diff options
author | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
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committer | zakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2005-08-26 17:39:27 +0000 |
commit | 6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch) | |
tree | e3eda937a05d7db42de725b7013bd0344b987f34 /code/game/g_public.h | |
parent | 872d4d7f55af706737ffb361bb76ad13e7496770 (diff) | |
download | ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip |
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/game/g_public.h')
-rwxr-xr-x | code/game/g_public.h | 858 |
1 files changed, 429 insertions, 429 deletions
diff --git a/code/game/g_public.h b/code/game/g_public.h index e2fc1c0..5cfb726 100755 --- a/code/game/g_public.h +++ b/code/game/g_public.h @@ -1,429 +1,429 @@ -/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code 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.
-
-Quake III Arena source code 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 Foobar; 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_BOT 0x00000008 // set if the entity is a bot
-#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
-
- // only send to this client when SVF_SINGLECLIENT is set
- // if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this)
- int singleClient;
-
- 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
-
- // access for bots to get and free a server client (FIXME?)
- G_BOT_ALLOCATE_CLIENT, // ( void );
-
- G_BOT_FREE_CLIENT, // ( int clientNum );
-
- 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_DEBUG_POLYGON_CREATE,
- G_DEBUG_POLYGON_DELETE,
- 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,
-
- BOTLIB_SETUP = 200, // ( void );
- BOTLIB_SHUTDOWN, // ( void );
- BOTLIB_LIBVAR_SET,
- BOTLIB_LIBVAR_GET,
- BOTLIB_PC_ADD_GLOBAL_DEFINE,
- BOTLIB_START_FRAME,
- BOTLIB_LOAD_MAP,
- BOTLIB_UPDATENTITY,
- BOTLIB_TEST,
-
- BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
- BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
- BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
-
- BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
- BOTLIB_AAS_BBOX_AREAS,
- BOTLIB_AAS_AREA_INFO,
- BOTLIB_AAS_ENTITY_INFO,
-
- BOTLIB_AAS_INITIALIZED,
- BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
- BOTLIB_AAS_TIME,
-
- BOTLIB_AAS_POINT_AREA_NUM,
- BOTLIB_AAS_TRACE_AREAS,
-
- BOTLIB_AAS_POINT_CONTENTS,
- BOTLIB_AAS_NEXT_BSP_ENTITY,
- BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
- BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
- BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
- BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
-
- BOTLIB_AAS_AREA_REACHABILITY,
-
- BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
-
- BOTLIB_AAS_SWIMMING,
- BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
-
- BOTLIB_EA_SAY = 400,
- BOTLIB_EA_SAY_TEAM,
- BOTLIB_EA_COMMAND,
-
- BOTLIB_EA_ACTION,
- BOTLIB_EA_GESTURE,
- BOTLIB_EA_TALK,
- BOTLIB_EA_ATTACK,
- BOTLIB_EA_USE,
- BOTLIB_EA_RESPAWN,
- BOTLIB_EA_CROUCH,
- BOTLIB_EA_MOVE_UP,
- BOTLIB_EA_MOVE_DOWN,
- BOTLIB_EA_MOVE_FORWARD,
- BOTLIB_EA_MOVE_BACK,
- BOTLIB_EA_MOVE_LEFT,
- BOTLIB_EA_MOVE_RIGHT,
