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630af9dc7c
r4187 | acceptthis | 2013-02-04 04:52:32 +0000 (Mon, 04 Feb 2013) | 9 lines fix particle effect index insanity. .modelflags support. fix laggy mvds issue. replacementdeltas works in mvds. fix issues with not knowing which mvd is currently being recorded. input line now permanently functions as utf-8. cope with double-chevron links in the input line. Add support for ^{xxxx}, but don't generate it. can only cope with 16bit anyway. fix skins issues. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4185 fc73d0e0-1445-4013-8a0c-d673dee63da5
444 lines
14 KiB
C
444 lines
14 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code 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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Quake III Arena source code 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 Foobar; 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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//
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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_BOT 0x00000008 // set if the entity is a bot
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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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q3entityState_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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// only send to this client when SVF_SINGLECLIENT is set
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// if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this)
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int singleClient;
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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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} q3entityShared_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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q3entityState_t s; // communicated by server to clients
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q3entityShared_t r; // shared by both the server system and game - I *really* don't understand this, it looks like a bug.
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} q3sharedEntity_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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//10
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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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//20
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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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//30
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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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// access for bots to get and free a server client (FIXME?)
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G_BOT_ALLOCATE_CLIENT, // ( void );
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G_BOT_FREE_CLIENT, // ( int clientNum );
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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_DEBUG_POLYGON_CREATE,
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//40
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G_DEBUG_POLYGON_DELETE,
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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_MEMSET = 100,
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G_MEMCPY,
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G_STRNCPY,
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G_SIN,
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G_COS,
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G_ATAN2,
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G_SQRT,
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G_MATRIXMULTIPLY,
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G_ANGLEVECTORS,
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G_PERPENDICULARVECTOR,
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G_FLOOR,
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G_CEIL,
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BOTLIB_SETUP = 200, // ( void );
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BOTLIB_SHUTDOWN, // ( void );
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BOTLIB_LIBVAR_SET,
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BOTLIB_LIBVAR_GET,
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BOTLIB_PC_ADD_GLOBAL_DEFINE,
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BOTLIB_START_FRAME,
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BOTLIB_LOAD_MAP,
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BOTLIB_UPDATENTITY,
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BOTLIB_TEST,
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BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
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BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
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BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
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BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
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BOTLIB_AAS_BBOX_AREAS,
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BOTLIB_AAS_AREA_INFO,
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BOTLIB_AAS_ENTITY_INFO,
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BOTLIB_AAS_INITIALIZED,
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BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
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BOTLIB_AAS_TIME,
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BOTLIB_AAS_POINT_AREA_NUM,
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BOTLIB_AAS_TRACE_AREAS,
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BOTLIB_AAS_POINT_CONTENTS,
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BOTLIB_AAS_NEXT_BSP_ENTITY,
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BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_AREA_REACHABILITY,
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BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
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BOTLIB_AAS_SWIMMING,
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BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
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BOTLIB_EA_SAY = 400,
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BOTLIB_EA_SAY_TEAM,
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BOTLIB_EA_COMMAND,
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BOTLIB_EA_ACTION,
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BOTLIB_EA_GESTURE,
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BOTLIB_EA_TALK,
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BOTLIB_EA_ATTACK,
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BOTLIB_EA_USE,
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BOTLIB_EA_RESPAWN,
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BOTLIB_EA_CROUCH,
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BOTLIB_EA_MOVE_UP,
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BOTLIB_EA_MOVE_DOWN,
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BOTLIB_EA_MOVE_FORWARD,
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BOTLIB_EA_MOVE_BACK,
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BOTLIB_EA_MOVE_LEFT,
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BOTLIB_EA_MOVE_RIGHT,
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BOTLIB_EA_SELECT_WEAPON,
