//======================================================================= // Copyright XashXT Group 2008 © // svprog_def.h - engine <-> svgame communications //======================================================================= #ifndef SVDEFS_API_H #define SVDEFS_API_H typedef struct ed_priv_s ed_priv_t; // engine private data typedef struct edict_s edict_t; typedef struct globalvars_s { float time; float frametime; string_t mapname; string_t startspot; vec3_t spotOffset; // landmark offset BOOL deathmatch; BOOL coop; BOOL teamplay; int serverflags; int maxClients; int numClients; // actual clients count int maxEntities; int numEntities; // actual ents count vec3_t v_forward; vec3_t v_right; vec3_t v_up; BOOL trace_allsolid; BOOL trace_startsolid; BOOL trace_startstuck; float trace_fraction; vec3_t trace_endpos; vec3_t trace_plane_normal; float trace_plane_dist; int trace_start_contents; int trace_contents; int trace_hitgroup; const char *trace_texture; // texture name that we hitting (brushes and studiomodels) edict_t *trace_ent; int total_secrets; int found_secrets; // number of secrets found int total_monsters; int killed_monsters; // number of monsters killed void *pSaveData; // savedata base offset } globalvars_t; // NOT FINALIZED! typedef struct entvars_s { string_t classname; string_t globalname; edict_t *chain; // entity pointer when linked into a linked list vec3_t origin; vec3_t angles; // model angles int modelindex; vec3_t oldorigin; // interpolated values vec3_t oldangles; vec3_t m_pmatrix[3]; // rotational matrix vec3_t m_pcentre[3]; // physical centre of mass vec3_t velocity; vec3_t avelocity; // angular velocity (degrees per second) vec3_t movedir; vec3_t force; // linear physical impulse vector vec3_t torque; // angular physical impulse vector string_t model; string_t weaponmodel; // monster or player weaponmodel vec3_t absmin; // bbox max translated to world coord vec3_t absmax; // bbox max translated to world coord vec3_t mins; // local bbox min vec3_t maxs; // local bbox max vec3_t size; // maxs - mins float mass; // physobject mass float ltime; float nextthink; int movetype; int solid; int skin; // int body; // sub-model selection for studiomodels int effects; float gravity; // % of "normal" gravity float friction; // inverse elasticity of MOVETYPE_BOUNCE int sequence; // animation sequence float frame; // % playback position in animation sequences (0..255) float animtime; // world time when frame was set float framerate; // animation playback rate (-8x to 8x) float controller[16]; // bone controller setting (0..255) float blending[16]; // blending amount between sub-sequences (0..255) float scale; // model rendering scale (0..255) int waterlevel; int watertype; int contents; float idealpitch; float pitch_speed; float ideal_yaw; float yaw_speed; int rendermode; float renderamt; vec3_t rendercolor; int renderfx; float health; float frags; int weapons; // bit mask for available weapons float takedamage; int deadflag; vec3_t view_ofs; // eye position int button; int impulse; edict_t *dmg_inflictor; edict_t *enemy; edict_t *aiment; // entity pointer when MOVETYPE_FOLLOW edict_t *owner; edict_t *groundentity; int spawnflags; // spwanflags are used only during level loading int flags; // generic flags that can be send to client // player specific only vec3_t punchangle; // auto-decaying view angle adjustment vec3_t v_angle; // viewing angle (player only) int fixangle; // 0 - nothing, 1 - force view angles, 2 - add avelocity string_t viewmodel; // player's viewmodel float weaponframe; // viewmodel frame int weaponsequence; int weaponbody; // viewmodel body int weaponskin; // viewmodel skin int gaitsequence; // movement animation sequence for player (0 for none) short colormap; // lowbyte topcolor, highbyte bottomcolor int playerclass; int team; // for teamplay int weaponanim; float max_health; float teleport_time; int armortype; float armorvalue; string_t target; string_t targetname; string_t netname; string_t message; float dmg_take; float dmg_save; float dmgtime; float dmg; string_t noise; string_t noise1; string_t noise2; string_t noise3; string_t ambient; float speed; float air_finished; float pain_finished; float radsuit_finished; edict_t *pContainingEntity; // ptr to class for consistency } entvars_t; // FIXME: make pvEngineData as generic ptr for both types (client and server are valid, entvars are shared) struct edict_s { BOOL free; float freetime; // sv.time when the object was freed int serialnumber; ed_priv_t *pvEngineData; // alloced, freed and used by engine only void *pvServerData; // alloced and freed by engine, used by DLLs entvars_t v; // C exported fields from progs (network relative) // other fields from progs come immediately after }; #endif//SVDEFS_API_H