-
- BOTLIB_EA_SELECT_WEAPON,
- BOTLIB_EA_JUMP,
- BOTLIB_EA_DELAYED_JUMP,
- BOTLIB_EA_MOVE,
- BOTLIB_EA_VIEW,
-
- BOTLIB_EA_END_REGULAR,
- BOTLIB_EA_GET_INPUT,
- BOTLIB_EA_RESET_INPUT,
-
-
- BOTLIB_AI_LOAD_CHARACTER = 500,
- BOTLIB_AI_FREE_CHARACTER,
- BOTLIB_AI_CHARACTERISTIC_FLOAT,
- BOTLIB_AI_CHARACTERISTIC_BFLOAT,
- BOTLIB_AI_CHARACTERISTIC_INTEGER,
- BOTLIB_AI_CHARACTERISTIC_BINTEGER,
- BOTLIB_AI_CHARACTERISTIC_STRING,
-
- BOTLIB_AI_ALLOC_CHAT_STATE,
- BOTLIB_AI_FREE_CHAT_STATE,
- BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
- BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
- BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
- BOTLIB_AI_NUM_CONSOLE_MESSAGE,
- BOTLIB_AI_INITIAL_CHAT,
- BOTLIB_AI_REPLY_CHAT,
- BOTLIB_AI_CHAT_LENGTH,
- BOTLIB_AI_ENTER_CHAT,
- BOTLIB_AI_STRING_CONTAINS,
- BOTLIB_AI_FIND_MATCH,
- BOTLIB_AI_MATCH_VARIABLE,
- BOTLIB_AI_UNIFY_WHITE_SPACES,
- BOTLIB_AI_REPLACE_SYNONYMS,
- BOTLIB_AI_LOAD_CHAT_FILE,
- BOTLIB_AI_SET_CHAT_GENDER,
- BOTLIB_AI_SET_CHAT_NAME,
-
- BOTLIB_AI_RESET_GOAL_STATE,
- BOTLIB_AI_RESET_AVOID_GOALS,
- BOTLIB_AI_PUSH_GOAL,
- BOTLIB_AI_POP_GOAL,
- BOTLIB_AI_EMPTY_GOAL_STACK,
- BOTLIB_AI_DUMP_AVOID_GOALS,
- BOTLIB_AI_DUMP_GOAL_STACK,
- BOTLIB_AI_GOAL_NAME,
- BOTLIB_AI_GET_TOP_GOAL,
- BOTLIB_AI_GET_SECOND_GOAL,
- BOTLIB_AI_CHOOSE_LTG_ITEM,
- BOTLIB_AI_CHOOSE_NBG_ITEM,
- BOTLIB_AI_TOUCHING_GOAL,
- BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
- BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
- BOTLIB_AI_AVOID_GOAL_TIME,
- BOTLIB_AI_INIT_LEVEL_ITEMS,
- BOTLIB_AI_UPDATE_ENTITY_ITEMS,
- BOTLIB_AI_LOAD_ITEM_WEIGHTS,
- BOTLIB_AI_FREE_ITEM_WEIGHTS,
- BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
- BOTLIB_AI_ALLOC_GOAL_STATE,
- BOTLIB_AI_FREE_GOAL_STATE,
-
- BOTLIB_AI_RESET_MOVE_STATE,
- BOTLIB_AI_MOVE_TO_GOAL,
- BOTLIB_AI_MOVE_IN_DIRECTION,
- BOTLIB_AI_RESET_AVOID_REACH,
- BOTLIB_AI_RESET_LAST_AVOID_REACH,
- BOTLIB_AI_REACHABILITY_AREA,
- BOTLIB_AI_MOVEMENT_VIEW_TARGET,
- BOTLIB_AI_ALLOC_MOVE_STATE,
- BOTLIB_AI_FREE_MOVE_STATE,
- BOTLIB_AI_INIT_MOVE_STATE,
-
- BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
- BOTLIB_AI_GET_WEAPON_INFO,
- BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
- BOTLIB_AI_ALLOC_WEAPON_STATE,
- BOTLIB_AI_FREE_WEAPON_STATE,
- BOTLIB_AI_RESET_WEAPON_STATE,
-
- BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
- BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
- BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
- BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
- BOTLIB_AI_GET_MAP_LOCATION_GOAL,
- BOTLIB_AI_NUM_INITIAL_CHATS,
- BOTLIB_AI_GET_CHAT_MESSAGE,
- BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
- BOTLIB_AI_PREDICT_VISIBLE_POSITION,
-
- BOTLIB_AI_SET_AVOID_GOAL_TIME,
- BOTLIB_AI_ADD_AVOID_SPOT,
- BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
- BOTLIB_AAS_PREDICT_ROUTE,
- BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
-
- BOTLIB_PC_LOAD_SOURCE,
- BOTLIB_PC_FREE_SOURCE,
- BOTLIB_PC_READ_TOKEN,
- BOTLIB_PC_SOURCE_FILE_AND_LINE
-
-} 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, qboolean isBot );
- // 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.
