📄 sv_game.c
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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 );
}
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