const = 0;
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// Note that sounds are precached using the IEngineSound interface
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// Special purpose PVS checking
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// Get the cluster # for the specified position
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virtual int GetClusterForOrigin(const Vector &org) = 0;
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// Get the PVS bits for a specified cluster and copy the bits into
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// outputpvs. Returns the number of bytes needed to pack the PVS
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virtual int GetPVSForCluster(int cluster, int outputpvslength,
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unsigned char *outputpvs) = 0;
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// Check whether the specified origin is inside the specified PVS
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virtual bool CheckOriginInPVS(
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const Vector &org, const unsigned char *checkpvs, int checkpvssize) = 0;
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// Check whether the specified worldspace bounding box is inside the
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// specified PVS
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virtual bool CheckBoxInPVS(const Vector &mins, const Vector &maxs,
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const unsigned char *checkpvs,
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int checkpvssize) = 0;
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// Returns the server assigned userid for this player. Useful for logging
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// frags, etc.
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// returns -1 if the edict couldn't be found in the list of players.
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virtual int GetPlayerUserId(const edict_t *e) = 0;
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virtual const char *GetPlayerNetworkIDString(const edict_t *e) = 0;
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// Return the current number of used edict slots
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virtual int GetEntityCount(void) = 0;
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// Given an edict, returns the entity index
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virtual int IndexOfEdict(const edict_t *pEdict) = 0;
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// Given and entity index, returns the corresponding edict pointer
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virtual edict_t *PEntityOfEntIndex(int iEntIndex) = 0;
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// Get stats info interface for a client netchannel
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virtual INetChannelInfo *GetPlayerNetInfo(int playerIndex) = 0;
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// Allocate space for string and return index/offset of string in global
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// string list If iForceEdictIndex is not -1, then it will return the edict
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// with that index. If that edict index is already used, it'll return null.
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virtual edict_t *CreateEdict(int iForceEdictIndex = -1) = 0;
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// Remove the specified edict and place back into the free edict list
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virtual void RemoveEdict(edict_t * e) = 0;
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// Memory allocation for entity class data
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virtual void *PvAllocEntPrivateData(long cb) = 0;
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virtual void FreeEntPrivateData(void *pEntity) = 0;
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// Save/restore uses a special memory allocator (which zeroes newly
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// allocated memory, etc.)
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virtual void *SaveAllocMemory(size_t num, size_t size) = 0;
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virtual void SaveFreeMemory(void *pSaveMem) = 0;
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// Emit an ambient sound associated with the specified entity
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virtual void EmitAmbientSound(
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int entindex, const Vector &pos, const char *samp, float vol,
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soundlevel_t soundlevel, int fFlags, int pitch, float delay = 0.0f) = 0;
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// Fade out the client's volume level toward silence (or fadePercent)
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virtual void FadeClientVolume(const edict_t *pEdict, float fadePercent,
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float fadeOutSeconds, float holdTime,
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float fadeInSeconds) = 0;
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// Sentences / sentence groups
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virtual int SentenceGroupPick(int groupIndex, char *name,
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int nameBufLen) = 0;
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virtual int SentenceGroupPickSequential(int groupIndex, char *name,
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int nameBufLen, int sentenceIndex,
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int reset) = 0;
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virtual int SentenceIndexFromName(const char *pSentenceName) = 0;
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virtual const char *SentenceNameFromIndex(int sentenceIndex) = 0;
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virtual int SentenceGroupIndexFromName(const char *pGroupName) = 0;
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virtual const char *SentenceGroupNameFromIndex(int groupIndex) = 0;
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virtual float SentenceLength(int sentenceIndex) = 0;
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// Issue a command to the command parser as if it was typed at the server
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// console.
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virtual void ServerCommand(const char *str) = 0;
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// Execute any commands currently in the command parser immediately (instead
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// of once per frame)
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virtual void ServerExecute(void) = 0;
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// Issue the specified command to the specified client (mimics that client
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// typing the command at the console).
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virtual void ClientCommand(edict_t * pEdict,
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PRINTF_FORMAT_STRING const char *szFmt, ...) = 0;
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// Set the lightstyle to the specified value and network the change to any
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// connected clients. Note that val must not
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// change place in memory (use MAKE_STRING) for anything that's not
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// compiled into your mod.
