/* =========================================================================== Copyright (C) 1999 - 2005, Id Software, Inc. Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #ifndef __G_PUBLIC_H__ #define __G_PUBLIC_H__ // g_public.h -- game module information visible to server #define GAME_API_VERSION 10 // 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_KILLED_SELF 0x00001000 // ent killed itself in a script, so don't do ICARUS_FreeEnt on it... or else! #define SVF_NAVGOAL 0x00002000 // Navgoal #define SVF_NOPUSH 0x00004000 // Can't be pushed around #define SVF_ICARUS_FREEZE 0x00008000 // NPCs are frozen, ents don't execute ICARUS commands #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_GLASS_BRUSH 0x08000000 // Ent is a glass brush #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_MOVER_ADJ_AREA_PORTALS 0x80000000 // For scripted movers only- must *explicitly instruct* them to affect area portals //=============================================================== typedef struct gentity_s gentity_t; //typedef struct gclient_s gclient_t; typedef enum { eNO = 0, eFULL, eAUTO, } SavedGameJustLoaded_e; #define GAME_INCLUDE #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 /* Ghoul2 Insert Start */ // this marker thing of Jake's is used for memcpy() length calcs, so don't put any ordinary fields (like above) // below this point or they won't work, and will mess up all sorts of stuff. // CGhoul2Info_v ghoul2; /* Ghoul2 Insert End */ // the game dll can add anything it wants after // this point in the structure }; #endif // GAME_INCLUDE //=============================================================== // // functions provided by the main engine // /* Ghoul2 Insert Start */ class CMiniHeap; /* Ghoul2 Insert End */ 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 ); void (*FlushCamFile)(); // abort the game NORETURN_PTR void (*Error)( int level, 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 ); long (*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 // ojk::ISavedGame* saved_game; // 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, const int passEntityNum, const int contentmask , const EG2_Collision eG2TraceType , const int useLod ); // point contents against all linked entities int (*pointcontents)( const vec3_t point, int passEntityNum ); // what contents are on the map? int (*totalMapContents)(); 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 volume values int *VoiceVolume; // dynamic memory allocator for things that need to be freed void *(*Malloc)( int iSize, memtag_t eTag, qboolean bZeroIt); // see qcommon/tags.h for choices int (*Free)( void *buf ); qboolean (*bIsFromZone)( void *buf, memtag_t eTag); // see qcommon/tags.h for choices /* Ghoul2 Insert Start */ qhandle_t (*G2API_PrecacheGhoul2Model)(const char *fileName); int (*G2API_InitGhoul2Model)(CGhoul2Info_v &ghoul2, const char *fileName, int modelIndex, qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias ); qboolean (*G2API_SetSkin)(CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin ); qboolean (*G2API_SetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime ); qboolean (*G2API_SetBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags, const Eorientations up, const Eorientations right, const Eorientations forward, qhandle_t *modelList, int blendTime , int blendStart ); qboolean (*G2API_SetBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, qhandle_t *modelList, int blendTime, int currentTime ); qboolean (*G2API_SetBoneAnglesMatrix)(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix, const int flags, qhandle_t *modelList, int blendTime , int currentTime ); void (*G2API_CopyGhoul2Instance)(CGhoul2Info_v &ghoul2From, CGhoul2Info_v &ghoul2To, int modelIndex ); qboolean (*G2API_SetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime ); qboolean (*G2API_SetLodBias)(CGhoul2Info *ghlInfo, int lodBias); qboolean (*G2API_SetShader)(CGhoul2Info *ghlInfo, qhandle_t customShader); qboolean (*G2API_RemoveGhoul2Model)(CGhoul2Info_v &ghlInfo, const int modelIndex); qboolean (*G2API_SetSurfaceOnOff)(CGhoul2Info *ghlInfo, const char *surfaceName, const int flags); qboolean (*G2API_SetRootSurface)(CGhoul2Info_v &ghlInfo, const int modelIndex, const char *surfaceName); qboolean (*G2API_RemoveSurface)(CGhoul2Info *ghlInfo, const int index); int (*G2API_AddSurface)(CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod ); qboolean (*G2API_GetBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime, float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList); qboolean (*G2API_GetBoneAnimIndex)(CGhoul2Info *ghlInfo, const int iBoneIndex, const int currentTime, float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList); qboolean (*G2API_GetAnimRange)(CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame); qboolean (*G2API_GetAnimRangeIndex)(CGhoul2Info *ghlInfo, const int boneIndex, int *startFrame, int *endFrame); qboolean (*G2API_PauseBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName, const int currentTime); qboolean (*G2API_PauseBoneAnimIndex)(CGhoul2Info *ghlInfo, const int boneIndex, const int