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https://bitbucket.org/CPMADevs/cnq3
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c5192d49b7
fixed sharedTraps_t listing syscalls that were not actually at the same index for all 3 VMs
663 lines
26 KiB
C
663 lines
26 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_public.h -- engine calls and types exposed to the game module
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// A user mod should never modify this file
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#define GAME_API_VERSION 8
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// entity->svFlags
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// the server does not know how to interpret most of the values
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// in entityStates (level eType), so the game must explicitly flag
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// special server behaviors
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#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
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#define SVF_CLIENTMASK 0x00000002 // send to a specific subset of clients
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#define SVF_BOT 0x00000008 // set if the entity is a bot
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#define SVF_BROADCAST 0x00000020 // send to all connected clients
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#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
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#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
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// for link position (missiles and movers)
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#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
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#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
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// so that it can be updated for ping tools without
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// lagging clients
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#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
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#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
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// (entityShared_t->singleClient)
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//===============================================================
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typedef struct {
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entityState_t s; // communicated by server to clients
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qboolean linked; // qfalse if not in any good cluster
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int linkcount;
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int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
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// only send to this client when SVF_SINGLECLIENT is set
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// if SVF_CLIENTMASK is set, use as bitmask of clients to send to
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// (maxclients must be <= 32, up to the mod to enforce this)
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int singleClient;
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qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
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// only set by trap_SetBrushModel
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vec3_t mins, maxs;
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int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
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// a non-solid entity should set to 0
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vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
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// currentOrigin will be used for all collision detection and world linking.
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// it will not necessarily be the same as the trajectory evaluation for the current
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// time, because each entity must be moved one at a time after time is advanced
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// to avoid simultanious collision issues
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vec3_t currentOrigin;
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vec3_t currentAngles;
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// when a trace call is made and passEntityNum != ENTITYNUM_NONE,
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// an ent will be excluded from testing if:
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// ent->s.number == passEntityNum (don't interact with self)
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// ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
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// entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
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int ownerNum;
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} entityShared_t;
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// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
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typedef struct {
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entityState_t s; // communicated by server to clients
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entityShared_t r; // shared by both the server system and game
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} sharedEntity_t;
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// the actual contents of a gentity_t are the game's business,
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// provided the first two elements EXACTLY MATCH sharedEntity_t
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typedef struct gentity_s gentity_t;
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//===============================================================
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//
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// system traps provided by the main engine
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//
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typedef enum {
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//============== general Quake services ==================
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G_PRINT, // ( const char *string );
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// print message on the local console
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G_ERROR, // ( const char *string );
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// abort the game
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G_MILLISECONDS, // ( void );
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// get current time for profiling reasons
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// this should NOT be used for any game related tasks,
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// because it is not journaled
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// console variable interaction
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G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
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G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
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G_CVAR_SET, // ( const char *var_name, const char *value );
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G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
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G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
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// ClientCommand and ServerCommand parameter access
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G_ARGC, // ( void );
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G_ARGV, // ( int n, char *buffer, int bufferLength );
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G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
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G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
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G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
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G_FS_FCLOSE_FILE, // ( fileHandle_t f );
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G_SEND_CONSOLE_COMMAND, // ( const char *text );
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// add commands to the console as if they were typed in
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// for map changing, etc
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//=========== server specific functionality =============
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G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
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// playerState_t *clients, int sizeofGameClient );
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// the game needs to let the server system know where and how big the gentities
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// are, so it can look at them directly without going through an interface
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G_DROP_CLIENT, // ( int clientNum, const char *reason );
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// kick a client off the server with a message
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G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
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// reliably sends a command string to be interpreted by the given
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// client. If clientNum is -1, it will be sent to all clients
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G_SET_CONFIGSTRING, // ( int num, const char *string );
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// config strings hold all the index strings, and various other information
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// that is reliably communicated to all clients
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// All of the current configstrings are sent to clients when
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// they connect, and changes are sent to all connected clients.
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// All confgstrings are cleared at each level start.
