jkxr/Projects/Android/jni/OpenJK/codeJK2/game/g_public.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

437 lines
20 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
===========================================================================
*/
#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__