-
- BOTAI_START_FRAME // ( int time );
-} gameExport_t;
-
+/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code 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. + +Quake III Arena source code 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 Foobar; 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_BOT 0x00000008 // set if the entity is a bot +#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 + + // only send to this client when SVF_SINGLECLIENT is set + // if SVF_CLIENTMASK is set, use bitmask for clients to send to (maxclients must be <= 32, up to the mod to enforce this) + int singleClient; + + 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 + + // access for bots to get and free a server client (FIXME?) + G_BOT_ALLOCATE_CLIENT, // ( void ); + + G_BOT_FREE_CLIENT, // ( int clientNum ); + + 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_DEBUG_POLYGON_CREATE, + G_DEBUG_POLYGON_DELETE, + 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, + + BOTLIB_SETUP = 200, // ( void ); + BOTLIB_SHUTDOWN, // ( void ); + BOTLIB_LIBVAR_SET, + BOTLIB_LIBVAR_GET, + BOTLIB_PC_ADD_GLOBAL_DEFINE, + BOTLIB_START_FRAME, + BOTLIB_LOAD_MAP, + BOTLIB_UPDATENTITY, + BOTLIB_TEST, + + BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent ); + BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size ); + BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd ); + + BOTLIB_AAS_ENABLE_ROUTING_AREA = 300, + BOTLIB_AAS_BBOX_AREAS, + BOTLIB_AAS_AREA_INFO, + BOTLIB_AAS_ENTITY_INFO, + + BOTLIB_AAS_INITIALIZED, + BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX, + BOTLIB_AAS_TIME, + + BOTLIB_AAS_POINT_AREA_NUM, + BOTLIB_AAS_TRACE_AREAS, + + BOTLIB_AAS_POINT_CONTENTS, + BOTLIB_AAS_NEXT_BSP_ENTITY, + BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY, + BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY, + + BOTLIB_AAS_AREA_REACHABILITY, + + BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA, + + BOTLIB_AAS_SWIMMING, + BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT, + + BOTLIB_EA_SAY = 400, + BOTLIB_EA_SAY_TEAM, + BOTLIB_EA_COMMAND, + + BOTLIB_EA_ACTION, + BOTLIB_EA_GESTURE, + BOTLIB_EA_TALK, + BOTLIB_EA_ATTACK, + BOTLIB_EA_USE, + BOTLIB_EA_RESPAWN, + BOTLIB_EA_CROUCH, + BOTLIB_EA_MOVE_UP, + BOTLIB_EA_MOVE_DOWN, + BOTLIB_EA_MOVE_FORWARD, + BOTLIB_EA_MOVE_BACK, + BOTLIB_EA_MOVE_LEFT, + BOTLIB_EA_MOVE_RIGHT, + + BOTLIB_EA_SELECT_WEAPON, + BOTLIB_EA_JUMP, + BOTLIB_EA_DELAYED_JUMP, + BOTLIB_EA_MOVE, + BOTLIB_EA_VIEW, + + BOTLIB_EA_END_REGULAR, + BOTLIB_EA_GET_INPUT, + BOTLIB_EA_RESET_INPUT, + + + BOTLIB_AI_LOAD_CHARACTER = 