void
GameEntity::freeUp()
{
	SV_UnlinkEntity( this );		// unlink from world

	//if( neverFree_ ) 
	//	return;

	//memset( ed, 0, sizeof(*ed) );
	cleanAll();
	classname_ = "freed";
	freetime_ = theLevel.time_;
	inuse_ = false;	
}
Beispiel #2
0
/*
=============
PhysicsEntitySetTransform
=============
*/
static void PhysicsEntitySetTransform ( const NewtonBody* body, const dFloat* matrix, int threadIndex ) {
	if(com_sv_running->integer) {
		sharedEntity_t *ent = (sharedEntity_t*)NewtonBodyGetUserData (body);
		vec3_t newPosition, angles, axis[3];
		
		SV_UnlinkEntity (ent);        
		
		newPosition[0] = matrix[12];
		newPosition[1] = matrix[13];
		newPosition[2] = matrix[14];
		
		// update the origin.
		VectorScale (newPosition, METRES_PER_UNIT, newPosition);
		VectorCopy (newPosition, ent->s.pos.trBase);
		VectorCopy (newPosition, ent->r.currentOrigin);
		VectorCopy (newPosition, ent->s.origin);
		
		axis[0][0] = matrix[0];
		axis[0][1] = matrix[1];
		axis[0][2] = matrix[2];
		axis[1][0] = matrix[4];
		axis[1][1] = matrix[5];
		axis[1][2] = matrix[6];
		axis[2][0] = matrix[8];
		axis[2][1] = matrix[9];
		axis[2][2] = matrix[10];
		AxisToAngles (axis, angles);

		VectorCopy (angles, ent->s.apos.trBase);
		VectorCopy (angles, ent->r.currentAngles);
		VectorCopy (angles, ent->s.angles);

		SV_LinkEntity (ent);

#if defined(_DEBUG)
		Com_Printf ("PHYSICS: updating %d new position %s\n", ent->s.number, vtos (newPosition));
#endif
    }
}
Beispiel #3
0
/*
====================
SV_GameSystemCalls

The module is making a system call
====================
*/
intptr_t SV_GameSystemCalls(intptr_t * args) {
	switch (args[0]) {
		case G_PRINT:
			Com_Printf("%s", (char *)VMA(1));
			return 0;
		case G_ERROR:
			Com_Error(ERR_DROP, "%s", (char *)VMA(1));
			return 0;
		case G_MILLISECONDS:
			return Sys_Milliseconds();
		case G_CVAR_REGISTER:
			Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]);
			return 0;
		case G_CVAR_UPDATE:
			Cvar_Update((vmCvar_t*)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((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]);
			return 0;
		case G_ARGC:
			return Cmd_Argc();
		case G_ARGV:
			Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_CONSOLE_COMMAND:
			Cbuf_ExecuteText(args[1], (char *)VMA(2));
			return 0;
		case G_FS_FOPEN_FILE:
			return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]);
		case G_FS_READ:
			FS_Read2(VMA(1), args[2], args[3]);
			return 0;
		case G_FS_WRITE:
			return FS_Write(VMA(1), args[2], args[3]);
		case G_FS_RENAME:
			FS_Rename((char *)VMA(1), (char *)VMA(2));
			return 0;
		case G_FS_FCLOSE_FILE:
			FS_FCloseFile(args[1]);
			return 0;
		case G_FS_GETFILELIST:
			return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]);
		case G_LOCATE_GAME_DATA:
			SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]);
			return 0;
		case G_DROP_CLIENT:
			SV_GameDropClient(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SEND_SERVER_COMMAND:
			SV_GameSendServerCommand(args[1], (char*)VMA(2));
			return 0;
		case G_LINKENTITY:
			SV_LinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_UNLINKENTITY:
			SV_UnlinkEntity((sharedEntity_t*)VMA(1));
			return 0;
		case G_ENTITIES_IN_BOX:
			return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]);
		case G_ENTITY_CONTACT:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB);
		case G_ENTITY_CONTACTCAPSULE:
			return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE);
		case G_TRACE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB);
			return 0;
		case G_TRACECAPSULE:
			SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE);
			return 0;
		case G_POINT_CONTENTS:
			return SV_PointContents((float*)VMA(1), args[2]);
		case G_SET_BRUSH_MODEL:
			SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2));
			return 0;
		case G_IN_PVS:
			return SV_inPVS((float*)VMA(1), (float*)VMA(2));
		case G_IN_PVS_IGNORE_PORTALS:
			return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2));
		case G_SET_CONFIGSTRING:
			SV_SetConfigstring(args[1], (char*)VMA(2));
			return 0;
		case G_GET_CONFIGSTRING:
			SV_GetConfigstring(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_SET_CONFIGSTRING_RESTRICTIONS:
			SV_SetConfigstringRestrictions( args[1], (clientList_t*)VMA(2) );
			return 0;
		case G_SET_USERINFO:
			SV_SetUserinfo(args[1], (char*)VMA(2));
			return 0;
		case G_GET_USERINFO:
			SV_GetUserinfo(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_GET_SERVERINFO:
			SV_GetServerinfo((char*)VMA(1), args[2]);
			return 0;
		case G_ADJUST_AREA_PORTAL_STATE:
			SV_AdjustAreaPortalState((sharedEntity_t*)VMA(1),(bool)args[2]);
			return 0;
		case G_AREAS_CONNECTED:
			return CM_AreasConnected(args[1], args[2]);
		case G_UPDATE_SHARED_CONFIG:
			SV_UpdateSharedConfig( args[1], (char*)VMA(2) );
			return 0;
		case G_BOT_ALLOCATE_CLIENT:
			return SV_BotAllocateClient(args[1]);
		case G_BOT_FREE_CLIENT:
			SV_BotFreeClient(args[1]);
			return 0;
		case G_GET_USERCMD:
			SV_GetUsercmd(args[1], (usercmd_t*)VMA(2));
			return 0;
		case G_GET_ENTITY_TOKEN: {
			const char     *s;

