1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
|
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development
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 9
// 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_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;
|