mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-12-15 14:50:58 +00:00
0081965385
Mostly whitespace changes. No bug fixes. Q3Rally doesn't change any botlib code so revert copyright in botlib headers that use to be in the Q3 SDK game source directory. MD3_MAX_* defines (besides MD3_MAX_LOD) are not used so revert to ioq3 values.
963 lines
27 KiB
C
963 lines
27 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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// sv_game.c -- interface to the game dll
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#include "server.h"
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#include "../botlib/botlib.h"
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botlib_export_t *botlib_export;
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// these functions must be used instead of pointer arithmetic, because
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// the game allocates gentities with private information after the server shared part
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int SV_NumForGentity( sharedEntity_t *ent ) {
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int num;
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num = ( (byte *)ent - (byte *)sv.gentities ) / sv.gentitySize;
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return num;
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}
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sharedEntity_t *SV_GentityNum( int num ) {
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sharedEntity_t *ent;
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ent = (sharedEntity_t *)((byte *)sv.gentities + sv.gentitySize*(num));
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return ent;
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}
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playerState_t *SV_GameClientNum( int num ) {
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playerState_t *ps;
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ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num));
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return ps;
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}
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svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ) {
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if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
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Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
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}
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return &sv.svEntities[ gEnt->s.number ];
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}
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sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
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int num;
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num = svEnt - sv.svEntities;
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return SV_GentityNum( num );
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}
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/*
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===============
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SV_GameSendServerCommand
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Sends a command string to a client
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===============
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*/
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void SV_GameSendServerCommand( int clientNum, const char *text ) {
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if ( clientNum == -1 ) {
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SV_SendServerCommand( NULL, "%s", text );
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} else {
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if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
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return;
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}
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SV_SendServerCommand( svs.clients + clientNum, "%s", text );
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}
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}
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/*
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===============
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SV_GameDropClient
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Disconnects the client with a message
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===============
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*/
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void SV_GameDropClient( int clientNum, const char *reason ) {
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if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
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return;
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}
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SV_DropClient( svs.clients + clientNum, reason );
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}
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/*
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=================
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SV_SetBrushModel
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sets mins and maxs for inline bmodels
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=================
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*/
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void SV_SetBrushModel( sharedEntity_t *ent, const char *name ) {
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clipHandle_t h;
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vec3_t mins, maxs;
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if (!name) {
