thirtyflightsofloving/server/sv_game.c

450 lines
10 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 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 2 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 Quake 2 source code; 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"
game_export_t *ge;
/*
===============
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
===============
*/
void PF_Unicast (edict_t *ent, qboolean reliable)
{
int p;
client_t *client;
if (!ent)
return;
p = NUM_FOR_EDICT(ent);
// if ( (p < 1) || (p > maxclients->value) )
if ( (p < 1) || (p > maxclients->integer) )
return;
client = svs.clients + (p-1);
// r1ch: trap bad writes from game dll
// if (client->state <= cs_spawning)
if ( (client->state < cs_spawned) && (sv.multicast.cursize > 0) )
{
int msgType = (sv.multicast.cursize > 0) ? sv.multicast.data[0] : 0;
msgType = min(max(msgType, 0), (num_svc_ops-1));
Com_Printf (S_COLOR_RED"PF_Unicast: game logic error: Attempted to write %d byte %s to not-in-game client %d, ignored.\n", sv.multicast.cursize, svc_strings[msgType], p-1);
SZ_Clear (&sv.multicast);
return;
}
if (reliable)
SZ_Write (&client->netchan.message, sv.multicast.data, sv.multicast.cursize);
else
SZ_Write (&client->datagram, sv.multicast.data, sv.multicast.cursize);
SZ_Clear (&sv.multicast);
}
/*
===============
PF_dprintf
Debug print to server console
===============
*/
void PF_dprintf (char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr, fmt);
// vsprintf (msg, fmt, argptr);
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
Com_Printf ("%s", msg);
}
/*
===============
PF_cprintf
Print to a single client
===============
*/
void PF_cprintf (edict_t *ent, int level, char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n;
if (ent)
{
n = NUM_FOR_EDICT(ent);
// if (n < 1 || n > maxclients->value)
if (n < 1 || n > maxclients->integer)
Com_Error (ERR_DROP, "cprintf to a non-client");
}
va_start (argptr, fmt);
// vsprintf (msg, fmt, argptr);
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if (ent)
SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
else
Com_Printf ("%s", msg);
}
/*
===============
PF_centerprintf
centerprint to a single client
===============
*/
void PF_centerprintf (edict_t *ent, char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n;
n = NUM_FOR_EDICT(ent);
// if (n < 1 || n > maxclients->value)
if (n < 1 || n > maxclients->integer)
return; // Com_Error (ERR_DROP, "centerprintf to a non-client");
va_start (argptr, fmt);
// vsprintf (msg, fmt, argptr);
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
MSG_WriteByte (&sv.multicast,svc_centerprint);
MSG_WriteString (&sv.multicast,msg);
PF_Unicast (ent, true);
}
/*
===============
PF_error
Abort the server with a game error
===============
*/
void PF_error (char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr, fmt);
// vsprintf (msg, fmt, argptr);
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
Com_Error (ERR_DROP, "Game Error: %s", msg);
}
/*
=================
PF_setmodel
Also sets mins and maxs for inline bmodels
=================
*/
void PF_setmodel (edict_t *ent, char *name)
{
int i;
cmodel_t *mod;
if (!name)
Com_Error (ERR_DROP, "PF_setmodel: NULL");
i = SV_ModelIndex (name);
// ent->model = name;
ent->s.modelindex = i;
// if it is an inline model, get the size information for it
if (name[0] == '*')
{
mod = CM_InlineModel (name);
VectorCopy (mod->mins, ent->mins);
VectorCopy (mod->maxs, ent->maxs);
SV_LinkEdict (ent);
}
}
/*
===============
PF_Configstring
===============
*/
void PF_Configstring (int index, char *val)
{
size_t len, maxlen;
char *dest;
if (index < 0 || index >= MAX_CONFIGSTRINGS)
Com_Error (ERR_DROP, "PF_Configstring: bad index %i\n", index);
if (!val)
val = "";
// catch overflow of indvidual configstrings
len = strlen(val);
maxlen = CS_SIZE(index);
if (len >= maxlen) {
Com_Printf(S_COLOR_YELLOW"PF_Configstring: index %d overflowed: %d > %d\n", index, len, maxlen);
len = maxlen - 1;
}
// change the string in sv
// Don't use a null-terminated strncpy here!!
