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authorSlackerLinux85 <SlackerLinux85@55599770-6f59-11de-83c4-53937bf5378e>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 12:04:45 +0200
commit45973dc48641365b31475733bce7af9c3b8603a6 (patch)
treec9e4cdec39e41fe35c3f0ec96d4d9bda70d682d7 /src/game/g_public.h
parent4d5120be9583309471102f8944234ee8a3a5738e (diff)
import the Slacker's QVM code base
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+/*
+===========================================================================
+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_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
+} 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;
+