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Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" );
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}
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if (name[0] != '*') {
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Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name );
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}
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ent->s.modelindex = atoi( name + 1 );
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h = CM_InlineModel( ent->s.modelindex );
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CM_ModelBounds( h, mins, maxs );
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VectorCopy (mins, ent->r.mins);
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VectorCopy (maxs, ent->r.maxs);
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ent->r.bmodel = qtrue;
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ent->r.contents = -1; // we don't know exactly what is in the brushes
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SV_LinkEntity( ent ); // FIXME: remove
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}
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/*
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=================
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SV_inPVS
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Also checks portalareas so that doors block sight
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=================
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*/
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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
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{
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int leafnum;
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int cluster;
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int area1, area2;
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byte *mask;
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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area1 = CM_LeafArea (leafnum);
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mask = CM_ClusterPVS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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area2 = CM_LeafArea (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return qfalse;
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if (!CM_AreasConnected (area1, area2))
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return qfalse; // a door blocks sight
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return qtrue;
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}
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/*
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=================
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SV_inPVSIgnorePortals
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Does NOT check portalareas
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=================
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*/
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qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
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{
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int leafnum;
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int cluster;
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byte *mask;
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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mask = CM_ClusterPVS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return qfalse;
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return qtrue;
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}
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/*
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========================
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SV_AdjustAreaPortalState
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========================
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*/
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void SV_AdjustAreaPortalState( sharedEntity_t *ent, qboolean open ) {
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svEntity_t *svEnt;
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svEnt = SV_SvEntityForGentity( ent );
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if ( svEnt->areanum2 == -1 ) {
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return;
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}
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CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
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}
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/*
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==================
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SV_EntityContact
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==================
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*/
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qboolean SV_EntityContact( vec3_t mins, vec3_t maxs, const sharedEntity_t *gEnt, int capsule ) {
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const float *origin, *angles;
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clipHandle_t ch;
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trace_t trace;
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// check for exact collision
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origin = gEnt->r.currentOrigin;
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angles = gEnt->r.currentAngles;
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ch = SV_ClipHandleForEntity( gEnt );
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CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
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ch, -1, origin, angles, capsule );