// strncpy (sv.configstrings[index], val);
dest = sv.configstrings[index];
memcpy(dest, val, len);
dest[len] = 0;
if (sv.state != ss_loading)
{ // send the update to everyone
SZ_Clear (&sv.multicast);
MSG_WriteChar (&sv.multicast, svc_configstring);
MSG_WriteShort (&sv.multicast, index);
MSG_WriteString (&sv.multicast, val);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
}
void PF_WriteChar (int c) {MSG_WriteChar (&sv.multicast, c);}
void PF_WriteByte (int c) {MSG_WriteByte (&sv.multicast, c);}
void PF_WriteShort (int c) {MSG_WriteShort (&sv.multicast, c);}
void PF_WriteLong (int c) {MSG_WriteLong (&sv.multicast, c);}
void PF_WriteFloat (float f) {MSG_WriteFloat (&sv.multicast, f);}
void PF_WriteString (char *s) {MSG_WriteString (&sv.multicast, s);}
void PF_WritePos (vec3_t pos) {MSG_WritePos (&sv.multicast, pos);}
void PF_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.multicast, dir);}
void PF_WriteAngle (float f) {MSG_WriteAngle (&sv.multicast, f);}
/*
=================
PF_inPVS
Also checks portalareas so that doors block sight
=================
*/
qboolean PF_inPVS (vec3_t p1, 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 false;
if (!CM_AreasConnected (area1, area2))
return false; // a door blocks sight
return true;
}
/*
=================
PF_inPHS
Also checks portalareas so that doors block sound
=================
*/
qboolean PF_inPHS (vec3_t p1, 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_ClusterPHS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false; // more than one bounce away
if (!CM_AreasConnected (area1, area2))
return false; // a door blocks hearing
return true;
}
void PF_StartSound (edict_t *entity, int channel, int sound_num, float volume,
float attenuation, float timeofs)
{
if (!entity)
return;
SV_StartSound (NULL, entity, channel, sound_num, volume, attenuation, timeofs);
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void SV_ShutdownGameProgs (void)
{
if (!ge)
return;
ge->Shutdown ();
Sys_UnloadGame ();
ge = NULL;
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
void SCR_DebugGraph (float value, int color);
void SV_InitGameProgs (void)
{
game_import_t import;
// unload anything we have now
if (ge)
SV_ShutdownGameProgs ();
// load a new game dll
import.multicast = SV_Multicast;
import.unicast = PF_Unicast;
import.bprintf = SV_BroadcastPrintf;
import.dprintf = PF_dprintf;
import.cprintf = PF_cprintf;
import.centerprintf = PF_centerprintf;
import.error = PF_error;
import.linkentity = SV_LinkEdict;
import.unlinkentity = SV_UnlinkEdict;
import.BoxEdicts = SV_AreaEdicts;
import.trace = SV_Trace;
import.pointcontents = SV_PointContents;
import.setmodel = PF_setmodel;
import.inPVS = PF_inPVS;
import.inPHS = PF_inPHS;
import.Pmove = Pmove;
import.modelindex = SV_ModelIndex;
import.soundindex = SV_SoundIndex;
import.imageindex = SV_ImageIndex;
import.configstring = PF_Configstring;
import.sound = PF_StartSound;
import.positioned_sound = SV_StartSound;
import.WriteChar = PF_WriteChar;
import.WriteByte = PF_WriteByte;
import.WriteShort = PF_WriteShort;
import.WriteLong = PF_WriteLong;
import.WriteFloat = PF_WriteFloat;
import.WriteString = PF_WriteString;
import.WritePosition = PF_WritePos;
import.WriteDir = PF_WriteDir;
import.WriteAngle = PF_WriteAngle;
import.TagMalloc = Z_TagMalloc;
import.TagFree = Z_Free;
import.FreeTags = Z_FreeTags;
import.cvar = Cvar_Get;
import.cvar_set = Cvar_Set;
import.cvar_forceset = Cvar_ForceSet;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.args = Cmd_Args;
import.AddCommandString = Cbuf_AddText;
import.DebugGraph = SCR_DebugGraph;
// Knightmare- support game DLL loading from pak files thru engine
// This can be used to load script files, etc
import.ListPak = FS_ListPak;
import.LoadFile = FS_LoadFile;
import.FreeFile = FS_FreeFile;
import.FreeFileList = FS_FreeFileList;
import.OpenFile = FS_FOpenFile;
import.OpenCompressedFile = FS_FOpenCompressedFile;
import.CloseFile = FS_FCloseFile;
import.FRead = FS_Read;
import.FWrite = FS_Write;
import.GameDir = FS_GameDir;
import.SaveGameDir = FS_SaveGameDir;
import.CreatePath = FS_CreatePath;
import.GetFileList = FS_GetFileList;
import.FSeek = FS_Seek;
import.FTell = FS_Tell;
import.SetAreaPortalState = CM_SetAreaPortalState;
import.AreasConnected = CM_AreasConnected;
ge = (game_export_t *)Sys_GetGameAPI (&import);
if (!ge)
Com_Error (ERR_DROP, "failed to load game DLL");
if (ge->apiversion != GAME_API_VERSION)
Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
GAME_API_VERSION);
ge->Init ();
}