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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Created on 31.10.2003 by RST.
// $Id: game_export_t.java,v 1.1 2004-07-07 19:59:25 hzi Exp $
package jake2.game;
import jake2.Defines;
import jake2.qcommon.Com;
//
//functions exported by the game subsystem
//
public class game_export_t {
public int apiversion;
// the init function will only be called when a game starts,
// not each time a level is loaded. Persistant data for clients
// and the server can be allocated in init
public void Init() {
Game.InitGame();
}
public void Shutdown() {
Game.ShutdownGame();
}
// each new level entered will cause a call to SpawnEntities
public void SpawnEntities(String mapname, String entstring, String spawnpoint) {
Game.SpawnEntities(mapname, entstring, spawnpoint);
}
// Read/Write Game is for storing persistant cross level information
// about the world state and the clients.
// WriteGame is called every time a level is exited.
// ReadGame is called on a loadgame.
public void WriteGame(String filename, boolean autosave) {
Com.Error(Defines.ERR_FATAL, "WriteGame not implemnted!");
}
public void ReadGame(String filename) {
Game.ReadGame(filename);
}
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
public void WriteLevel(String filename) {
Com.Error(Defines.ERR_FATAL, "WriteLevel not implemnted!");
}
public void ReadLevel(String filename) {
Com.Error(Defines.ERR_FATAL, "ReadLevel not implemnted!");
}
public boolean ClientConnect(edict_t ent, String userinfo) {
return PlayerClient.ClientConnect(ent, userinfo);
}
public void ClientBegin(edict_t ent) {
PlayerClient.ClientBegin(ent);
}
public void ClientUserinfoChanged(edict_t ent, String userinfo) {
PlayerClient.ClientUserinfoChanged(ent, userinfo);
}
public void ClientDisconnect(edict_t ent) {
PlayerClient.ClientDisconnect(ent);
}
public void ClientCommand(edict_t ent) {
PlayerClient.ClientCommand(ent);
}
public void ClientThink(edict_t ent, usercmd_t cmd) {
PlayerClient.ClientThink(ent, cmd);
}
public void RunFrame() {
Game.G_RunFrame();
}
// ServerCommand will be called when an "sv <command>" command is issued on the
// server console.
// the game can issue gi.argc() / gi.argv() commands to get the rest
// of the parameters
public void ServerCommand() {
Game.ServerCommand();
}
//
// global variables shared between game and server
//
// the edict array is allocated in the game dll so it
// can vary in size from one game to another.
// the size will be fixed when ge.Init() is called
public edict_t edicts[] = Game.g_edicts;
public int num_edicts; // current number, <= max_edicts
public int max_edicts;
}
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