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G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
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G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
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// userinfo strings are maintained by the server system, so they
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// are persistant across level loads, while all other game visible
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// data is completely reset
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G_SET_USERINFO, // ( int num, const char *buffer );
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G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
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// the serverinfo info string has all the cvars visible to server browsers
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G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
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// sets mins and maxs based on the brushmodel name
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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 );
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// collision detection against all linked entities
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G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
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// point contents against all linked entities
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G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
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G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
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G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
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G_AREAS_CONNECTED, // ( int area1, int area2 );
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G_LINKENTITY, // ( gentity_t *ent );
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// an entity will never be sent to a client or used for collision
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// if it is not passed to linkentity. If the size, position, or
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// solidity changes, it must be relinked.
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G_UNLINKENTITY, // ( gentity_t *ent );
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// call before removing an interactive entity
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G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
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// EntitiesInBox will return brush models based on their bounding box,
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// so exact determination must still be done with EntityContact
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G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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// perform an exact check against inline brush models of non-square shape
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// access for bots to get and free a server client (FIXME?)
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G_BOT_ALLOCATE_CLIENT, // ( void );
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G_BOT_FREE_CLIENT, // ( int clientNum );
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G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
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G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
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// Retrieves the next string token from the entity spawn text, returning
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// false when all tokens have been parsed.
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// This should only be done at GAME_INIT time.
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G_FS_GETFILELIST,
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G_DEBUG_POLYGON_CREATE,
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G_DEBUG_POLYGON_DELETE,
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G_REAL_TIME,
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DO_NOT_WANT_G_SNAPVECTOR,
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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 );
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G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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// 1.32
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G_FS_SEEK,
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G_MEMSET = 100,
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G_MEMCPY,
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G_STRNCPY,
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G_SIN,
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G_COS,
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G_ATAN2,
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G_SQRT,
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G_MATRIXMULTIPLY,
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G_ANGLEVECTORS,
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G_PERPENDICULARVECTOR,
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G_FLOOR,
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G_CEIL,
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G_TESTPRINTINT,
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G_TESTPRINTFLOAT,
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BOTLIB_SETUP = 200, // ( void );
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BOTLIB_SHUTDOWN, // ( void );
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BOTLIB_LIBVAR_SET,
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BOTLIB_LIBVAR_GET,
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BOTLIB_PC_ADD_GLOBAL_DEFINE,
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BOTLIB_START_FRAME,
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BOTLIB_LOAD_MAP,
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BOTLIB_UPDATENTITY,
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BOTLIB_TEST,
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BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
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BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
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BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
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BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
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BOTLIB_AAS_BBOX_AREAS,
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BOTLIB_AAS_AREA_INFO,
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BOTLIB_AAS_ENTITY_INFO,
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BOTLIB_AAS_INITIALIZED,
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BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
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BOTLIB_AAS_TIME,
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BOTLIB_AAS_POINT_AREA_NUM,
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BOTLIB_AAS_TRACE_AREAS,
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BOTLIB_AAS_POINT_CONTENTS,
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BOTLIB_AAS_NEXT_BSP_ENTITY,
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BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
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BOTLIB_AAS_AREA_REACHABILITY,
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BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
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BOTLIB_AAS_SWIMMING,
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BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
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BOTLIB_EA_SAY = 400,
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BOTLIB_EA_SAY_TEAM,
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BOTLIB_EA_COMMAND,
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BOTLIB_EA_ACTION,
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BOTLIB_EA_GESTURE,
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BOTLIB_EA_TALK,
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BOTLIB_EA_ATTACK,
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BOTLIB_EA_USE,
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BOTLIB_EA_RESPAWN,
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BOTLIB_EA_CROUCH,
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BOTLIB_EA_MOVE_UP,
