/* =========================================================================== 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 Quake III Arena source code; 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 #pragma once #include "bg_public.h" // Version 11 is >= 0.05 and <= 1.00 // Version 12 is >= 1.10 // Version 15 is >= 2.0 #define GAME_API_VERSION 15 // 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 0x00000004 // send to all connected clients #define SVF_SENDPVS 0x00000008 #define SVF_PORTAL 0x00000010 // merge a second pvs at origin2 #define SVF_NOTSINGLECLIENT 0x00000040 // send entity to everyone but one client // (entityShared_t->singleClient) #define SVF_MONSTER 0x00000080 // set if the entity is a bot into snapshots #define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient) #define SVF_USEBBOX 0x00000200 #define SVF_NOFARPLANE 0x00000400 #define SVF_NOSERVERINFO 0x00000800 // don't send CS_SERVERINFO updates to this client // so that it can be updated for ping tools without // lagging clients #define SVF_SENDONCE 0x00004000 #define SVF_SENT 0x00008000 typedef struct gclient_s gclient_t; typedef struct dtiki_s dtiki_t; typedef struct tiki_cmd_s tiki_cmd_t; typedef struct dtikianim_s dtikianim_t; typedef struct tiki_s tiki_t; typedef struct tikiAnim_s tikiAnim_t; typedef struct baseshader_s baseshader_t; typedef struct AliasListNode_s AliasListNode_t; typedef void( *xcommand_t ) ( void ); #define MAX_NONPVS_SOUNDS 2 typedef struct { int index; float volume; float minDist; float maxDist; float pitch; } nonpvs_sound_t; typedef struct { // su44: sharedEntity_t::s is used instead of it //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; int lastNetTime; qboolean bmodel; // if false, assume an explicit mins / maxs bounding box // only set by gi.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 float radius; // centroid 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 centroid; // centroid, to be used with radius int areanum; 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; // whether or not this entity emitted a sound this frame // (used for when the entity shouldn't be sent to clients) nonpvs_sound_t nonpvs_sounds[MAX_NONPVS_SOUNDS]; int num_nonpvs_sounds; } entityShared_t; // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() typedef struct { char userinfo[ MAX_INFO_STRING ]; char netname[ MAX_NAME_LENGTH ]; char dm_playermodel[ MAX_QPATH ]; char dm_playergermanmodel[ MAX_QPATH ]; char dm_primary[ MAX_QPATH ]; float enterTime; teamtype_t teamnum; int round_kills; char ip[ 17 ]; int port; } client_persistant_t; // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' struct gclient_s { // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients #ifdef GAME_DLL // the rest of the structure is private to game int ping; client_persistant_t pers; float cmd_angles[ 3 ]; int lastActiveTime; int activeWarning; struct gentity_s *ent; struct gclient_s *next; struct gclient_s *prev; #endif }; typedef struct gentity_s { entityState_t s; // communicated by server to clients struct gclient_s *client; // NULL if not a client qboolean inuse; entityShared_t r; // shared by both the server system and game solid_t solid; dtiki_t *tiki; float mat[ 3 ][ 3 ]; // Leave reminder to the game dll #if defined( GAME_DLL ) class Entity *entity; float freetime; float spawntime; float radius2; char entname[ 64 ]; int clipmask; struct gentity_s *next; struct gentity_s *prev; #endif } gentity_t; // movers are things like doors, plats, buttons, etc typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1 } moverState_t; typedef