/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // sv_game.c -- interface to the game dll #include "server.h" #include "../game/botlib.h" botlib_export_t *botlib_export; void SV_GameError( const char *string ) { Com_Error( ERR_DROP, "%s", string ); } void SV_GamePrint( const char *string ) { Com_Printf( "%s", string ); } // these functions must be used instead of pointer arithmetic, because // the game allocates gentities with private information after the server shared part int SV_NumForGentity( sharedEntity_t *ent ) { int num; num = ( (byte *)ent - (byte *)sv.gentities ) / sv.gentitySize; return num; } sharedEntity_t *SV_GentityNum( int num ) { sharedEntity_t *ent; ent = (sharedEntity_t *)((byte *)sv.gentities + sv.gentitySize*(num)); return ent; } playerState_t *SV_GameClientNum( int num ) { playerState_t *ps; ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num)); return ps; } svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ) { if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) { Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); } return &sv.svEntities[ gEnt->s.number ]; } sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) { int num; num = svEnt - sv.svEntities; return SV_GentityNum( num ); } /* =============== SV_GameSendServerCommand Sends a command string to a client =============== */ void SV_GameSendServerCommand( int clientNum, const char *text ) { if ( clientNum == -1 ) { SV_SendServerCommand( NULL, "%s", text ); } else { if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { return; } SV_SendServerCommand( svs.clients + clientNum, "%s", text ); } } /* =============== SV_GameDropClient Disconnects the client with a message =============== */ void SV_GameDropClient( int clientNum, const char *reason ) { if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { return; } SV_DropClient( svs.clients + clientNum, reason ); } /* ================= SV_SetBrushModel sets mins and maxs for inline bmodels ================= */ void SV_SetBrushModel( sharedEntity_t *ent, const char *name ) { clipHandle_t h; vec3_t mins, maxs; if (!name) { Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" ); } if (name[0] != '*') { Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name ); } ent->s.modelindex = atoi( name + 1 ); h = CM_InlineModel( ent->s.modelindex ); CM_ModelBounds( h, mins, maxs ); VectorCopy (mins, ent->r.mins); VectorCopy (maxs, ent->r.maxs); ent->r.bmodel = qtrue; ent->r.contents = -1; // we don't know exactly what is in the brushes SV_LinkEntity( ent ); // FIXME: remove } /* ================= SV_inPVS Also checks portalareas so that doors block sight ================= */ qboolean SV_inPVS (const vec3_t p1, const vec3_t p2) { int leafnum; int cluster; int area1, area2; byte *mask; leafnum = CM_PointLeafnum (p1); cluster = CM_LeafCluster (leafnum); area1 = CM_LeafArea (leafnum); mask = CM_ClusterPVS (cluster); leafnum = CM_PointLeafnum (p2); cluster = CM_LeafCluster (leafnum); area2 = CM_LeafArea (leafnum); if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) return qfalse; if (!CM_AreasConnected (area1, area2)) return qfalse; // a door blocks sight return qtrue; } /* ================= SV_inPVSIgnorePortals Does NOT check portalareas ================= */ qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2) { int leafnum; int cluster; int area1, area2; byte *mask; leafnum = CM_PointLeafnum (p1); cluster = CM_LeafCluster (leafnum); area1 = CM_LeafArea (leafnum); mask = CM_ClusterPVS (cluster); leafnum = CM_PointLeafnum (p2); cluster = CM_LeafCluster (leafnum); area2 = CM_LeafArea (leafnum); if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) return qfalse; return qtrue; } /* ======================== SV_AdjustAreaPortalState ======================== */ void SV_AdjustAreaPortalState( sharedEntity_t *ent, qboolean open ) { svEntity_t *svEnt; svEnt = SV_SvEntityForGentity( ent ); if ( svEnt->areanum2 == -1 ) { return; } CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open ); } /* ================== SV_GameAreaEntities ================== */ qboolean SV_EntityContact( vec3_t mins, vec3_t maxs, const sharedEntity_t *gEnt, int capsule ) { const float *origin, *angles; clipHandle_t ch; trace_t trace; // check for exact collision origin = gEnt->r.currentOrigin; angles = gEnt->r.currentAngles; ch = SV_ClipHandleForEntity( gEnt ); CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs, ch, -1, origin, angles, capsule ); return trace.startsolid; } /* =============== SV_GetServerinfo =============== */ void SV_GetServerinfo( char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize ); } Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize ); } /* =============== SV_LocateGameData =============== */ void SV_LocateGameData( sharedEntity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *clients, int sizeofGameClient ) { sv.gentities = gEnts; sv.gentitySize = sizeofGEntity_t; sv.num_entities = numGEntities; sv.gameClients = clients; sv.gameClientSize = sizeofGameClient; } /* =============== SV_GetUsercmd =============== */ void SV_GetUsercmd( int clientNum, usercmd_t *cmd ) { if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) { Com_Error( ERR_DROP, "SV_GetUsercmd: bad clientNum:%i", clientNum ); } *cmd = svs.clients[clientNum].lastUsercmd; } //============================================== static int FloatAsInt( float f ) { union { int i; float f; } temp; temp.f = f; return temp.i; } /* ==================== SV_GameSystemCalls The module is making a system call ==================== */ //rcg010207 - see my comments in VM_DllSyscall(), in qcommon/vm.c ... #if ((defined __linux__) && (defined __powerpc__)) #define VMA(x) ((void *) args[x]) #else #define VMA(x) VM_ArgPtr(args[x]) #endif #define VMF(x) ((float *)args)[x] int SV_GameSystemCalls( int *args ) { switch( args[0] ) { case G_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case G_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case G_MILLISECONDS: return Sys_Milliseconds(); case G_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case G_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case G_CVAR_SET: Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) ); return 0; case G_CVAR_VARIABLE_INTEGER_VALUE: return Cvar_VariableIntegerValue( (const char *)VMA(1) ); case G_CVAR_VARIABLE_STRING_BUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case G_ARGC: return Cmd_Argc(); case G_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case G_SEND_CONSOLE_COMMAND: Cbuf_ExecuteText( args[1], VMA(2) ); return 0; case G_FS_FOPEN_FILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case G_FS_READ: FS_Read2( VMA(1), args[2], args[3] ); return 0; case G_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case G_FS_FCLOSE_FILE: FS_FCloseFile( args[1] ); return 0; case G_FS_GETFILELIST: return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); case G_FS_SEEK: return FS_Seek( args[1], args[2], args[3] ); case G_LOCATE_GAME_DATA: SV_LocateGameData( VMA(1), args[2], args[3], VMA(4), args[5] ); return 0; case G_DROP_CLIENT: SV_GameDropClient( args[1], VMA(2) ); return 0; case G_SEND_SERVER_COMMAND: SV_GameSendServerCommand( args[1], VMA(2) ); return 0; case G_LINKENTITY: SV_LinkEntity( VMA(1) ); return 0; case G_UNLINKENTITY: SV_UnlinkEntity( VMA(1) ); return 0; case G_ENTITIES_IN_BOX: return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] ); case G_ENTITY_CONTACT: return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qfalse ); case G_ENTITY_CONTACTCAPSULE: return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qtrue ); case G_TRACE: SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); return 0; case G_TRACECAPSULE: SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); return 0; case G_POINT_CONTENTS: return SV_PointContents( VMA(1), args[2] ); case G_SET_BRUSH_MODEL: SV_SetBrushModel( VMA(1), VMA(2) ); return 0; case G_IN_PVS: return SV_inPVS( VMA(1), VMA(2) ); case