1
0
Fork 0
forked from fte/fteqw
fteqw/plugins/quake3/svq3_game.c

3459 lines
96 KiB
C
Raw Normal View History

#include "q3common.h"
#define net_message asrgsaerge
//An implementation of a Q3 server...
//requires qvm implementation and existing q3 client stuff (or at least the overlapping stuff in q3common.c).
#ifdef Q3SERVER
#define USEBOTLIB
#ifdef USEBOTLIB
#define fileHandle_t int
#define fsMode_t int
#define pc_token_t void
#include "botlib/botlib.h"
#define Z_TAG_BOTLIB 221726
static zonegroup_t botlibmem;
static zonegroup_t botlibhunkmem;
static botlib_export_t *FTE_GetBotLibAPI(int apiVersion, botlib_import_t *import)
{ //a stub that will prevent botlib from loading.
#ifdef BOTLIB_STATIC
return GetBotLibAPI(apiVersion, import);
#else
static void *botlib;
static botlib_export_t *(QDECL *pGetBotLibAPI)(int apiVersion, botlib_import_t *import);
dllfunction_t funcs[] =
{
{(void**)&pGetBotLibAPI, "GetBotLibAPI"},
{NULL}
};
if (!botlib && host_parms.binarydir)
botlib = Sys_LoadLibrary(va("%slibfteq3bot", host_parms.binarydir), funcs);
if (!botlib)
botlib = Sys_LoadLibrary("botlib", funcs);
if (!botlib)
return NULL;
return pGetBotLibAPI(apiVersion, import);
#endif
}
botlib_export_t *botlib;
#endif
#include "clq3defs.h"
#include "q3g_public.h"
#define svs (*sv3.server_state_static)
#define sv (*sv3.server_state)
vm_t *q3gamevm;
#ifdef VM_CG
extern vm_t *cgvm;
#endif
#define fs_key 0
static qboolean q3_serverinfo_dirty; //signals that the serverinfo has changed. this involves networking so we use a flag to gather changes to splurge at once instead of many minor changes that each send out new config string updates
static char *svq3_configstrings[MAX_Q3_CONFIGSTRINGS];
static qboolean q3_serverinfo_dirty;
static q3sharedEntity_t *q3_entarray;
static int numq3entities;
static int sizeofq3gentity;
static q3playerState_t *q3playerstates;
static int sizeofGameClient;
static int q3_num_snapshot_entities;
static int q3_next_snapshot_entities;
static q3entityState_t *q3_snapshot_entities;
static q3entityState_t *q3_baselines;
cvar_t *sv_maxclients;
#define NUM_FOR_GENTITY(ge) (((char*)ge - (char*)q3_entarray) / sizeofq3gentity)
#define NUM_FOR_SENTITY(se) (se - q3_sentities)
#define GENTITY_FOR_NUM(num) ((q3sharedEntity_t*)((char *)q3_entarray + sizeofq3gentity*(num)))
#define SENTITY_FOR_NUM(num) ((q3serverEntity_t*)((char *)q3_sentities + sizeof(q3serverEntity_t)*(num)))
#define SENTITY_FOR_GENTITY(ge) (SENTITY_FOR_NUM(NUM_FOR_GENTITY(ge)))
#define GENTITY_FOR_SENTITY(se) (GENTITY_FOR_NUM(NUM_FOR_SENTITY(se)))
static qboolean BoundsIntersect (vec3_t mins1, vec3_t maxs1, vec3_t mins2, vec3_t maxs2);
static int SVQ3_AddBot(void);
void SVQ3_CreateBaseline(void);
void SVQ3_ClientThink(client_t *cl);
#ifdef QWOVERQ3
static void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3);
#endif
static const char *mapentspointer;
#define Q3SOLID_BMODEL 0xffffff
#define PS_FOR_NUM(n) ((q3playerState_t *)((qbyte *)q3playerstates + sizeofGameClient*(n)))
#define clamp(v,min,max) v = (v>max)?max:((v < min)?min:v)
#define Q_rint(x) (int)((x > 0)?(x + 0.5f):(x-0.5f))
// entity->svFlags
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
// TTimo
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
#define SVF_CLIENTMASK 0x00000002
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
// (entityShared_t->singleClient)
//these entities are private to the engine. gamecode shall not see this.
typedef struct {
areagridlink_t areas[16];
size_t areagridsequence;
qboolean linked;
pvscache_t pvscache;
} q3serverEntity_t;
static q3serverEntity_t *q3_sentities;
// ClearLink is used for new headnodes
static void W_ClearLink (link_t *l)
{
l->prev = l->next = l;
}
static void W_RemoveLink (link_t *l)
{
l->next->prev = l->prev;
l->prev->next = l->next;
}
static void W_InsertLinkBefore (link_t *l, link_t *before)
{
l->next = before;
l->prev = before->prev;
l->prev->next = l;
l->next->prev = l;
}
static void Q3G_UnlinkEntity(q3sharedEntity_t *ent)
{
int i;
q3serverEntity_t *sent;
ent->r.linked = false;
sent = SENTITY_FOR_GENTITY(ent);
if(!sent->linked)
{
return; // not linked in anywhere
}
for (i = 0; i < countof(sent->areas); i++)
{
if (!sent->areas[i].ed)
break;
W_RemoveLink(&sent->areas[i].l);
sent->areas[i].ed = NULL;
}
sent->linked = false;
}
#define CALCAREAGRIDBOUNDS(min,max) \
ming[0] = floor(((min)[0]+sv3.gridbias[0]) / sv3.gridscale[0]); \
ming[1] = floor(((min)[1]+sv3.gridbias[1]) / sv3.gridscale[1]); \
maxg[0] = floor(((max)[0]+sv3.gridbias[0]) / sv3.gridscale[0]); \
maxg[1] = floor(((max)[1]+sv3.gridbias[1]) / sv3.gridscale[1]); \
ming[0] = bound(0, ming[0], sv3.gridsize[0]-1); \
ming[1] = bound(0, ming[1], sv3.gridsize[1]-1); \
maxg[0] = bound(ming[0], maxg[0], sv3.gridsize[0]-1)+1; \
maxg[1] = bound(ming[1], maxg[1], sv3.gridsize[1]-1)+1;
#define MAX_TOTAL_ENT_LEAFS 256
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static model_t *Q3G_GetCModel(unsigned int modelindex)
{
//0 is world
//1 == *1
//this is not how quake's precaches normally work.
modelindex++;
if ((unsigned int)modelindex < countof(sv3.models))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
if (!sv3.models[modelindex])
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
if (modelindex == 1)
sv3.models[modelindex] = sv3.world->worldmodel;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else
sv3.models[modelindex] = worldfuncs->LoadModel(worldfuncs->FixName(va("*%i", modelindex-1), sv.modelname), MLV_WARNSYNC);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
if (sv3.models[modelindex]->loadstate == MLS_LOADED)
return sv3.models[modelindex];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
return NULL;
}
static void Q3G_LinkEntity(q3sharedEntity_t *ent)
{
#ifdef USEAREAGRID
int ming[2], maxg[2], g[2], ga;
#else
areanode_t *node;
#endif
q3serverEntity_t *sent;
int i, j, k;
const float *origin;
const float *angles;
sent = SENTITY_FOR_GENTITY(ent);
if(sent->linked)
Q3G_UnlinkEntity(ent); // unlink from old position
// encode the size into the entity_state for client prediction
if(ent->r.bmodel)
ent->s.solid = Q3SOLID_BMODEL;
else if(ent->r.contents & (Q3CONTENTS_BODY|Q3CONTENTS_SOLID))
{
// assume that x/y are equal and symetric
i = ent->r.maxs[0];
clamp(i, 1, 255);
// z is not symetric
j = -ent->r.mins[2];
clamp(j, 1, 255);
// and z maxs can be negative...
