stvoy-sp-sdk/game/g_public.h

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2002-11-22 00:00:00 +00:00
#ifndef __G_PUBLIC_H__
#define __G_PUBLIC_H__
// g_public.h -- game module information visible to server
#define GAME_API_VERSION 6
// 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_INACTIVE 0x00000002 // Can't be used when this flag is on
#define SVF_NPC 0x00000004
#define SVF_BOT 0x00000008
#define SVF_PLAYER_USABLE 0x00000010 // player can use this with the use button
#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->currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_TRIMODEL 0x00000100 // Use a three piece model make up like a player does
#define SVF_OBJECTIVE 0x00000200 // Draw it's name if crosshair comes across it
#define SVF_ANIMATING 0x00000400 // Currently animating from startFrame to endFrame
#define SVF_NPC_PRECACHE 0x00000800 // Tell cgame to precache this spawner's NPC stuff
#define SVF_HEALING 0x00001000 // Being healed - Hack for medics
#define SVF_NAVGOAL 0x00002000 // Navgoal
#define SVF_NOPUSH 0x00004000 // Can't be pushed around
#define SVF_MUST_HEAL 0x00008000 // Medic has to heal this guy
#define SVF_PLAT 0x00010000 // A func_plat or door acting like one
#define SVF_BBRUSH 0x00020000 // breakable brush
#define SVF_LOCKEDENEMY 0x00040000 // keep current enemy until dead
#define SVF_IGNORE_ENEMIES 0x00080000 // Ignore all enemies
#define SVF_BEAMING 0x00100000 // Being transported
#define SVF_PLAYING_SOUND 0x00200000 // In the middle of playing a sound
#define SVF_CUSTOM_GRAVITY 0x00400000 // Use personal gravity
#define SVF_BROKEN 0x00800000 // A broken misc_model_breakable
#define SVF_NO_TELEPORT 0x01000000 // Will not be teleported
#define SVF_NONNPC_ENEMY 0x02000000 // Not a client/NPC, but can still be considered a hostile lifeform
#define SVF_SELF_ANIMATING 0x04000000 // Ent will control it's animation itself in it's think func
#define SVF_STASIS_DOOR 0x08000000 // Ent is a stasis door
#define SVF_NO_BASIC_SOUNDS 0x10000000 // Don't load basic custom sound set
#define SVF_NO_COMBAT_SOUNDS 0x20000000 // Don't load combat custom sound set
#define SVF_NO_EXTRA_SOUNDS 0x40000000 // Don't load extra custom sound set
#define SVF_NO_SCAV_SOUNDS 0x80000000 // Don't load scavenger custom sound set
//===============================================================
typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;
typedef enum
{
eNO = 0,
eFULL,
eAUTO,
} SavedGameJustLoaded_e;
#ifndef GAME_INCLUDE
// the server needs to know enough information to handle collision and snapshot generation
struct gentity_s {
entityState_t s; // communicated by server to clients
struct playerState_s *client;
qboolean inuse;
qboolean linked; // qfalse if not in any good cluster
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
// only set by gi.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;
gentity_t *owner; // objects never interact with their owners, to
// prevent player missiles from immediately
// colliding with their owner
// the game dll can add anything it wants after
// this point in the structure
};
#endif // GAME_INCLUDE
//===============================================================
//
// functions provided by the main engine
//
typedef struct {
//============== general Quake services ==================
// print message on the local console
void (*Printf)( const char *fmt, ... );
// Write a camera ref_tag to cameras.map
void (*WriteCam)( const char *text );
// abort the game
void (*Error)( int, const char *fmt, ... );
// get current time for profiling reasons
// this should NOT be used for any game related tasks,
// because it is not journaled
int (*Milliseconds)( void );
// console variable interaction
cvar_t *(*cvar)( const char *var_name, const char *value, int flags );
void (*cvar_set)( const char *var_name, const char *value );
int (*Cvar_VariableIntegerValue)( const char *var_name );
void (*Cvar_VariableStringBuffer)( const char *var_name, char *buffer, int bufsize );
// ClientCommand and ServerCommand parameter access
int (*argc)( void );
char *(*argv)( int n );
int (*FS_FOpenFile)( const char *qpath, fileHandle_t *file, fsMode_t mode );
int (*FS_Read)( void *buffer, int len, fileHandle_t f );
int (*FS_Write)( const void *buffer, int len, fileHandle_t f );
void (*FS_FCloseFile)( fileHandle_t f );
int (*FS_ReadFile)( const char *name, void **buf );
void (*FS_FreeFile)( void *buf );
int (*FS_GetFileList)( const char *path, const char *extension, char *listbuf, int bufsize );
// Savegame handling
//
qboolean (*AppendToSaveGame)(unsigned long chid, void *data, int length);
int (*ReadFromSaveGame)(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
int (*ReadFromSaveGameOptional)(unsigned long chid, void *pvAddress, int iLength, void **ppvAddressPtr = NULL);
// add commands to the console as if they were typed in
// for map changing, etc
void (*SendConsoleCommand)( const char *text );
//=========== server specific functionality =============
// kick a client off the server with a message
void (*DropClient)( int clientNum, const char *reason );
// reliably sends a command string to be interpreted by the given
// client. If clientNum is -1, it will be sent to all clients
void (*SendServerCommand)( int clientNum, const char *fmt, ... );
// 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.