G_IN_PVS_IGNORE_PORTALS: return SV_inPVSIgnorePortals( VMA(1), VMA(2) ); case G_SET_CONFIGSTRING: SV_SetConfigstring( args[1], VMA(2) ); return 0; case G_GET_CONFIGSTRING: SV_GetConfigstring( args[1], VMA(2), args[3] ); return 0; case G_SET_USERINFO: SV_SetUserinfo( args[1], VMA(2) ); return 0; case G_GET_USERINFO: SV_GetUserinfo( args[1], VMA(2), args[3] ); return 0; case G_GET_SERVERINFO: SV_GetServerinfo( VMA(1), args[2] ); return 0; case G_ADJUST_AREA_PORTAL_STATE: SV_AdjustAreaPortalState( VMA(1), args[2] ); return 0; case G_AREAS_CONNECTED: return CM_AreasConnected( args[1], args[2] ); case G_BOT_ALLOCATE_CLIENT: return SV_BotAllocateClient(); case G_BOT_FREE_CLIENT: SV_BotFreeClient( args[1] ); return 0; case G_GET_USERCMD: SV_GetUsercmd( args[1], VMA(2) ); return 0; case G_GET_ENTITY_TOKEN: { const char *s; s = COM_Parse( &sv.entityParsePoint ); Q_strncpyz( VMA(1), s, args[2] ); if ( !sv.entityParsePoint && !s[0] ) { return qfalse; } else { return qtrue; } } case G_DEBUG_POLYGON_CREATE: return BotImport_DebugPolygonCreate( args[1], args[2], VMA(3) ); case G_DEBUG_POLYGON_DELETE: BotImport_DebugPolygonDelete( args[1] ); return 0; case G_REAL_TIME: return Com_RealTime( VMA(1) ); case G_SNAPVECTOR: Sys_SnapVector( VMA(1) ); return 0; //==================================== case BOTLIB_SETUP: return SV_BotLibSetup(); case BOTLIB_SHUTDOWN: return SV_BotLibShutdown(); case BOTLIB_LIBVAR_SET: return botlib_export->BotLibVarSet( VMA(1), VMA(2) ); case BOTLIB_LIBVAR_GET: return botlib_export->BotLibVarGet( VMA(1), VMA(2), args[3] ); case BOTLIB_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case BOTLIB_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA(1) ); case BOTLIB_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case BOTLIB_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) ); case BOTLIB_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case BOTLIB_START_FRAME: return botlib_export->BotLibStartFrame( VMF(1) ); case BOTLIB_LOAD_MAP: return botlib_export->BotLibLoadMap( VMA(1) ); case BOTLIB_UPDATENTITY: return botlib_export->BotLibUpdateEntity( args[1], VMA(2) ); case BOTLIB_TEST: return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) ); case BOTLIB_GET_SNAPSHOT_ENTITY: return SV_BotGetSnapshotEntity( args[1], args[2] ); case BOTLIB_GET_CONSOLE_MESSAGE: return SV_BotGetConsoleMessage( args[1], VMA(2), args[3] ); case BOTLIB_USER_COMMAND: SV_ClientThink( &svs.clients[args[1]], VMA(2) ); return 0; case BOTLIB_AAS_BBOX_AREAS: return botlib_export->aas.AAS_BBoxAreas( VMA(1), VMA(2), VMA(3), args[4] ); case BOTLIB_AAS_AREA_INFO: return botlib_export->aas.AAS_AreaInfo( args[1], VMA(2) ); case BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL: return botlib_export->aas.AAS_AlternativeRouteGoals( VMA(1), args[2], VMA(3), args[4], args[5], VMA(6), args[7], args[8] ); case BOTLIB_AAS_ENTITY_INFO: botlib_export->aas.AAS_EntityInfo( args[1], VMA(2) ); return 0; case BOTLIB_AAS_INITIALIZED: return botlib_export->aas.AAS_Initialized(); case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX: botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], VMA(2), VMA(3) ); return 0; case BOTLIB_AAS_TIME: return FloatAsInt( botlib_export->aas.AAS_Time() ); case BOTLIB_AAS_POINT_AREA_NUM: return botlib_export->aas.AAS_PointAreaNum( VMA(1) ); 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] ); break; 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: #warning 64bit broken! // Com_Printf("%s:%d %s() *** return value of TRAP_STRNCPY not 64bit clean\n", __FILE__, __LINE__, __FUNCTION__); // Com_Printf("%s %d\n", VMA(2), args[3]); strncpy( VMA(1), VMA(2), args[3] ); return 0; 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: %i", args[0] ); } return -1; } /* =============== 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, svs.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 ); if ( !gvm ) { // bk001212 - as done below 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 ); }