			s = COM_Parse(&sv.entityParsePoint);
			Q_strncpyz((char*)VMA(1), s, args[2]);
			if(!sv.entityParsePoint && !s[0]) {
				return false;
			} else {
				return true;
			}
		}
		case G_DEBUG_POLYGON_CREATE:
			return BotImport_DebugPolygonCreate(args[1], args[2], (vec3_t*)VMA(3));
		case G_DEBUG_POLYGON_DELETE:
			BotImport_DebugPolygonDelete(args[1]);
			return 0;
		case G_REAL_TIME:
			return Com_RealTime((qtime_t*)VMA(1));
		case G_SNAPVECTOR:
			Q_SnapVector((float*)VMA(1));
			return 0;
		case G_SEND_GAMESTAT:
			SV_MasterGameStat( (char*)VMA(1) );
			return 0;
		case G_ADDCOMMAND:
			Cmd_AddCommand( (char*)VMA(1), NULL, (char*)VMA(3) );
			return 0;
		case G_REMOVECOMMAND:
			Cmd_RemoveCommand( (char*)VMA(1) );
			return 0;
		case G_GETTAG:
			return SV_GetTag(args[1], args[2], (char*)VMA(3), (orientation_t*)VMA(4));
		case G_REGISTERTAG:
			return SV_LoadTag((char*)VMA(1));
		case G_REGISTERSOUND:
			return S_RegisterSound((char*)VMA(1), (bool)args[2]);
		case G_GET_SOUND_LENGTH:
			return S_GetSoundLength(args[1]);
		case G_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case G_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( (char*)VMA(1) );
		case G_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[1] );
		case G_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
		case G_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );
		case BOTLIB_SETUP:
			return SV_BotLibSetup();
		case BOTLIB_SHUTDOWN:
			return SV_BotLibShutdown();
		case BOTLIB_LIBVAR_SET:
			return botlib_export->BotLibVarSet((char*)VMA(1), (char*)VMA(2));
		case BOTLIB_LIBVAR_GET:
			return botlib_export->BotLibVarGet((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_PC_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( (char*)VMA(1) );
		case BOTLIB_PC_LOAD_SOURCE:
			return Parse_LoadSourceHandle((char*)VMA(1));
		case BOTLIB_PC_FREE_SOURCE:
			return Parse_FreeSourceHandle(args[1]);
		case BOTLIB_PC_READ_TOKEN:
			return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2));
		case BOTLIB_PC_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_PC_UNREAD_TOKEN:
			Parse_UnreadLastTokenHandle(args[1]);
			return 0;
		case BOTLIB_START_FRAME:
			return botlib_export->BotLibStartFrame(VMF(1));
		case BOTLIB_LOAD_MAP:
			return botlib_export->BotLibLoadMap((char*)VMA(1));
		case BOTLIB_UPDATENTITY:
			return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2));
		case BOTLIB_TEST:
			return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
		case BOTLIB_GET_SNAPSHOT_ENTITY:
			return SV_BotGetSnapshotEntity(args[1], args[2]);
		case BOTLIB_GET_CONSOLE_MESSAGE:
			return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]);
		case BOTLIB_USER_COMMAND:
			SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2));
			return 0;
		case BOTLIB_AAS_ENTITY_INFO:
			botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)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], (float*)VMA(2), (float*)VMA(3) );
			return 0;
		case BOTLIB_AAS_TIME:
			return FloatAsInt(botlib_export->aas.AAS_Time());
		case BOTLIB_AAS_SETCURRENTWORLD:
			botlib_export->aas.AAS_SetCurrentWorld(args[1]);
			return 0;
		case BOTLIB_AAS_POINT_AREA_NUM:
			return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) );
		case BOTLIB_AAS_TRACE_AREAS:
			return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] );
		case BOTLIB_AAS_BBOX_AREAS:
			return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] );
		case BOTLIB_AAS_AREA_CENTER:
			botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_AAS_AREA_WAYPOINT:
			return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2));
		case BOTLIB_AAS_POINT_CONTENTS:
			return botlib_export->aas.AAS_PointContents((float*)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], (char*)VMA(2), (char*)VMA(3), args[4]);
		case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3));
		case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
			return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3));
		case BOTLIB_AAS_AREA_REACHABILITY:
			return botlib_export->aas.AAS_AreaReachability(args[1]);
		case BOTLIB_AAS_AREA_LADDER:
			return botlib_export->aas.AAS_AreaLadder(args[1]);
		case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
			return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]);
		case BOTLIB_AAS_SWIMMING:
			return botlib_export->aas.AAS_Swimming((float*)VMA(1));
		case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
			return botlib_export->aas.AAS_PredictClientMovement((aas_clientmove_s*)VMA(1), args[2], (float*)VMA(3), args[4], args[5], (float*)VMA(6), (float*)VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13]);
		case BOTLIB_AAS_RT_SHOWROUTE:
			botlib_export->aas.AAS_RT_ShowRoute((float*)VMA(1), args[2], args[3]);
			return 0;
		case BOTLIB_AAS_NEARESTHIDEAREA:
			return botlib_export->aas.AAS_NearestHideArea(args[1], (float*)VMA(2), args[3], args[4], (float*)VMA(5), args[6], args[7], VMF(8), (float*)VMA(9));
		case BOTLIB_AAS_LISTAREASINRANGE:
			return botlib_export->aas.AAS_ListAreasInRange((float*)VMA(1), args[2], VMF(3), args[4], (vec3_t*)VMA(5), args[6]);
		case BOTLIB_AAS_AVOIDDANGERAREA:
			return botlib_export->aas.AAS_AvoidDangerArea((float*)VMA(1), args[2], (float*)VMA(3), args[4], VMF(5), args[6]);
		case BOTLIB_AAS_RETREAT:
			return botlib_export->aas.AAS_Retreat((int*)VMA(1), args[2], (float*)VMA(3), args[4], (float*)VMA(5), args[6], VMF(7), VMF(8), args[9]);
		case BOTLIB_AAS_ALTROUTEGOALS:
			return botlib_export->aas.AAS_AlternativeRouteGoals((float*)VMA(1), (float*)VMA(2), args[3], (aas_altroutegoal_t*)VMA(4), args[5], args[6]);
		case BOTLIB_AAS_SETAASBLOCKINGENTITY:
			botlib_export->aas.AAS_SetAASBlockingEntity((float*)VMA(1), (float*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AAS_RECORDTEAMDEATHAREA:
			botlib_export->aas.AAS_RecordTeamDeathArea((float*)VMA(1), args[2], args[3], args[4], args[5]);
			return 0;
		case BOTLIB_EA_SAY:
			botlib_export->ea.EA_Say(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SAY_TEAM:
			botlib_export->ea.EA_SayTeam(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_ITEM:
			botlib_export->ea.EA_UseItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_ITEM:
			botlib_export->ea.EA_DropItem(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_USE_INV:
			botlib_export->ea.EA_UseInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_DROP_INV:
			botlib_export->ea.EA_DropInv(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_GESTURE:
			botlib_export->ea.EA_Gesture(args[1]);
			return 0;
		case BOTLIB_EA_COMMAND:
			botlib_export->ea.EA_Command(args[1], (char*)VMA(2));
			return 0;
		case BOTLIB_EA_SELECT_WEAPON:
			botlib_export->ea.EA_SelectWeapon(args[1], args[2]);
			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_RELOAD:
			botlib_export->ea.EA_Reload(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_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_CROUCH:
			botlib_export->ea.EA_Crouch(args[1]);
			return 0;
		case BOTLIB_EA_WALK:
			botlib_export->ea.EA_Walk(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_MOVE:
			botlib_export->ea.EA_Move(args[1], (float*)VMA(2), VMF(3));
			return 0;
		case BOTLIB_EA_VIEW:
			botlib_export->ea.EA_View(args[1], (float*)VMA(2));
			return 0;
		case BOTLIB_EA_PRONE:
			botlib_export->ea.EA_Prone(args[1]);
			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), (bot_input_t*)VMA(3));
