263 lines
10 KiB
C
263 lines
10 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2000-2006 Tim Angus
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This file is part of Tremulous.
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Tremulous is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Tremulous is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Tremulous; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// g_public.h -- game module information visible to server
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#define GAME_API_VERSION 8
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// entity->svFlags
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// the server does not know how to interpret most of the values
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// in entityStates (level eType), so the game must explicitly flag
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// special server behaviors
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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// TTimo
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
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#define SVF_CLIENTMASK 0x00000002
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#define SVF_BROADCAST 0x00000020 // send to all connected clients
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#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
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#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
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// for link position (missiles and movers)
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#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
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#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
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// so that it can be updated for ping tools without
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// lagging clients
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#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
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#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
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// (entityShared_t->singleClient)
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//===============================================================
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typedef struct {
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entityState_t s; // communicated by server to clients
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qboolean linked; // qfalse if not in any good cluster
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int linkcount;
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int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
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int singleClient; // only send to this client when SVF_SINGLECLIENT is set
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qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
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// only set by trap_SetBrushModel
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vec3_t mins, maxs;
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int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
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// a non-solid entity should set to 0
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vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
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// currentOrigin will be used for all collision detection and world linking.
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// it will not necessarily be the same as the trajectory evaluation for the current
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// time, because each entity must be moved one at a time after time is advanced
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// to avoid simultanious collision issues
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vec3_t currentOrigin;
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vec3_t currentAngles;
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// when a trace call is made and passEntityNum != ENTITYNUM_NONE,
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// an ent will be excluded from testing if:
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// ent->s.number == passEntityNum (don't interact with self)
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// ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
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// entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
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int ownerNum;
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} entityShared_t;
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// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
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typedef struct {
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entityState_t s; // communicated by server to clients
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entityShared_t r; // shared by both the server system and game
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} sharedEntity_t;
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//===============================================================
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//
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// system traps provided by the main engine
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//
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typedef enum {
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//============== general Quake services ==================
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G_PRINT, // ( const char *string );
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// print message on the local console
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G_ERROR, // ( const char *string );
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// abort the game
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G_MILLISECONDS, // ( void );
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// get current time for profiling reasons
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// this should NOT be used for any game related tasks,
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// because it is not journaled
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// console variable interaction
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G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
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G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
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G_CVAR_SET, // ( const char *var_name, const char *value );
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G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
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G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
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G_ARGC, // ( void );
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// ClientCommand and ServerCommand parameter access
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G_ARGV, // ( int n, char *buffer, int bufferLength );
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G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
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G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
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G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
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G_FS_FCLOSE_FILE, // ( fileHandle_t f );
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G_SEND_CONSOLE_COMMAND, // ( const char *text );
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// add commands to the console as if they were typed in
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// for map changing, etc
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//=========== server specific functionality =============
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G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
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// playerState_t *clients, int sizeofGameClient );
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// the game needs to let the server system know where and how big the gentities
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// are, so it can look at them directly without going through an interface
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G_DROP_CLIENT, // ( int clientNum, const char *reason );
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// kick a client off the server with a message
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G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
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// reliably sends a command string to be interpreted by the given
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// client. If clientNum is -1, it will be sent to all clients
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G_SET_CONFIGSTRING, // ( int num, const char *string );
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// config strings hold all the index strings, and various other information
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// that is reliably communicated to all clients
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// All of the current configstrings are sent to clients when
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// they connect, and changes are sent to all connected clients.
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// All confgstrings are cleared at each level start.
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G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
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G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
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// userinfo strings are maintained by the server system, so they
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// are persistant across level loads, while all other game visible
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// data is completely reset
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G_SET_USERINFO, // ( int num, const char *buffer );
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G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
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// the serverinfo info string has all the cvars visible to server browsers
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G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
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// sets mins and maxs based on the brushmodel name
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G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
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// collision detection against all linked entities
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G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
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// point contents against all linked entities
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G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
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G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
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G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
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G_AREAS_CONNECTED, // ( int area1, int area2 );
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G_LINKENTITY, // ( gentity_t *ent );
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// an entity will never be sent to a client or used for collision
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// if it is not passed to linkentity. If the size, position, or
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// solidity changes, it must be relinked.
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G_UNLINKENTITY, // ( gentity_t *ent );
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// call before removing an interactive entity
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G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
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// EntitiesInBox will return brush models based on their bounding box,
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// so exact determination must still be done with EntityContact
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G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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// perform an exact check against inline brush models of non-square shape
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G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
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G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
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// Retrieves the next string token from the entity spawn text, returning
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// false when all tokens have been parsed.
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// This should only be done at GAME_INIT time.
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G_FS_GETFILELIST,
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G_REAL_TIME,
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G_SNAPVECTOR,
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G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
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G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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// 1.32
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G_FS_SEEK,
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G_PARSE_ADD_GLOBAL_DEFINE,
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G_PARSE_LOAD_SOURCE,
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G_PARSE_FREE_SOURCE,
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G_PARSE_READ_TOKEN,
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G_PARSE_SOURCE_FILE_AND_LINE,
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G_SEND_GAMESTAT
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} gameImport_t;
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//
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// functions exported by the game subsystem
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//
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typedef enum {
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GAME_INIT, // ( int levelTime, int randomSeed, int restart );
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// init and shutdown will be called every single level
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// The game should call G_GET_ENTITY_TOKEN to parse through all the
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// entity configuration text and spawn gentities.
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GAME_SHUTDOWN, // (void);
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GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime );
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// return NULL if the client is allowed to connect, otherwise return
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// a text string with the reason for denial
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GAME_CLIENT_BEGIN, // ( int clientNum );
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GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
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GAME_CLIENT_DISCONNECT, // ( int clientNum );
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GAME_CLIENT_COMMAND, // ( int clientNum );
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GAME_CLIENT_THINK, // ( int clientNum );
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GAME_RUN_FRAME, // ( int levelTime );
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GAME_CONSOLE_COMMAND // ( void );
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// ConsoleCommand will be called when a command has been issued
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// that is not recognized as a builtin function.
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// The game can issue trap_argc() / trap_argv() commands to get the command
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// and parameters. Return qfalse if the game doesn't recognize it as a command.
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} gameExport_t;
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