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fteqw/engine/server/q3g_public.h

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_public.h -- game module information visible to server
#define GAME_API_VERSION 8
// entity->svFlags
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client
//===============================================================
typedef struct {
q3entityState_t s; // communicated by server to clients
qboolean linked; // qfalse if not in any good cluster
int linkcount;
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
int singleClient; // only send to this client when SVF_SINGLECLIENT is set
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
// only set by trap_SetBrushModel
vec3_t mins, maxs;
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
// a non-solid entity should set to 0
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
// currentOrigin will be used for all collision detection and world linking.
// it will not necessarily be the same as the trajectory evaluation for the current
// time, because each entity must be moved one at a time after time is advanced
// to avoid simultanious collision issues
vec3_t currentOrigin;
vec3_t currentAngles;
// when a trace call is made and passEntityNum != ENTITYNUM_NONE,
// an ent will be excluded from testing if:
// ent->s.number == passEntityNum (don't interact with self)
// ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
// entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
int ownerNum;
} q3entityShared_t;
// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
typedef struct {
q3entityState_t s; // communicated by server to clients
q3entityShared_t r; // shared by both the server system and game
} q3sharedEntity_t;
//===============================================================
//
// system traps provided by the main engine
//
typedef enum {
//============== general Quake services ==================
G_PRINT, // ( const char *string ); 0
// print message on the local console
G_ERROR, // ( const char *string ); 1
// abort the game
G_MILLISECONDS, // ( void ); 2
// get current time for profiling reasons
// this should NOT be used for any game related tasks,
// because it is not journaled
// console variable interaction
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags ); 3
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar ); 4
G_CVAR_SET, // ( const char *var_name, const char *value ); 5
G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name ); 6
G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize ); 7
G_ARGC, // ( void ); 8
// ClientCommand and ServerCommand parameter access
G_ARGV, // ( int n, char *buffer, int bufferLength ); 9
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode ); 10
G_FS_READ, // ( void *buffer, int len, fileHandle_t f ); 11
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f ); 12
G_FS_FCLOSE_FILE, // ( fileHandle_t f ); 13
G_SEND_CONSOLE_COMMAND, // ( const char *text ); 14
// add commands to the console as if they were typed in
// for map changing, etc
//=========== server specific functionality =============
G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, 15
// playerState_t *clients, int sizeofGameClient );
// the game needs to let the server system know where and how big the gentities
// are, so it can look at them directly without going through an interface
G_DROP_CLIENT, // ( int clientNum, const char *reason ); 16
// kick a client off the server with a message
G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... ); 17
// reliably sends a command string to be interpreted by the given
// client. If clientNum is -1, it will be sent to all clients
G_SET_CONFIGSTRING, // ( int num, const char *string ); 18
// config strings hold all the index strings, and various other information
// that is reliably communicated to all clients
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
// All confgstrings are cleared at each level start.
G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize ); 19
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize ); 20
// userinfo strings are maintained by the server system, so they
// are persistant across level loads, while all other game visible
// data is completely reset
G_SET_USERINFO, // ( int num, const char *buffer ); 21
G_GET_SERVERINFO, // ( char *buffer, int bufferSize ); 22
// the serverinfo info string has all the cvars visible to server browsers
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name ); 23
// sets mins and maxs based on the brushmodel name
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 );
// collision detection against all linked entities 24
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum ); 25
// point contents against all linked entities
G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 ); 26
G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 ); 27
G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open ); 28
G_AREAS_CONNECTED, // ( int area1, int area2 ); 29
G_LINKENTITY, // ( gentity_t *ent ); 30
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
G_UNLINKENTITY, // ( gentity_t *ent ); 31
// call before removing an interactive entity
G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); 32
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); 33
// perform an exact check against inline brush models of non-square shape
// access for bots to get and free a server client (FIXME?)
G_BOT_ALLOCATE_CLIENT, // ( void ); 34
G_BOT_FREE_CLIENT, // ( int clientNum ); 35
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd ) 36
G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize ) 37
// Retrieves the next string token from the entity spawn text, returning
// false when all tokens have been parsed.
