Reformat headers.

This commit is contained in:
Yamagi Burmeister 2011-10-15 09:00:10 +00:00
parent 9357548ed3
commit 3ebbe127d2
4 changed files with 1107 additions and 1175 deletions

View file

@ -1,75 +1,84 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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.
*
* 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.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* CTF specific stuff.
*
* =======================================================================
*/
#ifndef CTF_CTF_H
#define CTF_CTF_H
#define CTF_VERSION 1.52
#define CTF_VSTRING2(x) #x
#define CTF_VERSION 1.52
#define CTF_VSTRING2(x) # x
#define CTF_VSTRING(x) CTF_VSTRING2(x)
#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION)
#define CTF_STRING_VERSION CTF_VSTRING(CTF_VERSION)
#define STAT_CTF_TEAM1_PIC 17
#define STAT_CTF_TEAM1_CAPS 18
#define STAT_CTF_TEAM2_PIC 19
#define STAT_CTF_TEAM2_CAPS 20
#define STAT_CTF_FLAG_PIC 21
#define STAT_CTF_JOINED_TEAM1_PIC 22
#define STAT_CTF_JOINED_TEAM2_PIC 23
#define STAT_CTF_TEAM1_HEADER 24
#define STAT_CTF_TEAM2_HEADER 25
#define STAT_CTF_TECH 26
#define STAT_CTF_ID_VIEW 27
#define STAT_CTF_MATCH 28
#define STAT_CTF_ID_VIEW_COLOR 29
#define STAT_CTF_TEAMINFO 30
#define STAT_CTF_TEAM1_PIC 17
#define STAT_CTF_TEAM1_CAPS 18
#define STAT_CTF_TEAM2_PIC 19
#define STAT_CTF_TEAM2_CAPS 20
#define STAT_CTF_FLAG_PIC 21
#define STAT_CTF_JOINED_TEAM1_PIC 22
#define STAT_CTF_JOINED_TEAM2_PIC 23
#define STAT_CTF_TEAM1_HEADER 24
#define STAT_CTF_TEAM2_HEADER 25
#define STAT_CTF_TECH 26
#define STAT_CTF_ID_VIEW 27
#define STAT_CTF_MATCH 28
#define STAT_CTF_ID_VIEW_COLOR 29
#define STAT_CTF_TEAMINFO 30
#define CONFIG_CTF_MATCH (CS_AIRACCEL-1)
#define CONFIG_CTF_TEAMINFO (CS_AIRACCEL-2)
#define CONFIG_CTF_MATCH (CS_AIRACCEL - 1)
#define CONFIG_CTF_TEAMINFO (CS_AIRACCEL - 2)
typedef enum {
typedef enum
{
CTF_NOTEAM,
CTF_TEAM1,
CTF_TEAM2
} ctfteam_t;
typedef enum {
typedef enum
{
CTF_GRAPPLE_STATE_FLY,
CTF_GRAPPLE_STATE_PULL,
CTF_GRAPPLE_STATE_HANG
} ctfgrapplestate_t;
typedef struct ghost_s {
typedef struct ghost_s
{
char netname[16];
int number;
// stats
/* stats */
int deaths;
int kills;
int caps;
int basedef;
int carrierdef;
int code; // ghost code
int team; // team
int score; // frags at time of disconnect
int code; /* ghost code */
int team; /* team */
int score; /* frags at time of disconnect */
edict_t *ent;
} ghost_t;
@ -78,36 +87,36 @@ extern cvar_t *ctf;
#define CTF_TEAM1_SKIN "ctf_r"
#define CTF_TEAM2_SKIN "ctf_b"
#define DF_CTF_FORCEJOIN 131072
#define DF_ARMOR_PROTECT 262144
#define DF_CTF_NO_TECH 524288
#define DF_CTF_FORCEJOIN 131072
#define DF_ARMOR_PROTECT 262144
#define DF_CTF_NO_TECH 524288
#define CTF_CAPTURE_BONUS 15 // what you get for capture
#define CTF_TEAM_BONUS 10 // what your team gets for capture
#define CTF_RECOVERY_BONUS 1 // what you get for recovery
#define CTF_FLAG_BONUS 0 // what you get for picking up enemy flag
#define CTF_FRAG_CARRIER_BONUS 2 // what you get for fragging enemy flag carrier
#define CTF_FLAG_RETURN_TIME 40 // seconds until auto return
#define CTF_CAPTURE_BONUS 15 /* what you get for capture */
#define CTF_TEAM_BONUS 10 /* what your team gets for capture */
#define CTF_RECOVERY_BONUS 1 /* what you get for recovery */
#define CTF_FLAG_BONUS 0 /* what you get for picking up enemy flag */
#define CTF_FRAG_CARRIER_BONUS 2 /* what you get for fragging enemy flag carrier */
#define CTF_FLAG_RETURN_TIME 40 /* seconds until auto return */
#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 // bonus for fraggin someone who has recently hurt your flag carrier
#define CTF_CARRIER_PROTECT_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag carrier
#define CTF_FLAG_DEFENSE_BONUS 1 // bonus for fraggin someone while either you or your target are near your flag
#define CTF_RETURN_FLAG_ASSIST_BONUS 1 // awarded for returning a flag that causes a capture to happen almost immediately
#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 // award for fragging a flag carrier if a capture happens almost immediately
#define CTF_CARRIER_DANGER_PROTECT_BONUS 2 /* bonus for fraggin someone who has recently hurt your flag carrier */
