diff options
Diffstat (limited to 'code/server/sv_game.c')
-rwxr-xr-x | code/server/sv_game.c | 1962 |
1 files changed, 981 insertions, 981 deletions
diff --git a/code/server/sv_game.c b/code/server/sv_game.c index 202994e..f99466d 100755 --- a/code/server/sv_game.c +++ b/code/server/sv_game.c @@ -1,981 +1,981 @@ -/*
-===========================================================================
-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:
- return (int)strncpy( VMA(1), VMA(2), args[3] );
-
- 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 );
-}
-
+/* +=========================================================================== +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: + return (int)strncpy( VMA(1), VMA(2), args[3] ); + + 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 ); +} + |