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virtual void LightStyle(int style, const char *val) = 0;
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// Project a static decal onto the specified entity / model (for level
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// placed decals in the .bsp)
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virtual void StaticDecal(const Vector &originInEntitySpace, int decalIndex,
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int entityIndex, int modelIndex,
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bool lowpriority) = 0;
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// Given the current PVS(or PAS) and origin, determine which players should
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// hear/receive the message
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virtual void Message_DetermineMulticastRecipients(
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bool usepas, const Vector &origin,
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CBitVec<ABSOLUTE_PLAYER_LIMIT> &playerbits) = 0;
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// Begin a message from a server side entity to its client side counterpart
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// (func_breakable glass, e.g.)
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virtual bf_write *EntityMessageBegin(int ent_index, ServerClass *ent_class,
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bool reliable) = 0;
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// Begin a usermessage from the server to the client .dll
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virtual bf_write *UserMessageBegin(IRecipientFilter * filter,
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int msg_type) = 0;
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// Finish the Entity or UserMessage and dispatch to network layer
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virtual void MessageEnd(void) = 0;
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// Print szMsg to the client console.
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virtual void ClientPrintf(edict_t * pEdict, const char *szMsg) = 0;
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// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for
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// this) Prints the formatted string to the notification area of the screen
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// ( down the right hand edge
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// numbered lines starting at position 0
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virtual void Con_NPrintf(int pos, PRINTF_FORMAT_STRING const char *fmt,
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...) = 0;
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for
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// this) Similar to Con_NPrintf, but allows specifying custom text color and
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// duration information
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virtual void Con_NXPrintf(const struct con_nprint_s *info,
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PRINTF_FORMAT_STRING const char *fmt, ...) = 0;
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// For ConCommand parsing or parsing client commands issued by players
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// typing at their console Retrieves the raw command string (untokenized)
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virtual const char *Cmd_Args(void) = 0;
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// Returns the number of tokens in the command string
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virtual int Cmd_Argc(void) = 0;
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// Retrieves a specified token
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virtual char *Cmd_Argv(int argc) = 0;
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// Change a specified player's "view entity" (i.e., use the view entity
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// position/orientation for rendering the client view)
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virtual void SetView(const edict_t *pClient, const edict_t *pViewent) = 0;
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// Get a high precision timer for doing profiling work
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virtual float Time(void) = 0;
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// Set the player's crosshair angle
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virtual void CrosshairAngle(const edict_t *pClient, float pitch,
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float yaw) = 0;
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
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virtual void GetGameDir(char *szGetGameDir, int maxlength) = 0;
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// Used by AI node graph code to determine if .bsp and .ain files are out of
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// date
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virtual int CompareFileTime(const char *filename1, const char *filename2,
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int *iCompare) = 0;
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// Locks/unlocks the network string tables (.e.g, when adding bots to
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// server, this needs to happen). Be sure to reset the lock after executing
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// your code!!!
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virtual bool LockNetworkStringTables(bool lock) = 0;
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// Create a bot with the given name. Returns NULL if fake client can't be
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// created
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virtual edict_t *CreateFakeClient(const char *netname) = 0;
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// Get a convar keyvalue for s specified client
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virtual const char *GetClientConVarValue(int clientIndex,
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const char *name) = 0;
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// Parse a token from a file
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virtual const char *ParseFile(const char *data, char *token,
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int maxlen) = 0;
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// Copies a file
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virtual bool CopyFile(const char *source, const char *destination) = 0;
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// Reset the pvs, pvssize is the size in bytes of the buffer pointed to by
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// pvs. This should be called right before any calls to AddOriginToPVS
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virtual void ResetPVS(byte * pvs, int pvssize) = 0;
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// Merge the pvs bits into the current accumulated pvs based on the
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// specified origin ( not that each pvs origin has an 8 world unit fudge
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// factor )
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virtual void AddOriginToPVS(const Vector &origin) = 0;
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// Mark a specified area portal as open/closes
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virtual void SetAreaPortalState(int portalNumber, int isOpen) = 0;
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// Queue a temp entity for transmission
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virtual void PlaybackTempEntity(IRecipientFilter & filter, float delay,
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const void *pSender, const SendTable *pST,
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int classID) = 0;
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// Given a node number and the specified PVS, return with the node is in the
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// PVS
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virtual int CheckHeadnodeVisible(int nodenum, const byte *pvs,
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int vissize) = 0;
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// Using area bits, cheeck whether area1 flows into area2 and vice versa
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// (depends on area portal state)
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virtual int CheckAreasConnected(int area1, int area2) = 0;
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// Given an origin, determine which area index the origin is within
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virtual int GetArea(const Vector &origin) = 0;
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// Get area portal bit set
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virtual void GetAreaBits(int area, unsigned char *bits, int buflen) = 0;
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// Given a view origin (which tells us the area to start looking in) and a
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// portal key, fill in the plane that leads out of this area (it points into
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// whatever area it leads to).
