mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-15 01:11:46 +00:00
417 lines
13 KiB
C
417 lines
13 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
|
|
// g_public.h -- game module information visible to server
|
|
|
|
#define GAME_API_VERSION 7
|
|
|
|
// 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_SHIELD_BBOX 0x00000002 // signals that SV_LinkEntity needs to use special client-side bbox encoding
|
|
#define SVF_BOT 0x00000008
|
|
#define SVF_ELIMINATED 0x00000010 // Just so we know he's been eliminated without adding the EF_ELIMINATED flag which has all sorts of side effects
|
|
#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 (entityShared_t->singleClient)
|
|
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
|
|
// so that it can be updated for ping tools without
|
|
// lagging clients
|
|
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
|
|
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
|
|
// (entityShared_t->singleClient)
|
|
|
|
//===============================================================
|
|
|
|
/** \struct entityShared_t
|
|
* \brief Entity variables shared by both the server system and game.
|
|
*
|
|
*/
|
|
typedef struct {
|
|
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; //!< derived from mins and origin + rotation
|
|
vec3_t absmax; //!< derived from 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;
|
|
} entityShared_t;
|
|
|
|
|
|
/** \struct sharedEntity_t
|
|
* the server looks at a sharedEntity, which is the start of the game's gentity_t structure
|
|
*/
|
|
typedef struct {
|
|
entityState_t s; //!< communicated by server to clients
|
|
entityShared_t r; //!< shared by both the server system and game
|
|
} sharedEntity_t;
|
|
|
|
|
|
|
|
//===============================================================
|
|
|
|
/** \enum gameImport_t
|
|
* system traps provided by the main engine
|
|
*/
|
|
typedef enum {
|
|
//============== general Quake services ==================
|
|
|
|
//! print message on the local console
|
|
G_PRINT, // ( const char *string );
|
|
|
|
//! abort the game
|
|
G_ERROR, // ( const char *string );
|
|
|
|
/**
|
|
* get current time for profiling reasons
|
|
* this should NOT be used for any game related tasks,
|
|
* because it is not journaled
|
|
*/
|
|
G_MILLISECONDS, // ( void );
|
|
|
|
// console variable interaction
|
|
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
|
|
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
|
|
G_CVAR_SET, // ( const char *var_name, const char *value );
|
|
G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
|
|
|
|
G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
|
|
|
|
G_ARGC, // ( void );
|
|
// ClientCommand and ServerCommand parameter access
|
|
|
|
G_ARGV, // ( int n, char *buffer, int bufferLength );
|
|
|
|
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
|
|
G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
|
|
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
|
|
G_FS_FCLOSE_FILE, // ( fileHandle_t f );
|
|
|
|
/**
|
|
* add commands to the console as if they were typed in
|
|
* for map changing, etc
|
|
*/
|
|
G_SEND_CONSOLE_COMMAND, // ( const char *text );
|
|
|
|
|
|
//=========== server specific functionality =============
|
|
|
|
/**
|
|
* 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_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
|
|
// playerState_t *clients, int sizeofGameClient );
|
|
|
|
//! kick a client off the server with a message
|
|
G_DROP_CLIENT, // ( 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
|
|
*/
|
|
G_SEND_SERVER_COMMAND, // ( 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.
|
|
*/
|
|
G_SET_CONFIGSTRING, // ( int num, const char *string );
|
|
|
|
G_GET_CONFIGSTRING, // ( 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
|
|
*/
|
|
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
|
|
|
|
G_SET_USERINFO, // ( int num, const char *buffer );
|
|
|
|
//! the serverinfo info string has all the cvars visible to server browsers
|
|
G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
|
|
|
|
//! sets mins and maxs based on the brushmodel name
|
|
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
|
|
|
|
//! collision detection against all linked entities
|
|
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 );
|
|
|
|
//! point contents against all linked entities
|
|
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
|
|
|
|
G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
|
|
|
|
G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
|
|
|
|
G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
|
|
|
|
G_AREAS_CONNECTED, // ( 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.
|
|
*/
|
|
G_LINKENTITY, // ( gentity_t *ent );
|
|
|
|
//! call before removing an interactive entity
|
|
G_UNLINKENTITY, // ( gentity_t *ent );
|
|
|
|
/**
|
|
* EntitiesInBox will return brush models based on their bounding box,
|
|
* so exact determination must still be done with EntityContact
|
|
*/
|
|
G_ENTITIES_IN_BOX, // ( 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
|
|
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
|
|
|
|
// access for bots to get and free a server client (FIXME?)
|
|
G_BOT_ALLOCATE_CLIENT, // ( void );
|
|
|
|
G_BOT_FREE_CLIENT, // ( int clientNum );
|
|
|
|
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
|
|
|
|
/**
|
|
* 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_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
|
|
|
|
G_FS_GETFILELIST,
|
|
G_DEBUG_POLYGON_CREATE,
|
|
G_DEBUG_POLYGON_DELETE,
|
|
|
|
BOTLIB_SETUP = 200, // ( void );
|
|
BOTLIB_SHUTDOWN, // ( void );
|
|
BOTLIB_LIBVAR_SET,
|
|
BOTLIB_LIBVAR_GET,
|
|
BOTLIB_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_ENTITY_VISIBLE = 300, //FIXME: remove
|
|
BOTLIB_AAS_IN_FIELD_OF_VISION, //FIXME: remove
|
|
BOTLIB_AAS_VISIBLE_CLIENTS, //FIXME: remove
|
|
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_USE_ITEM,
|
|
BOTLIB_EA_DROP_ITEM,
|
|
BOTLIB_EA_USE_INV,
|
|
BOTLIB_EA_DROP_INV,
|
|
BOTLIB_EA_GESTURE,
|
|
BOTLIB_EA_COMMAND,
|
|
|
|
BOTLIB_EA_SELECT_WEAPON,
|
|
BOTLIB_EA_TALK,
|
|
BOTLIB_EA_ATTACK,
|
|
BOTLIB_EA_USE,
|
|
BOTLIB_EA_RESPAWN,
|
|
BOTLIB_EA_JUMP,
|
|
BOTLIB_EA_DELAYED_JUMP,
|
|
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_MOVE,
|
|
BOTLIB_EA_VIEW,
|
|
|
|
BOTLIB_EA_END_REGULAR,
|
|
BOTLIB_EA_GET_INPUT,
|
|
BOTLIB_EA_RESET_INPUT,
|
|
BOTLIB_EA_ALT_ATTACK,
|
|
|
|
|
|
|
|
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,
|
|
} gameImport_t;
|
|
|
|
|
|
/** \enum gameExport_t
|
|
* functions exported by the game subsystem
|
|
*/
|
|
typedef enum {
|
|
/**
|
|
* 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_INIT, // ( int levelTime, int randomSeed, int restart );
|
|
|
|
GAME_SHUTDOWN, // (void);
|
|
|
|
/**
|
|
* return NULL if the client is allowed to connect, otherwise return
|
|
* a text string with the reason for denial
|
|
*/
|
|
GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
|
|
|
|
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 );
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
GAME_CONSOLE_COMMAND, // ( void );
|
|
|
|
BOTAI_START_FRAME // ( int time );
|
|
} gameExport_t;
|
|
|