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BOTLIB_EA_MOVE_DOWN,
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BOTLIB_EA_MOVE_FORWARD,
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BOTLIB_EA_MOVE_BACK,
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BOTLIB_EA_MOVE_LEFT,
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BOTLIB_EA_MOVE_RIGHT,
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BOTLIB_EA_SELECT_WEAPON,
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BOTLIB_EA_JUMP,
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BOTLIB_EA_DELAYED_JUMP,
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BOTLIB_EA_MOVE,
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BOTLIB_EA_VIEW,
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BOTLIB_EA_END_REGULAR,
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BOTLIB_EA_GET_INPUT,
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BOTLIB_EA_RESET_INPUT,
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BOTLIB_AI_LOAD_CHARACTER = 500,
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BOTLIB_AI_FREE_CHARACTER,
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BOTLIB_AI_CHARACTERISTIC_FLOAT,
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BOTLIB_AI_CHARACTERISTIC_BFLOAT,
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BOTLIB_AI_CHARACTERISTIC_INTEGER,
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BOTLIB_AI_CHARACTERISTIC_BINTEGER,
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BOTLIB_AI_CHARACTERISTIC_STRING,
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BOTLIB_AI_ALLOC_CHAT_STATE,
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BOTLIB_AI_FREE_CHAT_STATE,
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BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
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BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
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BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
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BOTLIB_AI_NUM_CONSOLE_MESSAGE,
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BOTLIB_AI_INITIAL_CHAT,
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BOTLIB_AI_REPLY_CHAT,
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BOTLIB_AI_CHAT_LENGTH,
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BOTLIB_AI_ENTER_CHAT,
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BOTLIB_AI_STRING_CONTAINS,
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BOTLIB_AI_FIND_MATCH,
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BOTLIB_AI_MATCH_VARIABLE,
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BOTLIB_AI_UNIFY_WHITE_SPACES,
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BOTLIB_AI_REPLACE_SYNONYMS,
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BOTLIB_AI_LOAD_CHAT_FILE,
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BOTLIB_AI_SET_CHAT_GENDER,
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BOTLIB_AI_SET_CHAT_NAME,
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BOTLIB_AI_RESET_GOAL_STATE,
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BOTLIB_AI_RESET_AVOID_GOALS,
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BOTLIB_AI_PUSH_GOAL,
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BOTLIB_AI_POP_GOAL,
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BOTLIB_AI_EMPTY_GOAL_STACK,
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BOTLIB_AI_DUMP_AVOID_GOALS,
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BOTLIB_AI_DUMP_GOAL_STACK,
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BOTLIB_AI_GOAL_NAME,
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BOTLIB_AI_GET_TOP_GOAL,
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BOTLIB_AI_GET_SECOND_GOAL,
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BOTLIB_AI_CHOOSE_LTG_ITEM,
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BOTLIB_AI_CHOOSE_NBG_ITEM,
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BOTLIB_AI_TOUCHING_GOAL,
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BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
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BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
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BOTLIB_AI_AVOID_GOAL_TIME,
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BOTLIB_AI_INIT_LEVEL_ITEMS,
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BOTLIB_AI_UPDATE_ENTITY_ITEMS,
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BOTLIB_AI_LOAD_ITEM_WEIGHTS,
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BOTLIB_AI_FREE_ITEM_WEIGHTS,
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BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_ALLOC_GOAL_STATE,
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BOTLIB_AI_FREE_GOAL_STATE,
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BOTLIB_AI_RESET_MOVE_STATE,
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BOTLIB_AI_MOVE_TO_GOAL,
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BOTLIB_AI_MOVE_IN_DIRECTION,
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BOTLIB_AI_RESET_AVOID_REACH,
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BOTLIB_AI_RESET_LAST_AVOID_REACH,
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BOTLIB_AI_REACHABILITY_AREA,
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BOTLIB_AI_MOVEMENT_VIEW_TARGET,
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BOTLIB_AI_ALLOC_MOVE_STATE,
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BOTLIB_AI_FREE_MOVE_STATE,
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BOTLIB_AI_INIT_MOVE_STATE,
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BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
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BOTLIB_AI_GET_WEAPON_INFO,
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BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
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BOTLIB_AI_ALLOC_WEAPON_STATE,
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BOTLIB_AI_FREE_WEAPON_STATE,
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BOTLIB_AI_RESET_WEAPON_STATE,
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BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
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BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
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BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
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BOTLIB_AI_GET_MAP_LOCATION_GOAL,
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BOTLIB_AI_NUM_INITIAL_CHATS,
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BOTLIB_AI_GET_CHAT_MESSAGE,
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BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
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BOTLIB_AI_PREDICT_VISIBLE_POSITION,
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BOTLIB_AI_SET_AVOID_GOAL_TIME,
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BOTLIB_AI_ADD_AVOID_SPOT,
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BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
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BOTLIB_AAS_PREDICT_ROUTE,
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BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
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BOTLIB_PC_LOAD_SOURCE,
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BOTLIB_PC_FREE_SOURCE,
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BOTLIB_PC_READ_TOKEN,
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BOTLIB_PC_SOURCE_FILE_AND_LINE,
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// engine extensions
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// the mod should _never_ use these symbols
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G_EXT_GETVALUE = 700,
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G_EXT_LOCATEINTEROPDATA,
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G_EXT_CVAR_SETRANGE,
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G_EXT_CVAR_SETHELP,
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G_EXT_CMD_SETHELP,
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G_EXT_ERROR2
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} gameImport_t;
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void trap_Printf( const char *fmt );
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void trap_Error( const char *fmt );