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virtual bool GetAreaPortalPlane(Vector const &vViewOrigin, int portalKey,
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VPlane *pPlane) = 0;
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// Apply a modification to the terrain.
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virtual void ApplyTerrainMod(TerrainModType type,
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CTerrainModParams const ¶ms) = 0;
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// Save/restore wrapper - FIXME: At some point we should move this to it's
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// own interface
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virtual bool LoadGameState(char const *pMapName, bool createPlayers) = 0;
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virtual void LoadAdjacentEnts(const char *pOldLevel,
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const char *pLandmarkName) = 0;
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virtual void ClearSaveDir() = 0;
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// Get the pristine map entity lump string. (e.g., used by CS to reload the
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// map entities when restarting a round.)
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virtual const char *GetMapEntitiesString() = 0;
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// Text message system -- lookup the text message of the specified name
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virtual client_textmessage_t *TextMessageGet(const char *pName) = 0;
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// Print a message to the server log file
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virtual void LogPrint(const char *msg) = 0;
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// Builds PVS information for an entity
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virtual void BuildEntityClusterList(edict_t * pEdict,
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PVSInfo_t * pPVSInfo) = 0;
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// A solid entity moved, update spatial partition
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virtual void SolidMoved(edict_t * pSolidEnt, ICollideable * pSolidCollide,
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const Vector *pPrevAbsOrigin) = 0;
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// A trigger entity moved, update spatial partition
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virtual void TriggerMoved(edict_t * pTriggerEnt) = 0;
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// Create/destroy a custom spatial partition
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virtual ISpatialPartition *CreateSpatialPartition(
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const Vector &worldmin, const Vector &worldmax) = 0;
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virtual void DestroySpatialPartition(ISpatialPartition *) = 0;
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// Draw the brush geometry in the map into the scratch pad.
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// Flags is currently unused.
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virtual void DrawMapToScratchPad(IScratchPad3D * pPad,
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unsigned long iFlags) = 0;
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// This returns which entities, to the best of the server's knowledge, the
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// client currently knows about. This is really which entities were in the
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// snapshot that this client last acked. This returns a bit vector with one
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// bit for each entity.
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//
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// USE WITH CARE. Whatever tick the client is really currently on is subject
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// to timing and ordering differences, so you should account for about a
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// quarter-second discrepancy in here. Also, this will return NULL if the
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// client doesn't exist or if this client hasn't acked any frames yet.
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//
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// iClientIndex is the CLIENT index, so if you use pPlayer->entindex(),
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// subtract 1.
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virtual const CBitVec<MAX_EDICTS> *GetEntityTransmitBitsForClient(
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int iClientIndex) = 0;
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// Is the game paused?
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virtual bool IsPaused() = 0;
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// Marks the filename for consistency checking. This should be called after
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// precaching the file.
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virtual void ForceExactFile(const char *s) = 0;
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virtual void ForceModelBounds(const char *s, const Vector &mins,
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const Vector &maxs) = 0;
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virtual void ClearSaveDirAfterClientLoad() = 0;
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// Sets a USERINFO client ConVar for a fakeclient
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virtual void SetFakeClientConVarValue(edict_t * pEntity, const char *cvar,
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const char *value) = 0;
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virtual void InsertServerCommand(const char *str) = 0;
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// Marks the material (vmt file) for consistency checking. If the client
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// and server have different contents for the file, the client's vmt can
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// only use the VertexLitGeneric shader, and can only contain $baseTexture
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// and $bumpmap vars.
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virtual void ForceSimpleMaterial(const char *s) = 0;
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// Is the engine in Commentary mode?
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virtual int IsInCommentaryMode(void) = 0;
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};
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} // namespace VEngineServerV21
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//-----------------------------------------------------------------------------
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// Purpose: These are the interfaces that the game .dll exposes to the engine
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//-----------------------------------------------------------------------------
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#define SERVERGAMEDLL_INTERFACEVERSION_3 "ServerGameDLL003"
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namespace ServerGameDLLV3 {
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abstract_class IServerGameDLL {
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public:
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// Initialize the game (one-time call when the DLL is first loaded )
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// Return false if there is an error during startup.
