rpgxef/code/game/g_public.h

421 lines
13 KiB
C
Raw Normal View History

// 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
#define SVF_CLIENTMASK 0x00001000
// (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;