#define CTF_CARRIER_PROTECT_BONUS 1 /* bonus for fraggin someone while either you or your target are near your flag carrier */
#define CTF_FLAG_DEFENSE_BONUS 1 /* bonus for fraggin someone while either you or your target are near your flag */
#define CTF_RETURN_FLAG_ASSIST_BONUS 1 /* awarded for returning a flag that causes a capture to happen almost immediately */
#define CTF_FRAG_CARRIER_ASSIST_BONUS 2 /* award for fragging a flag carrier if a capture happens almost immediately */
#define CTF_TARGET_PROTECT_RADIUS 400 // the radius around an object being defended where a target will be worth extra frags
#define CTF_ATTACKER_PROTECT_RADIUS 400 // the radius around an object being defended where an attacker will get extra frags when making kills
#define CTF_TARGET_PROTECT_RADIUS 400 /* the radius around an object being defended where a target will be worth extra frags */
#define CTF_ATTACKER_PROTECT_RADIUS 400 /* the radius around an object being defended where an attacker will get extra frags when making kills */
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
#define CTF_CARRIER_DANGER_PROTECT_TIMEOUT 8
#define CTF_FRAG_CARRIER_ASSIST_TIMEOUT 10
#define CTF_RETURN_FLAG_ASSIST_TIMEOUT 10
#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 // number of seconds before dropped flag auto-returns
#define CTF_AUTO_FLAG_RETURN_TIMEOUT 30 /* number of seconds before dropped flag auto-returns */
#define CTF_TECH_TIMEOUT 60 // seconds before techs spawn again
#define CTF_TECH_TIMEOUT 60 /* seconds before techs spawn again */
#define CTF_GRAPPLE_SPEED 650 // speed of grapple in flight
#define CTF_GRAPPLE_PULL_SPEED 650 // speed player is pulled at
#define CTF_GRAPPLE_SPEED 650 /* speed of grapple in flight */
#define CTF_GRAPPLE_PULL_SPEED 650 /* speed player is pulled at */
void CTFInit(void);
void CTFSpawn(void);
@ -120,31 +129,31 @@ char *CTFTeamName(int team);
char *CTFOtherTeamName(int team);
void CTFAssignSkin(edict_t *ent, char *s);
void CTFAssignTeam(gclient_t *who);
edict_t *SelectCTFSpawnPoint (edict_t *ent);
edict_t *SelectCTFSpawnPoint(edict_t *ent);
qboolean CTFPickup_Flag(edict_t *ent, edict_t *other);
void CTFDrop_Flag(edict_t *ent, gitem_t *item);
void CTFEffects(edict_t *player);
void CTFCalcScores(void);
void SetCTFStats(edict_t *ent);
void CTFDeadDropFlag(edict_t *self);
void CTFScoreboardMessage (edict_t *ent, edict_t *killer);
void CTFTeam_f (edict_t *ent);
void CTFID_f (edict_t *ent);
void CTFScoreboardMessage(edict_t *ent, edict_t *killer);
void CTFTeam_f(edict_t *ent);
void CTFID_f(edict_t *ent);
void CTFSay_Team(edict_t *who, char *msg);
void CTFFlagSetup (edict_t *ent);
void CTFFlagSetup(edict_t *ent);
void CTFResetFlag(int ctf_team);
void CTFFragBonuses(edict_t *targ, edict_t *inflictor, edict_t *attacker);
void CTFCheckHurtCarrier(edict_t *targ, edict_t *attacker);
// GRAPPLE
void CTFWeapon_Grapple (edict_t *ent);
/* GRAPPLE */
void CTFWeapon_Grapple(edict_t *ent);
void CTFPlayerResetGrapple(edict_t *ent);
void CTFGrapplePull(edict_t *self);
void CTFResetGrapple(edict_t *self);
//TECH
/* TECH */
gitem_t *CTFWhat_Tech(edict_t *ent);
qboolean CTFPickup_Tech (edict_t *ent, edict_t *other);
qboolean CTFPickup_Tech(edict_t *ent, edict_t *other);
void CTFDrop_Tech(edict_t *ent, gitem_t *item);
void CTFDeadDropTech(edict_t *ent);
void CTFSetupTechSpawn(void);
@ -177,8 +186,8 @@ void CTFPlayerList(edict_t *ent);
qboolean CTFCheckRules(void);
void SP_misc_ctf_banner (edict_t *ent);
void SP_misc_ctf_small_banner (edict_t *ent);
void SP_misc_ctf_banner(edict_t *ent);
void SP_misc_ctf_small_banner(edict_t *ent);
extern char *ctf_statusbar;
@ -188,8 +197,8 @@ void ChasePrev(edict_t *ent);
void CTFObserver(edict_t *ent);
void SP_trigger_teleport (edict_t *ent);
void SP_info_teleport_destination (edict_t *ent);
void SP_trigger_teleport(edict_t *ent);
void SP_info_teleport_destination(edict_t *ent);
void CTFSetPowerUpEffect(edict_t *ent, int def);

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@ -1,248 +1,215 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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.