currentTime); qboolean (*G2API_IsPaused)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*G2API_StopBoneAnim)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*G2API_StopBoneAngles)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*G2API_RemoveBone)(CGhoul2Info *ghlInfo, const char *boneName); qboolean (*G2API_RemoveBolt)(CGhoul2Info *ghlInfo, const int index); int (*G2API_AddBolt)(CGhoul2Info *ghlInfo, const char *boneName); int (*G2API_AddBoltSurfNum)(CGhoul2Info *ghlInfo, const int surfIndex); qboolean (*G2API_AttachG2Model)(CGhoul2Info *ghlInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int toModel); qboolean (*G2API_DetachG2Model)(CGhoul2Info *ghlInfo); qboolean (*G2API_AttachEnt)(int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum); void (*G2API_DetachEnt)(int *boltInfo); qboolean (*G2API_GetBoltMatrix)(CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles, const vec3_t position, const int frameNum, qhandle_t *modelList, const vec3_t scale); void (*G2API_ListSurfaces)(CGhoul2Info *ghlInfo); void (*G2API_ListBones)(CGhoul2Info *ghlInfo, int frame); qboolean (*G2API_HaveWeGhoul2Models)(CGhoul2Info_v &ghoul2); qboolean (*G2API_SetGhoul2ModelFlags)(CGhoul2Info *ghlInfo, const int flags); int (*G2API_GetGhoul2ModelFlags)(CGhoul2Info *ghlInfo); qboolean (*G2API_GetAnimFileName)(CGhoul2Info *ghlInfo, char **filename); void (*G2API_CollisionDetect)(CCollisionRecord *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position, int frameNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *G2VertSpace, EG2_Collision eG2TraceType, int useLod, float fRadius); void (*G2API_GiveMeVectorFromMatrix)(mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec); void (*G2API_CleanGhoul2Models)(CGhoul2Info_v &ghoul2); IGhoul2InfoArray & (*TheGhoul2InfoArray)(); int (*G2API_GetParentSurface)(CGhoul2Info *ghlInfo, const int index); int (*G2API_GetSurfaceIndex)(CGhoul2Info *ghlInfo, const char *surfaceName); char *(*G2API_GetSurfaceName)(CGhoul2Info *ghlInfo, int surfNumber); char *(*G2API_GetGLAName)(CGhoul2Info *ghlInfo); qboolean (*G2API_SetNewOrigin)(CGhoul2Info *ghlInfo, const int boltIndex); int (*G2API_GetBoneIndex)(CGhoul2Info *ghlInfo, const char *boneName, qboolean bAddIfNotFound); qboolean (*G2API_StopBoneAnglesIndex)(CGhoul2Info *ghlInfo, const int index); qboolean (*G2API_StopBoneAnimIndex)(CGhoul2Info *ghlInfo, const int index); qboolean (*G2API_SetBoneAnglesMatrixIndex)(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix, const int flags, qhandle_t *modelList, int blendTime, int currentTime); qboolean (*G2API_SetAnimIndex)(CGhoul2Info *ghlInfo, const int index); int (*G2API_GetAnimIndex)(CGhoul2Info *ghlInfo); void (*G2API_SaveGhoul2Models)(CGhoul2Info_v &ghoul2); void (*G2API_LoadGhoul2Models)(CGhoul2Info_v &ghoul2, char *buffer); void (*G2API_LoadSaveCodeDestructGhoul2Info)(CGhoul2Info_v &ghoul2); char *(*G2API_GetAnimFileNameIndex)(qhandle_t modelIndex); char *(*G2API_GetAnimFileInternalNameIndex)(qhandle_t modelIndex); int (*G2API_GetSurfaceRenderStatus)(CGhoul2Info *ghlInfo, const char *surfaceName); //rww - RAGDOLL_BEGIN void (*G2API_SetRagDoll)(CGhoul2Info_v &ghoul2,void *parms); void (*G2API_AnimateG2Models)(CGhoul2Info_v &ghoul2, int AcurrentTime,void *params); qboolean (*G2API_RagPCJConstraint)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max); qboolean (*G2API_RagPCJGradientSpeed)(CGhoul2Info_v &ghoul2, const char *boneName, const float speed); qboolean (*G2API_RagEffectorGoal)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos); qboolean (*G2API_GetRagBonePos)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale); qboolean (*G2API_RagEffectorKick)(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity); qboolean (*G2API_RagForceSolve)(CGhoul2Info_v &ghoul2, qboolean force); qboolean (*G2API_SetBoneIKState)(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, void *params); qboolean (*G2API_IKMove) (CGhoul2Info_v &ghoul2, int time, void *params); //rww - RAGDOLL_END void (*G2API_AddSkinGore)(CGhoul2Info_v &ghoul2,void *gore); void (*G2API_ClearSkinGore)( CGhoul2Info_v &ghoul2 ); void (*RMG_Init)(int terrainID); int (*CM_RegisterTerrain)(const char *info); const char *(*SetActiveSubBSP)(int index); int (*RE_RegisterSkin)(const char *name); int (*RE_GetAnimationCFG)(const char *psCFGFilename, char *psDest, int iDestSize); bool (*WE_GetWindVector)(vec3_t windVector, vec3_t atpoint); bool (*WE_GetWindGusting)(vec3_t atpoint); bool (*WE_IsOutside)(vec3_t pos); float (*WE_IsOutsideCausingPain)(vec3_t pos); float (*WE_GetChanceOfSaberFizz)(void); bool (*WE_IsShaking)(vec3_t pos); void (*WE_AddWeatherZone)(vec3_t mins, vec3_t maxs); bool (*WE_SetTempGlobalFogColor)(vec3_t color); /* Ghoul2 Insert End */ } 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 ); void (*ConnectNavs)( const char *mapname, int checkSum ); // 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 ); //void (*PrintEntClassname)( int clientNum ); //int (*ValidateAnimRange)( int startFrame, int endFrame, float animSpeed ); void (*GameSpawnRMGEntity)(char *s); // // 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__