k = ent->r.maxs[2]+32;
clamp(k, 1, 255);
ent->s.solid = (((k << 8) | j) << 8) | i;
}
else
ent->s.solid = 0;
// always use currentOrigin
origin = ent->r.currentOrigin;
angles = ent->r.currentAngles;
// set the abs box
if(ent->r.bmodel && (angles[0] || angles[1] || angles[2]))
{
// expand for rotation
float max, v;
int i;
max = 0;
for(i=0; i<3; i++)
{
v = fabs(ent->r.mins[i]);
if(v > max)
max = v;
v = fabs(ent->r.maxs[i]);
if(v > max)
max = v;
}
for(i=0; i<3; i++)
{
ent->r.absmin[i] = origin[i] - max;
ent->r.absmax[i] = origin[i] + max;
}
}
else
{
// normal
VectorAdd(origin, ent->r.mins, ent->r.absmin);
VectorAdd(origin, ent->r.maxs, ent->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
ent->r.absmin[0] -= 1;
ent->r.absmin[1] -= 1;
ent->r.absmin[2] -= 1;
ent->r.absmax[0] += 1;
ent->r.absmax[1] += 1;
ent->r.absmax[2] += 1;
// link to PVS leafs
sv3.world->worldmodel->funcs.FindTouchedLeafs(sv3.world->worldmodel, &sent->pvscache, ent->r.absmin, ent->r.absmax);
//FIXME: return if no leafs
ent->r.linkcount++;
ent->r.linked = true;
sent->linked = true;
// find the first node that the ent's box crosses
CALCAREAGRIDBOUNDS(ent->r.absmin, ent->r.absmax);
if ((maxg[0]-ming[0])*(maxg[1]-ming[1]) > countof(sent->areas))
{ //entity is too large to fit in our grid. shove it in the overflow
sent->areas[0].ed = sent;
W_InsertLinkBefore (&sent->areas[0].l, &sv3.jumboarea.l);
}
else
{
for (ga = 0, g[0] = ming[0]; g[0] < maxg[0]; g[0]++)
for ( g[1] = ming[1]; g[1] < maxg[1]; g[1]++, ga++)
{
sent->areas[ga].ed = sent;
W_InsertLinkBefore (&sent->areas[ga].l, &sv3.gridareas[g[0] + g[1]*sv3.gridsize[0]].l);
}
}
}
static void SVQ3_ClearWorld(void)
{
int numareas = 1;
int i;
vec3_t mins, maxs, size;
if (sv3.world->worldmodel)
{
VectorCopy(sv3.world->worldmodel->mins, mins);
VectorCopy(sv3.world->worldmodel->maxs, maxs);
}
else
{
VectorSet(mins, -4096, -4096, -4096);
VectorSet(maxs, 4096, 4096, 4096);
}
Vector2Set(sv3.gridsize, 128, 128);
for (i = 0; i < 2; i++)
{
size[i] = maxs[i] - mins[i];
size[i] /= sv3.gridsize[i];
//enforce a minimum grid size, so things don't end up getting added to every single node
if (size[i] < 128)
{
mins[i] -= (128-size[i])/2 * sv3.gridsize[i];
size[i] = 128;
}
sv3.gridscale[i] = size[i];
sv3.gridbias[i] = -mins[i];
numareas *= sv3.gridsize[i];
}
if (sv3.gridareas)
memset (sv3.gridareas, 0, sizeof(*sv3.gridareas)*numareas);
else
sv3.gridareas = Z_Malloc(sizeof(*sv3.gridareas)*numareas);
for (i = 0; i < numareas; i++)
W_ClearLink (&sv3.gridareas[i].l);
W_ClearLink (&sv3.jumboarea.l);
}
static int SVQ3_EntitiesInBoxNode(areagridlink_t *node, vec3_t mins, vec3_t maxs, int *list, int maxcount)
{
link_t *l, *next;
q3serverEntity_t *sent;
q3sharedEntity_t *gent;
int linkcount = 0;
//work out who they are first.
for (l = node->l.next ; l != &node->l ; l = next)
{
if (maxcount == linkcount)
return linkcount;
next = l->next;
sent = ((areagridlink_t*)l)->ed;
if (sent->areagridsequence != sv3.areagridsequence)
{
sent->areagridsequence = sv3.areagridsequence;
gent = GENTITY_FOR_SENTITY(sent);
if (!BoundsIntersect(mins, maxs, gent->r.absmin, gent->r.absmax))
continue;
list[linkcount++] = NUM_FOR_GENTITY(gent);
}
}
return linkcount;
}
static int SVQ3_EntitiesInBox(vec3_t mins, vec3_t maxs, int *list, int maxcount)
{
int ming[2], maxg[2], g[2], ga;
int linkcount = 0;
sv3.areagridsequence++;
linkcount += SVQ3_EntitiesInBoxNode(&sv3.jumboarea, mins, maxs, list+linkcount, maxcount-linkcount);
CALCAREAGRIDBOUNDS(mins, maxs);
for (ga = 0, g[0] = ming[0]; g[0] < maxg[0]; g[0]++)
for ( g[1] = ming[1]; g[1] < maxg[1]; g[1]++, ga++)
linkcount += SVQ3_EntitiesInBoxNode(&sv3.gridareas[g[0] + g[1]*sv3.gridsize[0]], mins, maxs, list+linkcount, maxcount-linkcount);
return linkcount;
}
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
static void SVQ3_Trace(q3trace_t *result, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask, qboolean capsule)
{
int contactlist[128];
trace_t tr;
vec3_t mmins, mmaxs;
int i;
q3sharedEntity_t *es;
model_t *mod;
int ourowner;
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
sv3.world->worldmodel->funcs.NativeTrace(sv3.world->worldmodel, 0, NULLFRAMESTATE, NULL, start, end, mins, maxs, capsule, contentmask, &tr);
result->allsolid = tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = (tr.fraction==1.0)?ENTITYNUM_NONE:ENTITYNUM_WORLD;
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid = tr.startsolid;
if (tr.surface)
result->surfaceFlags = tr.surface->flags;
else
result->surfaceFlags = 0;
if (result->allsolid)
return;
for (i = 0; i < 3; i++)
{
if (start[i] < end[i])
{
mmins[i] = start[i]+mins[i]-1;
mmaxs[i] = end[i]+maxs[i]+1;
}
else
{
mmins[i] = end[i]+mins[i]-1;
mmaxs[i] = start[i]+maxs[i]+1;
}
}
if (entnum == -1)
ourowner = -1;
else if (entnum != ENTITYNUM_WORLD)
{
ourowner = GENTITY_FOR_NUM(entnum)->r.ownerNum;
if (ourowner == ENTITYNUM_NONE)
ourowner = -1;
}
else
ourowner = -1;
for (i = SVQ3_EntitiesInBox(mmins, mmaxs, contactlist, sizeof(contactlist)/sizeof(contactlist[0]))-1; i >= 0; i--)
{
if (contactlist[i] == entnum)
continue; //don't collide with self.
es = GENTITY_FOR_NUM(contactlist[i]);
if (!(es->r.contents & contentmask))
continue;
if (entnum != ENTITYNUM_WORLD)
{
if (contactlist[i] == entnum)
continue;
if (es->r.ownerNum == entnum)
continue;
if (es->r.ownerNum == ourowner)
continue;
}
if (es->r.bmodel)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mod = Q3G_GetCModel(es->s.modelindex);
if (!mod)
continue;
worldfuncs->TransformedTrace(mod, 0, 0, start, end, mins, maxs, capsule, &tr, es->r.currentOrigin, es->r.currentAngles, contentmask);
}
else
{
if (es->r.svFlags & SVF_CAPSULE)
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
else
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
worldfuncs->TransformedTrace(mod, 0, 0, start, end, mins, maxs, capsule, &tr, es->r.currentOrigin, vec3_origin, contentmask);
}
if (tr.allsolid)
tr.fraction = 0;
/* if (tr.fraction < result->fraction)
{
result->allsolid |= tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = contactlist[i];
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid |= tr.startsolid;
// if (tr.surface)
// result->surfaceFlags = tr.surface->flags;
// else
result->surfaceFlags = 0;
}
else if (tr.startsolid)
{
result->entityNum = contactlist[i];
result->startsolid = true;
if (tr.allsolid)
result->allsolid = true;
}
*/
if ( tr.allsolid || tr.fraction < result->fraction ) {
result->allsolid |= tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = contactlist[i];
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid |= tr.startsolid;
// if (tr.surface)
// result->surfaceFlags = tr.surface->flags;
// else
result->surfaceFlags = 0;
} else if ( tr.startsolid ) {
result->startsolid = qtrue;
}
if ( result->allsolid ) {
return;
}
}
}
static int SVQ3_PointContents(vec3_t pos, int entnum)
{
int contactlist[128];
trace_t tr;
int i;
q3sharedEntity_t *es;
model_t *mod;
int ourowner;
int cont;
cont = sv3.world->worldmodel->funcs.NativeContents (sv3.world->worldmodel, 0, 0, NULL, pos, vec3_origin, vec3_origin);
if ((unsigned)entnum >= MAX_GENTITIES)
ourowner = -1;
else if ( entnum != ENTITYNUM_WORLD )
{
ourowner = GENTITY_FOR_NUM(entnum)->r.ownerNum;
if (ourowner == ENTITYNUM_WORLD)
ourowner = -1;
}
else
ourowner = -1;
for (i = SVQ3_EntitiesInBox(pos, pos, contactlist, sizeof(contactlist)/sizeof(contactlist[0]))-1; i >= 0; i--)
{
if (contactlist[i] == entnum)
continue; //don't collide with self.