			return 0;
		case BOTLIB_EA_RESET_INPUT:
			botlib_export->ea.EA_ResetInput(args[1], (bot_input_t*)VMA(2));
			return 0;
		case BOTLIB_AI_LOAD_CHARACTER:
			return botlib_export->ai.BotLoadCharacter((char*)VMA(1), args[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], (char*)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], (char*)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], (bot_consolemessage_s*)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], (char*)VMA(2), args[3], (char*)VMA(4), (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11));
			return 0;
		case BOTLIB_AI_NUM_INITIAL_CHATS:
			return botlib_export->ai.BotNumInitialChats(args[1], (char*)VMA(2));
		case BOTLIB_AI_REPLY_CHAT:
			return botlib_export->ai.BotReplyChat(args[1], (char*)VMA(2), args[3], args[4], (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11), (char*)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], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_STRING_CONTAINS:
			return botlib_export->ai.StringContains((char*)VMA(1), (char*)VMA(2), args[3]);
		case BOTLIB_AI_FIND_MATCH:
			return botlib_export->ai.BotFindMatch((char*)VMA(1), (bot_match_s*)VMA(2), args[3]);
		case BOTLIB_AI_MATCH_VARIABLE:
			botlib_export->ai.BotMatchVariable((bot_match_s*)VMA(1), args[2], (char*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_UNIFY_WHITE_SPACES:
			botlib_export->ai.UnifyWhiteSpaces((char*)VMA(1));
			return 0;
		case BOTLIB_AI_REPLACE_SYNONYMS:
			botlib_export->ai.BotReplaceSynonyms((char*)VMA(1), args[2]);
			return 0;
		case BOTLIB_AI_LOAD_CHAT_FILE:
			return botlib_export->ai.BotLoadChatFile(args[1], (char*)VMA(2), (char*)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], (char*)VMA(2));
			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], (bot_goal_s*)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], (char*)VMA(2), args[3]);
			return 0;
		case BOTLIB_AI_GET_TOP_GOAL:
			return botlib_export->ai.BotGetTopGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_SECOND_GOAL:
			return botlib_export->ai.BotGetSecondGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_CHOOSE_LTG_ITEM:
			return botlib_export->ai.BotChooseLTGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4]);
		case BOTLIB_AI_CHOOSE_NBG_ITEM:
			return botlib_export->ai.BotChooseNBGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4], (bot_goal_s*)VMA(5), VMF(6));
		case BOTLIB_AI_TOUCHING_GOAL:
			return botlib_export->ai.BotTouchingGoal((float*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
			return botlib_export->ai.BotItemGoalInVisButNotVisible(args[1], (float*)VMA(2), (float*)VMA(3), (bot_goal_s*)VMA(4));
		case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
			return botlib_export->ai.BotGetLevelItemGoal(args[1], (char*)VMA(2), (bot_goal_s*)VMA(3));
		case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
			return botlib_export->ai.BotGetNextCampSpotGoal(args[1], (bot_goal_s*)VMA(2));
		case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
			return botlib_export->ai.BotGetMapLocationGoal((char*)VMA(1), (bot_goal_s*)VMA(2));
		case BOTLIB_AI_AVOID_GOAL_TIME:
			return FloatAsInt(botlib_export->ai.BotAvoidGoalTime(args[1], args[2]));
		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], (char*)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], (char*)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_MOVE_TO_GOAL:
			botlib_export->ai.BotMoveToGoal((bot_moveresult_s*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4]);
			return 0;
		case BOTLIB_AI_MOVE_IN_DIRECTION:
			return botlib_export->ai.BotMoveInDirection(args[1], (float*)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((float*)VMA(1), args[2]);