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int trap_Milliseconds( void );
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int trap_RealTime( qtime_t *qtime );
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int trap_Argc( void );
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void trap_Argv( int n, char *buffer, int bufferLength );
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void trap_Args( char *buffer, int bufferLength );
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int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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void trap_FS_FCloseFile( fileHandle_t f );
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int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
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int trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin );
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void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
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void trap_Cvar_Update( vmCvar_t *cvar );
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void trap_Cvar_Set( const char *var_name, const char *value );
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int trap_Cvar_VariableIntegerValue( const char *var_name );
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float trap_Cvar_VariableValue( const char *var_name );
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void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
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void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
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void trap_DropClient( int clientNum, const char *reason );
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void trap_SendServerCommand( int clientNum, const char *text );
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void trap_SetConfigstring( int num, const char *string );
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void trap_GetConfigstring( int num, char *buffer, int bufferSize );
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void trap_GetUserinfo( int num, char *buffer, int bufferSize );
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void trap_SetUserinfo( int num, const char *buffer );
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void trap_GetServerinfo( char *buffer, int bufferSize );
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void trap_SetBrushModel( gentity_t *ent, const char *name );
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void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
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int trap_PointContents( const vec3_t point, int passEntityNum );
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qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
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qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
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void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
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qboolean trap_AreasConnected( int area1, int area2 );
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void trap_LinkEntity( gentity_t *ent );
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void trap_UnlinkEntity( gentity_t *ent );
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int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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int trap_BotAllocateClient( void );
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void trap_BotFreeClient( int clientNum );
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void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
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qboolean trap_GetEntityToken( char *buffer, int bufferSize );
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int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
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void trap_DebugPolygonDelete(int id);
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int trap_BotLibSetup( void );
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int trap_BotLibShutdown( void );
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int trap_BotLibVarSet(char *var_name, char *value);
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int trap_BotLibVarGet(char *var_name, char *value, int size);
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int trap_BotLibDefine(char *string);
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int trap_BotLibStartFrame(float time);
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int trap_BotLibLoadMap(const char *mapname);
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int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
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int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
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int trap_BotGetSnapshotEntity( int clientNum, int sequence );
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int trap_BotGetServerCommand(int clientNum, char *message, int size);
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void trap_BotUserCommand(int client, usercmd_t *ucmd);
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int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
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int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
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void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
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int trap_AAS_Initialized(void);
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void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
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float trap_AAS_Time(void);
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int trap_AAS_PointAreaNum(vec3_t point);
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int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
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int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
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int trap_AAS_PointContents(vec3_t point);
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int trap_AAS_NextBSPEntity(int ent);
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int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
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int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
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int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
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int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
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int trap_AAS_AreaReachability(int areanum);
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int trap_AAS_AreaTravelTimeToGoalArea( int areanum, const vec3_t origin, int goalareanum, int travelflags );
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int trap_AAS_EnableRoutingArea( int areanum, int enable );
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int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
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int goalareanum, int travelflags, int maxareas, int maxtime,
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int stopevent, int stopcontents, int stoptfl, int stopareanum);
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int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
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void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
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int type);
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int trap_AAS_Swimming(vec3_t origin);
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int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);
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void trap_EA_Say( int client, const char* s );
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void trap_EA_SayTeam( int client, const char* s );
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void trap_EA_Command( int client, const char* command );
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void trap_EA_Action(int client, int action);
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void trap_EA_Gesture(int client);
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void trap_EA_Talk(int client);
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void trap_EA_Attack(int client);