es = GENTITY_FOR_NUM(contactlist[i]);
if (entnum != ENTITYNUM_WORLD)
{
if (contactlist[i] == entnum)
continue; // don't clip against the pass entity
if (es->r.ownerNum == entnum)
continue; // don't clip against own missiles
if (es->r.ownerNum == ourowner)
continue; // don't clip against other missiles from our owner
}
if (es->r.bmodel)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mod = Q3G_GetCModel(es->s.modelindex);
if (!mod)
continue;
worldfuncs->TransformedTrace(mod, 0, NULL, pos, pos, vec3_origin, vec3_origin, false, &tr, es->r.currentOrigin, es->r.currentAngles, 0xffffffff);
}
else
{
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
worldfuncs->TransformedTrace(mod, 0, NULL, pos, pos, vec3_origin, vec3_origin, false, &tr, es->r.currentOrigin, vec3_origin, 0xffffffff);
}
cont |= tr.contents;
}
return cont;
}
static int SVQ3_Contact(vec3_t mins, vec3_t maxs, q3sharedEntity_t *ent, qboolean capsule)
{
model_t *mod;
trace_t tr;
float *ang;
if (ent->r.bmodel)
{
ang = ent->r.currentAngles;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mod = Q3G_GetCModel(ent->s.modelindex);
}
else
{
ang = vec3_origin;
mod = worldfuncs->TempBoxModel(ent->r.mins, ent->r.maxs);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!mod || !mod->funcs.NativeTrace)
return false;
worldfuncs->TransformedTrace(mod, 0, 0, vec3_origin, vec3_origin, mins, maxs, capsule, &tr, ent->r.currentOrigin, ang, 0xffffffff);
if (tr.startsolid)
return true;
return false;
}
static void SVQ3_SetBrushModel(q3sharedEntity_t *ent, char *modelname)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
int modelindex;
model_t *mod;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!modelname || *modelname != '*')
plugfuncs->EndGame("SVQ3_SetBrushModel: not an inline model");
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
modelindex = atoi(modelname+1);
mod = Q3G_GetCModel(modelindex);
if (mod)
{
VectorCopy(mod->mins, ent->r.mins);
VectorCopy(mod->maxs, ent->r.maxs);
}
else
{
VectorCopy(vec3_origin, ent->r.mins);
VectorCopy(vec3_origin, ent->r.maxs);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
}
ent->r.bmodel = true;
ent->r.contents = -1;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ent->s.modelindex = modelindex;
Q3G_LinkEntity( ent );
}
static qboolean BoundsIntersect (vec3_t mins1, vec3_t maxs1, vec3_t mins2, vec3_t maxs2)
{
return (mins1[0] <= maxs2[0] && mins1[1] <= maxs2[1] && mins1[2] <= maxs2[2] &&
maxs1[0] >= mins2[0] && maxs1[1] >= mins2[1] && maxs1[2] >= mins2[2]);
}
static qboolean SVQ3_GetUserCmd(int clientnumber, q3usercmd_t *ucmd)
{
usercmd_t *cmd;
if (clientnumber < 0 || clientnumber >= sv.allocated_client_slots)
plugfuncs->EndGame("SVQ3_GetUserCmd: Client out of range");
cmd = &svs.clients[clientnumber].lastcmd;
ucmd->angles[0] = cmd->angles[0];
ucmd->angles[1] = cmd->angles[1];
ucmd->angles[2] = cmd->angles[2];
ucmd->serverTime = cmd->servertime;
ucmd->forwardmove = (signed char)cmd->forwardmove;
ucmd->rightmove = cmd->sidemove;
ucmd->upmove = cmd->upmove;
ucmd->buttons = cmd->buttons;
ucmd->weapon = cmd->weapon;
return true;
}
void SVQ3_SendServerCommand(client_t *cl, char *str)
{
if (!cl)
{ //broadcast
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (svs.clients[i].state>=cs_connected)
{
SVQ3_SendServerCommand(&svs.clients[i], str); //go for consistancy.
}
}
return;
}
cl->server_command_sequence++;
if (cl->protocol!=SCP_BAD && cl->server_command_sequence-cl->server_command_ack >= countof(cl->server_commands))
Con_Printf("%s: Reliable overflow %i-%i>%i\n", cl->name, cl->server_command_sequence,cl->server_command_ack, (int)countof(cl->server_commands));
Q_strncpyz(cl->server_commands[cl->server_command_sequence & Q3TEXTCMD_MASK], str, sizeof(cl->server_commands[0]));
}
void SVQ3_SendConfigString(client_t *dest, int num, char *string)
{
int len = strlen(string);
#define CONFIGSTRING_MAXCHUNK (1024-24)
if (len > CONFIGSTRING_MAXCHUNK)
{
char *cmd;
char buf[CONFIGSTRING_MAXCHUNK+1];
int off = 0;
for (;;)
{
int chunk = len - off;
if (chunk > CONFIGSTRING_MAXCHUNK)
chunk = CONFIGSTRING_MAXCHUNK;
//split it up into multiple commands.
if (!off)
cmd = "bcs0"; //initial chunk
else if (off + chunk == len)
cmd = "bcs2"; //terminator
else
cmd = "bcs1"; //mid chunk
memcpy(buf, string+off, chunk);
buf[chunk] = 0;
SVQ3_SendServerCommand(dest, va("%s %i \"%s\"\n", cmd, num, buf));
off += chunk;
if (off == len)
break;
}
}
else
SVQ3_SendServerCommand(dest, va("cs %i \"%s\"\n", num, string));
}
void SVQ3_SetConfigString(int num, char *string)
{
int len;
if (num < 0 || num >= MAX_Q3_CONFIGSTRINGS)
return; //no exploits please
if (!string)
string = "";
if (!strcmp(svq3_configstrings[num]?svq3_configstrings[num]:"", string))
return;
len = strlen(string);
if (svq3_configstrings[num])
Z_Free(svq3_configstrings[num]);
svq3_configstrings[num] = Z_Malloc(len+1);
strcpy(svq3_configstrings[num], string);
if (sv.state == ss_loading && !sv3.restarting)
return; //don't spam these, the svcq3_gamestate will have a copy anyway and the gamecode can get confused.
SVQ3_SendConfigString(NULL, num, string);
}
static int FloatAsInt(float f)
{
return *(int*)&f;
}
static int SVQ3_BotGetConsoleMessage( int client, char *buf, int size )
{
//retrieves server->client commands that were sent to a bot
client_t *cl;
int index;
if ((unsigned)client >= sv.allocated_client_slots)
return false;
cl = &svs.clients[client];
// cl->lastPacketTime = svs.time;
if (cl->server_command_ack == cl->server_command_sequence)
return false;
cl->server_command_ack++;
index = cl->server_command_ack & Q3TEXTCMD_MASK;
if ( !cl->server_commands[index][0] )
return false;
Q_strncpyz( buf, cl->server_commands[index], size );
return true;
}
static int SVQ3_BotGetSnapshotEntity(int client, int entnum)
{
//fixme: does the bot actually use this?...
return -1;
}
static void SVQ3_Adjust_Area_Portal_State(q3sharedEntity_t *ge, qboolean open)
{
q3serverEntity_t *se = SENTITY_FOR_GENTITY(ge);
if (se->pvscache.areanum == -1 || se->pvscache.areanum2 == -1) //not linked properly.
return;
sv3.world->worldmodel->funcs.SetAreaPortalState(sv3.world->worldmodel, -1, se->pvscache.areanum, se->pvscache.areanum2, open);
}
static qboolean SV_InPVS(vec3_t p1, vec3_t p2)
{
model_t *worldmodel = sv3.world->worldmodel;
if (!worldmodel || worldmodel->loadstate != MLS_LOADED)
return false; //still loading, don't give bad results.
else if (!worldmodel->funcs.FatPVS)
return true; //no pvs info, assume everything is visible
else
{
int a1, c1 = worldmodel->funcs.ClusterForPoint(worldmodel, p1, &a1);
int a2, c2 = worldmodel->funcs.ClusterForPoint(worldmodel, p2, &a2);
qbyte *pvs;
if (c1 < 0 || c2 < 0)
return (c1<0); //outside can see in, inside cannot (normally) see out.
pvs = worldmodel->funcs.ClusterPVS(worldmodel, c1, NULL, PVM_FAST);
if (pvs[c2>>3] & (1<<(c2&7)))
{
if (worldmodel->funcs.AreasConnected(worldmodel, a1, a2))
return true;
}
return false;
}
}
#define VALIDATEPOINTER(o,l) if ((int)o + l >= mask || VM_POINTER(o) < offset) plugfuncs->EndGame("Call to game trap %u passes invalid pointer\n", (unsigned int)fn); //out of bounds.
static qintptr_t Q3G_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, const qintptr_t *arg)
{
int ret = 0;
switch((q3ggameImport_t)fn)
{
case G_PRINT: // ( const char *string );
Con_Printf("%s", (char*)VM_POINTER(arg[0]));
break;
case G_ERROR: // ( const char *string );
plugfuncs->EndGame("Q3 Game error: %s", (char*)VM_POINTER(arg[0]));
break;
case G_MILLISECONDS:
return plugfuncs->GetMilliseconds();
case G_CVAR_REGISTER:// ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
if (arg[0])
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Register(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_CVAR_UPDATE:// ( vmCvar_t *vmCvar );
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Update(VM_POINTER(arg[0]));
case G_CVAR_SET:// ( const char *var_name, const char *value );
cvarfuncs->SetString(VM_POINTER(arg[0]), VM_POINTER(arg[1])); //set it
break;
case G_CVAR_VARIABLE_INTEGER_VALUE:// ( const char *var_name );
{
cvar_t *var;
var = cvarfuncs->GetNVFDG(VM_POINTER(arg[0]), "0", 0, NULL, "Q3-Game-Code created");
if (var)
return var->ival;
}
break;
case G_CVAR_VARIABLE_STRING_BUFFER:// ( const char *var_name, char *buffer, int bufsize );
{
cvar_t *var = cvarfuncs->GetNVFDG(VM_POINTER(arg[0]), NULL, 0, NULL, "Q3-Game-Code created");
if (!VM_LONG(arg[2]))
return 0;
else if (!var)
{
VALIDATEPOINTER(arg[1], 1);
*(char *)VM_POINTER(arg[1]) = '\0';
return -1;
}
else
{
VALIDATEPOINTER(arg[1], arg[2]);
Q_strncpyz(VM_POINTER(arg[1]), var->string, VM_LONG(arg[2]));
}
}
break;
case G_BOT_FREE_CLIENT:
case G_DROP_CLIENT:
if ((unsigned)VM_LONG(arg[0]) < sv.allocated_client_slots)
worldfuncs->DropClient(&svs.clients[VM_LONG(arg[0])]);
break;
case G_BOT_ALLOCATE_CLIENT:
return SVQ3_AddBot();
case G_ARGC: //8
return cmdfuncs->Argc();
case G_ARGV: //9
VALIDATEPOINTER(arg[1], arg[2]);
cmdfuncs->Argv(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
break;
case G_SEND_CONSOLE_COMMAND:
cmdfuncs->AddText(VM_POINTER(arg[1]), false);
return 0;
case G_FS_FOPEN_FILE: //fopen
if ((int)arg[1] + 4 >= mask || VM_POINTER(arg[1]) < offset)
break; //out of bounds.