		case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
			return botlib_export->ai.BotMovementViewTarget(args[1], (bot_goal_s*)VMA(2), args[3], VMF(4), (float*)VMA(5));
		case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
			return botlib_export->ai.BotPredictVisiblePosition((float*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4], (vec_t*)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], (bot_initmove_s*)VMA(2));
			return 0;
		case BOTLIB_AI_INIT_AVOID_REACH:
			botlib_export->ai.BotInitAvoidReach(args[1]);
			return 0;
		case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
			return botlib_export->ai.BotChooseBestFightWeapon(args[1], (int*)VMA(2));
		case BOTLIB_AI_GET_WEAPON_INFO:
			botlib_export->ai.BotGetWeaponInfo(args[1], args[2], (weaponinfo_s*)VMA(3));
			return 0;
		case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
			return botlib_export->ai.BotLoadWeaponWeights(args[1], (char*)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], (float*)VMA(2), (int*)VMA(3), (int*)VMA(4), (int*)VMA(5));
		case G_ADD_PHYSICS_ENTITY:
#ifdef USE_PHYSICS
			CMod_PhysicsAddEntity((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case G_ADD_PHYSICS_STATIC:
#ifdef USE_PHYSICS
			CMod_PhysicsAddStatic((sharedEntity_t*)VMA(1));
#endif
			return 0;
		case TRAP_MEMSET:
			memset(VMA(1), args[2], args[3]);
			return 0;
		case TRAP_MEMCPY:
			memcpy(VMA(1), VMA(2), args[3]);
			return 0;
		case TRAP_STRNCPY:
			return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)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:
			AxisMultiply((vec3_t*)VMA(1), (vec3_t*)VMA(2), (vec3_t*)VMA(3));
			return 0;
		case TRAP_ANGLEVECTORS:
			AngleVectors((vec_t*)VMA(1), (vec_t*)VMA(2), (vec_t*)VMA(3), (vec_t*)VMA(4));
			return 0;
		case TRAP_PERPENDICULARVECTOR:
			PerpendicularVector((vec_t*)VMA(1), (vec_t*)VMA(2));
			return 0;
		case TRAP_FLOOR:
			return FloatAsInt(floor(VMF(1)));
		case TRAP_CEIL:
			return FloatAsInt(ceil(VMF(1)));
		case G_SENDMESSAGE:
			SV_SendBinaryMessage(args[1], (char*)VMA(2), args[3]);
			return 0;
		case G_MESSAGESTATUS:
			return SV_BinaryMessageStatus(args[1]);
#if defined(ET_MYSQL)
        case G_SQL_RUNQUERY:
                return OW_RunQuery( (char*)VMA(1) );
        case G_SQL_FINISHQUERY:
                OW_FinishQuery( args[1] );
                return 0;
        case G_SQL_NEXTROW:
                return OW_NextRow( args[1] );
        case G_SQL_ROWCOUNT:
                return OW_RowCount( args[1] );
        case G_SQL_GETFIELDBYID:
                OW_GetFieldByID( args[1], args[2], (char*)VMA(3), args[4]  );
                return 0;
        case G_SQL_GETFIELDBYNAME:
                OW_GetFieldByName( args[1], (char*)VMA(2), (char*)VMA(3), args[4] );
                return 0;
        case G_SQL_GETFIELDBYID_INT:
                return OW_GetFieldByID_int( args[1], args[2] );
        case G_SQL_GETFIELDBYNAME_INT:
                return OW_GetFieldByName_int( args[1], (char*)VMA(2) );
        case G_SQL_FIELDCOUNT:
                return OW_FieldCount( args[1] );
        case G_SQL_CLEANSTRING:
                OW_CleanString( (char*)VMA(1), (char*)VMA(2), args[3] );
                return 0;
#endif
		case G_RSA_GENMSG:
			return SV_RSAGenMsg( (char*)VMA(1), (char*)VMA(2), (char*)VMA(3) );
		default:
			Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
	}
	return -1;
}
Beispiel #4
0
void SV_LinkEntity( sharedEntity_t *gEnt ) {
	worldSector_t	*node;
	int			leafs[MAX_TOTAL_ENT_LEAFS];
	int			cluster;
	int			num_leafs;
	int			i, j, k;
	int			area;
	int			lastLeaf;
	float		*origin, *angles;
	svEntity_t	*ent;

