// 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;