mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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445 lines
10 KiB
C
445 lines
10 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This file is part of Quake 2 source code.
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Quake 2 source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// sv_game.c -- interface to the game dll
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#include "server.h"
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game_export_t *ge;
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/*
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===============
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PF_Unicast
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Sends the contents of the mutlicast buffer to a single client
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===============
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*/
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void PF_Unicast (edict_t *ent, qboolean reliable)
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{
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int p;
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client_t *client;
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if (!ent)
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return;
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p = NUM_FOR_EDICT(ent);
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if (p < 1 || p > maxclients->value)
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return;
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client = svs.clients + (p-1);
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// r1ch: trap bad writes from game dll
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// if (client->state <= cs_spawning)
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if ( (client->state < cs_spawned) && (sv.multicast.cursize > 0) )
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{
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int msgType = (sv.multicast.cursize > 0) ? sv.multicast.data[0] : 0;
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msgType = min(max(msgType, 0), (num_svc_ops-1));
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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);
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SZ_Clear (&sv.multicast);
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return;
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}
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if (reliable)
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SZ_Write (&client->netchan.message, sv.multicast.data, sv.multicast.cursize);
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else
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SZ_Write (&client->datagram, sv.multicast.data, sv.multicast.cursize);
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SZ_Clear (&sv.multicast);
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}
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/*
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===============
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PF_dprintf
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Debug print to server console
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===============
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*/
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void PF_dprintf (char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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va_start (argptr, fmt);
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// vsprintf (msg, fmt, argptr);
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Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
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va_end (argptr);
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Com_Printf ("%s", msg);
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}
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/*
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===============
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PF_cprintf
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Print to a single client
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===============
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*/
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void PF_cprintf (edict_t *ent, int level, char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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int n;
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if (ent)
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{
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n = NUM_FOR_EDICT(ent);
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if (n < 1 || n > maxclients->value)
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Com_Error (ERR_DROP, "cprintf to a non-client");
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}
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va_start (argptr, fmt);
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// vsprintf (msg, fmt, argptr);
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Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
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va_end (argptr);
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if (ent)
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SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
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else
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Com_Printf ("%s", msg);
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}
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/*
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===============
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PF_centerprintf
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centerprint to a single client
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===============
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*/
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void PF_centerprintf (edict_t *ent, char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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int n;
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n = NUM_FOR_EDICT(ent);
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if (n < 1 || n > maxclients->value)
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return; // Com_Error (ERR_DROP, "centerprintf to a non-client");
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va_start (argptr, fmt);
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// vsprintf (msg, fmt, argptr);
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Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
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va_end (argptr);
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MSG_WriteByte (&sv.multicast,svc_centerprint);
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MSG_WriteString (&sv.multicast,msg);
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PF_Unicast (ent, true);
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}
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/*
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===============
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PF_error
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Abort the server with a game error
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===============
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*/
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void PF_error (char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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va_start (argptr, fmt);
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// vsprintf (msg, fmt, argptr);
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Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
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va_end (argptr);
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Com_Error (ERR_DROP, "Game Error: %s", msg);
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}
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/*
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=================
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PF_setmodel
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Also sets mins and maxs for inline bmodels
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=================
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*/
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void PF_setmodel (edict_t *ent, char *name)
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{
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int i;
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cmodel_t *mod;
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if (!name)
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Com_Error (ERR_DROP, "PF_setmodel: NULL");
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i = SV_ModelIndex (name);
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// ent->model = name;
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ent->s.modelindex = i;
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// if it is an inline model, get the size information for it
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if (name[0] == '*')
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{
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mod = CM_InlineModel (name);
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VectorCopy (mod->mins, ent->mins);
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VectorCopy (mod->maxs, ent->maxs);
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SV_LinkEdict (ent);
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}
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}
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/*
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===============
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PF_Configstring
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===============
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*/
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void PF_Configstring (int index, char *val)
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{
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size_t len, maxlen;
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char *dest;
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if (index < 0 || index >= MAX_CONFIGSTRINGS)
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Com_Error (ERR_DROP, "PF_Configstring: bad index %i\n", index);
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if (!val)
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val = "";
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// catch overflow of indvidual configstrings
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len = strlen(val);
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maxlen = CS_SIZE(index);
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if (len >= maxlen) {
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Com_Printf(S_COLOR_YELLOW"PF_Configstring: index %d overflowed: %d > %d\n", index, len, maxlen);
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len = maxlen - 1;
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}
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// change the string in sv
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// Don't use a null-terminated strncpy here!!