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return trace.startsolid;
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}
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/*
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===============
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SV_GetServerinfo
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===============
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*/
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void SV_GetServerinfo( char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
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}
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Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
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}
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/*
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===============
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SV_LocateGameData
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===============
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*/
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void SV_LocateGameData( sharedEntity_t *gEnts, int numGEntities, int sizeofGEntity_t,
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playerState_t *clients, int sizeofGameClient ) {
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sv.gentities = gEnts;
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sv.gentitySize = sizeofGEntity_t;
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sv.num_entities = numGEntities;
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sv.gameClients = clients;
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sv.gameClientSize = sizeofGameClient;
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}
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/*
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===============
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SV_GetUsercmd
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===============
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*/
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void SV_GetUsercmd( int clientNum, usercmd_t *cmd ) {
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if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
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Com_Error( ERR_DROP, "SV_GetUsercmd: bad clientNum:%i", clientNum );
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}
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*cmd = svs.clients[clientNum].lastUsercmd;
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}
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//==============================================
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static int FloatAsInt( float f ) {
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floatint_t fi;
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fi.f = f;
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return fi.i;
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}
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/*
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====================
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SV_GameSystemCalls
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The module is making a system call
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====================
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*/
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intptr_t SV_GameSystemCalls( intptr_t *args ) {
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switch( args[0] ) {
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case G_PRINT:
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Com_Printf( "%s", (const char*)VMA(1) );
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return 0;
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case G_ERROR:
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Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
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return 0;
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case G_MILLISECONDS:
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return Sys_Milliseconds();
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case G_CVAR_REGISTER:
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Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] );
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return 0;
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case G_CVAR_UPDATE:
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Cvar_Update( VMA(1) );
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return 0;
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case G_CVAR_SET:
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Cvar_SetSafe( (const char *)VMA(1), (const char *)VMA(2) );
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return 0;
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case G_CVAR_VARIABLE_INTEGER_VALUE:
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return Cvar_VariableIntegerValue( (const char *)VMA(1) );
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case G_CVAR_VARIABLE_STRING_BUFFER:
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Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
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return 0;
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case G_ARGC:
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return Cmd_Argc();
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case G_ARGV:
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Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
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return 0;
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case G_SEND_CONSOLE_COMMAND:
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Cbuf_ExecuteText( args[1], VMA(2) );
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return 0;
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case G_FS_FOPEN_FILE:
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return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
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case G_FS_READ:
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FS_Read( VMA(1), args[2], args[3] );
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return 0;
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case G_FS_WRITE:
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FS_Write( VMA(1), args[2], args[3] );
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return 0;
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case G_FS_FCLOSE_FILE:
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FS_FCloseFile( args[1] );
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return 0;
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case G_FS_GETFILELIST:
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return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );
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case G_FS_SEEK:
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return FS_Seek( args[1], args[2], args[3] );
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case G_LOCATE_GAME_DATA:
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SV_LocateGameData( VMA(1), args[2], args[3], VMA(4), args[5] );
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return 0;
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case G_DROP_CLIENT:
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SV_GameDropClient( args[1], VMA(2) );
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return 0;
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case G_SEND_SERVER_COMMAND:
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SV_GameSendServerCommand( args[1], VMA(2) );
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return 0;
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case G_LINKENTITY:
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SV_LinkEntity( VMA(1) );
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return 0;
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case G_UNLINKENTITY:
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SV_UnlinkEntity( VMA(1) );
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return 0;
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case G_ENTITIES_IN_BOX:
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return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] );
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case G_ENTITY_CONTACT:
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return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qfalse );
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case G_ENTITY_CONTACTCAPSULE:
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return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qtrue );
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case G_TRACE:
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SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
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return 0;
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case G_TRACECAPSULE:
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SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
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return 0;
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case G_POINT_CONTENTS:
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return SV_PointContents( VMA(1), args[2] );
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case G_SET_BRUSH_MODEL:
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SV_SetBrushModel( VMA(1), VMA(2) );
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return 0;
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case G_IN_PVS:
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return SV_inPVS( VMA(1), VMA(2) );
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case G_IN_PVS_IGNORE_PORTALS:
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return SV_inPVSIgnorePortals( VMA(1), VMA(2) );
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case G_SET_CONFIGSTRING:
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SV_SetConfigstring( args[1], VMA(2) );
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return 0;
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case G_GET_CONFIGSTRING:
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SV_GetConfigstring( args[1], VMA(2), args[3] );
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return 0;
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case G_SET_USERINFO:
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SV_SetUserinfo( args[1], VMA(2) );
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return 0;
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case G_GET_USERINFO:
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SV_GetUserinfo( args[1], VMA(2), args[3] );
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return 0;
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case G_GET_SERVERINFO:
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SV_GetServerinfo( VMA(1), args[2] );
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return 0;
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case G_ADJUST_AREA_PORTAL_STATE:
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SV_AdjustAreaPortalState( VMA(1), args[2] );
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return 0;
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case G_AREAS_CONNECTED:
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return CM_AreasConnected( args[1], args[2] );
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case G_BOT_ALLOCATE_CLIENT:
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return SV_BotAllocateClient();
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case G_BOT_FREE_CLIENT:
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SV_BotFreeClient( args[1] );
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return 0;
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case G_GET_USERCMD:
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SV_GetUsercmd( args[1], VMA(2) );
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return 0;
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case G_GET_ENTITY_TOKEN:
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{
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const char *s;
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s = COM_Parse( &sv.entityParsePoint );
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Q_strncpyz( VMA(1), s, args[2] );
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if ( !sv.entityParsePoint && !s[0] ) {
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return qfalse;
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} else {
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return qtrue;
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}
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}
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case G_DEBUG_POLYGON_CREATE:
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return BotImport_DebugPolygonCreate( args[1], args[2], VMA(3) );
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case G_DEBUG_POLYGON_DELETE:
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BotImport_DebugPolygonDelete( args[1] );
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return 0;
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case G_REAL_TIME:
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return Com_RealTime( VMA(1) );
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case G_SNAPVECTOR:
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Q_SnapVector(VMA(1));
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return 0;
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//====================================
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case BOTLIB_SETUP:
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return SV_BotLibSetup();
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case BOTLIB_SHUTDOWN:
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return SV_BotLibShutdown();
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case BOTLIB_LIBVAR_SET:
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return botlib_export->BotLibVarSet( VMA(1), VMA(2) );
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case BOTLIB_LIBVAR_GET:
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return botlib_export->BotLibVarGet( VMA(1), VMA(2), args[3] );
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case BOTLIB_PC_ADD_GLOBAL_DEFINE:
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return botlib_export->PC_AddGlobalDefine( VMA(1) );
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case BOTLIB_PC_LOAD_SOURCE:
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return botlib_export->PC_LoadSourceHandle( VMA(1) );
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case BOTLIB_PC_FREE_SOURCE:
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return botlib_export->PC_FreeSourceHandle( args[1] );
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case BOTLIB_PC_READ_TOKEN:
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return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
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case BOTLIB_PC_SOURCE_FILE_AND_LINE:
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return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
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case BOTLIB_START_FRAME:
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return botlib_export->BotLibStartFrame( VMF(1) );
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case BOTLIB_LOAD_MAP:
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return botlib_export->BotLibLoadMap( VMA(1) );
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case BOTLIB_UPDATENTITY:
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return botlib_export->BotLibUpdateEntity( args[1], VMA(2) );
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case BOTLIB_TEST:
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return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) );
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case BOTLIB_GET_SNAPSHOT_ENTITY:
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return SV_BotGetSnapshotEntity( args[1], args[2] );
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case BOTLIB_GET_CONSOLE_MESSAGE:
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return SV_BotGetConsoleMessage( args[1], VMA(2), args[3] );
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case BOTLIB_USER_COMMAND:
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{
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int clientNum = args[1];
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if ( clientNum >= 0 && clientNum < sv_maxclients->integer ) {
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SV_ClientThink( &svs.clients[clientNum], VMA(2) );
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}
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}
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return 0;
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case BOTLIB_AAS_BBOX_AREAS:
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return botlib_export->aas.AAS_BBoxAreas( VMA(1), VMA(2), VMA(3), args[4] );
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case BOTLIB_AAS_AREA_INFO:
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return botlib_export->aas.AAS_AreaInfo( args[1], VMA(2) );
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case BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL:
