summaryrefslogtreecommitdiff
path: root/mod/src/game/g_public.h
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
commitbf23ecf17f432cf8e47302ef7464612c17be9bbe (patch)
tree6e3d28ecaa038199d6ba63830e81f05270b199c3 /mod/src/game/g_public.h
parent22f322884cf7715c01500ef0b4579b87b1cb1973 (diff)
* Move the game source from mod/src/ to src/
Diffstat (limited to 'mod/src/game/g_public.h')
-rw-r--r--mod/src/game/g_public.h419
1 files changed, 0 insertions, 419 deletions
diff --git a/mod/src/game/g_public.h b/mod/src/game/g_public.h
deleted file mode 100644
index e5652b79..00000000
--- a/mod/src/game/g_public.h
+++ /dev/null
@@ -1,419 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-
-/*
- * Portions Copyright (C) 2000-2001 Tim Angus
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the OSML - Open Source Modification License v1.0 as
- * described in the file COPYING which is distributed with this source
- * code.
- *
- * 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.
- */
-
-// 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
-#define SVF_BROADCAST 0x00000020 // send to all connected clients
-#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
-#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
- // for link position (missiles and movers)
-#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
-#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
- // so that it can be updated for ping tools without
- // lagging clients
-#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
-#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
- // (entityShared_t->singleClient)
-
-//===============================================================
-
-
-typedef struct {
- entityState_t s; // communicated by server to clients
-
- qboolean linked; // qfalse if not in any good cluster
- int linkcount;
-
- int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
- int singleClient; // only send to this client when SVF_SINGLECLIENT is set
-
- qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
- // only set by trap_SetBrushModel
- vec3_t mins, maxs;
- int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
- // a non-solid entity should set to 0
-
- vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
-
- // currentOrigin will be used for all collision detection and world linking.
- // it will not necessarily be the same as the trajectory evaluation for the current
- // time, because each entity must be moved one at a time after time is advanced
- // to avoid simultanious collision issues
- vec3_t currentOrigin;
- vec3_t currentAngles;
-
- // when a trace call is made and passEntityNum != ENTITYNUM_NONE,
- // an ent will be excluded from testing if:
- // ent->s.number == passEntityNum (don't interact with self)
- // ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
- // entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
- int ownerNum;
-} entityShared_t;
-
-
-
-// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
-typedef struct {
- entityState_t s; // communicated by server to clients
- entityShared_t r; // shared by both the server system and game
-} sharedEntity_t;
-
-
-
-//===============================================================
-
-//
-// system traps provided by the main engine
-//
-typedef enum {
- //============== general Quake services ==================
-
- G_PRINT, // ( const char *string );
- // print message on the local console
-
- G_ERROR, // ( const char *string );
- // abort the game
-
- G_MILLISECONDS, // ( void );
- // get current time for profiling reasons
- // this should NOT be used for any game related tasks,
- // because it is not journaled
-
- // console variable interaction
- G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
- G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
- G_CVAR_SET, // ( const char *var_name, const char *value );
- G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
-
- G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
-
- G_ARGC, // ( void );
- // ClientCommand and ServerCommand parameter access
-
- G_ARGV, // ( int n, char *buffer, int bufferLength );
-
- G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
- G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
- G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
- G_FS_FCLOSE_FILE, // ( fileHandle_t f );
-
- G_SEND_CONSOLE_COMMAND, // ( const char *text );
- // add commands to the console as if they were typed in
- // for map changing, etc
-
-
- //=========== server specific functionality =============
-
- G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
- // playerState_t *clients, int sizeofGameClient );
- // the game needs to let the server system know where and how big the gentities
- // are, so it can look at them directly without going through an interface
-
- G_DROP_CLIENT, // ( int clientNum, const char *reason );
- // kick a client off the server with a message
-
- G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
- // reliably sends a command string to be interpreted by the given
- // client. If clientNum is -1, it will be sent to all clients
-
- G_SET_CONFIGSTRING, // ( int num, const char *string );
- // config strings hold all the index strings, and various other information
- // that is reliably communicated to all clients
- // All of the current configstrings are sent to clients when
- // they connect, and changes are sent to all connected clients.
- // All confgstrings are cleared at each level start.
-
- G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
-
- G_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;
-