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// strncpy (sv.configstrings[index], val);
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dest = sv.configstrings[index];
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memcpy(dest, val, len);
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dest[len] = 0;
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if (sv.state != ss_loading)
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{ // send the update to everyone
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SZ_Clear (&sv.multicast);
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MSG_WriteChar (&sv.multicast, svc_configstring);
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MSG_WriteShort (&sv.multicast, index);
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MSG_WriteString (&sv.multicast, val);
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SV_Multicast (vec3_origin, MULTICAST_ALL_R);
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}
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}
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void PF_WriteChar (int c) {MSG_WriteChar (&sv.multicast, c);}
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void PF_WriteByte (int c) {MSG_WriteByte (&sv.multicast, c);}
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void PF_WriteShort (int c) {MSG_WriteShort (&sv.multicast, c);}
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void PF_WriteLong (int c) {MSG_WriteLong (&sv.multicast, c);}
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void PF_WriteFloat (float f) {MSG_WriteFloat (&sv.multicast, f);}
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void PF_WriteString (char *s) {MSG_WriteString (&sv.multicast, s);}
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void PF_WritePos (vec3_t pos) {MSG_WritePos (&sv.multicast, pos);}
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void PF_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.multicast, dir);}
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void PF_WriteAngle (float f) {MSG_WriteAngle (&sv.multicast, f);}
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/*
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=================
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PF_inPVS
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Also checks portalareas so that doors block sight
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=================
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*/
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qboolean PF_inPVS (vec3_t p1, vec3_t p2)
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{
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int leafnum;
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int cluster;
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int area1, area2;
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byte *mask;
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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area1 = CM_LeafArea (leafnum);
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mask = CM_ClusterPVS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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area2 = CM_LeafArea (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return false;
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if (!CM_AreasConnected (area1, area2))
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return false; // a door blocks sight
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return true;
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}
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/*
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=================
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PF_inPHS
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Also checks portalareas so that doors block sound
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=================
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*/
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qboolean PF_inPHS (vec3_t p1, vec3_t p2)
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{
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int leafnum;
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int cluster;
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int area1, area2;
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byte *mask;
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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area1 = CM_LeafArea (leafnum);
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mask = CM_ClusterPHS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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area2 = CM_LeafArea (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return false; // more than one bounce away
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if (!CM_AreasConnected (area1, area2))
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return false; // a door blocks hearing
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return true;
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}
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void PF_StartSound (edict_t *entity, int channel, int sound_num, float volume,
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float attenuation, float timeofs)
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{
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if (!entity)
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return;
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SV_StartSound (NULL, entity, channel, sound_num, volume, attenuation, timeofs);
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}
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//==============================================
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/*
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===============
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SV_ShutdownGameProgs
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Called when either the entire server is being killed, or
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it is changing to a different game directory.
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===============
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*/
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void SV_ShutdownGameProgs (void)
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{
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if (!ge)
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return;
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ge->Shutdown ();
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Sys_UnloadGame ();
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ge = NULL;
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}
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/*
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===============
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SV_InitGameProgs
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Init the game subsystem for a new map
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===============
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*/
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void SCR_DebugGraph (float value, int color);
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void SV_InitGameProgs (void)
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{
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game_import_t import;
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// unload anything we have now
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if (ge)
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SV_ShutdownGameProgs ();
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// load a new game dll
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import.multicast = SV_Multicast;
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import.unicast = PF_Unicast;
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import.bprintf = SV_BroadcastPrintf;
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import.dprintf = PF_dprintf;
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import.cprintf = PF_cprintf;
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import.centerprintf = PF_centerprintf;
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import.error = PF_error;
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import.linkentity = SV_LinkEdict;
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import.unlinkentity = SV_UnlinkEdict;
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import.BoxEdicts = SV_AreaEdicts;
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import.trace = SV_Trace;
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import.pointcontents = SV_PointContents;
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import.setmodel = PF_setmodel;
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import.inPVS = PF_inPVS;
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import.inPHS = PF_inPHS;
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import.Pmove = Pmove;
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import.modelindex = SV_ModelIndex;
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import.soundindex = SV_SoundIndex;
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import.imageindex = SV_ImageIndex;
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import.configstring = PF_Configstring;
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import.sound = PF_StartSound;
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import.positioned_sound = SV_StartSound;
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import.WriteChar = PF_WriteChar;
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import.WriteByte = PF_WriteByte;
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import.WriteShort = PF_WriteShort;
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import.WriteLong = PF_WriteLong;
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import.WriteFloat = PF_WriteFloat;
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import.WriteString = PF_WriteString;
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import.WritePosition = PF_WritePos;
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import.WriteDir = PF_WriteDir;
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import.WriteAngle = PF_WriteAngle;
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import.TagMalloc = Z_TagMalloc;
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import.TagFree = Z_Free;
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import.FreeTags = Z_FreeTags;
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import.cvar = Cvar_Get;
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import.cvar_set = Cvar_Set;
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import.cvar_forceset = Cvar_ForceSet;
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import.argc = Cmd_Argc;
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import.argv = Cmd_Argv;
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import.args = Cmd_Args;
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import.AddCommandString = Cbuf_AddText;
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import.DebugGraph = SCR_DebugGraph;
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// Knightmare- support game DLL loading from pak files thru engine
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// This can be used to load script files, etc
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import.ListPak = FS_ListPak;
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import.LoadFile = FS_LoadFile;
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import.FreeFile = FS_FreeFile;
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import.FreeFileList = FS_FreeFileList;
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import.OpenFile = FS_FOpenFile;
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import.OpenCompressedFile = FS_FOpenCompressedFile;
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import.CloseFile = FS_FCloseFile;
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import.FRead = FS_Read;
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import.FWrite = FS_Write;
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import.GameDir = FS_GameDir;
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import.SaveGameDir = FS_SaveGameDir;
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import.CreatePath = FS_CreatePath;
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import.GetFileList = FS_GetFileList;
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import.SetAreaPortalState = CM_SetAreaPortalState;
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import.AreasConnected = CM_AreasConnected;
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ge = (game_export_t *)Sys_GetGameAPI (&import);
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if (!ge)
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Com_Error (ERR_DROP, "failed to load game DLL");
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if (ge->apiversion != GAME_API_VERSION)
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Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
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GAME_API_VERSION);
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ge->Init ();
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}
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