diff options
Diffstat (limited to 'src/engine/e_if_mods.h')
| -rw-r--r-- | src/engine/e_if_mods.h | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/src/engine/e_if_mods.h b/src/engine/e_if_mods.h new file mode 100644 index 00000000..1e6d9694 --- /dev/null +++ b/src/engine/e_if_mods.h @@ -0,0 +1,151 @@ +/* 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_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_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_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 <snap_new_item> 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: + <other_func> +*/ +void mods_connected(int client_id); + + +/* + Function: mods_net_version + TODO + + Arguments: + arg1 - desc + + Returns: + + See Also: + <other_func> +*/ +const char *mods_net_version(); + +/* + Function: mods_version + TODO + + Arguments: + arg1 - desc + + Returns: + + See Also: + <other_func> +*/ +const char *mods_version(); + +/* + Function: mods_message + TODO + + Arguments: + arg1 - desc + + Returns: + + See Also: + <other_func> +*/ +void mods_message(int msg, int client_id); + +#endif |