*
* 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.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Here are the client, server and game are tied together.
*
* =======================================================================
*/
This program 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.
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*
* THIS FILE IS _VERY_ FRAGILE AND THERE'S NOTHING IN IT THAT CAN OR
* MUST BE CHANGED. IT'S MOST LIKELY A VERY GOOD IDEA TO CLOSE THE
* EDITOR NOW AND NEVER LOOK BACK. OTHERWISE YOU MAY SCREW UP EVERYTHING!
*
* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*/
#ifndef CTF_GAME_H
#define CTF_GAME_H
// game.h -- game dll information visible to server
#define GAME_API_VERSION 3
#define GAME_API_VERSION 3
// edict->svflags
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision
#define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision
//ZOID
#define SVF_PROJECTILE 0x00000008 // entity is simple projectile, used for network optimization
// if an entity is projectile, the model index/x/y/z/pitch/yaw are sent, encoded into
// seven (or eight) bytes. This is to speed up projectiles. Currently, only the
// hyperblaster makes use of this. use for items that are moving with a constant
// velocity that don't change direction or model
//ZOID
// edict->solid values
/* edict->svflags */
#define SVF_NOCLIENT 0x00000001 /* don't send entity to clients, even if it has effects */
#define SVF_DEADMONSTER 0x00000002 /* treat as CONTENTS_DEADMONSTER for collision */
#define SVF_MONSTER 0x00000004 /* treat as CONTENTS_MONSTER for collision */
#define SVF_PROJECTILE 0x00000008 /* entity is simple projectile, used for network optimization */
/* edict->solid values */
typedef enum
{
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // only touch when inside, after moving
SOLID_BBOX, // touch on edge
SOLID_BSP // bsp clip, touch on edge
SOLID_NOT, /* no interaction with other objects */
SOLID_TRIGGER, /* only touch when inside, after moving */
SOLID_BBOX, /* touch on edge */
SOLID_BSP /* bsp clip, touch on edge */
} solid_t;
//===============================================================
/* =============================================================== */
// link_t is only used for entity area links now
/* link_t is only used for entity area links now */
typedef struct link_s
{
struct link_s *prev, *next;
struct link_s *prev, *next;
} link_t;
#define MAX_ENT_CLUSTERS 16
#define MAX_ENT_CLUSTERS 16
typedef struct edict_s edict_t;
typedef struct gclient_s gclient_t;
#ifndef GAME_INCLUDE
struct gclient_s
{
player_state_t ps; // communicated by server to clients
int ping;
// the game dll can add anything it wants after
// this point in the structure
player_state_t ps; /* communicated by server to clients */
int ping;
/* the game dll can add anything it wants after */
/* this point in the structure */
};
struct edict_s
{
entity_state_t s;
struct gclient_s *client;
qboolean inuse;
int linkcount;
entity_state_t s;
struct gclient_s *client;
qboolean inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
link_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
link_t area; /* linked to a division node or leaf */
//================================
int num_clusters; /* if -1, use headnode instead */
int clusternums[MAX_ENT_CLUSTERS];
int headnode; /* unused if num_clusters != -1 */
int areanum, areanum2;
int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
/* ================================ */
// the game dll can add anything it wants after
// this point in the structure
int svflags; /* SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc */
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
};
#endif // GAME_INCLUDE
#endif /* GAME_INCLUDE */
//===============================================================
/* =============================================================== */
//
// functions provided by the main engine
//
/* functions provided by the main engine */
typedef struct
{
// special messages
void (*bprintf) (int printlevel, char *fmt, ...);
void (*dprintf) (char *fmt, ...);
void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...);
void (*centerprintf) (edict_t *ent, char *fmt, ...);
void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs);
void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs);
/* special messages */
void (*bprintf)(int printlevel, char *fmt, ...);
void (*dprintf)(char *fmt, ...);
void (*cprintf)(edict_t *ent, int printlevel, char *fmt, ...);
void (*centerprintf)(edict_t *ent, char *fmt, ...);
void (*sound)(edict_t *ent, int channel, int soundindex, float volume,
float attenuation, float timeofs);
void (*positioned_sound)(vec3_t origin, edict_t *ent, int channel,
int soundinedex, float volume, float attenuation, float timeofs);
// config strings hold all the index strings, the lightstyles,
// and misc data like the sky definition and cdtrack.