	ent = SV_SvEntityForGentity( gEnt );

	if ( ent->worldSector ) {
		SV_UnlinkEntity( gEnt );	// unlink from old position
	}

	// encode the size into the entityState_t for client prediction
	if ( gEnt->r.bmodel ) {
		gEnt->s.solid = SOLID_BMODEL;		// a solid_box will never create this value
	} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
		// assume that x/y are equal and symetric
		i = gEnt->r.maxs[0];
		if (i<1)
			i = 1;
		if (i>255)
			i = 255;

		// z is not symetric
		j = (-gEnt->r.mins[2]);
		if (j<1)
			j = 1;
		if (j>255)
			j = 255;

		// and z maxs can be negative...
		k = (gEnt->r.maxs[2]+32);
		if (k<1)
			k = 1;
		if (k>255)
			k = 255;

		gEnt->s.solid = (k<<16) | (j<<8) | i;
	} else {
		gEnt->s.solid = 0;
	}

	// get the position
	origin = gEnt->r.currentOrigin;
	angles = gEnt->r.currentAngles;

	// set the abs box
	if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
		// expand for rotation
		float		max;
		int			i;

		max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
		for (i=0 ; i<3 ; i++) {
			gEnt->r.absmin[i] = origin[i] - max;
			gEnt->r.absmax[i] = origin[i] + max;
		}
	} else {
		// normal
		VectorAdd (origin, gEnt->r.mins, gEnt->r.absmin);	
		VectorAdd (origin, gEnt->r.maxs, gEnt->r.absmax);
	}

	// because movement is clipped an epsilon away from an actual edge,
	// we must fully check even when bounding boxes don't quite touch
	gEnt->r.absmin[0] -= 1;
	gEnt->r.absmin[1] -= 1;
	gEnt->r.absmin[2] -= 1;
	gEnt->r.absmax[0] += 1;
	gEnt->r.absmax[1] += 1;
	gEnt->r.absmax[2] += 1;

	// link to PVS leafs
	ent->numClusters = 0;
	ent->lastCluster = 0;
	ent->areanum = -1;
	ent->areanum2 = -1;

	//get all leafs, including solids
	num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
		leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );

	// if none of the leafs were inside the map, the
	// entity is outside the world and can be considered unlinked
	if ( !num_leafs ) {
		return;
	}

	// set areas, even from clusters that don't fit in the entity array
	for (i=0 ; i<num_leafs ; i++) {
		area = CM_LeafArea (leafs[i]);
		if (area != -1) {
			// doors may legally straggle two areas,
			// but nothing should evern need more than that
			if (ent->areanum != -1 && ent->areanum != area) {
				if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
					Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
					gEnt->s.number,
					gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);
				}
				ent->areanum2 = area;
			} else {
				ent->areanum = area;
			}
		}
	}