struct profVar_s { int start; int clockCycles; int calls; float time; float totTime; float avgTime; float low; float high; } profVar_t; typedef struct profGame_s { profVar_t AI; profVar_t MmoveSingle; profVar_t thread_timingList; profVar_t gamescripts; profVar_t GProbe1; profVar_t GProbe2; profVar_t GProbe3; profVar_t FindPath; profVar_t vector_length; profVar_t script_trace; profVar_t internal_trace; profVar_t PreAnimate; profVar_t PostAnimate; } profGame_t; //=============================================================== typedef struct gameImport_s { void ( *Printf )( const char *format, ... ); void ( *DPrintf )( const char *format, ... ); void ( *DPrintf2 )( const char *format, ... ); void ( *DebugPrintf )( const char *format, ... ); void ( *Error )( int level, const char *format, ... ); int ( *Milliseconds )( ); const char * ( *LV_ConvertString )( const char *string ); const char * ( *CL_LV_ConvertString )( const char *string ); void * ( *Malloc )( size_t size ); void ( *Free )( void *ptr ); cvar_t * ( *Cvar_Get )( const char *varName, const char *varValue, int varFlags ); void ( *cvar_set )( const char *varName, const char *varValue ); cvar_t *( *cvar_set2 )( const char *varName, const char *varValue, qboolean force ); cvar_t *( *NextCvar )( cvar_t *var ); int ( *Argc )( ); char * ( *Argv )( int arg ); char * ( *Args )( ); void ( *AddCommand )( const char *cmdName, xcommand_t cmdFunction ); int ( *FS_ReadFile )( const char *qpath, void **buffer, qboolean quiet ); void ( *FS_FreeFile )( void *buffer ); int ( *FS_WriteFile )( const char *qpath, const void *buffer, int size ); fileHandle_t ( *FS_FOpenFileWrite )( const char *fileName ); fileHandle_t ( *FS_FOpenFileAppend )( const char *fileName ); const char *( *FS_PrepFileWrite )( const char *fileName ); size_t( *FS_Write )( const void *buffer, size_t size, fileHandle_t fileHandle ); size_t( *FS_Read )( void *buffer, size_t len, fileHandle_t fileHandle ); void ( *FS_FCloseFile )( fileHandle_t fileHandle ); int ( *FS_Tell )( fileHandle_t fileHandle ); int ( *FS_Seek )( fileHandle_t fileHandle, long int offset, fsOrigin_t origin ); void ( *FS_Flush )( fileHandle_t fileHandle ); int ( *FS_FileNewer )( const char *source, const char *destination ); void ( *FS_CanonicalFilename )( char *fileName ); char **( *FS_ListFiles )( const char *qpath, const char *extension, qboolean wantSubs, int *numFiles ); void ( *FS_FreeFileList )( char **list ); const char *( *GetArchiveFileName )(const char *fileName, const char *extension ); void ( *SendConsoleCommand )( const char *text ); void ( *DebugGraph )( float value ); void ( *SendServerCommand )( int client, const char *format, ... ); void ( *DropClient )( int client, const char *reason ); void ( *MSG_WriteBits )( int value, int bits ); void ( *MSG_WriteChar )( int c ); void ( *MSG_WriteByte )( int c ); void ( *MSG_WriteSVC )( int c ); void ( *MSG_WriteShort )( int c ); void ( *MSG_WriteLong )( int c ); void ( *MSG_WriteFloat )( float f ); void ( *MSG_WriteString )( const char *s ); void ( *MSG_WriteAngle8 )( float f ); void ( *MSG_WriteAngle16 )(float f ); void ( *MSG_WriteCoord )( float f ); void ( *MSG_WriteDir )( vec3_t dir ); void ( *MSG_StartCGM )( int type ); void ( *MSG_EndCGM )( ); void ( *MSG_SetClient )( int client ); void ( *SetBroadcastVisible )( const vec3_t pos, const vec3_t posB ); void ( *SetBroadcastHearable )(const vec3_t pos, const vec3_t posB ); void ( *SetBroadcastAll )( ); void ( *setConfigstring )( int index, const char *val ); char *( *getConfigstring )( int index ); void ( *SetUserinfo )( int index, const char *val ); void ( *GetUserinfo )( int index, char *buffer, int bufferSize ); void ( *SetBrushModel )( gentity_t *ent, const char *name ); void ( *ModelBoundsFromName )(const char *name, vec3_t mins, vec3_t maxs ); qboolean ( *SightTraceEntity )( gentity_t *touch, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int contentMask, qboolean cylinder ); qboolean ( *SightTrace )( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int passEntityNum2, int contentMask, qboolean cylinder ); void ( *trace )( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentMask, qboolean cylinder, qboolean traceDeep ); baseshader_t * ( *GetShader )( int shaderNum ); int ( *pointcontents )( const vec3_t p, int passEntityNum ); int ( *PointBrushnum )(const vec3_t p, clipHandle_t model ); void ( *AdjustAreaPortalState )( gentity_t *ent, qboolean open ); int ( *AreaForPoint )( vec3_t pos ); qboolean ( *AreasConnected )( int area1, int area2); qboolean ( *InPVS )( float *p1, float *p2 ); void ( *linkentity )( gentity_t *gEnt ); void ( *unlinkentity )( gentity_t *gEnt ); int ( *AreaEntities )( const vec3_t mins, const vec3_t maxs, int *list, int maxcount ); void ( *ClipToEntity )( trace_t *tr, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentMask ); qboolean (*HitEntity)(gentity_t* pEnt, gentity_t* pOther); int ( *imageindex )( const char *name ); int ( *itemindex )( const char *name ); int ( *soundindex )( const char *name, int streamed ); dtiki_t *( *TIKI_RegisterModel )( const char *path ); dtiki_t *( *modeltiki )( const char *name ); dtikianim_t *( *modeltikianim )( const char *name ); void ( *SetLightStyle )( int index, const char *data ); const char *( *GameDir )( ); qboolean ( *setmodel )( gentity_t *ent, const char *name ); void ( *clearmodel )( gentity_t *ent ); int ( *TIKI_NumAnims )( dtiki_t *tiki ); int ( *NumSurfaces )( dtiki_t *tiki ); int ( *NumTags )( dtiki_t *tiki ); void( *CalculateBounds )( dtiki_t *tiki, float scale, vec3_t mins, vec3_t maxs ); void *( *TIKI_GetSkeletor )( dtiki_t *tiki, int entNum ); const char *( *Anim_NameForNum )( dtiki_t *tiki, int animNum ); int ( *Anim_NumForName )( dtiki_t *tiki, const char *name ); int ( *Anim_Random )( dtiki_t *tiki, const char *name ); int ( *Anim_NumFrames )( dtiki_t *tiki, int animNum ); float ( *Anim_Time )( dtiki_t *tiki, int animNum ); float ( *Anim_Frametime )( dtiki_t *tiki, int animNum ); float ( *Anim_CrossTime )( dtiki_t *tiki, int animNum ); void ( *Anim_Delta )( dtiki_t *tiki, int animNum, float *delta ); qboolean ( *Anim_HasDelta )( dtiki_t *tiki, int animNum ); void ( *Anim_DeltaOverTime )( dtiki_t *tiki, int animNum, float time1, float time2, float *delta ); void ( *Anim_AngularDeltaOverTime )( dtiki_t *tiki, int animNum, float time1, float time2, float *delta ); int ( *Anim_Flags )( dtiki_t *tiki, int animNum ); int ( *Anim_FlagsSkel )( dtiki_t *tiki, int animNum ); qboolean ( *Anim_HasCommands )( dtiki_t *tiki, int animNum ); qboolean ( *Anim_HasCommands_Client )( dtiki_t *tiki, int animNum ); int ( *NumHeadModels )( const char *model ); void ( *GetHeadModel )( const char *model, int num, char *name ); int ( *NumHeadSkins )( const char *model ); void ( *GetHeadSkin )( const char *model, int num, char *name ); qboolean ( *Frame_Commands )( dtiki_t *tiki, int animNum, int frameNum, tiki_cmd_t *tikiCmds ); qboolean ( *Frame_Commands_Client )( dtiki_t *tiki, int animNum, int frameNum, tiki_cmd_t *tikiCmds ); int ( *Surface_NameToNum )( dtiki_t *tiki, const char *name ); const char * ( *Surface_NumToName )( dtiki_t *tiki, int surfacenum ); int ( *Tag_NumForName )( dtiki_t *pmdl, const char *name ); const char * ( *Tag_NameForNum )( dtiki_t *pmdl, int tagNum); orientation_t ( *TIKI_OrientationInternal )( dtiki_t *tiki, int entNum, int tagNum, float scale ); void *( *TIKI_TransformInternal )( dtiki_t *tiki, int entNum, int tagNum ); qboolean ( *TIKI_IsOnGroundInternal )( dtiki_t *tiki, int entNum, int num, float threshold ); void ( *TIKI_SetPoseInternal )( dtiki_t *tiki, int entNum, const frameInfo_t *frameInfo, int *boneTag, vec4_t *boneQuat, float actionWeight ); const char *( *CM_GetHitLocationInfo )( int location, float *radius, float *offset ); const char *( *CM_GetHitLocationInfoSecondary )( int location, float *radius, float *offset ); qboolean ( *Alias_Add )( dtiki_t *pmdl, const char *alias, const char *name, const char *parameters ); const char *( *Alias_FindRandom )( dtiki_t *tiki, const char *alias, AliasListNode_t **ret ); void ( *Alias_Dump )( dtiki_t *tiki ); void ( *Alias_Clear )( dtiki_t *tiki ); void ( *Alias_UpdateDialog )( dtikianim_t *tiki, const char *alias ); const char *( *TIKI_NameForNum )( dtiki_t *tiki ); qboolean ( *GlobalAlias_Add )( const char *alias, const char *name, const char *parameters ); const char *( *GlobalAlias_FindRandom )( const char *alias, AliasListNode_t **ret ); void ( *GlobalAlias_Dump )( ); void ( *GlobalAlias_Clear )( ); void ( *centerprintf )( gentity_t *ent, const char *format, ... ); void ( *locationprintf )( gentity_t *ent, int x, int y, const char *format, ... ); void ( *Sound )( vec3_t *org, int entNum, int channel, const char *soundName, float volume, float minDist, float pitch, float maxDist, int streamed ); void ( *StopSound )( int entNum, int channel ); float ( *SoundLength )( int channel, const char *name ); unsigned char * ( *SoundAmplitudes )( int channel, const char *name ); int( *S_IsSoundPlaying )( int channel, const char *name ); short unsigned int ( *CalcCRC )( unsigned char *start, int count ); debugline_t **DebugLines; int *numDebugLines; debugstring_t **DebugStrings; int *numDebugStrings; void ( *LocateGameData )( gentity_t *gEnts, int numGEntities, int sizeofGEntity, playerState_t *clients, int sizeofGameClient ); void ( *SetFarPlane )(int farPlane ); void ( *SetSkyPortal )( qboolean skyPortal ); void ( *Popmenu )( int client , int i ); void ( *Showmenu )( int client, const char *name, qboolean force ); void ( *Hidemenu )( int client, const char *name, qboolean force ); void ( *Pushmenu )( int client, const char *name ); void ( *HideMouseCursor )( int client ); void ( *ShowMouseCursor )( int client ); const char * ( *MapTime )( ); void ( *LoadResource )( const char *name ); void ( *ClearResource )( ); int ( *Key_StringToKeynum )( const char *str ); const char *( *Key_KeynumToBindString )( int keyNum ); void ( *Key_GetKeysForCommand )( const char *command, int *key1, int *key2 ); void ( *ArchiveLevel )( qboolean loading ); void ( *AddSvsTimeFixup )( int *piTime ); void ( *HudDrawShader )( int info, char *name ); void ( *HudDrawAlign )( int info, int horizontalAlign, int verticalAlign ); void ( *HudDrawRect )( int info, int x, int y, int width, int height ); void ( *HudDrawVirtualSize )( int info, qboolean virtualScreen); void ( *HudDrawColor )( int info, float *color ); void ( *HudDrawAlpha )( int info, float alpha ); void ( *HudDrawString )( int info, const char *string ); void ( *HudDrawFont )( int info, const char *fontName ); qboolean ( *SanitizeName )(const char *oldName, char *newName); cvar_t *fsDebug; // // New functions will start from here // } game_import_t; typedef struct gameExport_s { 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 )( int