ret = VM_fopen(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_READ: //fread
if ((int)arg[0] + VM_LONG(arg[1]) >= mask || VM_POINTER(arg[0]) < offset)
break; //out of bounds.
ret = VM_FRead(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_WRITE: //fwrite
ret = VM_FWrite(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_SEEK:
return VM_FSeek(arg[0], arg[1], arg[2], 0);
case G_FS_FCLOSE_FILE: //fclose
VM_fclose(VM_LONG(arg[0]), 0);
break;
case G_FS_GETFILELIST: //fs listing
if ((int)arg[2] + arg[3] >= mask || VM_POINTER(arg[2]) < offset)
break; //out of bounds.
return VM_GetFileList(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_LOCATE_GAME_DATA: // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, 15
// playerState_t *clients, int sizeofGameClient );
if (VM_OOB(arg[0], arg[1]*arg[2]) || VM_OOB(arg[3], arg[4]*MAX_CLIENTS))
plugfuncs->EndGame("Gamedata is out of bounds\n");
q3_entarray = VM_POINTER(arg[0]);
numq3entities = VM_LONG(arg[1]);
sizeofq3gentity = VM_LONG(arg[2]);
q3playerstates = VM_POINTER(arg[3]);
sizeofGameClient = VM_LONG(arg[4]);
if (numq3entities > MAX_GENTITIES)
plugfuncs->EndGame("Gamecode specifies too many entities");
break;
case G_SEND_SERVER_COMMAND: // ( int clientNum, const char *fmt, ... ); 17
Con_DPrintf("Game dispatching %s\n", (char*)VM_POINTER(arg[1]));
if (VM_LONG(arg[0]) == -1)
{ //broadcast
SVQ3_SendServerCommand(NULL, VM_POINTER(arg[1]));
}
else
{
int i = VM_LONG(arg[0]);
if (i < 0 || i >= sv.allocated_client_slots)
return false;
SVQ3_SendServerCommand(&svs.clients[i], VM_POINTER(arg[1]));
}
break;
case G_SET_CONFIGSTRING: // ( int num, const char *string ); 18
SVQ3_SetConfigString(arg[0], VM_POINTER(arg[1]));
break;
case G_GET_CONFIGSTRING: // ( int num, char *buffer, int bufferSize ); 19
if (arg[0] < 0 || arg[0] >= MAX_Q3_CONFIGSTRINGS || !arg[2])
return 0;
VALIDATEPOINTER(arg[1], arg[2]);
if (svq3_configstrings[arg[0]])
Q_strncpyz(VM_POINTER(arg[1]), svq3_configstrings[arg[0]], arg[2]);
else
*(char*)VM_POINTER(arg[1]) = '\0';
break;
case G_GET_SERVERINFO:
{
char *dest = VM_POINTER(arg[0]);
int length = VM_LONG(arg[1]);
if (VM_OOB(arg[1], arg[2]))
return 0;
worldfuncs->IBufToInfo(&svs.info, dest, length, NULL, NULL, NULL, NULL, NULL);
}
return true;
case G_GET_USERINFO://int num, char *buffer, int bufferSize 20
if (VM_OOB(arg[1], arg[2]))
return 0;
if ((unsigned)VM_LONG(arg[0]) >= sv.allocated_client_slots)
return 0;
worldfuncs->IBufToInfo(&svs.clients[VM_LONG(arg[0])].userinfo, VM_POINTER(arg[1]), VM_LONG(arg[2]), NULL, NULL, NULL, NULL, NULL);
break;
case G_SET_USERINFO://int num, char *buffer 20
if (VM_OOB(arg[1], 1))
return 0;
worldfuncs->IBufFromInfo(&svs.clients[VM_LONG(arg[0])].userinfo, VM_POINTER(arg[1]), false);
worldfuncs->ExtractFromUserinfo(&svs.clients[VM_LONG(arg[0])], false);
break;
case G_LINKENTITY: // ( gentity_t *ent ); 30
Q3G_LinkEntity(VM_POINTER(arg[0]));
break;
case G_UNLINKENTITY: // ( gentity_t *ent ); 31
Q3G_UnlinkEntity(VM_POINTER(arg[0]));
break;
case G_TRACE: // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
VALIDATEPOINTER(arg[0], sizeof(q3trace_t));
SVQ3_Trace(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_LONG(arg[5]), VM_LONG(arg[6]), false);
break;
case G_TRACECAPSULE: // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
VALIDATEPOINTER(arg[0], sizeof(q3trace_t));
SVQ3_Trace(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_LONG(arg[5]), VM_LONG(arg[6]), true);
break;
case G_ENTITY_CONTACT:
// ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); 33
// perform an exact check against inline brush models of non-square shape
return SVQ3_Contact(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), false);
case G_ENTITY_CONTACTCAPSULE:
return SVQ3_Contact(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), true);
case G_ENTITIES_IN_BOX: // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); 32
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
VALIDATEPOINTER(arg[2], sizeof(int)*VM_LONG(arg[3]));
return SVQ3_EntitiesInBox(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_ADJUST_AREA_PORTAL_STATE:
SVQ3_Adjust_Area_Portal_State(VM_POINTER(arg[0]), arg[1]);
break;
case G_POINT_CONTENTS:
return SVQ3_PointContents(VM_POINTER(arg[0]), -1);
case G_SET_BRUSH_MODEL: //ent, name
VALIDATEPOINTER(arg[0], sizeof(q3sharedEntity_t));
SVQ3_SetBrushModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
break;
case G_GET_USERCMD: // ( int clientNum, usercmd_t *cmd ) 36
VALIDATEPOINTER(arg[1], sizeof(q3usercmd_t));
SVQ3_GetUserCmd(VM_LONG(arg[0]), VM_POINTER(arg[1]));
break;
case G_GET_ENTITY_TOKEN: // qboolean ( char *buffer, int bufferSize ) 37
mapentspointer = cmdfuncs->ParseToken(mapentspointer, VM_POINTER(arg[0]), arg[1], NULL);
return !!mapentspointer;
case G_REAL_TIME: // 41
VALIDATEPOINTER(arg[0], sizeof(q3time_t));
return Q3VM_GetRealtime(VM_POINTER(arg[0]));
case G_SNAPVECTOR:
{
float *fp = (float *)VM_POINTER( arg[0] );
VALIDATEPOINTER(arg[0], sizeof(vec3_t));
fp[0] = Q_rint(fp[0]);
fp[1] = Q_rint(fp[1]);
fp[2] = Q_rint(fp[2]);
}
break;
// standard Q3
case G_MEMSET:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
memset(dst, arg[1], arg[2]);
}
break;
case G_MEMCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
memmove(dst, src, arg[2]);
}
break;
case G_STRNCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
Q_strncpyS(dst, src, arg[2]);
}
break;
case G_SIN:
VM_FLOAT(ret)=(float)sin(VM_FLOAT(arg[0]));
break;
case G_COS:
VM_FLOAT(ret)=(float)cos(VM_FLOAT(arg[0]));
break;
// case G_ACOS:
// VM_FLOAT(ret)=(float)acos(VM_FLOAT(arg[0]));
// break;
case G_ATAN2:
VM_FLOAT(ret)=(float)atan2(VM_FLOAT(arg[0]), VM_FLOAT(arg[1]));
break;
case G_SQRT:
VM_FLOAT(ret)=(float)sqrt(VM_FLOAT(arg[0]));
break;
case G_FLOOR:
VM_FLOAT(ret)=(float)floor(VM_FLOAT(arg[0]));
break;
case G_CEIL:
VM_FLOAT(ret)=(float)ceil(VM_FLOAT(arg[0]));
break;
#ifdef USEBOTLIB
case BOTLIB_SETUP:
return botlib->BotLibSetup();
case BOTLIB_SHUTDOWN:
return botlib->BotLibShutdown();
case BOTLIB_LIBVAR_SET:
return botlib->BotLibVarSet(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_LIBVAR_GET:
VALIDATEPOINTER(arg[1], arg[2]);
return botlib->BotLibVarGet(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
case BOTLIB_PC_ADD_GLOBAL_DEFINE:
return botlib->PC_AddGlobalDefine(VM_POINTER(arg[0]));
case BOTLIB_START_FRAME:
return botlib->BotLibStartFrame(VM_FLOAT(arg[0]));
case BOTLIB_LOAD_MAP:
return botlib->BotLibLoadMap(VM_POINTER(arg[0]));
case BOTLIB_UPDATENTITY:
return botlib->BotLibUpdateEntity(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_TEST:
return botlib->Test(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
case BOTLIB_GET_SNAPSHOT_ENTITY:
return SVQ3_BotGetSnapshotEntity(VM_LONG(arg[0]), VM_LONG(arg[1]));
case BOTLIB_GET_CONSOLE_MESSAGE:
VALIDATEPOINTER(arg[1], arg[2]);
return SVQ3_BotGetConsoleMessage(arg[0], VM_POINTER(arg[1]), VM_LONG(arg[2]));
case BOTLIB_USER_COMMAND:
{
q3usercmd_t *uc = VM_POINTER(arg[1]);
int i = VM_LONG(arg[0]);
if ((unsigned)i >= sv.allocated_client_slots)
return 1;
svs.clients[i].lastcmd.angles[0] = uc->angles[0];
svs.clients[i].lastcmd.angles[1] = uc->angles[1];
svs.clients[i].lastcmd.angles[2] = uc->angles[2];
svs.clients[i].lastcmd.upmove = uc->upmove;
svs.clients[i].lastcmd.sidemove = uc->rightmove;
svs.clients[i].lastcmd.forwardmove = uc->forwardmove;
svs.clients[i].lastcmd.servertime = uc->serverTime;
svs.clients[i].lastcmd.weapon = uc->weapon;
svs.clients[i].lastcmd.buttons = uc->buttons;
SVQ3_ClientThink(&svs.clients[i]);
}
return 0;
case BOTLIB_AAS_ENABLE_ROUTING_AREA:
return botlib->aas.AAS_EnableRoutingArea(VM_LONG(arg[0]), VM_LONG(arg[1]));
case BOTLIB_AAS_BBOX_AREAS:
//FIXME: validatepointer arg2
return botlib->aas.AAS_BBoxAreas(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_AREA_INFO:
return botlib->aas.AAS_AreaInfo(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AAS_ENTITY_INFO:
botlib->aas.AAS_EntityInfo(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AAS_INITIALIZED:
return botlib->aas.AAS_Initialized();
case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
botlib->aas.AAS_PresenceTypeBoundingBox(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_AAS_TIME:
return FloatAsInt(botlib->aas.AAS_Time());
case BOTLIB_AAS_POINT_AREA_NUM:
return botlib->aas.AAS_PointAreaNum(VM_POINTER(arg[0]));
case BOTLIB_AAS_TRACE_AREAS:
return botlib->aas.AAS_TraceAreas(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_LONG(arg[4]));
case BOTLIB_AAS_POINT_CONTENTS:
return botlib->aas.AAS_PointContents(VM_POINTER(arg[0]));
case BOTLIB_AAS_NEXT_BSP_ENTITY:
return botlib->aas.AAS_NextBSPEntity(VM_LONG(arg[0]));
case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], arg[3]);
return botlib->aas.AAS_ValueForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
return botlib->aas.AAS_VectorForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(float));
return botlib->aas.AAS_FloatForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(int));
return botlib->aas.AAS_IntForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_AREA_REACHABILITY:
return botlib->aas.AAS_AreaReachability(VM_LONG(arg[0]));
case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
return botlib->aas.AAS_AreaTravelTimeToGoalArea(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_SWIMMING:
return botlib->aas.AAS_Swimming(VM_POINTER(arg[0]));
case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
return botlib->aas.AAS_PredictClientMovement(VM_POINTER(arg[0]),
VM_LONG(arg[1]), VM_POINTER(arg[2]),
VM_LONG(arg[3]), VM_LONG(arg[4]),
VM_POINTER(arg[5]), VM_POINTER(arg[6]),
VM_LONG(arg[7]),
VM_LONG(arg[8]), VM_FLOAT(arg[9]),
VM_LONG(arg[10]), VM_LONG(arg[11]), VM_LONG(arg[12]));
case BOTLIB_EA_SAY:
botlib->ea.EA_Say(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_SAY_TEAM:
botlib->ea.EA_SayTeam(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_COMMAND:
botlib->ea.EA_Command(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_ACTION:
botlib->ea.EA_Action(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_EA_GESTURE:
botlib->ea.EA_Gesture(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_TALK:
botlib->ea.EA_Talk(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_ATTACK:
botlib->ea.EA_Attack(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_USE:
botlib->ea.EA_Use(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_RESPAWN:
botlib->ea.EA_Respawn(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_CROUCH:
botlib->ea.EA_Crouch(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_UP:
botlib->ea.EA_MoveUp(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_DOWN:
botlib->ea.EA_MoveDown(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_FORWARD:
botlib->ea.EA_MoveForward(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_BACK:
botlib->ea.EA_MoveBack(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_LEFT:
botlib->ea.EA_MoveLeft(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_RIGHT:
botlib->ea.EA_MoveRight(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_SELECT_WEAPON:
botlib->ea.EA_SelectWeapon(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_EA_JUMP:
botlib->ea.EA_Jump(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_DELAYED_JUMP:
botlib->ea.EA_DelayedJump(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE:
botlib->ea.EA_Move(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]));
return 0;
case BOTLIB_EA_VIEW:
botlib->ea.EA_View(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_END_REGULAR:
botlib->ea.EA_EndRegular(VM_LONG(arg[0]), VM_FLOAT(arg[1]));
return 0;
case BOTLIB_EA_GET_INPUT:
botlib->ea.EA_GetInput(VM_LONG(arg[0]), VM_FLOAT(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_EA_RESET_INPUT:
botlib->ea.EA_ResetInput(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_LOAD_CHARACTER:
return botlib->ai.BotLoadCharacter(VM_POINTER(arg[0]), VM_FLOAT(arg[1]));
case BOTLIB_AI_FREE_CHARACTER:
botlib->ai.BotFreeCharacter(arg[0]);
return 0;
case BOTLIB_AI_CHARACTERISTIC_FLOAT:
return FloatAsInt(botlib->ai.Characteristic_Float(arg[0], arg[1]));
case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
return FloatAsInt(botlib->ai.Characteristic_BFloat(arg[0], arg[1], VM_FLOAT(arg[2]), VM_FLOAT(arg[3])));
case BOTLIB_AI_CHARACTERISTIC_INTEGER:
return botlib->ai.Characteristic_Integer(arg[0], arg[1]);
case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
return botlib->ai.Characteristic_BInteger(arg[0], arg[1], arg[2], arg[3]);
case BOTLIB_AI_CHARACTERISTIC_STRING:
VALIDATEPOINTER(arg[2], arg[3]);
botlib->ai.Characteristic_String(arg[0], arg[1], VM_POINTER(arg[2]), arg[3]);
return 0;
case BOTLIB_AI_ALLOC_CHAT_STATE:
return botlib->ai.BotAllocChatState();
case BOTLIB_AI_FREE_CHAT_STATE:
botlib->ai.BotFreeChatState(arg[0]);
return 0;
case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
botlib->ai.BotQueueConsoleMessage(arg[0], arg[1], VM_POINTER(arg[2]));
return 0;
case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
botlib->ai.BotRemoveConsoleMessage(arg[0], arg[1]);
return 0;
case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
return botlib->ai.BotNextConsoleMessage(arg[0], VM_POINTER(arg[1]));
case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
return botlib->ai.BotNumConsoleMessages(arg[0]);
case BOTLIB_AI_INITIAL_CHAT:
botlib->ai.BotInitialChat(arg[0], VM_POINTER(arg[1]), arg[2], VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_POINTER(arg[5]), VM_POINTER(arg[6]), VM_POINTER(arg[7]), VM_POINTER(arg[8]), VM_POINTER(arg[9]), VM_POINTER(arg[10]));
return 0;
case BOTLIB_AI_REPLY_CHAT:
return botlib->ai.BotReplyChat(arg[0], VM_POINTER(arg[1]), arg[2], arg[3], VM_POINTER(arg[4]), VM_POINTER(arg[5]), VM_POINTER(arg[6]), VM_POINTER(arg[7]), VM_POINTER(arg[8]), VM_POINTER(arg[9]), VM_POINTER(arg[10]), VM_POINTER(arg[11]));
case BOTLIB_AI_CHAT_LENGTH:
return botlib->ai.BotChatLength(arg[0]);
case BOTLIB_AI_ENTER_CHAT:
botlib->ai.BotEnterChat(arg[0], arg[1], arg[2]);
return 0;
case BOTLIB_AI_STRING_CONTAINS:
return botlib->ai.StringContains(VM_POINTER(arg[0]), VM_POINTER(arg[1]), arg[2]);
case BOTLIB_AI_FIND_MATCH:
return botlib->ai.BotFindMatch(VM_POINTER(arg[0]), VM_POINTER(arg[1]), arg[2]);
case BOTLIB_AI_MATCH_VARIABLE:
botlib->ai.BotMatchVariable(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3]);
return 0;
case BOTLIB_AI_UNIFY_WHITE_SPACES:
botlib->ai.UnifyWhiteSpaces(VM_POINTER(arg[0]));
return 0;
case BOTLIB_AI_REPLACE_SYNONYMS:
botlib->ai.BotReplaceSynonyms(VM_POINTER(arg[0]), arg[1]);
return 0;
case BOTLIB_AI_LOAD_CHAT_FILE:
return botlib->ai.BotLoadChatFile(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AI_SET_CHAT_GENDER:
botlib->ai.BotSetChatGender(arg[0], arg[1]);
return 0;
case BOTLIB_AI_SET_CHAT_NAME:
botlib->ai.BotSetChatName(arg[0], VM_POINTER(arg[1]),
arg[2]
);
return 0;
case BOTLIB_AI_RESET_GOAL_STATE:
botlib->ai.BotResetGoalState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_AVOID_GOALS:
botlib->ai.BotResetAvoidGoals(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_PUSH_GOAL:
botlib->ai.BotPushGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_POP_GOAL:
botlib->ai.BotPopGoal(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_EMPTY_GOAL_STACK:
botlib->ai.BotEmptyGoalStack(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_DUMP_AVOID_GOALS:
botlib->ai.BotDumpAvoidGoals(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_DUMP_GOAL_STACK:
botlib->ai.BotDumpGoalStack(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_GOAL_NAME:
VALIDATEPOINTER(arg[1], arg[2]);
botlib->ai.BotGoalName(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_GET_TOP_GOAL:
//FIXME: validatepointer ?
return botlib->ai.BotGetTopGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_SECOND_GOAL:
//FIXME: validatepointer ?