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virtual bool DLLInit(
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CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory,
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CreateInterfaceFn fileSystemFactory, CGlobalVars * pGlobals) = 0;
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// This is called when a new game is started. (restart, map)
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virtual bool GameInit(void) = 0;
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// Called any time a new level is started (after GameInit() also on level
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// transitions within a game)
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virtual bool LevelInit(char const *pMapName, char const *pMapEntities,
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char const *pOldLevel, char const *pLandmarkName,
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bool loadGame, bool background) = 0;
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// The server is about to activate
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virtual void ServerActivate(edict_t * pEdictList, int edictCount,
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int clientMax) = 0;
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// The server should run physics/think on all edicts
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virtual void GameFrame(bool simulating) = 0;
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// Called once per simulation frame on the final tick
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virtual void PreClientUpdate(bool simulating) = 0;
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// Called when a level is shutdown (including changing levels)
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virtual void LevelShutdown(void) = 0;
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// This is called when a game ends (server disconnect, death, restart, load)
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// NOT on level transitions within a game
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virtual void GameShutdown(void) = 0;
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// Called once during DLL shutdown
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virtual void DLLShutdown(void) = 0;
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// Get the simulation interval (must be compiled with identical values into
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// both client and game .dll for MOD!!!) Right now this is only requested at
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// server startup time so it can't be changed on the fly, etc.
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virtual float GetTickInterval(void) const = 0;
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// Give the list of datatable classes to the engine. The engine matches
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// class names from here with
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// edict_t::classname to figure out how to encode a class's data for
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// networking
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virtual ServerClass *GetAllServerClasses(void) = 0;
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// Returns string describing current .dll. e.g., TeamFortress 2,
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// Half-Life 2.
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// Hey, it's more descriptive than just the name of the game directory
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virtual const char *GetGameDescription(void) = 0;
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// Let the game .dll allocate it's own network/shared string tables
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virtual void CreateNetworkStringTables(void) = 0;
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// Save/restore system hooks
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virtual CSaveRestoreData *SaveInit(int size) = 0;
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virtual void SaveWriteFields(CSaveRestoreData *, const char *, void *,
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datamap_t *, typedescription_t *, int) = 0;
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virtual void SaveReadFields(CSaveRestoreData *, const char *, void *,
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datamap_t *, typedescription_t *, int) = 0;
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virtual void SaveGlobalState(CSaveRestoreData *) = 0;
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virtual void RestoreGlobalState(CSaveRestoreData *) = 0;
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virtual void PreSave(CSaveRestoreData *) = 0;
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virtual void Save(CSaveRestoreData *) = 0;
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virtual void GetSaveComment(char *comment, int maxlength) = 0;
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virtual void WriteSaveHeaders(CSaveRestoreData *) = 0;
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virtual void ReadRestoreHeaders(CSaveRestoreData *) = 0;
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virtual void Restore(CSaveRestoreData *, bool) = 0;
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virtual bool IsRestoring() = 0;
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// Returns the number of entities moved across the transition
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virtual int CreateEntityTransitionList(CSaveRestoreData *, int) = 0;
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// Build the list of maps adjacent to the current map
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virtual void BuildAdjacentMapList(void) = 0;
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// Retrieve info needed for parsing the specified user message
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virtual bool GetUserMessageInfo(int msg_type, char *name, int maxnamelength,
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int &size) = 0;
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// Hand over the StandardSendProxies in the game DLL's module.
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virtual CStandardSendProxiesV1 *GetStandardSendProxies() = 0;
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};
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} // namespace ServerGameDLLV3
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//-----------------------------------------------------------------------------
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// Just an interface version name for the random number interface
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// See vstdlib/random.h for the interface definition
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// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION
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|
// in cdll_int.h
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//-----------------------------------------------------------------------------
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|
#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION_1 "VEngineRandom001"
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//-----------------------------------------------------------------------------
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|
// Purpose: Interface to get at server entities
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//-----------------------------------------------------------------------------
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#define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001"
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namespace ServerGameEntsV1 {
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|
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abstract_class IServerGameEnts {
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|
public:
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|
virtual ~IServerGameEnts() {}
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|
// Only for debugging. Set the edict base so you can get an edict's index in
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|
// the debugger while debugging the game .dll
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|
virtual void SetDebugEdictBase(edict_t * base) = 0;
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|
|
|
// The engine wants to mark two entities as touching
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|
virtual void MarkEntitiesAsTouching(edict_t * e1, edict_t * e2) = 0;
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|
|
|
// Frees the entity attached to this edict
|
|
virtual void FreeContainingEntity(edict_t *) = 0;
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|
|
|
// This allows the engine to get at edicts in a CGameTrace.