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return botlib_export->aas.AAS_AlternativeRouteGoals( VMA(1), args[2], VMA(3), args[4], args[5], VMA(6), args[7], args[8] );
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case BOTLIB_AAS_ENTITY_INFO:
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botlib_export->aas.AAS_EntityInfo( args[1], VMA(2) );
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return 0;
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case BOTLIB_AAS_INITIALIZED:
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return botlib_export->aas.AAS_Initialized();
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case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
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botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], VMA(2), VMA(3) );
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return 0;
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case BOTLIB_AAS_TIME:
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return FloatAsInt( botlib_export->aas.AAS_Time() );
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case BOTLIB_AAS_POINT_AREA_NUM:
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return botlib_export->aas.AAS_PointAreaNum( VMA(1) );
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case BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX:
|
|
return botlib_export->aas.AAS_PointReachabilityAreaIndex( VMA(1) );
|
|
case BOTLIB_AAS_TRACE_AREAS:
|
|
return botlib_export->aas.AAS_TraceAreas( VMA(1), VMA(2), VMA(3), VMA(4), args[5] );
|
|
|
|
case BOTLIB_AAS_POINT_CONTENTS:
|
|
return botlib_export->aas.AAS_PointContents( VMA(1) );
|
|
case BOTLIB_AAS_NEXT_BSP_ENTITY:
|
|
return botlib_export->aas.AAS_NextBSPEntity( args[1] );
|
|
case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
|
|
return botlib_export->aas.AAS_ValueForBSPEpairKey( args[1], VMA(2), VMA(3), args[4] );
|
|
case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
|
|
return botlib_export->aas.AAS_VectorForBSPEpairKey( args[1], VMA(2), VMA(3) );
|
|
case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
|
|
return botlib_export->aas.AAS_FloatForBSPEpairKey( args[1], VMA(2), VMA(3) );
|
|
case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
|
|
return botlib_export->aas.AAS_IntForBSPEpairKey( args[1], VMA(2), VMA(3) );
|
|
|
|
case BOTLIB_AAS_AREA_REACHABILITY:
|
|
return botlib_export->aas.AAS_AreaReachability( args[1] );
|
|
|
|
case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
|
|
return botlib_export->aas.AAS_AreaTravelTimeToGoalArea( args[1], VMA(2), args[3], args[4] );
|
|
case BOTLIB_AAS_ENABLE_ROUTING_AREA:
|
|
return botlib_export->aas.AAS_EnableRoutingArea( args[1], args[2] );
|
|
case BOTLIB_AAS_PREDICT_ROUTE:
|
|
return botlib_export->aas.AAS_PredictRoute( VMA(1), args[2], VMA(3), args[4], args[5], args[6], args[7], args[8], args[9], args[10], args[11] );
|
|
|
|
case BOTLIB_AAS_SWIMMING:
|
|
return botlib_export->aas.AAS_Swimming( VMA(1) );
|
|
case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
|
|
return botlib_export->aas.AAS_PredictClientMovement( VMA(1), args[2], VMA(3), args[4], args[5],
|
|
VMA(6), VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13] );
|
|
|
|
case BOTLIB_EA_SAY:
|
|
botlib_export->ea.EA_Say( args[1], VMA(2) );
|
|
return 0;
|
|
case BOTLIB_EA_SAY_TEAM:
|
|
botlib_export->ea.EA_SayTeam( args[1], VMA(2) );
|
|
return 0;
|
|
case BOTLIB_EA_COMMAND:
|
|
botlib_export->ea.EA_Command( args[1], VMA(2) );
|
|
return 0;
|
|
|
|
case BOTLIB_EA_ACTION:
|
|
botlib_export->ea.EA_Action( args[1], args[2] );
|
|
return 0;
|
|
case BOTLIB_EA_GESTURE:
|
|
botlib_export->ea.EA_Gesture( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_TALK:
|
|
botlib_export->ea.EA_Talk( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_ATTACK:
|
|
botlib_export->ea.EA_Attack( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_USE:
|
|
botlib_export->ea.EA_Use( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_RESPAWN:
|
|
botlib_export->ea.EA_Respawn( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_CROUCH:
|
|
botlib_export->ea.EA_Crouch( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_UP:
|
|
botlib_export->ea.EA_MoveUp( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_DOWN:
|
|
botlib_export->ea.EA_MoveDown( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_FORWARD:
|
|
botlib_export->ea.EA_MoveForward( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_BACK:
|
|
botlib_export->ea.EA_MoveBack( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_LEFT:
|
|
botlib_export->ea.EA_MoveLeft( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE_RIGHT:
|
|
botlib_export->ea.EA_MoveRight( args[1] );
|
|
return 0;
|
|
|
|
case BOTLIB_EA_SELECT_WEAPON:
|
|
botlib_export->ea.EA_SelectWeapon( args[1], args[2] );
|
|
return 0;
|
|
case BOTLIB_EA_JUMP:
|
|
botlib_export->ea.EA_Jump( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_DELAYED_JUMP:
|
|
botlib_export->ea.EA_DelayedJump( args[1] );
|
|
return 0;
|
|
case BOTLIB_EA_MOVE:
|
|
botlib_export->ea.EA_Move( args[1], VMA(2), VMF(3) );
|
|
return 0;
|
|
case BOTLIB_EA_VIEW:
|
|
botlib_export->ea.EA_View( args[1], VMA(2) );
|
|
return 0;
|
|
|
|
case BOTLIB_EA_END_REGULAR:
|
|
botlib_export->ea.EA_EndRegular( args[1], VMF(2) );
|
|
return 0;
|
|
case BOTLIB_EA_GET_INPUT:
|
|
botlib_export->ea.EA_GetInput( args[1], VMF(2), VMA(3) );
|
|
return 0;
|
|
case BOTLIB_EA_RESET_INPUT:
|
|
botlib_export->ea.EA_ResetInput( args[1] );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_LOAD_CHARACTER:
|
|
return botlib_export->ai.BotLoadCharacter( VMA(1), VMF(2) );
|
|
case BOTLIB_AI_FREE_CHARACTER:
|
|
botlib_export->ai.BotFreeCharacter( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_CHARACTERISTIC_FLOAT:
|
|
return FloatAsInt( botlib_export->ai.Characteristic_Float( args[1], args[2] ) );
|
|
case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
|
|
