/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP Source Code 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 3 of the License, or
(at your option) any later version.

RTCW MP Source Code 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 RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/



#define CMD_BACKUP          64
#define CMD_MASK            ( CMD_BACKUP - 1 )
// allow a lot of command backups for very fast systems
// multiple commands may be combined into a single packet, so this
// needs to be larger than PACKET_BACKUP


#define MAX_ENTITIES_IN_SNAPSHOT    256

// snapshots are a view of the server at a given time

// Snapshots are generated at regular time intervals by the server,
// but they may not be sent if a client's rate level is exceeded, or
// they may be dropped by the network.
typedef struct {
	int snapFlags;                      // SNAPFLAG_RATE_DELAYED, etc
	int ping;

	int serverTime;                 // server time the message is valid for (in msec)

	byte areamask[MAX_MAP_AREA_BYTES];                  // portalarea visibility bits

	playerState_t ps;                       // complete information about the current player at this time

	int numEntities;                        // all of the entities that need to be presented
	entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT];   // at the time of this snapshot

	int numServerCommands;                  // text based server commands to execute when this
	int serverCommandSequence;              // snapshot becomes current
} snapshot_t;

enum {
	CGAME_EVENT_NONE,
	CGAME_EVENT_TEAMMENU,
	CGAME_EVENT_SCOREBOARD,
	CGAME_EVENT_EDITHUD
};


/*
==================================================================

functions imported from the main executable

==================================================================
*/

#define CGAME_IMPORT_API_VERSION    3

typedef enum {
	CG_PRINT,
	CG_ERROR,
	CG_MILLISECONDS,
	CG_CVAR_REGISTER,
	CG_CVAR_UPDATE,
	CG_CVAR_SET,
	CG_CVAR_VARIABLESTRINGBUFFER,
	CG_ARGC,
	CG_ARGV,
	CG_ARGS,
	CG_FS_FOPENFILE,
	CG_FS_READ,
	CG_FS_WRITE,
	CG_FS_FCLOSEFILE,
	CG_SENDCONSOLECOMMAND,
	CG_ADDCOMMAND,
	CG_SENDCLIENTCOMMAND,
	CG_UPDATESCREEN,
	CG_CM_LOADMAP,
	CG_CM_NUMINLINEMODELS,
	CG_CM_INLINEMODEL,
	CG_CM_LOADMODEL,
	CG_CM_TEMPBOXMODEL,
	CG_CM_POINTCONTENTS,
	CG_CM_TRANSFORMEDPOINTCONTENTS,
	CG_CM_BOXTRACE,
	CG_CM_TRANSFORMEDBOXTRACE,
// MrE:
	CG_CM_CAPSULETRACE,
	CG_CM_TRANSFORMEDCAPSULETRACE,
	CG_CM_TEMPCAPSULEMODEL,
// done.
	CG_CM_MARKFRAGMENTS,
	CG_S_STARTSOUND,
	CG_S_STARTSOUNDEX,  //----(SA)	added
	CG_S_STARTLOCALSOUND,
	CG_S_CLEARLOOPINGSOUNDS,
	CG_S_ADDLOOPINGSOUND,
	CG_S_UPDATEENTITYPOSITION,
// Ridah, talking animations
	CG_S_GETVOICEAMPLITUDE,
// done.
	CG_S_RESPATIALIZE,
	CG_S_REGISTERSOUND,
	CG_S_STARTBACKGROUNDTRACK,
	CG_S_STARTSTREAMINGSOUND,
	CG_R_LOADWORLDMAP,
	CG_R_REGISTERMODEL,
	CG_R_REGISTERSKIN,
	CG_R_REGISTERSHADER,

	CG_R_GETSKINMODEL,      // client allowed to view what the .skin loaded so they can set their model appropriately
	CG_R_GETMODELSHADER,    // client allowed the shader handle for given model/surface (for things like debris inheriting shader from explosive)

	CG_R_REGISTERFONT,
	CG_R_CLEARSCENE,
	CG_R_ADDREFENTITYTOSCENE,
	CG_GET_ENTITY_TOKEN,
	CG_R_ADDPOLYTOSCENE,
// Ridah
	CG_R_ADDPOLYSTOSCENE,
// done.
	CG_R_ADDLIGHTTOSCENE,