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BOTLIB_EA_JUMP,
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BOTLIB_EA_DELAYED_JUMP,
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BOTLIB_EA_MOVE,
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BOTLIB_EA_VIEW,
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BOTLIB_EA_END_REGULAR,
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BOTLIB_EA_GET_INPUT,
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BOTLIB_EA_RESET_INPUT,
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BOTLIB_AI_LOAD_CHARACTER = 500,
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BOTLIB_AI_FREE_CHARACTER,
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BOTLIB_AI_CHARACTERISTIC_FLOAT,
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BOTLIB_AI_CHARACTERISTIC_BFLOAT,
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BOTLIB_AI_CHARACTERISTIC_INTEGER,
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BOTLIB_AI_CHARACTERISTIC_BINTEGER,
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BOTLIB_AI_CHARACTERISTIC_STRING,
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BOTLIB_AI_ALLOC_CHAT_STATE,
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BOTLIB_AI_FREE_CHAT_STATE,
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BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
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BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
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BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
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BOTLIB_AI_NUM_CONSOLE_MESSAGE,
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BOTLIB_AI_INITIAL_CHAT,
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BOTLIB_AI_REPLY_CHAT,
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BOTLIB_AI_CHAT_LENGTH,
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BOTLIB_AI_ENTER_CHAT,
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BOTLIB_AI_STRING_CONTAINS,
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BOTLIB_AI_FIND_MATCH,
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BOTLIB_AI_MATCH_VARIABLE,
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BOTLIB_AI_UNIFY_WHITE_SPACES,
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BOTLIB_AI_REPLACE_SYNONYMS,
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BOTLIB_AI_LOAD_CHAT_FILE,
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BOTLIB_AI_SET_CHAT_GENDER,
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BOTLIB_AI_SET_CHAT_NAME,
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BOTLIB_AI_RESET_GOAL_STATE,
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BOTLIB_AI_RESET_AVOID_GOALS,
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BOTLIB_AI_PUSH_GOAL,
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BOTLIB_AI_POP_GOAL,
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BOTLIB_AI_EMPTY_GOAL_STACK,
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BOTLIB_AI_DUMP_AVOID_GOALS,
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BOTLIB_AI_DUMP_GOAL_STACK,
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BOTLIB_AI_GOAL_NAME,
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BOTLIB_AI_GET_TOP_GOAL,
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BOTLIB_AI_GET_SECOND_GOAL,
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BOTLIB_AI_CHOOSE_LTG_ITEM,
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BOTLIB_AI_CHOOSE_NBG_ITEM,
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BOTLIB_AI_TOUCHING_GOAL,
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BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
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BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
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BOTLIB_AI_AVOID_GOAL_TIME,
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BOTLIB_AI_INIT_LEVEL_ITEMS,
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BOTLIB_AI_UPDATE_ENTITY_ITEMS,
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BOTLIB_AI_LOAD_ITEM_WEIGHTS,
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BOTLIB_AI_FREE_ITEM_WEIGHTS,
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BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_ALLOC_GOAL_STATE,
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BOTLIB_AI_FREE_GOAL_STATE,
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BOTLIB_AI_RESET_MOVE_STATE,
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BOTLIB_AI_MOVE_TO_GOAL,
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BOTLIB_AI_MOVE_IN_DIRECTION,
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BOTLIB_AI_RESET_AVOID_REACH,
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BOTLIB_AI_RESET_LAST_AVOID_REACH,
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BOTLIB_AI_REACHABILITY_AREA,
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BOTLIB_AI_MOVEMENT_VIEW_TARGET,
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BOTLIB_AI_ALLOC_MOVE_STATE,
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BOTLIB_AI_FREE_MOVE_STATE,
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BOTLIB_AI_INIT_MOVE_STATE,
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BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
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BOTLIB_AI_GET_WEAPON_INFO,
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BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
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BOTLIB_AI_ALLOC_WEAPON_STATE,
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BOTLIB_AI_FREE_WEAPON_STATE,
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BOTLIB_AI_RESET_WEAPON_STATE,
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BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
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BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
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BOTLIB_AI_GET_MAP_LOCATION_GOAL,
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BOTLIB_AI_NUM_INITIAL_CHATS,
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BOTLIB_AI_GET_CHAT_MESSAGE,
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BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
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BOTLIB_AI_PREDICT_VISIBLE_POSITION,
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BOTLIB_AI_SET_AVOID_GOAL_TIME,
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BOTLIB_AI_ADD_AVOID_SPOT,
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BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
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BOTLIB_AAS_PREDICT_ROUTE,
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BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
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BOTLIB_PC_LOAD_SOURCE,
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BOTLIB_PC_FREE_SOURCE,
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BOTLIB_PC_READ_TOKEN,
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BOTLIB_PC_SOURCE_FILE_AND_LINE
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} q3ggameImport_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, qboolean isBot );
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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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BOTAI_START_FRAME // ( int time );
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} gameExport_t;
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