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615 lines
27 KiB
C++
615 lines
27 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 "convar.h"
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#include "icvar.h"
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#include "edict.h"
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#include "iserverentity.h"
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#include "engine/ivmodelinfo.h"
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#include "soundflags.h"
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#include "bitvec.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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{
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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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{
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public:
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// Flags for m_Flags.
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enum
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{
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TMOD_SUCKTONORMAL = ( 1 << 0 ), // For TMod_Suck, suck into m_Normal rather than on +Z.
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TMOD_STAYABOVEORIGINAL = ( 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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{
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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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{
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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, 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, const Vector&vecOriginalPos,
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float flCurrentTime, 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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{
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abstract_class IVEngineServer
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{
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public:
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// Tell engine to change level ( "changelevel s1\n" or "changelevel2 s1 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 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 given a unique index
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// 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 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 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 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 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 outputpvs. Returns the number of bytes needed to pack the PVS
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virtual int GetPVSForCluster( int cluster, int outputpvslength, 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( const Vector &org, const unsigned char *checkpvs, int checkpvssize ) = 0;
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// Check whether the specified worldspace bounding box is inside the specified PVS
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virtual bool CheckBoxInPVS( const Vector &mins, const Vector &maxs, const unsigned char *checkpvs, int checkpvssize ) = 0;
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// Returns the server assigned userid for this player. Useful for logging 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 string list
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// If iForceEdictIndex is not -1, then it will return the edict with that index. If that edict index
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// 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 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( int entindex, const Vector &pos, const char *samp, float vol, 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, float fadeOutSeconds, float holdTime, float fadeInSeconds ) = 0;
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// Sentences / sentence groups
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virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
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virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, 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 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 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 typing the command at the console).
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virtual void ClientCommand( edict_t *pEdict, PRINTF_FORMAT_STRING const char *szFmt, ... ) = 0;
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// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
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// change place in memory (use MAKE_STRING) for anything that's not 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 placed decals in the .bsp)
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virtual void StaticDecal( const Vector &originInEntitySpace, int decalIndex, int entityIndex, int modelIndex, bool lowpriority ) = 0;
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// Given the current PVS(or PAS) and origin, determine which players should hear/receive the message
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virtual void Message_DetermineMulticastRecipients( bool usepas, const Vector& origin, CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ) = 0;
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// Begin a message from a server side entity to its client side counterpart (func_breakable glass, e.g.)
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virtual bf_write *EntityMessageBegin( int ent_index, ServerClass * ent_class, 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, 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 this)
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// Prints the formatted string to the notification area of the screen ( 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, ... ) = 0;
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information
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virtual void Con_NXPrintf( const struct con_nprint_s *info, PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
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// For ConCommand parsing or parsing client commands issued by players typing at their console
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// 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 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, 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 date
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virtual int CompareFileTime( const char *filename1, const char *filename2, int *iCompare ) = 0;
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// Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen).
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// Be sure to reset the lock after executing 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 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, 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, 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 pvs.
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// 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 specified origin ( not that each pvs origin has an 8 world unit fudge 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, const void *pSender, const SendTable *pST, int classID ) = 0;
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// Given a node number and the specified PVS, return with the node is in the PVS
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virtual int CheckHeadnodeVisible( int nodenum, const byte *pvs, int vissize ) = 0;
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// Using area bits, cheeck whether area1 flows into area2 and vice versa (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 portal key,
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// fill in the plane that leads out of this area (it points into whatever area it leads to).
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virtual bool GetAreaPortalPlane( Vector const &vViewOrigin, int portalKey, VPlane *pPlane ) = 0;
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// Apply a modification to the terrain.
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virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const ¶ms ) = 0;
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// Save/restore wrapper - FIXME: At some point we should move this to it's 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, 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 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, 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, 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( 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, unsigned long iFlags ) = 0;
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// This returns which entities, to the best of the server's knowledge, the client currently knows about.
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// This is really which entities were in the snapshot that this client last acked.
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// This returns a bit vector with one 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 to timing and
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// ordering differences, so you should account for about a quarter-second discrepancy in here.
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// Also, this will return NULL if the 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(), subtract 1.
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virtual const CBitVec<MAX_EDICTS>* GetEntityTransmitBitsForClient( 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 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, 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, 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 and server have different
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// contents for the file, the client's vmt can only use the VertexLitGeneric shader, and can only
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// contain $baseTexture 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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} // end namespace
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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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{
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abstract_class IServerGameDLL
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{
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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( CreateInterfaceFn engineFactory,
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CreateInterfaceFn physicsFactory,
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CreateInterfaceFn fileSystemFactory,
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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 transitions within a game)
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virtual bool LevelInit( char const *pMapName,
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char const *pMapEntities, char const *pOldLevel,
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char const *pLandmarkName, 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, 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 both client and game .dll for MOD!!!)
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// Right now this is only requested at 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 class names from here with
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// edict_t::classname to figure out how to encode a class's data for networking
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virtual ServerClass* GetAllServerClasses( void ) = 0;
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// Returns string describing current .dll. e.g., TeamFortress 2, 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 *, datamap_t *, typedescription_t *, int ) = 0;
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virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, 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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|
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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
|
|
virtual bool GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size ) = 0;
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|
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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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} // end namespace
|
|
|
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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
|
|
// NOTE: If you change this, also change VENGINE_CLIENT_RANDOM_INTERFACE_VERSION in cdll_int.h
|
|
//-----------------------------------------------------------------------------
|
|
#define VENGINE_SERVER_RANDOM_INTERFACE_VERSION_1 "VEngineRandom001"
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|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Interface to get at server entities
|
|
//-----------------------------------------------------------------------------
|
|
#define SERVERGAMEENTS_INTERFACEVERSION_1 "ServerGameEnts001"
|
|
|
|
namespace ServerGameEntsV1
|
|
{
|
|
|
|
abstract_class IServerGameEnts
|
|
{
|
|
public:
|
|
virtual ~IServerGameEnts() {}
|
|
|
|
// Only for debugging. Set the edict base so you can get an edict's index in the debugger while debugging the game .dll
|
|
virtual void SetDebugEdictBase(edict_t *base) = 0;
|
|
|
|
// The engine wants to mark two entities as touching
|
|
virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 ) = 0;
|
|
|
|
// Frees the entity attached to this edict
|
|
virtual void FreeContainingEntity( edict_t * ) = 0;
|
|
|
|
// This allows the engine to get at edicts in a CGameTrace.
|
|
virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt ) = 0;
|
|
virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict ) = 0;
|
|
|
|
// 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
|