return botlib->ai.BotGetSecondGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_CHOOSE_LTG_ITEM:
//FIXME: validatepointer ?
return botlib->ai.BotChooseLTGItem(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AI_CHOOSE_NBG_ITEM:
//FIXME: validatepointer ?
return botlib->ai.BotChooseNBGItem(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]), VM_FLOAT(arg[5]));
case BOTLIB_AI_TOUCHING_GOAL:
return botlib->ai.BotTouchingGoal(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
return botlib->ai.BotItemGoalInVisButNotVisible(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
return botlib->ai.BotGetLevelItemGoal(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AI_AVOID_GOAL_TIME:
return botlib->ai.BotAvoidGoalTime(arg[0], arg[1]);
case BOTLIB_AI_INIT_LEVEL_ITEMS:
botlib->ai.BotInitLevelItems();
return 0;
case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
botlib->ai.BotUpdateEntityItems();
return 0;
case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
return botlib->ai.BotLoadItemWeights(arg[0], VM_POINTER(arg[1]));
case BOTLIB_AI_FREE_ITEM_WEIGHTS:
botlib->ai.BotFreeItemWeights(arg[0]);
return 0;
case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
botlib->ai.BotSaveGoalFuzzyLogic(arg[0], VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_ALLOC_GOAL_STATE:
return botlib->ai.BotAllocGoalState(VM_LONG(arg[0]));
case BOTLIB_AI_FREE_GOAL_STATE:
botlib->ai.BotFreeGoalState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_MOVE_STATE:
botlib->ai.BotResetMoveState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_MOVE_TO_GOAL:
botlib->ai.BotMoveToGoal(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
return 0;
case BOTLIB_AI_MOVE_IN_DIRECTION:
return botlib->ai.BotMoveInDirection(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AI_RESET_AVOID_REACH:
botlib->ai.BotUpdateEntityItems();
return 0;
case BOTLIB_AI_RESET_LAST_AVOID_REACH:
botlib->ai.BotResetLastAvoidReach(arg[0]);
return 0;
case BOTLIB_AI_REACHABILITY_AREA:
return botlib->ai.BotReachabilityArea(VM_POINTER(arg[0]), arg[1]);
case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
return botlib->ai.BotMovementViewTarget(arg[0], VM_POINTER(arg[1]), arg[2], VM_FLOAT(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_ALLOC_MOVE_STATE:
return botlib->ai.BotAllocMoveState();
case BOTLIB_AI_FREE_MOVE_STATE:
botlib->ai.BotFreeMoveState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_INIT_MOVE_STATE:
//FIXME: validatepointer?
botlib->ai.BotInitMoveState(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
return botlib->ai.BotChooseBestFightWeapon(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_WEAPON_INFO:
botlib->ai.BotGetWeaponInfo(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
return botlib->ai.BotLoadWeaponWeights(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_ALLOC_WEAPON_STATE:
return botlib->ai.BotAllocWeaponState();
case BOTLIB_AI_FREE_WEAPON_STATE:
botlib->ai.BotFreeWeaponState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_WEAPON_STATE:
botlib->ai.BotResetWeaponState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
return botlib->ai.GeneticParentsAndChildSelection(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
botlib->ai.BotInterbreedGoalFuzzyLogic(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
botlib->ai.BotMutateGoalFuzzyLogic(VM_LONG(arg[0]), VM_FLOAT(arg[1]));
return 0;
case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
return botlib->ai.BotGetNextCampSpotGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
return botlib->ai.BotGetMapLocationGoal(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_NUM_INITIAL_CHATS:
return botlib->ai.BotNumInitialChats(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_CHAT_MESSAGE:
VALIDATEPOINTER(arg[1], arg[2]);
botlib->ai.BotGetChatMessage(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
botlib->ai.BotRemoveFromAvoidGoals(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
return botlib->ai.BotPredictVisiblePosition(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_SET_AVOID_GOAL_TIME:
botlib->ai.BotSetAvoidGoalTime(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_FLOAT(arg[2]));
return 0;
case BOTLIB_AI_ADD_AVOID_SPOT:
botlib->ai.BotAddAvoidSpot(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]), VM_LONG(arg[3]));
return 0;
case BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL:
return botlib->aas.AAS_AlternativeRouteGoals(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3], arg[4],
VM_POINTER(arg[5]), arg[6], arg[7]);
case BOTLIB_AAS_PREDICT_ROUTE:
return botlib->aas.AAS_PredictRoute(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3], arg[4], arg[5], arg[6],
arg[7], arg[8], arg[9], arg[10]);
case BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX:
return botlib->aas.AAS_PointReachabilityAreaIndex(VM_POINTER(arg[0]));
case BOTLIB_PC_LOAD_SOURCE:
if (!botlib)
{
plugfuncs->EndGame("Botlib is not installed (trap BOTLIB_PC_LOAD_SOURCE)\n");
}
return botlib->PC_LoadSourceHandle(VM_POINTER(arg[0]));
case BOTLIB_PC_FREE_SOURCE:
return botlib->PC_FreeSourceHandle(VM_LONG(arg[0]));
case BOTLIB_PC_READ_TOKEN:
//fixme: validatepointer
return botlib->PC_ReadTokenHandle(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_PC_SOURCE_FILE_AND_LINE:
//fixme: validatepointer
return botlib->PC_SourceFileAndLine(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
#endif
case G_IN_PVS:
return SV_InPVS(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case G_AREAS_CONNECTED: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_AREAS_CONNECTED"); return ret;
case G_DEBUG_POLYGON_CREATE: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_DEBUG_POLYGON_CREATE"); return ret;
case G_DEBUG_POLYGON_DELETE: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_DEBUG_POLYGON_DELETE"); return ret;
case G_IN_PVS_IGNORE_PORTALS: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_IN_PVS_IGNORE_PORTALS"); return ret;
case G_MATRIXMULTIPLY: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_MATRIXMULTIPLY"); return ret;
case G_ANGLEVECTORS:
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
VALIDATEPOINTER(arg[3], sizeof(vec3_t));
AngleVectors(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
break;
case G_PERPENDICULARVECTOR: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_PERPENDICULARVECTOR"); return ret;
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
PerpendicularVector(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
break;
//case G_DEFAULTCASEWARNINGDISABLE: NOT A REAL VALUE
// notimplemented:
default:
Con_Printf("Q3Game: builtin %i is not known\n", (int)fn);
}
return ret;
}
static int Q3G_SystemCallsVM(void *offset, quintptr_t mask, int fn, const int *arg)
{
qintptr_t args[13];
args[0]=arg[0];
args[1]=arg[1];
args[2]=arg[2];
args[3]=arg[3];
args[4]=arg[4];
args[5]=arg[5];
args[6]=arg[6];
args[7]=arg[7];
args[8]=arg[8];
args[9]=arg[9];
args[10]=arg[10];
args[11]=arg[11];
args[12]=arg[12];
return Q3G_SystemCalls(offset, mask, fn, args);
}
static qintptr_t EXPORT_FN Q3G_SystemCallsNative(qintptr_t arg, ...)
