lilium-voyager/code/server/sv_game.c
Ryan C. Gordon 815026072a Removed unused variables.
CM_LeadArea() has no side effects, so those could go, too.

   Partially fixes Bugzilla #3782.
2009-09-15 02:58:38 +00:00

965 lines
27 KiB
C

/*
===========================================================================
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 Quake III Arena source code; 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 "../botlib/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;
byte *mask;
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (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 ) {
floatint_t fi;
fi.f = f;
return fi.i;
}
/*
====================
SV_GameSystemCalls
The module is making a system call
====================
*/
intptr_t SV_GameSystemCalls( intptr_t *args ) {
switch( args[0] ) {
case G_PRINT:
Com_Printf( "%s", (const char*)VMA(1) );
return 0;
case G_ERROR:
Com_Error( ERR_DROP, "%s", (const char*)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:
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 -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, 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 );
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 );
}