startTime, int randomSeed ); void ( *Shutdown ) ( void ); void ( *Cleanup ) ( qboolean samemap ); void ( *Precache )( void ); void ( *SetMap )( const char *mapName ); void ( *Restart )( ); void ( *SetTime )( int svsStartTime, int svsTime ); // each new level entered will cause a call to SpawnEntities void ( *SpawnEntities ) ( char *entstring, int levelTime ); // return NULL if the client is allowed to connect, otherwise return // a text string with the reason for denial const char * ( *ClientConnect )( int clientNum, qboolean firstTime ); void ( *ClientBegin )( gentity_t *ent, usercmd_t *cmd ); void ( *ClientUserinfoChanged )( gentity_t *ent, const char *userinfo ); void ( *ClientDisconnect )( gentity_t *ent ); void ( *ClientCommand )( gentity_t *ent ); void ( *ClientThink )( gentity_t *ent, usercmd_t *cmd, usereyes_t *eyeinfo ); void ( *BotBegin )( gentity_t *ent); void ( *BotThink )( gentity_t *ent, int msec ); void ( *PrepFrame )( void ); void ( *RunFrame )( int levelTime, int frameTime ); void ( *ServerSpawned )( void ); void ( *RegisterSounds )( ); qboolean ( *AllowPaused )( ); // ConsoleCommand will be called when a command has been issued // that is not recognized as a builtin function. // The game can issue gi.argc() / gi.argv() commands to get the command // and parameters. Return qfalse if the game doesn't recognize it as a command. qboolean ( *ConsoleCommand )( void ); void ( *ArchivePersistant )( const char *name, qboolean loading ); // ReadLevel is called after the default map information has been // loaded with SpawnEntities, so any stored client spawn spots will // be used when the clients reconnect. void ( *WriteLevel )( const char *filename, qboolean autosave ); qboolean ( *ReadLevel )( const char *filename ); qboolean ( *LevelArchiveValid )( const char *filename ); void ( *ArchiveInteger )( int *i ); void ( *ArchiveFloat )( float *fl ); void ( *ArchiveString )( char *s ); void ( *ArchiveSvsTime )( int *pi ); orientation_t ( *TIKI_Orientation )( gentity_t *edict, int num ); void ( *DebugCircle )( float *org, float radius, float r, float g, float b, float alpha, qboolean horizontal ); void ( *SetFrameNumber )( int frameNumber ); void ( *SoundCallback )( int entNum, soundChannel_t channelNumber, const char *name ); // // global variables shared between game and server // // The gentities 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 // the server can't just use pointer arithmetic on gentities, because the // server's sizeof(struct gentity_s) doesn't equal gentitySize profGame_t *profStruct; struct gentity_s *gentities; int gentitySize; int num_entities; // current number, <= max_entities int max_entities; const char *errorMessage; } game_export_t; #ifdef __cplusplus extern "C" #endif #ifdef GAME_DLL #ifdef WIN32 __declspec(dllexport) #else __attribute__((visibility("default"))) #endif #endif game_export_t* GetGameAPI( game_import_t *import ); #if 0 // // 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, G_TIKI_REGISTERMODEL, G_TIKI_GETBONES, G_TIKI_SETCHANNELS, G_TIKI_APPENDFRAMEBOUNDSANDRADIUS, G_TIKI_ANIMATE, G_TIKI_GETBONENAMEINDEX, G_MSG_WRITEBITS, G_MSG_WRITECHAR, G_MSG_WRITEBYTE, G_MSG_WRITESVC, G_MSG_WRITESHORT, G_MSG_WRITELONG, G_MSG_WRITEFLOAT, G_MSG_WRITESTR, G_MSG_WRITEANGLE8, G_MSG_WRITEANGLE16, G_MSG_WRITECOORD, G_MSG_WRITEDIR, G_MSG_STARTCGM, G_MSG_ENDCGM, G_MSG_SETCLIENT, G_MSG_BROADCASTALL, G_MSG_BROADCASTVISIBLE, G_MSG_BROADCASTHEARABLE, } game_import_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 gi.argc() / gi.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 ); } game_export_t; #endif