500, + BOTLIB_AI_FREE_CHARACTER, + BOTLIB_AI_CHARACTERISTIC_FLOAT, + BOTLIB_AI_CHARACTERISTIC_BFLOAT, + BOTLIB_AI_CHARACTERISTIC_INTEGER, + BOTLIB_AI_CHARACTERISTIC_BINTEGER, + BOTLIB_AI_CHARACTERISTIC_STRING, + + BOTLIB_AI_ALLOC_CHAT_STATE, + BOTLIB_AI_FREE_CHAT_STATE, + BOTLIB_AI_QUEUE_CONSOLE_MESSAGE, + BOTLIB_AI_REMOVE_CONSOLE_MESSAGE, + BOTLIB_AI_NEXT_CONSOLE_MESSAGE, + BOTLIB_AI_NUM_CONSOLE_MESSAGE, + BOTLIB_AI_INITIAL_CHAT, + BOTLIB_AI_REPLY_CHAT, + BOTLIB_AI_CHAT_LENGTH, + BOTLIB_AI_ENTER_CHAT, + BOTLIB_AI_STRING_CONTAINS, + BOTLIB_AI_FIND_MATCH, + BOTLIB_AI_MATCH_VARIABLE, + BOTLIB_AI_UNIFY_WHITE_SPACES, + BOTLIB_AI_REPLACE_SYNONYMS, + BOTLIB_AI_LOAD_CHAT_FILE, + BOTLIB_AI_SET_CHAT_GENDER, + BOTLIB_AI_SET_CHAT_NAME, + + BOTLIB_AI_RESET_GOAL_STATE, + BOTLIB_AI_RESET_AVOID_GOALS, + BOTLIB_AI_PUSH_GOAL, + BOTLIB_AI_POP_GOAL, + BOTLIB_AI_EMPTY_GOAL_STACK, + BOTLIB_AI_DUMP_AVOID_GOALS, + BOTLIB_AI_DUMP_GOAL_STACK, + BOTLIB_AI_GOAL_NAME, + BOTLIB_AI_GET_TOP_GOAL, + BOTLIB_AI_GET_SECOND_GOAL, + BOTLIB_AI_CHOOSE_LTG_ITEM, + BOTLIB_AI_CHOOSE_NBG_ITEM, + BOTLIB_AI_TOUCHING_GOAL, + BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE, + BOTLIB_AI_GET_LEVEL_ITEM_GOAL, + BOTLIB_AI_AVOID_GOAL_TIME, + BOTLIB_AI_INIT_LEVEL_ITEMS, + BOTLIB_AI_UPDATE_ENTITY_ITEMS, + BOTLIB_AI_LOAD_ITEM_WEIGHTS, + BOTLIB_AI_FREE_ITEM_WEIGHTS, + BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC, + BOTLIB_AI_ALLOC_GOAL_STATE, + BOTLIB_AI_FREE_GOAL_STATE, + + BOTLIB_AI_RESET_MOVE_STATE, + BOTLIB_AI_MOVE_TO_GOAL, + BOTLIB_AI_MOVE_IN_DIRECTION, + BOTLIB_AI_RESET_AVOID_REACH, + BOTLIB_AI_RESET_LAST_AVOID_REACH, + BOTLIB_AI_REACHABILITY_AREA, + BOTLIB_AI_MOVEMENT_VIEW_TARGET, + BOTLIB_AI_ALLOC_MOVE_STATE, + BOTLIB_AI_FREE_MOVE_STATE, + BOTLIB_AI_INIT_MOVE_STATE, + + BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON, + BOTLIB_AI_GET_WEAPON_INFO, + BOTLIB_AI_LOAD_WEAPON_WEIGHTS, + BOTLIB_AI_ALLOC_WEAPON_STATE, + BOTLIB_AI_FREE_WEAPON_STATE, + BOTLIB_AI_RESET_WEAPON_STATE, + + BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION, + BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC, + BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC, + BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL, + BOTLIB_AI_GET_MAP_LOCATION_GOAL, + BOTLIB_AI_NUM_INITIAL_CHATS, + BOTLIB_AI_GET_CHAT_MESSAGE, + BOTLIB_AI_REMOVE_FROM_AVOID_GOALS, + BOTLIB_AI_PREDICT_VISIBLE_POSITION, + + BOTLIB_AI_SET_AVOID_GOAL_TIME, + BOTLIB_AI_ADD_AVOID_SPOT, + BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL, + BOTLIB_AAS_PREDICT_ROUTE, + BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX, + + BOTLIB_PC_LOAD_SOURCE, + BOTLIB_PC_FREE_SOURCE, + BOTLIB_PC_READ_TOKEN, + BOTLIB_PC_SOURCE_FILE_AND_LINE + +} 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, qboolean isBot ); + // 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. + + BOTAI_START_FRAME // ( int time ); +} gameExport_t; + |