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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,//rotax
  G_DEMO_COMMAND//rotax
} 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 );//rotax
  // 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_DEMO_COMMAND         // ( int cmd, const char *string );//rotax
} gameExport_t;