/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #ifndef ENGINE_IF_MOD_H #define ENGINE_IF_MOD_H /********************************************************************************** Section: Server Hooks **********************************************************************************/ /* Function: mods_console_init TODO */ void mods_console_init(); /* Function: mods_init Called when the server is started. Remarks: It's called after the map is loaded so all map items are available. */ void mods_init(); /* Function: mods_shutdown Called when the server quits. Remarks: Should be used to clean up all resources used. */ void mods_shutdown(); /* Function: mods_client_enter Called when a client has joined the game. Arguments: cid - Client ID. Is 0 - MAX_CLIENTS. Remarks: It's called when the client is finished loading and should enter gameplay. */ void mods_client_enter(int cid); /* Function: mods_client_drop Called when a client drops from the server. Arguments: cid - Client ID. Is 0 - MAX_CLIENTS */ void mods_client_drop(int cid); /* Function: mods_client_direct_input Called when the server recives new input from a client. Arguments: cid - Client ID. Is 0 - MAX_CLIENTS. input - Pointer to the input data. size - Size of the data. (NOT IMPLEMENTED YET) */ void mods_client_direct_input(int cid, void *input); /* Function: mods_client_predicted_input Called when the server applys the predicted input on the client. Arguments: cid - Client ID. Is 0 - MAX_CLIENTS. input - Pointer to the input data. size - Size of the data. (NOT IMPLEMENTED YET) */ void mods_client_predicted_input(int cid, void *input); /* Function: mods_tick Called with a regular interval to progress the gameplay. Remarks: The SERVER_TICK_SPEED tells the number of ticks per second. */ void mods_tick(); /* Function: mods_presnap Called before the server starts to construct snapshots for the clients. */ void mods_presnap(); /* Function: mods_snap Called to create the snapshot for a client. Arguments: cid - Client ID. Is 0 - MAX_CLIENTS. Remarks: The game should make a series of calls to to construct the snapshot for the client. */ void mods_snap(int cid); /* Function: mods_postsnap Called after the server is done sending the snapshots. */ void mods_postsnap(); /* Function: mods_connected TODO Arguments: arg1 - desc Returns: See Also: */ void mods_connected(int client_id); /* Function: mods_net_version TODO Arguments: arg1 - desc Returns: See Also: */ const char *mods_net_version(); /* Function: mods_version TODO Arguments: arg1 - desc Returns: See Also: */ const char *mods_version(); /* Function: mods_message TODO Arguments: arg1 - desc Returns: See Also: */ void mods_message(int msg, int client_id); #endif