return FloatAsInt( botlib_export->ai.Characteristic_BFloat( args[1], args[2], VMF(3), VMF(4) ) );
|
|
case BOTLIB_AI_CHARACTERISTIC_INTEGER:
|
|
return botlib_export->ai.Characteristic_Integer( args[1], args[2] );
|
|
case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
|
|
return botlib_export->ai.Characteristic_BInteger( args[1], args[2], args[3], args[4] );
|
|
case BOTLIB_AI_CHARACTERISTIC_STRING:
|
|
botlib_export->ai.Characteristic_String( args[1], args[2], VMA(3), args[4] );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_ALLOC_CHAT_STATE:
|
|
return botlib_export->ai.BotAllocChatState();
|
|
case BOTLIB_AI_FREE_CHAT_STATE:
|
|
botlib_export->ai.BotFreeChatState( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
|
|
botlib_export->ai.BotQueueConsoleMessage( args[1], args[2], VMA(3) );
|
|
return 0;
|
|
case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
|
|
botlib_export->ai.BotRemoveConsoleMessage( args[1], args[2] );
|
|
return 0;
|
|
case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
|
|
return botlib_export->ai.BotNextConsoleMessage( args[1], VMA(2) );
|
|
case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
|
|
return botlib_export->ai.BotNumConsoleMessages( args[1] );
|
|
case BOTLIB_AI_INITIAL_CHAT:
|
|
botlib_export->ai.BotInitialChat( args[1], VMA(2), args[3], VMA(4), VMA(5), VMA(6), VMA(7), VMA(8), VMA(9), VMA(10), VMA(11) );
|
|
return 0;
|
|
case BOTLIB_AI_NUM_INITIAL_CHATS:
|
|
return botlib_export->ai.BotNumInitialChats( args[1], VMA(2) );
|
|
case BOTLIB_AI_REPLY_CHAT:
|
|
return botlib_export->ai.BotReplyChat( args[1], VMA(2), args[3], args[4], VMA(5), VMA(6), VMA(7), VMA(8), VMA(9), VMA(10), VMA(11), VMA(12) );
|
|
case BOTLIB_AI_CHAT_LENGTH:
|
|
return botlib_export->ai.BotChatLength( args[1] );
|
|
case BOTLIB_AI_ENTER_CHAT:
|
|
botlib_export->ai.BotEnterChat( args[1], args[2], args[3] );
|
|
return 0;
|
|
case BOTLIB_AI_GET_CHAT_MESSAGE:
|
|
botlib_export->ai.BotGetChatMessage( args[1], VMA(2), args[3] );
|
|
return 0;
|
|
case BOTLIB_AI_STRING_CONTAINS:
|
|
return botlib_export->ai.StringContains( VMA(1), VMA(2), args[3] );
|
|
case BOTLIB_AI_FIND_MATCH:
|
|
return botlib_export->ai.BotFindMatch( VMA(1), VMA(2), args[3] );
|
|
case BOTLIB_AI_MATCH_VARIABLE:
|
|
botlib_export->ai.BotMatchVariable( VMA(1), args[2], VMA(3), args[4] );
|
|
return 0;
|
|
case BOTLIB_AI_UNIFY_WHITE_SPACES:
|
|
botlib_export->ai.UnifyWhiteSpaces( VMA(1) );
|
|
return 0;
|
|
case BOTLIB_AI_REPLACE_SYNONYMS:
|
|
botlib_export->ai.BotReplaceSynonyms( VMA(1), args[2] );
|
|
return 0;
|
|
case BOTLIB_AI_LOAD_CHAT_FILE:
|
|
return botlib_export->ai.BotLoadChatFile( args[1], VMA(2), VMA(3) );
|
|
case BOTLIB_AI_SET_CHAT_GENDER:
|
|
botlib_export->ai.BotSetChatGender( args[1], args[2] );
|
|
return 0;
|
|
case BOTLIB_AI_SET_CHAT_NAME:
|
|
botlib_export->ai.BotSetChatName( args[1], VMA(2), args[3] );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_RESET_GOAL_STATE:
|
|
botlib_export->ai.BotResetGoalState( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_RESET_AVOID_GOALS:
|
|
botlib_export->ai.BotResetAvoidGoals( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
|
|
botlib_export->ai.BotRemoveFromAvoidGoals( args[1], args[2] );
|
|
return 0;
|
|
case BOTLIB_AI_PUSH_GOAL:
|
|
botlib_export->ai.BotPushGoal( args[1], VMA(2) );
|
|
return 0;
|
|
case BOTLIB_AI_POP_GOAL:
|
|
botlib_export->ai.BotPopGoal( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_EMPTY_GOAL_STACK:
|
|
botlib_export->ai.BotEmptyGoalStack( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_DUMP_AVOID_GOALS:
|
|
botlib_export->ai.BotDumpAvoidGoals( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_DUMP_GOAL_STACK:
|
|
botlib_export->ai.BotDumpGoalStack( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_GOAL_NAME:
|
|
botlib_export->ai.BotGoalName( args[1], VMA(2), args[3] );
|
|
return 0;
|
|
case BOTLIB_AI_GET_TOP_GOAL:
|
|
return botlib_export->ai.BotGetTopGoal( args[1], VMA(2) );
|
|
case BOTLIB_AI_GET_SECOND_GOAL:
|
|
return botlib_export->ai.BotGetSecondGoal( args[1], VMA(2) );
|
|
case BOTLIB_AI_CHOOSE_LTG_ITEM:
|
|
return botlib_export->ai.BotChooseLTGItem( args[1], VMA(2), VMA(3), args[4] );
|
|
case BOTLIB_AI_CHOOSE_NBG_ITEM:
|
|
return botlib_export->ai.BotChooseNBGItem( args[1], VMA(2), VMA(3), args[4], VMA(5), VMF(6) );
|
|
case BOTLIB_AI_TOUCHING_GOAL:
|
|
return botlib_export->ai.BotTouchingGoal( VMA(1), VMA(2) );
|
|
case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
|
|
return botlib_export->ai.BotItemGoalInVisButNotVisible( args[1], VMA(2), VMA(3), VMA(4) );
|
|
case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
|
|
return botlib_export->ai.BotGetLevelItemGoal( args[1], VMA(2), VMA(3) );
|
|
case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
|
|
return botlib_export->ai.BotGetNextCampSpotGoal( args[1], VMA(2) );
|
|
case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
|
|
return botlib_export->ai.BotGetMapLocationGoal( VMA(1), VMA(2) );
|
|
case BOTLIB_AI_AVOID_GOAL_TIME:
|
|
return FloatAsInt( botlib_export->ai.BotAvoidGoalTime( args[1], args[2] ) );
|
|
case BOTLIB_AI_SET_AVOID_GOAL_TIME:
|
|
botlib_export->ai.BotSetAvoidGoalTime( args[1], args[2], VMF(3));
|
|
return 0;
|
|
case BOTLIB_AI_INIT_LEVEL_ITEMS:
|
|
botlib_export->ai.BotInitLevelItems();
|
|
return 0;
|
|
case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
|
|
botlib_export->ai.BotUpdateEntityItems();
|
|
return 0;
|
|
case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
|
|
return botlib_export->ai.BotLoadItemWeights( args[1], VMA(2) );
|
|
case BOTLIB_AI_FREE_ITEM_WEIGHTS:
|
|
botlib_export->ai.BotFreeItemWeights( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
|
|
botlib_export->ai.BotInterbreedGoalFuzzyLogic( args[1], args[2], args[3] );
|
|
return 0;
|
|
case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
|
|
botlib_export->ai.BotSaveGoalFuzzyLogic( args[1], VMA(2) );
|
|
return 0;
|
|
case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
|
|
botlib_export->ai.BotMutateGoalFuzzyLogic( args[1], VMF(2) );
