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-rwxr-xr-xcode/server/sv_game.c981
1 files changed, 981 insertions, 0 deletions
diff --git a/code/server/sv_game.c b/code/server/sv_game.c
new file mode 100755
index 0000000..202994e
--- /dev/null
+++ b/code/server/sv_game.c
@@ -0,0 +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 );
+}
+