mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
866aa787cf
Update to ioquake3 revision 3306 from 1951 of the ioq3 Github repo via subversion. Over 4 years of changes.
968 lines
27 KiB
C
968 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:
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return botlib_export->aas.AAS_PointReachabilityAreaIndex( VMA(1) );
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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) ) );
|
|
|
|
case TRAP_ACOS:
|
|
return FloatAsInt( Q_acos( VMF(1) ) );
|
|
|
|
case TRAP_ASIN:
|
|
return FloatAsInt( Q_asin( 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 );
|
|
}
|
|
|