	CG_R_ADDCORONATOSCENE,
	CG_R_SETFOG,

	CG_R_RENDERSCENE,
	CG_R_SETCOLOR,
	CG_R_DRAWSTRETCHPIC,
	CG_R_DRAWSTRETCHPIC_GRADIENT,   //----(SA)	added
	CG_R_MODELBOUNDS,
	CG_R_LERPTAG,
	CG_GETGLCONFIG,
	CG_GETGAMESTATE,
	CG_GETCURRENTSNAPSHOTNUMBER,
	CG_GETSNAPSHOT,
	CG_GETSERVERCOMMAND,
	CG_GETCURRENTCMDNUMBER,
	CG_GETUSERCMD,
	CG_SETUSERCMDVALUE,
	CG_SETCLIENTLERPORIGIN,         // DHM - Nerve
	CG_R_REGISTERSHADERNOMIP,
	CG_MEMORY_REMAINING,

	CG_KEY_ISDOWN,
	CG_KEY_GETCATCHER,
	CG_KEY_SETCATCHER,
	CG_KEY_GETKEY,

	CG_PC_ADD_GLOBAL_DEFINE,
	CG_PC_LOAD_SOURCE,
	CG_PC_FREE_SOURCE,
	CG_PC_READ_TOKEN,
	CG_PC_SOURCE_FILE_AND_LINE,
	CG_S_STOPBACKGROUNDTRACK,
	CG_REAL_TIME,
	CG_SNAPVECTOR,
	CG_REMOVECOMMAND,
	CG_R_LIGHTFORPOINT,

	CG_SENDMOVESPEEDSTOGAME,

	CG_CIN_PLAYCINEMATIC,
	CG_CIN_STOPCINEMATIC,
	CG_CIN_RUNCINEMATIC,
	CG_CIN_DRAWCINEMATIC,
	CG_CIN_SETEXTENTS,
	CG_R_REMAP_SHADER,
	CG_S_ADDREALLOOPINGSOUND,
	CG_S_STOPLOOPINGSOUND,

	CG_LOADCAMERA,
	CG_STARTCAMERA,
	CG_GETCAMERAINFO,

	CG_MEMSET = 100,
	CG_MEMCPY,
	CG_STRNCPY,
	CG_SIN,
	CG_COS,
	CG_ATAN2,
	CG_SQRT,
	CG_FLOOR,
	CG_CEIL,

	CG_TESTPRINTINT,
	CG_TESTPRINTFLOAT,
	CG_ACOS,

	CG_INGAME_POPUP,        //----(SA)	added

	// NERVE - SMF
	CG_INGAME_CLOSEPOPUP,
	CG_LIMBOCHAT,

	CG_R_DRAWROTATEDPIC,

	CG_KEY_GETBINDINGBUF,
	CG_KEY_SETBINDING,
	CG_KEY_KEYNUMTOSTRINGBUF,

	CG_TRANSLATE_STRING
	// -NERVE - SMF
} cgameImport_t;


/*
==================================================================

functions exported to the main executable

==================================================================
*/

typedef enum {
	CG_INIT,
//	void CG_Init( int serverMessageNum, int serverCommandSequence )
	// called when the level loads or when the renderer is restarted
	// all media should be registered at this time
	// cgame will display loading status by calling SCR_Update, which
	// will call CG_DrawInformation during the loading process
	// reliableCommandSequence will be 0 on fresh loads, but higher for
	// demos, tourney restarts, or vid_restarts

	CG_SHUTDOWN,
//	void (*CG_Shutdown)( void );
	// oportunity to flush and close any open files

	CG_CONSOLE_COMMAND,
//	qboolean (*CG_ConsoleCommand)( void );
	// a console command has been issued locally that is not recognized by the
	// main game system.
	// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
	// command is not known to the game

	CG_DRAW_ACTIVE_FRAME,
//	void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
	// Generates and draws a game scene and status information at the given time.
	// If demoPlayback is set, local movement prediction will not be enabled

	CG_CROSSHAIR_PLAYER,
//	int (*CG_CrosshairPlayer)( void );

	CG_LAST_ATTACKER,
//	int (*CG_LastAttacker)( void );

	CG_KEY_EVENT,
//	void	(*CG_KeyEvent)( int key, qboolean down );

	CG_MOUSE_EVENT,
//	void	(*CG_MouseEvent)( int dx, int dy );
	CG_EVENT_HANDLING,
//	void (*CG_EventHandling)(int type);

	CG_GET_TAG,
//	qboolean CG_GetTag( int clientNum, char *tagname, orientation_t *or );

	CG_CHECKCENTERVIEW,
//	qboolean CG_CheckCenterView();

} cgameExport_t;

//----------------------------------------------