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
void (*configstring) (int num, char *string);
void (*configstring)(int num, char *string);
void (*error) (char *fmt, ...);
void (*error)(char *fmt, ...);
// the *index functions create configstrings and some internal server state
int (*modelindex) (char *name);
int (*soundindex) (char *name);
int (*imageindex) (char *name);
/* the *index functions create configstrings and some internal server state */
int (*modelindex)(char *name);
int (*soundindex)(char *name);
int (*imageindex)(char *name);
void (*setmodel) (edict_t *ent, char *name);
void (*setmodel)(edict_t *ent, char *name);
// collision detection
trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask);
int (*pointcontents) (vec3_t point);
qboolean (*inPVS) (vec3_t p1, vec3_t p2);
qboolean (*inPHS) (vec3_t p1, vec3_t p2);
void (*SetAreaPortalState) (int portalnum, qboolean open);
qboolean (*AreasConnected) (int area1, int area2);
/* collision detection */
trace_t (*trace)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end,
edict_t *passent, int contentmask);
int (*pointcontents)(vec3_t point);
qboolean (*inPVS)(vec3_t p1, vec3_t p2);
qboolean (*inPHS)(vec3_t p1, vec3_t p2);
void (*SetAreaPortalState)(int portalnum, qboolean open);
qboolean (*AreasConnected)(int area1, int area2);
// 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.
void (*linkentity) (edict_t *ent);
void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict
int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype);
void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction
void (*linkentity)(edict_t *ent);
void (*unlinkentity)(edict_t *ent); /* call before removing an interactive edict */
int (*BoxEdicts)(vec3_t mins, vec3_t maxs, edict_t **list, int maxcount,
int areatype);
void (*Pmove)(pmove_t *pmove); /* player movement code common with client prediction */
// network messaging
void (*multicast) (vec3_t origin, multicast_t to);
void (*unicast) (edict_t *ent, qboolean reliable);
void (*WriteChar) (int c);
void (*WriteByte) (int c);
void (*WriteShort) (int c);
void (*WriteLong) (int c);
void (*WriteFloat) (float f);
void (*WriteString) (char *s);
void (*WritePosition) (vec3_t pos); // some fractional bits
void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse
void (*WriteAngle) (float f);
/* network messaging */
void (*multicast)(vec3_t origin, multicast_t to);
void (*unicast)(edict_t *ent, qboolean reliable);
void (*WriteChar)(int c);
void (*WriteByte)(int c);
void (*WriteShort)(int c);
void (*WriteLong)(int c);
void (*WriteFloat)(float f);
void (*WriteString)(char *s);
void (*WritePosition)(vec3_t pos); /* some fractional bits */
void (*WriteDir)(vec3_t pos); /* single byte encoded, very coarse */
void (*WriteAngle)(float f);
// managed memory allocation
void *(*TagMalloc) (int size, int tag);
void (*TagFree) (void *block);
void (*FreeTags) (int tag);
/* managed memory allocation */
void *(*TagMalloc)(int size, int tag);
void (*TagFree)(void *block);
void (*FreeTags)(int tag);
// console variable interaction
cvar_t *(*cvar) (char *var_name, char *value, int flags);
cvar_t *(*cvar_set) (char *var_name, char *value);
cvar_t *(*cvar_forceset) (char *var_name, char *value);
/* console variable interaction */
cvar_t *(*cvar)(char *var_name, char *value, int flags);
cvar_t *(*cvar_set)(char *var_name, char *value);
cvar_t *(*cvar_forceset)(char *var_name, char *value);
// ClientCommand and ServerCommand parameter access
int (*argc) (void);
char *(*argv) (int n);
char *(*args) (void); // concatenation of all argv >= 1
/* ClientCommand and ServerCommand parameter access */
int (*argc)(void);
char *(*argv)(int n);
char *(*args)(void); /* concatenation of all argv >= 1 */
// add commands to the server console as if they were typed in
// for map changing, etc
void (*AddCommandString) (char *text);
void (*DebugGraph) (float value, int color);
void (*AddCommandString)(char *text);
void (*DebugGraph)(float value, int color);
} game_import_t;
//
// functions exported by the game subsystem
//
/* functions exported by the game subsystem */
typedef struct
{
int apiversion;
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) (void);
void (*Shutdown) (void);
void (*Init)(void);
void (*Shutdown)(void);
// each new level entered will cause a call to SpawnEntities
void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint);
/* each new level entered will cause a call to SpawnEntities */
void (*SpawnEntities)(char *mapname, char *entstring, char *spawnpoint);
// Read/Write Game is for storing persistant cross level information
// about the world state and the clients.
