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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+
+// g_public.h -- game module information visible to server
+
+#define GAME_API_VERSION 8
+
+// 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
+
+// TTimo
+// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
+#define SVF_CLIENTMASK 0x00000002
+
+#define SVF_BOT 0x00000008 // set if the entity is a bot
+#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)
+
+
+
+//===============================================================
+
+
+typedef struct {
+ entityState_t s; // communicated by server to clients
+
+ qboolean linked; // qfalse if not in any good cluster
+ int linkcount;
+
+ int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
+
+ // only send to this client when SVF_SINGLECLIENT is set
+ // if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this)
+ int singleClient;
+
+ 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, 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;
+
+ // 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;
+
+
+
+// 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;
+
+
+
+//===============================================================
+
+//
+// system traps provided by the main engine
+//
+typedef enum {
+ //============== general Quake services ==================
+
+ G_PRINT, // ( const char *string );
+ // print message on the local console
+
+ G_ERROR, // ( const char *string );
+ // abort the game
+
+ G_MILLISECONDS, // ( void );
+ // get current time for profiling reasons
+ // this should NOT be used for any game related tasks,
+ // because it is not journaled
+
+ // 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 );
+
+ G_SEND_CONSOLE_COMMAND, // ( const char *text );
+ // add commands to the console as if they were typed in
+ // for map changing, etc
+
+
+ //=========== server specific functionality =============
+
+ G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
+ // playerState_t *clients, int sizeofGameClient );
+ // 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_DROP_CLIENT, // ( int clientNum, const char *reason );
+ // kick a client off the server with a message
+
+ G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
+ // reliably sends a command string to be interpreted by the given
+ // client. If clientNum is -1, it will be sent to all clients
+
+ G_SET_CONFIGSTRING, // ( int num, const char *string );
+ // 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_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
+
+ G_GET_USERINFO, // ( 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_SET_USERINFO, // ( int num, const char *buffer );
+
+ G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
+ // the serverinfo info string has all the cvars visible to server browsers
+
+ G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
+ // sets mins and maxs based on the brushmodel name
+
+ 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 );
+ // collision detection against all linked entities
+
+ G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
+ // point contents against all linked entities
+
+ 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 );
+
+ G_LINKENTITY, // ( gentity_t *ent );
+ // 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_UNLINKENTITY, // ( gentity_t *ent );
+ // call before removing an interactive entity
+
+ G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
+ // EntitiesInBox will return brush models based on their bounding box,
+ // so exact determination must still be done with EntityContact
+
+ G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+ // perform an exact check against inline brush models of non-square shape
+
+ // 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 )
+
+ G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
+ // 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_FS_GETFILELIST,
+ G_DEBUG_POLYGON_CREATE,
+ G_DEBUG_POLYGON_DELETE,
+ G_REAL_TIME,
+ G_SNAPVECTOR,
+
+ G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
+ G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
+
+ // 1.32
+ G_FS_SEEK,
+
+ BOTLIB_SETUP = 200, // ( void );
+ BOTLIB_SHUTDOWN, // ( void );
+ BOTLIB_LIBVAR_SET,
+ BOTLIB_LIBVAR_GET,
+ BOTLIB_PC_ADD_GLOBAL_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_ENABLE_ROUTING_AREA = 300,
+ BOTLIB_AAS_BBOX_AREAS,
+ BOTLIB_AAS_AREA_INFO,
+ 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_COMMAND,
+
+ BOTLIB_EA_ACTION,
+ BOTLIB_EA_GESTURE,
+ BOTLIB_EA_TALK,
+ BOTLIB_EA_ATTACK,
+ BOTLIB_EA_USE,
+ BOTLIB_EA_RESPAWN,
+ 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_SELECT_WEAPON,
+ BOTLIB_EA_JUMP,
+ BOTLIB_EA_DELAYED_JUMP,
+ BOTLIB_EA_MOVE,
+ BOTLIB_EA_VIEW,
+
+ BOTLIB_EA_END_REGULAR,
+ BOTLIB_EA_GET_INPUT,
+ BOTLIB_EA_RESET_INPUT,
+
+
+ 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,
+
+ BOTLIB_AI_SET_AVOID_GOAL_TIME,
+ BOTLIB_AI_ADD_AVOID_SPOT,
+ BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
+ BOTLIB_AAS_PREDICT_ROUTE,
+ BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
+
+ BOTLIB_PC_LOAD_SOURCE,
+ BOTLIB_PC_FREE_SOURCE,
+ BOTLIB_PC_READ_TOKEN,
+ BOTLIB_PC_SOURCE_FILE_AND_LINE
+
+} gameImport_t;
+
+
+//
+// functions exported by the game subsystem
+//
+typedef enum {
+ GAME_INIT, // ( int levelTime, int randomSeed, int restart );
+ // 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_SHUTDOWN, // (void);
+
+ GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
+ // return NULL if the client is allowed to connect, otherwise return
+ // a text string with the reason for denial
+
+ 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 );
+
+ GAME_CONSOLE_COMMAND, // ( void );
+ // 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.
+
+ BOTAI_START_FRAME // ( int time );
+} gameExport_t;
+