/* =========== Team_GetLocation Report a location for the player. Uses placed nearby target_location entities ============ */ gentity_t *Team_GetLocation(gentity_t *ent) { gentity_t *eloc, *best; float bestlen, len; best = NULL; bestlen = 3.0f * 8192.0f * 8192.0f; for (eloc = level.locationHead; eloc; eloc = eloc->nextTrain) { len = DistanceSquared(ent->r.currentOrigin, eloc->r.currentOrigin); if (len > bestlen) continue; if (!SV_inPVS(ent->r.currentOrigin, eloc->r.currentOrigin)) continue; bestlen = len; best = eloc; } return best; }
void R_SetupEntityLightingGrid( trRefEntity_t *ent ) { #else static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) { #endif vec3_t lightOrigin; int pos[3]; int i, j; float frac[3]; int gridStep[3]; vec3_t direction; float totalFactor; unsigned short *startGridPos; if (r_fullbright->integer || (tr.refdef.rdflags & RDF_doLAGoggles) ) { ent->ambientLight[0] = ent->ambientLight[1] = ent->ambientLight[2] = 255.0; ent->directedLight[0] = ent->directedLight[1] = ent->directedLight[2] = 255.0; VectorCopy( tr.sunDirection, ent->lightDir ); return; } if ( ent->e.renderfx & RF_LIGHTING_ORIGIN ) { // seperate lightOrigins are needed so an object that is // sinking into the ground can still be lit, and so // multi-part models can be lit identically VectorCopy( ent->e.lightingOrigin, lightOrigin ); } else { VectorCopy( ent->e.origin, lightOrigin ); } #define ACCURATE_LIGHTGRID_SAMPLING 1 #if ACCURATE_LIGHTGRID_SAMPLING vec3_t startLightOrigin; VectorCopy( lightOrigin, startLightOrigin ); #endif VectorSubtract( lightOrigin, tr.world->lightGridOrigin, lightOrigin ); for ( i = 0 ; i < 3 ; i++ ) { float v; v = lightOrigin[i]*tr.world->lightGridInverseSize[i]; pos[i] = floor( v ); frac[i] = v - pos[i]; if ( pos[i] < 0 ) { pos[i] = 0; } else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) { pos[i] = tr.world->lightGridBounds[i] - 1; } } VectorClear( ent->ambientLight ); VectorClear( ent->directedLight ); VectorClear( direction ); // trilerp the light value gridStep[0] = 1; gridStep[1] = tr.world->lightGridBounds[0]; gridStep[2] = tr.world->lightGridBounds[0] * tr.world->lightGridBounds[1]; startGridPos = tr.world->lightGridArray + pos[0] * gridStep[0] + pos[1] * gridStep[1] + pos[2] * gridStep[2]; #if ACCURATE_LIGHTGRID_SAMPLING vec3_t startGridOrg; VectorCopy( tr.world->lightGridOrigin, startGridOrg ); startGridOrg[0] += pos[0] * tr.world->lightGridSize[0]; startGridOrg[1] += pos[1] * tr.world->lightGridSize[1]; startGridOrg[2] += pos[2] * tr.world->lightGridSize[2]; #endif totalFactor = 0; for ( i = 0 ; i < 8 ; i++ ) { float factor; mgrid_t *data; unsigned short *gridPos; int lat, lng; vec3_t normal; #if ACCURATE_LIGHTGRID_SAMPLING vec3_t gridOrg; VectorCopy( startGridOrg, gridOrg ); #endif factor = 1.0; gridPos = startGridPos; for ( j = 0 ; j < 3 ; j++ ) { if ( i & (1<<j) ) { factor *= frac[j]; gridPos += gridStep[j]; #if ACCURATE_LIGHTGRID_SAMPLING gridOrg[j] += tr.world->lightGridSize[j]; #endif } else { factor *= (1.0 - frac[j]); } } if (gridPos >= tr.world->lightGridArray + tr.world->numGridArrayElements) {//we've gone off the array somehow continue; } data = tr.world->lightGridData + *gridPos; if ( data->styles[0] == LS_NONE ) { continue; // ignore samples in walls } #if 0 if ( !SV_inPVS( startLightOrigin, gridOrg ) ) { continue; } #endif totalFactor += factor; for(j=0;j<MAXLIGHTMAPS;j++) { if (data->styles[j] != LS_NONE) { const byte style= data->styles[j]; ent->ambientLight[0] += factor * data->ambientLight[j][0] * styleColors[style][0] / 255.0f; ent->ambientLight[1] += factor * data->ambientLight[j][1] * styleColors[style][1] / 255.0f; ent->ambientLight[2] += factor * data->ambientLight[j][2] * styleColors[style][2] / 255.0f; ent->directedLight[0] += factor * data->directLight[j][0] * styleColors[style][0] / 255.0f; ent->directedLight[1] += factor * data->directLight[j][1] * styleColors[style][1] / 255.0f; ent->directedLight[2] += factor * data->directLight[j][2] * styleColors[style][2] / 255.0f; } else { break; } } lat = data->latLong[1]; lng = data->latLong[0]; lat *= (FUNCTABLE_SIZE/256); lng *= (FUNCTABLE_SIZE/256); // decode X as cos( lat ) * sin( long ) // decode Y as sin( lat ) * sin( long ) // decode Z as cos( long ) normal[0] = tr.sinTable[(lat+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK] * tr.sinTable[lng]; normal[1] = tr.sinTable[lat] * tr.sinTable[lng]; normal[2] = tr.sinTable[(lng+(FUNCTABLE_SIZE/4))&FUNCTABLE_MASK]; VectorMA( direction, factor, normal, direction ); #if ACCURATE_LIGHTGRID_SAMPLING if ( r_debugLight->integer && ent->e.hModel == -1 ) { //draw refEntity_t refEnt; refEnt.hModel = 0; refEnt.ghoul2 = NULL; refEnt.renderfx = 0; VectorCopy( gridOrg, refEnt.origin ); vectoangles( normal, refEnt.angles ); AnglesToAxis( refEnt.angles, refEnt.axis ); refEnt.reType = RT_MODEL; RE_AddRefEntityToScene( &refEnt ); refEnt.renderfx = RF_DEPTHHACK; refEnt.reType = RT_SPRITE; refEnt.customShader = RE_RegisterShader( "gfx/misc/debugAmbient" ); refEnt.shaderRGBA[0] = data->ambientLight[0][0]; refEnt.shaderRGBA[1] = data->ambientLight[0][1]; refEnt.shaderRGBA[2] = data->ambientLight[0][2]; refEnt.shaderRGBA[3] = 255; refEnt.radius = factor*50+2.0f; // maybe always give it a minimum size? refEnt.rotation = 0; // don't let the sprite wobble around RE_AddRefEntityToScene( &refEnt ); refEnt.reType = RT_LINE; refEnt.customShader = RE_RegisterShader( "gfx/misc/debugArrow" ); refEnt.shaderRGBA[0] = data->directLight[0][0]; refEnt.shaderRGBA[1] = data->directLight[0][1]; refEnt.shaderRGBA[2] = data->directLight[0][2]; refEnt.shaderRGBA[3] = 255; VectorCopy( refEnt.origin, refEnt.oldorigin ); VectorMA( gridOrg, (factor*-255) - 2.0f, normal, refEnt.origin ); // maybe always give it a minimum length refEnt.radius = 1.5f; RE_AddRefEntityToScene( &refEnt ); } #endif } if ( totalFactor > 0 && totalFactor < 0.99 ) { totalFactor = 1.0 / totalFactor; VectorScale( ent->ambientLight, totalFactor, ent->ambientLight ); VectorScale( ent->directedLight, totalFactor, ent->directedLight ); } VectorScale( ent->ambientLight, r_ambientScale->value, ent->ambientLight ); VectorScale( ent->directedLight, r_directedScale->value, ent->directedLight ); VectorNormalize2( direction, ent->lightDir ); }
/* ==================== 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; }
/* ================== BotImport_inPVS ================== */ static int BotImport_inPVS(vec3_t p1, vec3_t p2) { return SV_inPVS (p1, p2); }
/* * BotImport_inPVS */ static int BotImport_inPVS(Vec3 p1, Vec3 p2) { return SV_inPVS (p1, p2); }
/* ================== BotImport_inPVS ================== */ int BotImport_inPVS(bvec3_t p1, bvec3_t p2) { return SV_inPVS (p1, p2); }