// This should only be done at GAME_INIT time.
G_FS_GETFILELIST, // 38
G_DEBUG_POLYGON_CREATE, // 39
G_DEBUG_POLYGON_DELETE, // 40
G_REAL_TIME, // 41
G_SNAPVECTOR, // 42
G_MEMSET = 100,
G_MEMCPY,
G_STRNCPY,
G_SIN,
G_COS,
G_ATAN2,
G_SQRT,
G_FLOOR,
G_CEIL,
G_TESTPRINTINT,
G_TESTPRINTFLOAT,
G_ACOS,
BOTLIB_SETUP = 200, // ( void );
BOTLIB_SHUTDOWN, // ( void );
BOTLIB_LIBVAR_SET,
BOTLIB_LIBVAR_GET,
BOTLIB_PC_ADD_GLOBAL_DEFINE,
BOTLIB_START_FRAME,
BOTLIB_LOAD_MAP,
BOTLIB_UPDATENTITY,
BOTLIB_TEST,
BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
BOTLIB_AAS_BBOX_AREAS,
BOTLIB_AAS_AREA_INFO,
BOTLIB_AAS_ENTITY_INFO,
BOTLIB_AAS_INITIALIZED,
BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
BOTLIB_AAS_TIME,
BOTLIB_AAS_POINT_AREA_NUM,
BOTLIB_AAS_TRACE_AREAS,
BOTLIB_AAS_POINT_CONTENTS,
BOTLIB_AAS_NEXT_BSP_ENTITY,
BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_AREA_REACHABILITY,
BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
BOTLIB_AAS_SWIMMING,
BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
BOTLIB_EA_SAY = 400,
BOTLIB_EA_SAY_TEAM,
BOTLIB_EA_COMMAND,
BOTLIB_EA_ACTION,
BOTLIB_EA_GESTURE,
BOTLIB_EA_TALK,
BOTLIB_EA_ATTACK,
BOTLIB_EA_USE,
BOTLIB_EA_RESPAWN,
BOTLIB_EA_CROUCH,
BOTLIB_EA_MOVE_UP,
BOTLIB_EA_MOVE_DOWN,
BOTLIB_EA_MOVE_FORWARD,
BOTLIB_EA_MOVE_BACK,
BOTLIB_EA_MOVE_LEFT,
BOTLIB_EA_MOVE_RIGHT,
BOTLIB_EA_SELECT_WEAPON,
BOTLIB_EA_JUMP,
BOTLIB_EA_DELAYED_JUMP,
BOTLIB_EA_MOVE,
BOTLIB_EA_VIEW,
BOTLIB_EA_END_REGULAR,
BOTLIB_EA_GET_INPUT,
BOTLIB_EA_RESET_INPUT,
BOTLIB_AI_LOAD_CHARACTER = 500,
BOTLIB_AI_FREE_CHARACTER,
BOTLIB_AI_CHARACTERISTIC_FLOAT,
BOTLIB_AI_CHARACTERISTIC_BFLOAT,
BOTLIB_AI_CHARACTERISTIC_INTEGER,
BOTLIB_AI_CHARACTERISTIC_BINTEGER,
BOTLIB_AI_CHARACTERISTIC_STRING,
BOTLIB_AI_ALLOC_CHAT_STATE,
BOTLIB_AI_FREE_CHAT_STATE,
BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
BOTLIB_AI_NUM_CONSOLE_MESSAGE,
BOTLIB_AI_INITIAL_CHAT,
BOTLIB_AI_REPLY_CHAT,
BOTLIB_AI_CHAT_LENGTH,
BOTLIB_AI_ENTER_CHAT,
BOTLIB_AI_STRING_CONTAINS,
BOTLIB_AI_FIND_MATCH,
BOTLIB_AI_MATCH_VARIABLE,
BOTLIB_AI_UNIFY_WHITE_SPACES,
BOTLIB_AI_REPLACE_SYNONYMS,
BOTLIB_AI_LOAD_CHAT_FILE,
BOTLIB_AI_SET_CHAT_GENDER,
BOTLIB_AI_SET_CHAT_NAME,
BOTLIB_AI_RESET_GOAL_STATE,
BOTLIB_AI_RESET_AVOID_GOALS,
BOTLIB_AI_PUSH_GOAL,
BOTLIB_AI_POP_GOAL,
BOTLIB_AI_EMPTY_GOAL_STACK,
BOTLIB_AI_DUMP_AVOID_GOALS,
BOTLIB_AI_DUMP_GOAL_STACK,
BOTLIB_AI_GOAL_NAME,
BOTLIB_AI_GET_TOP_GOAL,
BOTLIB_AI_GET_SECOND_GOAL,
BOTLIB_AI_CHOOSE_LTG_ITEM,
BOTLIB_AI_CHOOSE_NBG_ITEM,