// WriteGame is called every time a level is exited.
// ReadGame is called on a loadgame.
void (*WriteGame) (char *filename, qboolean autosave);
void (*ReadGame) (char *filename);
void (*WriteGame)(char *filename, qboolean autosave);
void (*ReadGame)(char *filename);
void (*WriteLevel)(char *filename);
void (*ReadLevel)(char *filename);
// ReadLevel is called after the default map information has been
// loaded with SpawnEntities
void (*WriteLevel) (char *filename);
void (*ReadLevel) (char *filename);
qboolean (*ClientConnect)(edict_t *ent, char *userinfo);
void (*ClientBegin)(edict_t *ent);
void (*ClientUserinfoChanged)(edict_t *ent, char *userinfo);
void (*ClientDisconnect)(edict_t *ent);
void (*ClientCommand)(edict_t *ent);
void (*ClientThink)(edict_t *ent, usercmd_t *cmd);
qboolean (*ClientConnect) (edict_t *ent, char *userinfo);
void (*ClientBegin) (edict_t *ent);
void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo);
void (*ClientDisconnect) (edict_t *ent);
void (*ClientCommand) (edict_t *ent);
void (*ClientThink) (edict_t *ent, usercmd_t *cmd);
void (*RunFrame)(void);
void (*ServerCommand)(void);
void (*RunFrame) (void);
// ServerCommand will be called when an "sv <command>" command is issued on the
// server console.
// The game can issue gi.argc() / gi.argv() commands to get the rest
// of the parameters
void (*ServerCommand) (void);
//
// global variables shared between game and server
//
// The edict 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
struct edict_s *edicts;
int edict_size;
int num_edicts; // current number, <= max_edicts
int max_edicts;
/* global variables shared between game and server */
struct edict_s *edicts;
int edict_size;
int num_edicts; /* current number, <= max_edicts */
int max_edicts;
} game_export_t;
game_export_t *GetGameApi (game_import_t *import);
game_export_t *GetGameApi(game_import_t *import);
#endif /* CTF_GAME_H */

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@ -1,33 +1,41 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program 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.
*
* 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.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Header for the CTF ingame menu.
*
* =======================================================================
*/
#ifndef CTF_MENU_H
#define CTF_MENU_H
enum {
enum
{
PMENU_ALIGN_LEFT,
PMENU_ALIGN_CENTER,
PMENU_ALIGN_RIGHT
};
typedef struct pmenuhnd_s {
typedef struct pmenuhnd_s
{
struct pmenu_s *entries;
int cur;
int num;
@ -36,15 +44,23 @@ typedef struct pmenuhnd_s {
typedef void (*SelectFunc_t)(edict_t *ent, pmenuhnd_t *hnd);
typedef struct pmenu_s {
typedef struct pmenu_s
{
char *text;
int align;
SelectFunc_t SelectFunc;
} pmenu_t;
pmenuhnd_t *PMenu_Open(edict_t *ent, pmenu_t *entries, int cur, int num, void *arg);
pmenuhnd_t *PMenu_Open(edict_t *ent,
pmenu_t *entries,
int cur,
int num,
void *arg);
void PMenu_Close(edict_t *ent);
void PMenu_UpdateEntry(pmenu_t *entry, const char *text, int align, SelectFunc_t SelectFunc);
void PMenu_UpdateEntry(pmenu_t *entry,
const char *text,
int align,
SelectFunc_t SelectFunc);
void PMenu_Do_Update(edict_t *ent);
void PMenu_Update(edict_t *ent);
void PMenu_Next(edict_t *ent);