openmohaa/code/fgame/g_public.h
2025-01-27 00:13:01 +01:00

946 lines
33 KiB
C++

/*
===========================================================================
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 (1<<0) // don't send entity to clients, even if it has effects
#define SVF_BOT (1<<1)
#define SVF_BROADCAST (1<<2) // send to all connected clients
#define SVF_PORTAL (1<<3) // merge a second pvs at origin2 into snapshots
#define SVF_SENDPVS (1<<4) // even though it doesn't have a sound or modelindex, still run it through the pvs
#define SVF_USE_CURRENT_ORIGIN (1<<5) // entity->currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_NOTSINGLECLIENT (1<<6) // send entity to everyone but one client
// (entityShared_t->singleClient)
#define SVF_MONSTER (1<<7) // treat as CONTENTS_MONSTER for collision
#define SVF_SINGLECLIENT (1<<8) // only send to a single client (entityShared_t->singleClient)
#define SVF_USEBBOX (1<<9) // do not perform perfect collision use the bbox instead
#define SVF_NOFARPLANE (1<<10) // only send this entity to its parent
#define SVF_HIDEOWNER (1<<11) // hide the owner of the client
#define SVF_MONSTERCLIP (1<<12) // treat as CONTENTS_MONSTERCLIP for collision
#define SVF_PLAYERCLIP (1<<13) // treat as CONTENTS_PLAYERCLIP for collision
#define SVF_SENDONCE (1<<14) // Send this entity over the network at least one time
#define SVF_SENT (1<<15) // This flag is set when the entity has been sent over at least one time
#define SVF_NOSERVERINFO (1<<16) // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
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 4
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);
// Added in 2.0
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);
void (*Cvar_CheckRange)(cvar_t* var, float min, float max, qboolean integral);
int (*Argc)();
char *(*Argv)(int arg);
char *(*Args)();
void (*AddCommand)(const char *cmdName, xcommand_t cmdFunction);
long (*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);
long (*FS_FOpenFile)(const char* qpath, fileHandle_t *file, qboolean uniqueFILE, qboolean quiet);
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, int 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);
// Added in 2.0
void (*ExecuteConsoleCommand)(int exec_when, 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
);
// Added in 2.0
float (*CM_VisualObfuscation)(const vec3_t start, const vec3_t end);
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
);
// Added in 2.0
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 (*TIKI_NumSurfaces)(dtiki_t *tiki);
int (*TIKI_NumTags)(dtiki_t *tiki);
void (*TIKI_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);
// Added in 2.0
void (*Anim_AngularDelta)(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);
// Added in 2.0
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, const 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, size_t bufferSize);
//
// Added in OPM
//
int (*pvssoundindex)(const char* name, int streamed);
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, qboolean differentMap);
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, byte** savedCgameState, size_t* savedCgameStateSize);
qboolean (*ReadLevel)(const char *filename, byte** savedCgameState, size_t* savedCgameStateSize);
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