|
|
return 0;
|
|
case BOTLIB_AI_ALLOC_GOAL_STATE:
|
|
return botlib_export->ai.BotAllocGoalState( args[1] );
|
|
case BOTLIB_AI_FREE_GOAL_STATE:
|
|
botlib_export->ai.BotFreeGoalState( args[1] );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_RESET_MOVE_STATE:
|
|
botlib_export->ai.BotResetMoveState( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_ADD_AVOID_SPOT:
|
|
botlib_export->ai.BotAddAvoidSpot( args[1], VMA(2), VMF(3), args[4] );
|
|
return 0;
|
|
case BOTLIB_AI_MOVE_TO_GOAL:
|
|
botlib_export->ai.BotMoveToGoal( VMA(1), args[2], VMA(3), args[4] );
|
|
return 0;
|
|
case BOTLIB_AI_MOVE_IN_DIRECTION:
|
|
return botlib_export->ai.BotMoveInDirection( args[1], VMA(2), VMF(3), args[4] );
|
|
case BOTLIB_AI_RESET_AVOID_REACH:
|
|
botlib_export->ai.BotResetAvoidReach( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_RESET_LAST_AVOID_REACH:
|
|
botlib_export->ai.BotResetLastAvoidReach( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_REACHABILITY_AREA:
|
|
return botlib_export->ai.BotReachabilityArea( VMA(1), args[2] );
|
|
case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
|
|
return botlib_export->ai.BotMovementViewTarget( args[1], VMA(2), args[3], VMF(4), VMA(5) );
|
|
case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
|
|
return botlib_export->ai.BotPredictVisiblePosition( VMA(1), args[2], VMA(3), args[4], VMA(5) );
|
|
case BOTLIB_AI_ALLOC_MOVE_STATE:
|
|
return botlib_export->ai.BotAllocMoveState();
|
|
case BOTLIB_AI_FREE_MOVE_STATE:
|
|
botlib_export->ai.BotFreeMoveState( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_INIT_MOVE_STATE:
|
|
botlib_export->ai.BotInitMoveState( args[1], VMA(2) );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
|
|
return botlib_export->ai.BotChooseBestFightWeapon( args[1], VMA(2) );
|
|
case BOTLIB_AI_GET_WEAPON_INFO:
|
|
botlib_export->ai.BotGetWeaponInfo( args[1], args[2], VMA(3) );
|
|
return 0;
|
|
case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
|
|
return botlib_export->ai.BotLoadWeaponWeights( args[1], VMA(2) );
|
|
case BOTLIB_AI_ALLOC_WEAPON_STATE:
|
|
return botlib_export->ai.BotAllocWeaponState();
|
|
case BOTLIB_AI_FREE_WEAPON_STATE:
|
|
botlib_export->ai.BotFreeWeaponState( args[1] );
|
|
return 0;
|
|
case BOTLIB_AI_RESET_WEAPON_STATE:
|
|
botlib_export->ai.BotResetWeaponState( args[1] );
|
|
return 0;
|
|
|
|
case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
|
|
return botlib_export->ai.GeneticParentsAndChildSelection(args[1], VMA(2), VMA(3), VMA(4), VMA(5));
|
|
|
|
case TRAP_MEMSET:
|
|
Com_Memset( VMA(1), args[2], args[3] );
|
|
return 0;
|
|
|
|
case TRAP_MEMCPY:
|
|
Com_Memcpy( VMA(1), VMA(2), args[3] );
|
|
return 0;
|
|
|
|
case TRAP_STRNCPY:
|
|
strncpy( VMA(1), VMA(2), args[3] );
|
|
return args[1];
|
|
|
|
case TRAP_SIN:
|
|
return FloatAsInt( sin( VMF(1) ) );
|
|
|
|
case TRAP_COS:
|
|
return FloatAsInt( cos( VMF(1) ) );
|
|
|
|
case TRAP_ATAN2:
|
|
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
|
|
|
|
case TRAP_SQRT:
|
|
return FloatAsInt( sqrt( VMF(1) ) );
|
|
|
|
case TRAP_MATRIXMULTIPLY:
|
|
MatrixMultiply( VMA(1), VMA(2), VMA(3) );
|
|
return 0;
|
|
|
|
case TRAP_ANGLEVECTORS:
|
|
AngleVectors( VMA(1), VMA(2), VMA(3), VMA(4) );
|
|
return 0;
|
|
|
|
case TRAP_PERPENDICULARVECTOR:
|
|
PerpendicularVector( VMA(1), VMA(2) );
|
|
return 0;
|
|
|
|
case TRAP_FLOOR:
|
|
return FloatAsInt( floor( VMF(1) ) );
|
|
|
|
case TRAP_CEIL:
|
|
return FloatAsInt( ceil( VMF(1) ) );
|
|
|
|
|
|
default:
|
|
Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_ShutdownGameProgs
|
|
|
|
Called every time a map changes
|
|
===============
|
|
*/
|
|
void SV_ShutdownGameProgs( void ) {
|
|
if ( !gvm ) {
|
|
return;
|
|
}
|
|
VM_Call( gvm, GAME_SHUTDOWN, qfalse );
|
|
VM_Free( gvm );
|
|
gvm = NULL;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_InitGameVM
|
|
|
|
Called for both a full init and a restart
|
|
==================
|
|
*/
|
|
static void SV_InitGameVM( qboolean restart ) {
|
|
int i;
|
|
|
|
// start the entity parsing at the beginning
|
|
sv.entityParsePoint = CM_EntityString();
|
|
|
|
// clear all gentity pointers that might still be set from
|
|
// a previous level
|
|
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
|
|
// now done before GAME_INIT call
|
|
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
|
|
svs.clients[i].gentity = NULL;
|
|
}
|
|
|
|
// use the current msec count for a random seed
|
|
// init for this gamestate
|
|
VM_Call (gvm, GAME_INIT, sv.time, Com_Milliseconds(), restart);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
SV_RestartGameProgs
|
|
|
|
Called on a map_restart, but not on a normal map change
|
|
===================
|
|
*/
|
|
void SV_RestartGameProgs( void ) {
|
|
if ( !gvm ) {
|
|
return;
|
|
}
|
|
VM_Call( gvm, GAME_SHUTDOWN, qtrue );
|
|
|
|
// do a restart instead of a free
|
|
gvm = VM_Restart(gvm, qtrue);
|
|
if ( !gvm ) {
|
|
Com_Error( ERR_FATAL, "VM_Restart on game failed" );
|
|
}
|
|
|
|
SV_InitGameVM( qtrue );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_InitGameProgs
|
|
|
|
Called on a normal map change, not on a map_restart
|
|
===============
|
|
*/
|
|
void SV_InitGameProgs( void ) {
|
|
cvar_t *var;
|
|
//FIXME these are temp while I make bots run in vm
|
|
extern int bot_enable;
|
|
|
|
var = Cvar_Get( "bot_enable", "1", CVAR_LATCH );
|
|
if ( var ) {
|
|
bot_enable = var->integer;
|
|
}
|
|
else {
|
|
bot_enable = 0;
|
|
}
|
|
|
|
// load the dll or bytecode
|
|
gvm = VM_Create( "qagame", SV_GameSystemCalls, Cvar_VariableValue( "vm_game" ) );
|
|
if ( !gvm ) {
|
|
Com_Error( ERR_FATAL, "VM_Create on game failed" );
|
|
}
|
|
|
|
SV_InitGameVM( qfalse );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
SV_GameCommand
|
|
|
|
See if the current console command is claimed by the game
|
|
====================
|
|
*/
|
|
qboolean SV_GameCommand( void ) {
|
|
if ( sv.state != SS_GAME ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return VM_Call( gvm, GAME_CONSOLE_COMMAND );
|
|
}
|
|
|