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|
virtual edict_t *BaseEntityToEdict(CBaseEntity * pEnt) = 0;
|
|
virtual CBaseEntity *EdictToBaseEntity(edict_t * pEdict) = 0;
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|
|
|
// This sets a bit in pInfo for each edict in the list that wants to be
|
|
// transmitted to the client specified in pInfo.
|
|
//
|
|
// This is also where an entity can force other entities to be transmitted
|
|
// if it refers to them with ehandles.
|
|
virtual void CheckTransmit(CCheckTransmitInfo * pInfo,
|
|
const unsigned short *pEdictIndices,
|
|
int nEdicts) = 0;
|
|
};
|
|
|
|
} // end namespace ServerGameEntsV1
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player / Client related functions
|
|
//-----------------------------------------------------------------------------
|
|
#define SERVERGAMECLIENTS_INTERFACEVERSION_3 "ServerGameClients003"
|
|
|
|
namespace ServerGameClientsV3 {
|
|
|
|
abstract_class IServerGameClients {
|
|
public:
|
|
// Get server maxplayers and lower bound for same
|
|
virtual void GetPlayerLimits(int &minplayers, int &maxplayers,
|
|
int &defaultMaxPlayers) const = 0;
|
|
|
|
// Client is connecting to server ( return false to reject the connection )
|
|
// You can specify a rejection message by writing it into reject
|
|
virtual bool ClientConnect(edict_t * pEntity, const char *pszName,
|
|
const char *pszAddress, char *reject,
|
|
int maxrejectlen) = 0;
|
|
|
|
// Client is going active
|
|
// If bLoadGame is true, don't spawn the player because its state is already
|
|
// setup.
|
|
virtual void ClientActive(edict_t * pEntity, bool bLoadGame) = 0;
|
|
|
|
// Client is disconnecting from server
|
|
virtual void ClientDisconnect(edict_t * pEntity) = 0;
|
|
|
|
// Client is connected and should be put in the game
|
|
virtual void ClientPutInServer(edict_t * pEntity,
|
|
char const *playername) = 0;
|
|
|
|
// The client has typed a command at the console
|
|
virtual void ClientCommand(edict_t * pEntity) = 0;
|
|
|
|
// Sets the client index for the client who typed the command into his/her
|
|
// console
|
|
virtual void SetCommandClient(int index) = 0;
|
|
|
|
// A player changed one/several replicated cvars (name etc)
|
|
virtual void ClientSettingsChanged(edict_t * pEdict) = 0;
|
|
|
|
// Determine PVS origin and set PVS for the player/viewentity
|
|
virtual void ClientSetupVisibility(edict_t * pViewEntity, edict_t * pClient,
|
|
unsigned char *pvs, int pvssize) = 0;
|
|
|
|
// A block of CUserCmds has arrived from the user, decode them and buffer
|
|
// for execution during player simulation
|
|
virtual float ProcessUsercmds(edict_t * player, bf_read * buf, int numcmds,
|
|
int totalcmds, int dropped_packets,
|
|
bool ignore, bool paused) = 0;
|
|
|
|
// Let the game .dll do stuff after messages have been sent to all of the
|
|
// clients once the server frame is complete
|
|
virtual void PostClientMessagesSent_DEPRECIATED(void) = 0;
|
|
|
|
// For players, looks up the CPlayerState structure corresponding to the
|
|
// player
|
|
virtual CPlayerState *GetPlayerState(edict_t * player) = 0;
|
|
|
|
// Get the ear position for a specified client
|
|
virtual void ClientEarPosition(edict_t * pEntity, Vector * pEarOrigin) = 0;
|
|
|
|
// returns number of delay ticks if player is in Replay mode (0 = no delay)
|
|
virtual int GetReplayDelay(edict_t * player) = 0;
|
|
|
|
// Anything this game .dll wants to add to the bug reporter text (e.g., the
|
|
// entity/model under the picker crosshair)
|
|
// can be added here
|
|
virtual void GetBugReportInfo(char *buf, int buflen) = 0;
|
|
};
|
|
|
|
} // end namespace ServerGameClientsV3
|
|
|
|
#define UPLOADGAMESTATS_INTERFACEVERSION_1 "ServerUploadGameStats001"
|
|
|
|
namespace UploadGameStatsV1 {
|
|
|
|
abstract_class IUploadGameStats {
|
|
public:
|
|
// Note that this call will block the server until the upload is completed,
|
|
// so use only at levelshutdown if at all.
|
|
virtual bool UploadGameStats(
|
|
char const *mapname, // Game map name
|
|
unsigned int blobversion, // Version of the binary blob data
|
|
unsigned int blobsize, // Size in bytes of blob data
|
|
const void *pvBlobData) = 0; // Pointer to the blob data.
|
|
};
|
|
|
|
} // end namespace UploadGameStatsV1
|
|
|
|
#endif // EIFACEV21_H
|