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g_public.h
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g_public.h
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef GAME_H
#define GAME_H
#include "q_list.h"
//
// game.h -- game dll information visible to server
//
#define GAME_API_VERSION 3
// edict->svflags
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
// edict->solid values
typedef enum {
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // only touch when inside, after moving
SOLID_BBOX, // touch on edge
SOLID_BSP // bsp clip, touch on edge
} solid_t;
// extended features
#define GMF_CLIENTNUM 0x00000001
#define GMF_PROPERINUSE 0x00000002
#define GMF_MVDSPEC 0x00000004
#define GMF_WANT_ALL_DISCONNECTS 0x00000008
#define GMF_ENHANCED_SAVEGAMES 0x00000400
#define GMF_VARIABLE_FPS 0x00000800
#define GMF_EXTRA_USERINFO 0x00001000
#define GMF_IPV6_ADDRESS_AWARE 0x00002000
//===============================================================
#define MAX_ENT_CLUSTERS 16
typedef struct edict_s edict_t;
typedef struct gclient_s gclient_t;
#ifndef GAME_INCLUDE
struct gclient_s {
player_state_t ps; // communicated by server to clients
int ping;
// the game dll can add anything it wants after
// this point in the structure
int clientNum;
};
struct edict_s {
entity_state_t s;
struct gclient_s *client;
qboolean inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
list_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
//================================
int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
// the game dll can add anything it wants after
// this point in the structure
};
#endif // GAME_INCLUDE
//===============================================================
//
// functions provided by the main engine
//
typedef struct {
// special messages
void (* q_printf(2, 3) bprintf)(int printlevel, const char *fmt, ...);
void (* q_printf(1, 2) dprintf)(const char *fmt, ...);
void (* q_printf(3, 4) cprintf)(edict_t *ent, int printlevel, const char *fmt, ...);
void (* q_printf(2, 3) centerprintf)(edict_t *ent, const char *fmt, ...);
void (*sound)(edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
void (*positioned_sound)(vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
// config strings hold all the index strings, the lightstyles,
// and misc data like the sky definition and cdtrack.
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
void (*configstring)(int num, const char *string);
void (* q_noreturn q_printf(1, 2) error)(const char *fmt, ...);
// the *index functions create configstrings and some internal server state
int (*modelindex)(const char *name);
int (*soundindex)(const char *name);
int (*imageindex)(const char *name);
void (*setmodel)(edict_t *ent, const char *name);
// collision detection
trace_t (* q_gameabi trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
int (*pointcontents)(vec3_t point);
qboolean (*inPVS)(vec3_t p1, vec3_t p2);
qboolean (*inPHS)(vec3_t p1, vec3_t p2);
void (*SetAreaPortalState)(int portalnum, qboolean open);
qboolean (*AreasConnected)(int area1, int area2);
// 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.
void (*linkentity)(edict_t *ent);
void (*unlinkentity)(edict_t *ent); // call before removing an interactive edict
int (*BoxEdicts)(vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
void (*Pmove)(pmove_t *pmove); // player movement code common with client prediction
// network messaging
void (*multicast)(vec3_t origin, multicast_t to);
void (*unicast)(edict_t *ent, qboolean reliable);
void (*WriteChar)(int c);
void (*WriteByte)(int c);
void (*WriteShort)(int c);
void (*WriteLong)(int c);
void (*WriteFloat)(float f);
void (*WriteString)(const char *s);
void (*WritePosition)(const vec3_t pos); // some fractional bits
void (*WriteDir)(const vec3_t pos); // single byte encoded, very coarse
void (*WriteAngle)(float f);
// managed memory allocation
void *(*TagMalloc)(unsigned size, unsigned tag);
void (*TagFree)(void *block);
void (*FreeTags)(unsigned tag);
// console variable interaction
cvar_t *(*cvar)(const char *var_name, const char *value, int flags);
cvar_t *(*cvar_set)(const char *var_name, const char *value);
cvar_t *(*cvar_forceset)(const char *var_name, const char *value);
// ClientCommand and ServerCommand parameter access
int (*argc)(void);
char *(*argv)(int n);
char *(*args)(void); // concatenation of all argv >= 1
// add commands to the server console as if they were typed in
// for map changing, etc
void (*AddCommandString)(const char *text);
void (*DebugGraph)(float value, int color);
} game_import_t;
//
// functions exported by the game subsystem
//
typedef struct {
int apiversion;
// the init function will only be called when a game starts,
// not each time a level is loaded. Persistant data for clients
// and the server can be allocated in init
void (*Init)(void);
void (*Shutdown)(void);
// each new level entered will cause a call to SpawnEntities
void (*SpawnEntities)(const char *mapname, const char *entstring, const char *spawnpoint);
// Read/Write Game is for storing persistant cross level information
// about the world state and the clients.
// WriteGame is called every time a level is exited.
// ReadGame is called on a loadgame.
void (*WriteGame)(const char *filename, qboolean autosave);
void (*ReadGame)(const char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (*WriteLevel)(const char *filename);
void (*ReadLevel)(const char *filename);
qboolean (*ClientConnect)(edict_t *ent, char *userinfo);
void (*ClientBegin)(edict_t *ent);
void (*ClientUserinfoChanged)(edict_t *ent, char *userinfo);
void (*ClientDisconnect)(edict_t *ent);
void (*ClientCommand)(edict_t *ent);
void (*ClientThink)(edict_t *ent, usercmd_t *cmd);
void (*RunFrame)(void);
// ServerCommand will be called when an "sv <command>" command is issued on the
// server console.
// The game can issue gi.argc() / gi.argv() commands to get the rest
// of the parameters
void (*ServerCommand)(void);
//
// global variables shared between game and server
//
// The edict array is allocated in the game dll so it
// can vary in size from one game to another.
//
// The size will be fixed when ge->Init() is called
struct edict_s *edicts;
int edict_size;
int num_edicts; // current number, <= max_edicts
int max_edicts;
} game_export_t;
#endif // GAME_H