	// store as many explicit clusters as we can
	ent->numClusters = 0;
	for (i=0 ; i < num_leafs ; i++) {
		cluster = CM_LeafCluster( leafs[i] );
		if ( cluster != -1 ) {
			ent->clusternums[ent->numClusters++] = cluster;
			if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
				break;
			}
		}
	}

	// store off a last cluster if we need to
	if ( i != num_leafs ) {
		ent->lastCluster = CM_LeafCluster( lastLeaf );
	}

	gEnt->r.linkcount++;

	// find the first world sector node that the ent's box crosses
	node = sv_worldSectors;
	while (1)
	{
		if (node->axis == -1)
			break;
		if ( gEnt->r.absmin[node->axis] > node->dist)
			node = node->children[0];
		else if ( gEnt->r.absmax[node->axis] < node->dist)
			node = node->children[1];
		else
			break;		// crosses the node
	}
	
	// link it in
	ent->worldSector = node;
	ent->nextEntityInWorldSector = node->entities;
	node->entities = ent;

	gEnt->r.linked = qtrue;
}
Beispiel #5
0
/*
================
G_RunFrame

Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) 
{
	int i;
	// if we are waiting for the level to restart, do nothing
	if( theLevel.restarted_ )
		return;

	theLevel.framenum_++;
	theLevel.previousTime_ = theLevel.time_;
	theLevel.time_ = levelTime;
	int msec = theLevel.time_ - theLevel.previousTime_;

	// get any cvar changes
	G_UpdateCvars();

	//
	// go through all allocated objects
	//
	int start = Sys_Milliseconds();
	GameEntity* ent = 0;//&g_entities[0];
	for( i=0 ; i<theLevel.num_entities_ ; i++ )
	{
		ent = theLevel.getEntity(i);
		if( !ent || !ent->inuse_ ) 
			continue;

		// clear events that are too old
		if( theLevel.time_ - ent->eventTime_ > EVENT_VALID_MSEC ) 
		{
			if( ent->s.event ) 
			{
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if( ent->client_ ) 
				{
					ent->client_->ps_.externalEvent = 0;
					// predicted events should never be set to zero
					//ent->client->ps.events[0] = 0;
					//ent->client->ps.events[1] = 0;
				}
			}
			if( ent->freeAfterEvent_ ) 
			{
				// tempEntities or dropped items completely go away after their event
				ent->freeUp();// former G_FreeEntity
				continue;
			} 
			else if( ent->unlinkAfterEvent_ ) 
			{
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent_ = false;
				SV_UnlinkEntity( ent );
			}
		}
		// temporary entities don't think
		if( ent->freeAfterEvent_ ) 
			continue;

		if( ent->s.eType == ET_MISSILE ||
			 ent->s.eType == ET_BULLET ) 
		{
			G_RunMissile( ent );
			continue;
		}
		if( ent->s.eType == ET_ITEM || ent->physicsObject_ ) 
		{
			G_RunItem( ent );
			continue;
		}
		if( ent->s.eType == ET_MOVER )
		{
			G_RunMover( ent );
			continue;
		}
		if( ent->client_ )
		{
			G_RunClient( ent );
			continue;
		}
		G_RunThink( ent );
	}
	int end = Sys_Milliseconds();

	start = Sys_Milliseconds();
	// perform final fixups on the players
	//ent = &g_entities[0];
	for( i=1 ; i <= theLevel.maxclients_ ; i++ ) 
	{
		ent = theLevel.getEntity(i);
		if( ent && ent->inuse_ ) 
			ClientEndFrame( ent );
	}
	end = Sys_Milliseconds();

	// see if it is time to do a tournement restart
	CheckTournament();

	// see if it is time to end the level
	CheckExitRules();

	// update to team status?
	CheckTeamStatus();

	// cancel vote if timed out
	CheckVote();

	// check team votes
	CheckTeamVote( ClientBase::TEAM_RED );
	CheckTeamVote( ClientBase::TEAM_BLUE );

	// for tracking changes
	CheckCvars();

	if( g_listEntity.integer ) 
	{
		for( i = 0; i < MAX_GENTITIES; i++ )
		{
			ent = theLevel.getEntity(i);
			Com_Printf("%4i: %s\n", i, ent->classname_);
		}
		Cvar_Set("g_listEntity", "0");
	}
}