void (*SetConfigstring)( int num, const char *string );
void (*GetConfigstring)( int num, char *buffer, int bufferSize );
// userinfo strings are maintained by the server system, so they
// are persistant across level loads, while all other game visible
// data is completely reset
void (*GetUserinfo)( int num, char *buffer, int bufferSize );
void (*SetUserinfo)( int num, const char *buffer );
// the serverinfo info string has all the cvars visible to server browsers
void (*GetServerinfo)( char *buffer, int bufferSize );
// sets mins and maxs based on the brushmodel name
void (*SetBrushModel)( gentity_t *ent, const char *name );
// collision detection against all linked entities
void (*trace)( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
// point contents against all linked entities
int (*pointcontents)( const vec3_t point, int passEntityNum );
qboolean (*inPVS)( const vec3_t p1, const vec3_t p2 );
qboolean (*inPVSIgnorePortals)( const vec3_t p1, const vec3_t p2 );
void (*AdjustAreaPortalState)( gentity_t *ent, qboolean open );
qboolean (*AreasConnected)( int area1, int area2 );
// 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.
void (*linkentity)( gentity_t *ent );
void (*unlinkentity)( gentity_t *ent ); // call before removing an interactive entity
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
int (*EntitiesInBox)( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
// perform an exact check against inline brush models of non-square shape
qboolean (*EntityContact)( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// sound ovveride values
int *S_Override;
// dynamic memory allocator for things that need to be freed
void *(*Malloc)( int bytes );
void (*Free)( void *buf );
} game_import_t;
//
// functions exported by the game subsystem
//
typedef struct {
int apiversion;
// init and shutdown will be called every single level
// levelTime will be near zero, while globalTime will be a large number
// that can be used to track spectator entry times across restarts
void (*Init)( const char *mapname, const char *spawntarget, int checkSum, const char *entstring, int levelTime, int randomSeed, int globalTime, SavedGameJustLoaded_e eSavedGameJustLoaded, qboolean qbLoadTransition );
void (*Shutdown) (void);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (*WriteLevel) (qboolean qbAutosave);
void (*ReadLevel) (qboolean qbAutosave, qboolean qbLoadTransition);
qboolean (*GameAllowedToSaveHere)(void);
// return NULL if the client is allowed to connect, otherwise return
// a text string with the reason for denial
char *(*ClientConnect)( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded );
void (*ClientBegin)( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded);
void (*ClientUserinfoChanged)( int clientNum );
void (*ClientDisconnect)( int clientNum );
void (*ClientCommand)( int clientNum );
void (*ClientThink)( int clientNum, usercmd_t *cmd );
void (*RunFrame)( int levelTime );
// ConsoleCommand will be called when a command has been issued
// that is not recognized as a builtin function.
// The game can issue gi.argc() / gi.argv() commands to get the command
// and parameters. Return qfalse if the game doesn't recognize it as a command.
qboolean (*ConsoleCommand)( void );
//
// global variables shared between game and server
//
// The gentities array is allocated in the game dll so it
// can vary in size from one game to another.
//
// The size will be fixed when ge->Init() is called
// the server can't just use pointer arithmetic on gentities, because the
// server's sizeof(struct gentity_s) doesn't equal gentitySize
struct gentity_s *gentities;
int gentitySize;
int num_entities; // current number, <= MAX_GENTITIES
} game_export_t;
game_export_t *GetGameApi (game_import_t *import);
#endif//#ifndef __G_PUBLIC_H__