{
qintptr_t args[13];
va_list argptr;
va_start(argptr, arg);
args[0]=va_arg(argptr, qintptr_t);
args[1]=va_arg(argptr, qintptr_t);
args[2]=va_arg(argptr, qintptr_t);
args[3]=va_arg(argptr, qintptr_t);
args[4]=va_arg(argptr, qintptr_t);
args[5]=va_arg(argptr, qintptr_t);
args[6]=va_arg(argptr, qintptr_t);
args[7]=va_arg(argptr, qintptr_t);
args[8]=va_arg(argptr, qintptr_t);
args[9]=va_arg(argptr, qintptr_t);
args[10]=va_arg(argptr, qintptr_t);
args[11]=va_arg(argptr, qintptr_t);
args[12]=va_arg(argptr, qintptr_t);
va_end(argptr);
return Q3G_SystemCalls(NULL, ~(quintptr_t)0, arg, args);
}
void SVQ3_ShutdownGame(qboolean restarting)
{
int i;
#ifdef HAVE_CLIENT
if (!restarting)
CG_Stop();
#endif
if (!q3gamevm)
return;
if (!restarting)
{
#ifdef USEBOTLIB
if (botlib)
{ //it crashes otherwise, probably due to our huck clearage
botlib->BotLibShutdown();
}
plugfuncs->GFreeAll(&botlibmem);
plugfuncs->GFreeAll(&botlibhunkmem);
VM_fcloseall(Z_TAG_BOTLIB);
#endif
for (i = 0; i < countof(svq3_configstrings); i++)
{
if (svq3_configstrings[i])
{
Z_Free(svq3_configstrings[i]);
svq3_configstrings[i] = NULL;
}
}
plugfuncs->Free(q3_sentities);
q3_sentities = NULL;
plugfuncs->Free(q3_snapshot_entities);
q3_snapshot_entities = NULL;
}
vmfuncs->Destroy(q3gamevm);
q3gamevm = NULL;
VM_fcloseall(0);
cvarfuncs->SetString("sv_running", "0");
}
#ifdef USEBOTLIB
static void VARGS BL_Print(int l, char *fmt, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsnprintf (text, sizeof(text), fmt, argptr);
va_end (argptr);
Con_Printf("%s", text);
}
static int botlibmemoryavailable;
static int QDECL BL_AvailableMemory(void)
{
return botlibmemoryavailable;
}
static void *QDECL BL_Malloc(int size)
{
int *mem;
botlibmemoryavailable-=size;
mem = plugfuncs->GMalloc(&botlibmem, sizeof(int)+size);
mem[0] = size;
return (void *)(mem + 1);
}
static void QDECL BL_Free(void *mem)
{
int *memref = ((int *)mem) - 1;
botlibmemoryavailable+=memref[0];
plugfuncs->GFree(&botlibmem, memref);
}
static void *QDECL BL_HunkMalloc(int size)
{
return plugfuncs->GMalloc(&botlibhunkmem, sizeof(int)+size);
}
static int QDECL BL_FOpenFile(const char *name, fileHandle_t *handle, fsMode_t mode)
{
return VM_fopen((char*)name, (int*)handle, mode, Z_TAG_BOTLIB);
}
static int QDECL BL_FRead(void *buffer, int len, fileHandle_t f)
{
return VM_FRead(buffer, len, (int)f, Z_TAG_BOTLIB);
}
static int QDECL BL_FWrite(const void *buffer, int len, fileHandle_t f)
{
return VM_FWrite(buffer, len, (int)f, Z_TAG_BOTLIB);
}
static void QDECL BL_FCloseFile(fileHandle_t f)
{
VM_fclose((int)f, Z_TAG_BOTLIB);
}
static int QDECL BL_Seek(fileHandle_t f, long offset, int seektype)
{ // on success, apparently returns 0
return VM_FSeek((int)f, offset, seektype, Z_TAG_BOTLIB)?0:-1;
}
static char *QDECL BL_BSPEntityData(void)
{
return (char*)worldfuncs->GetEntitiesString(sv3.world->worldmodel);
}
static void QDECL BL_Trace(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask)
{
q3trace_t tr;
SVQ3_Trace(&tr, start, mins, maxs, end, passent, contentmask, false);
trace->allsolid = tr.allsolid;
trace->startsolid = tr.startsolid;
trace->fraction = tr.fraction;
VectorCopy(tr.endpos, trace->endpos);
trace->plane = tr.plane;
trace->exp_dist = 0;
trace->sidenum = 0;
//trace->surface.name
//trace->surface.flags
trace->surface.value = tr.surfaceFlags;
trace->contents = 0;//tr.contents;
trace->ent = tr.entityNum;
}
static int QDECL BL_PointContents(vec3_t point)
{
return SVQ3_PointContents(point, -1);
}
static int QDECL BL_inPVS(vec3_t p1, vec3_t p2)
{
return true;// FIXME: :(
}
static void QDECL BL_EntityTrace(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask)
{
trace->allsolid = 0;//tr.allsolid;
trace->startsolid = 0;//tr.startsolid;
trace->fraction = 1;//tr.fraction;
VectorCopy(end, trace->endpos);
// trace->plane = tr.plane;
trace->exp_dist = 0;
trace->sidenum = 0;
//trace->surface.name
//trace->surface.flags
// trace->surface.value = tr.surfaceFlags;
trace->contents = 0;//tr.contents;
// trace->ent = tr.entityNum;
}
static void QDECL BL_BSPModelMinsMaxsOrigin(int modelnum, vec3_t angles, vec3_t outmins, vec3_t outmaxs, vec3_t origin)
{
model_t *mod;
vec3_t mins, maxs;
float max;
int i;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
mod = Q3G_GetCModel(modelnum);
if (mod)
{
VectorCopy(mod->mins, mins);
VectorCopy(mod->maxs, maxs);
}
else
{
VectorCopy(vec3_origin, mins);
VectorCopy(vec3_origin, maxs);
}
//if the model is rotated
if ((angles[0] || angles[1] || angles[2]))
{
// expand for rotation
vec3_t corner;
for (i=0 ; i<3 ; i++)
corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
max = sqrt(DotProduct(corner,corner));
for (i = 0; i < 3; i++)
{
mins[i] = -max;
maxs[i] = max;
}
}
if (outmins)
VectorCopy(mins, outmins);
if (outmaxs)
VectorCopy(maxs, outmaxs);
if (origin)
VectorClear(origin);
}
static void QDECL BL_BotClientCommand(int clientnum, char *command)
{
cmdfuncs->TokenizeString(command);
vmfuncs->Call(q3gamevm, GAME_CLIENT_COMMAND, clientnum);
}
static int QDECL BL_DebugLineCreate(void) {return 0;}
static void QDECL BL_DebugLineDelete(int line) {}
static void QDECL BL_DebugLineShow(int line, vec3_t start, vec3_t end, int color) {}
static int QDECL BL_DebugPolygonCreate(int color, int numPoints, vec3_t *points) {return 0;}
static void QDECL BL_DebugPolygonDelete(int id) {}
void QDECL BL_Error(const char *msg)
{
plugfuncs->Error("%s", msg);
}
#endif
void SV_InitBotLib(void)
{
cvar_t *bot_enable = cvarfuncs->GetNVFDG("bot_enable", "1", 0, "Controls whether bots may be used by the gamecode or not.", "Q3 compatability");
#ifdef USEBOTLIB
botlib_import_t import;
if (!bot_enable)
return; //o.O
if (sv3.world && sv3.world->worldmodel)
cvarfuncs->SetString("sv_mapChecksum", va("%i", sv3.world->worldmodel->checksum));
memset(&import, 0, sizeof(import));
import.Print = BL_Print;
import.Trace = BL_Trace;
import.EntityTrace = BL_EntityTrace;
import.PointContents = BL_PointContents;
import.inPVS = BL_inPVS;
import.BSPEntityData = BL_BSPEntityData;
import.BSPModelMinsMaxsOrigin = BL_BSPModelMinsMaxsOrigin;
import.BotClientCommand = BL_BotClientCommand;
import.GetMemory = BL_Malloc;
import.FreeMemory = BL_Free;
import.AvailableMemory = BL_AvailableMemory;
import.HunkAlloc = BL_HunkMalloc;
import.FS_FOpenFile = BL_FOpenFile;
import.FS_Read = BL_FRead;
import.FS_Write = BL_FWrite;
import.FS_FCloseFile = BL_FCloseFile;
import.FS_Seek = BL_Seek;
import.DebugLineCreate = BL_DebugLineCreate;
import.DebugLineDelete = BL_DebugLineDelete;
import.DebugLineShow = BL_DebugLineShow;
import.DebugPolygonCreate= BL_DebugPolygonCreate;
import.DebugPolygonDelete = BL_DebugPolygonDelete;
import.Error = BL_Error;
botlibmemoryavailable = 1024*1024*16;
if (bot_enable->value)
botlib = FTE_GetBotLibAPI(BOTLIB_API_VERSION, &import);
else
botlib = NULL;
if (!botlib)
{
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
bot_enable->flags |= CVAR_MAPLATCH;
cvarfuncs->ForceSetString(bot_enable->name, "0");
}
#else
//make sure it's switched off.
cvarfuncs->ForceSetString(bot_enable->name, "0");
bot_enable->flags |= CVAR_NOSET;
#endif
}
void SVQ3_ServerinfoChanged(const char *key)
{ //roll up multiple updates into a single splurge. SVQ3_UpdateServerinfo will be called after the next frame.
q3_serverinfo_dirty = true;
}
static void SVQ3_UpdateServerinfo(void)
{ /*qw serverinfo settings are not normally visible in the q3 serverinfo, so strip them from the configstring*/
char buffer[8192];
static const char *ignores[] = {"maxclients", "map", "sv_maxclients", "*z_ext", "*bspversion", "*gamedir", NULL};
worldfuncs->IBufToInfo(&svs.info, buffer, sizeof(buffer), NULL, ignores, NULL, NULL, NULL);
//add in maxclients.. the q3 version
Q_strncatz(buffer, va("\\sv_maxclients\\%s", sv_maxclients->string), sizeof(buffer));
SVQ3_SetConfigString(0, buffer);
q3_serverinfo_dirty = false;
}
qboolean SVQ3_InitGame(server_static_t *server_state_static, server_t *server_state, qboolean restart)
{
int i;
char ssqcprogs[MAX_QPATH];
memset(sv3.models, 0, sizeof(sv3.models));
sv3.server_state_static = server_state_static;
sv3.server_state = server_state;
sv3.world = &server_state->world;
if (sv3.world->worldmodel->type == mod_heightmap)
{
}
else
{
if (sv3.world->worldmodel->fromgame == fg_quake || sv3.world->worldmodel->fromgame == fg_halflife || sv3.world->worldmodel->fromgame == fg_quake2)
return false; //always fail on q1bsp
}
cvarfuncs->GetString("pr_ssqc_progs", ssqcprogs, sizeof(ssqcprogs));
if (*ssqcprogs) //don't load q3 gamecode if we're explicitally told to load a progs.
return false;
sv3.restarting = restart;
SVQ3_ShutdownGame(restart);
sv_maxclients = cvarfuncs->GetNVFDG("sv_maxclients", "", 0, NULL, "Q3 Compat");
q3gamevm = vmfuncs->Create("qagame", cvarfuncs->GetFloat("com_gamedirnativecode")?Q3G_SystemCallsNative:NULL, "vm/qagame", Q3G_SystemCallsVM);
if (!q3gamevm)
return false;
//q3 needs mapname (while qw has map serverinfo)
cvarfuncs->SetString("mapname", svs.name);
SV_InitBotLib();
SVQ3_ClearWorld();
q3_sentities = Z_Malloc(sizeof(q3serverEntity_t)*MAX_GENTITIES);
cvarfuncs->SetString("sv_running", "1"); //so the ui knows
if (!restart)
{
char buffer[8192];
char sysinfo[8192];
/*update the system info*/
sysinfo[0] = '\0';
worldfuncs->SetInfoKey(sysinfo, "sv_serverid", va("%i", svs.spawncount), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_paks", fsfuncs->GetPackHashes(buffer, sizeof(buffer), false ), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_pakNames", fsfuncs->GetPackNames (buffer, sizeof(buffer), false, false), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_referencedPaks", fsfuncs->GetPackHashes(buffer, sizeof(buffer), true ), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_referencedPakNames", fsfuncs->GetPackNames (buffer, sizeof(buffer), true, false ), MAX_SERVERINFO_STRING);
cvarfuncs->GetString("sv_pure", buffer, sizeof(buffer));
worldfuncs->SetInfoKey(sysinfo, "sv_pure", buffer, MAX_SERVERINFO_STRING);
SVQ3_SetConfigString(1, sysinfo);
q3_serverinfo_dirty = true;
}
mapentspointer = worldfuncs->GetEntitiesString(sv3.world->worldmodel);
vmfuncs->Call(q3gamevm, GAME_INIT, (intptr_t)(sv3.world->physicstime*1000), (int)rand(), restart);
if (!restart)
{ //restart means same initial gamestate, meaning don't mess with baselines.
