From e5ff1d3d4bc01d98b12d05f9cb85457c7f15c424 Mon Sep 17 00:00:00 2001 From: IronClawTrem Date: Tue, 6 Aug 2019 02:17:23 +0100 Subject: first commit --- src/game/g_public.h | 267 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 267 insertions(+) create mode 100644 src/game/g_public.h (limited to 'src/game/g_public.h') diff --git a/src/game/g_public.h b/src/game/g_public.h new file mode 100644 index 0000000..e1e01d7 --- /dev/null +++ b/src/game/g_public.h @@ -0,0 +1,267 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. +Copyright (C) 2000-2006 Tim Angus + +This file is part of Tremulous. + +Tremulous 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. + +Tremulous 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 Tremulous; 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_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 + 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, 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_SET_CONFIGSTRING_RESTRICTIONS, // ( int num, const clientList* clientList ); + + 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 + + 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_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, + + G_PARSE_ADD_GLOBAL_DEFINE, + G_PARSE_LOAD_SOURCE, + G_PARSE_FREE_SOURCE, + G_PARSE_READ_TOKEN, + G_PARSE_SOURCE_FILE_AND_LINE, + + G_SEND_GAMESTAT, + + G_ADDCOMMAND, + G_REMOVECOMMAND +} 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 ); + // 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. +} gameExport_t; + -- cgit