BOTLIB_AI_TOUCHING_GOAL,
BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
BOTLIB_AI_AVOID_GOAL_TIME,
BOTLIB_AI_INIT_LEVEL_ITEMS,
BOTLIB_AI_UPDATE_ENTITY_ITEMS,
BOTLIB_AI_LOAD_ITEM_WEIGHTS,
BOTLIB_AI_FREE_ITEM_WEIGHTS,
BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_ALLOC_GOAL_STATE,
BOTLIB_AI_FREE_GOAL_STATE,
BOTLIB_AI_RESET_MOVE_STATE,
BOTLIB_AI_MOVE_TO_GOAL,
BOTLIB_AI_MOVE_IN_DIRECTION,
BOTLIB_AI_RESET_AVOID_REACH,
BOTLIB_AI_RESET_LAST_AVOID_REACH,
BOTLIB_AI_REACHABILITY_AREA,
BOTLIB_AI_MOVEMENT_VIEW_TARGET,
BOTLIB_AI_ALLOC_MOVE_STATE,
BOTLIB_AI_FREE_MOVE_STATE,
BOTLIB_AI_INIT_MOVE_STATE,
BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
BOTLIB_AI_GET_WEAPON_INFO,
BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
BOTLIB_AI_ALLOC_WEAPON_STATE,
BOTLIB_AI_FREE_WEAPON_STATE,
BOTLIB_AI_RESET_WEAPON_STATE,
BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
BOTLIB_AI_GET_MAP_LOCATION_GOAL,
BOTLIB_AI_NUM_INITIAL_CHATS,
BOTLIB_AI_GET_CHAT_MESSAGE,
BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
BOTLIB_AI_PREDICT_VISIBLE_POSITION,
BOTLIB_AI_SET_AVOID_GOAL_TIME,
BOTLIB_AI_ADD_AVOID_SPOT,
BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
BOTLIB_AAS_PREDICT_ROUTE,
BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
BOTLIB_PC_LOAD_SOURCE,
BOTLIB_PC_FREE_SOURCE,
BOTLIB_PC_READ_TOKEN,
BOTLIB_PC_SOURCE_FILE_AND_LINE
} gameImport_t;
//
// functions exported by the game subsystem
//
typedef enum {
GAME_INIT, // ( int levelTime, int randomSeed, int restart );
// init and shutdown will be called every single level
// The game should call G_GET_ENTITY_TOKEN to parse through all the
// entity configuration text and spawn gentities.
GAME_SHUTDOWN, // (void);
GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
// return NULL if the client is allowed to connect, otherwise return
// a text string with the reason for denial
GAME_CLIENT_BEGIN, // ( int clientNum );
GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
GAME_CLIENT_DISCONNECT, // ( int clientNum );
GAME_CLIENT_COMMAND, // ( int clientNum );
GAME_CLIENT_THINK, // ( int clientNum );
GAME_RUN_FRAME, // ( int levelTime );
GAME_CONSOLE_COMMAND, // ( void );
// ConsoleCommand will be called when a command has been issued
// that is not recognized as a builtin function.
// The game can issue trap_argc() / trap_argv() commands to get the command
// and parameters. Return qfalse if the game doesn't recognize it as a command.
BOTAI_START_FRAME // ( int time );
} gameExport_t;