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void trap_EA_Use(int client);
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void trap_EA_Respawn(int client);
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void trap_EA_Crouch(int client);
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void trap_EA_MoveUp(int client);
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void trap_EA_MoveDown(int client);
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void trap_EA_MoveForward(int client);
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void trap_EA_MoveBack(int client);
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void trap_EA_MoveLeft(int client);
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void trap_EA_MoveRight(int client);
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void trap_EA_SelectWeapon(int client, int weapon);
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void trap_EA_Jump(int client);
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void trap_EA_DelayedJump(int client);
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void trap_EA_Move(int client, vec3_t dir, float speed);
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void trap_EA_View(int client, vec3_t viewangles);
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void trap_EA_EndRegular(int client, float thinktime);
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void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
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void trap_EA_ResetInput(int client);
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int trap_BotLoadCharacter(char *charfile, float skill);
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void trap_BotFreeCharacter(int character);
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float trap_Characteristic_Float(int character, int index);
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float trap_Characteristic_BFloat(int character, int index, float min, float max);
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int trap_Characteristic_Integer(int character, int index);
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int trap_Characteristic_BInteger(int character, int index, int min, int max);
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void trap_Characteristic_String(int character, int index, char *buf, int size);
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int trap_BotAllocChatState(void);
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void trap_BotFreeChatState(int handle);
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void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
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void trap_BotRemoveConsoleMessage(int chatstate, int handle);
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int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
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int trap_BotNumConsoleMessages(int chatstate);
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void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
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int trap_BotNumInitialChats(int chatstate, char *type);
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int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
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int trap_BotChatLength(int chatstate);
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void trap_BotEnterChat(int chatstate, int client, int sendto);
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void trap_BotGetChatMessage(int chatstate, char *buf, int size);
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int trap_StringContains(char *str1, char *str2, int casesensitive);
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int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
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void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
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void trap_UnifyWhiteSpaces(char *string);
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void trap_BotReplaceSynonyms(char *string, unsigned long int context);
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int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
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void trap_BotSetChatGender(int chatstate, int gender);
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void trap_BotSetChatName(int chatstate, char *name, int client);
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void trap_BotResetGoalState(int goalstate);
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void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
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void trap_BotResetAvoidGoals(int goalstate);
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void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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void trap_BotPopGoal(int goalstate);
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void trap_BotEmptyGoalStack(int goalstate);
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|
void trap_BotDumpAvoidGoals(int goalstate);
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void trap_BotDumpGoalStack(int goalstate);
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|
void trap_BotGoalName(int number, char *name, int size);
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int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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|
int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
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|
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
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|
int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
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int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
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int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
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|
int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
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int trap_BotGetLevelItemGoal(int index, const char* classname, void /* struct bot_goal_s */ *goal);
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|
float trap_BotAvoidGoalTime(int goalstate, int number);
|
|
void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
|
|
void trap_BotInitLevelItems(void);
|
|
void trap_BotUpdateEntityItems(void);
|
|
int trap_BotLoadItemWeights(int goalstate, char *filename);
|
|
void trap_BotFreeItemWeights(int goalstate);
|
|
void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
|
|
void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
|
|
void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
|
|
int trap_BotAllocGoalState(int state);
|
|
void trap_BotFreeGoalState(int handle);
|
|
|
|
void trap_BotResetMoveState(int movestate);
|
|
void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
|
|
int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
|
|
void trap_BotResetAvoidReach(int movestate);
|
|
void trap_BotResetLastAvoidReach(int movestate);
|
|
int trap_BotReachabilityArea(vec3_t origin, int testground);
|
|
int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
|
|
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
|
|
int trap_BotAllocMoveState(void);
|
|
void trap_BotFreeMoveState(int handle);
|
|
void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
|
|
void trap_BotAddAvoidSpot(int movestate, const vec3_t origin, float radius, int type);
|
|
|
|
int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
|
|
void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
|
|
int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
|
|
int trap_BotAllocWeaponState(void);
|
|
void trap_BotFreeWeaponState(int weaponstate);
|
|
void trap_BotResetWeaponState(int weaponstate);
|
|
|
|
int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
|
|
|
|
|
|
// yet another retarded trap we're stuck with >:(
|
|
#if !defined(Q3_VM)
|
|
void shit_SendConsoleCommand( int ignored, const char *text );
|
|
#endif
|
|
#define trap_SendConsoleCommand( x ) shit_SendConsoleCommand( 2, x )
|
|
|
|
|
|
///////////////////////////////////////////////////////////////
|
|
|
|
|
|
//
|
|
// functions exported by the game subsystem, ie calls INTO the mod BY the engine
|
|
//
|
|
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, // (int restart);
|
|
|
|
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;
|
|
|