From 6bf20c78f5b69d40bcc4931df93d29198435ab67 Mon Sep 17 00:00:00 2001 From: zakk Date: Fri, 26 Aug 2005 17:39:27 +0000 Subject: newlines fixed git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea --- code/server/sv_game.c | 1962 ++++++++++++++++++++++++------------------------- 1 file changed, 981 insertions(+), 981 deletions(-) (limited to 'code/server/sv_game.c') 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 ); +} + -- cgit v1.2.3