SVQ3_CreateBaseline();
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
if (q3_snapshot_entities)
plugfuncs->Free(q3_snapshot_entities);
q3_next_snapshot_entities = 0;
q3_snapshot_entities = Z_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
}
// run a few frames to allow everything to settle
for (i = 0; i < 3; i++)
{
SVQ3_RunFrame();
sv3.world->physicstime += 0.1;
}
return true;
}
void SVQ3_RunFrame(void)
{
#ifdef USEBOTLIB
if (botlib)
vmfuncs->Call(q3gamevm, BOTAI_START_FRAME, (int)(sv3.world->physicstime*1000));
#endif
vmfuncs->Call(q3gamevm, GAME_RUN_FRAME, (int)(sv3.world->physicstime*1000));
if (q3_serverinfo_dirty)
SVQ3_UpdateServerinfo();
}
void SVQ3_ClientCommand(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_COMMAND, (int)(cl-svs.clients));
}
void SVQ3_ClientBegin(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_BEGIN, (int)(cl-svs.clients));
sv.spawned_client_slots++;
cl->spawned = true;
}
void SVQ3_ClientThink(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_THINK, (int)(cl-svs.clients));
}
qboolean SVQ3_ConsoleCommand(void)
{
if (!q3gamevm)
return false;
return vmfuncs->Call(q3gamevm, GAME_CONSOLE_COMMAND);
}
qboolean SVQ3_PrefixedConsoleCommand(void)
{
if (!q3gamevm)
return false;
cmdfuncs->ShiftArgs(1);
vmfuncs->Call(q3gamevm, GAME_CONSOLE_COMMAND);
return true;
}
static void SVQ3_Netchan_Transmit( client_t *client, int length, qbyte *data );
void SVQ3_CreateBaseline(void)
{
q3sharedEntity_t *ent;
int entnum;
if (q3_baselines)
Z_Free(q3_baselines);
q3_baselines = Z_Malloc(sizeof(q3entityState_t)*MAX_GENTITIES);
for(entnum=0; entnum<numq3entities; entnum++)
{
ent = GENTITY_FOR_NUM(entnum);
if(!ent->r.linked)
continue;
// FIXME - is this check correct?
if(ent->r.svFlags & (SVF_NOCLIENT|/*SVF_CLIENTMASK|*/SVF_SINGLECLIENT))
continue;
if (ent->s.number < 0)
continue; //hey!
//
// take current state as baseline
//
memcpy(&q3_baselines[entnum], &ent->s, sizeof(q3_baselines[0]));
}
}
//Writes the entities to the clients
void SVQ3_EmitPacketEntities(client_t *client, q3client_frame_t *from, q3client_frame_t *to, sizebuf_t *msg)
{
q3entityState_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
if(!from )
{
from_num_entities = 0;
}
else
{
from_num_entities = from->num_entities;
}
newindex = 0;
oldindex = 0;
while(newindex < to->num_entities || oldindex < from_num_entities)
{
if(newindex >= to->num_entities)
{
newent = NULL;
newnum = 99999;
}
else
{
newent = &q3_snapshot_entities[(to->first_entity + newindex) % q3_num_snapshot_entities];
newnum = newent->number;
}
if(oldindex >= from_num_entities)
{
oldent = NULL;
oldnum = 99999;
}
else
{
oldent = &q3_snapshot_entities[(from->first_entity + oldindex) % q3_num_snapshot_entities];
oldnum = oldent->number;
}
if(newnum == oldnum)
{
// delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
MSGQ3_WriteDeltaEntity(msg, oldent, newent, false);
oldindex++;
newindex++;
continue;
}
if(newnum < oldnum)
{
// this is a new entity, send it from the baseline
#ifdef QWOVERQ3
if (svs.gametype != GT_QUAKE3)
{
q3entityState_t q3base;
edict_t *e;
e = EDICT_NUM(svprogfuncs, newnum);
SVQ3Q1_ConvertEntStateQ1ToQ3(&e->baseline, &q3base);
MSGQ3_WriteDeltaEntity( msg, &q3base, newent, true );
}
else
#endif
MSGQ3_WriteDeltaEntity( msg, &q3_baselines[newnum], newent, true );
newindex++;
continue;
}
if(newnum > oldnum)
{
// the old entity isn't present in the new message
MSGQ3_WriteDeltaEntity( msg, oldent, NULL, true );
oldindex++;
continue;
}
}
msgfuncs->WriteBits(msg, ENTITYNUM_NONE, GENTITYNUM_BITS); // end of packetentities
}
void SVQ3_WriteSnapshotToClient(client_t *client, sizebuf_t *msg)
{
q3client_frame_t *oldsnap;
q3client_frame_t *snap;
int delta;
int i;
// this is the frame we are transmitting
snap = client->frameunion.q3frames;
snap += client->netchan.outgoing_sequence & Q3UPDATE_MASK;
if(client->state < cs_spawned)
{
// not fully in game yet
delta = 0;
oldsnap = NULL;
return;
}
else if(client->delta_sequence < 0)
{
// client is asking for a retransmit
delta = 0;
oldsnap = NULL;
}
else if(client->netchan.outgoing_sequence - client->delta_sequence >= Q3UPDATE_BACKUP - 3)
{
// client hasn't gotten a good message through in a long time
Con_DPrintf( "%s: Delta request from out of date packet.\n", client->name );
delta = 0;
oldsnap = NULL;
}
else
{
// we have a valid message to delta from
delta = client->netchan.outgoing_sequence - client->delta_sequence;
oldsnap = client->frameunion.q3frames;
oldsnap += client->delta_sequence & Q3UPDATE_MASK;
if(oldsnap->first_entity <= q3_next_snapshot_entities - q3_num_snapshot_entities)
{
// oldsnap entities are too old
Con_DPrintf("%s: Delta request from out of date entities.\n", client->name);
delta = 0;
oldsnap = NULL;
}
}
// if( client->surpressCount ) {
// snap->snapFlags |= SNAPFLAG_RATE_DELAYED;
// client->surpressCount = 0;
// }
// write snapshot header
msgfuncs->WriteBits(msg, svcq3_snapshot, 8);
msgfuncs->WriteBits(msg, snap->serverTime, 32);
msgfuncs->WriteBits(msg, delta, 8); // what we are delta'ing from
// write snapFlags
msgfuncs->WriteBits(msg, snap->flags, 8);
// send over the areabits
msgfuncs->WriteBits(msg, snap->areabytes, 8);
for (i = 0; i < snap->areabytes; i++)
msgfuncs->WriteBits(msg, snap->areabits[i], 8);
// delta encode the playerstate
MSGQ3_WriteDeltaPlayerstate(msg, oldsnap ? &oldsnap->ps : NULL, &snap->ps);
// delta encode the entities
SVQ3_EmitPacketEntities(client, oldsnap, snap, msg);
// while( msg.cursize < sv_padPackets->integer ) { // FIXME?
// for( i=0 ; i<sv_padPackets->integer ; i++ )
// {
// MSG_WriteByte( msg, svcq3_nop );
// }
}
static int clientNum;
static int clientarea;
static qbyte *bitvector;
static int VARGS SVQ3_QsortEntityStates( const void *arg1, const void *arg2 )
{
const q3entityState_t *s1 = *(const q3entityState_t **)arg1;
const q3entityState_t *s2 = *(const q3entityState_t **)arg2;
if( s1->number > s2->number )
{
return 1;
}
if( s1->number < s2->number )
{
return -1;
}
plugfuncs->EndGame("SV_QsortEntityStates: duplicated entity");
return 0;
}
static qboolean SVQ3_EntityIsVisible(q3client_frame_t *snap, q3sharedEntity_t *ent)
{
q3serverEntity_t *sent;
if (!ent->r.linked)
{
return false; // not active entity
}
if (ent->r.svFlags & SVF_NOCLIENT )
{
return false; // set to invisible
}
if (ent->r.svFlags & SVF_CLIENTMASK)
{
if (clientNum > 32)
{
plugfuncs->EndGame("SVF_CLIENTMASK: clientNum > 32" );
}
if (ent->r.singleClient & (1 << (clientNum & 7)))
{
return true;
}
return false;
}
if (ent->r.svFlags & SVF_SINGLECLIENT)
{
if ( ent->r.singleClient == clientNum)
{
return true;
}
return false;
}
if (ent->r.svFlags & SVF_NOTSINGLECLIENT)
{
if (ent->r.singleClient == clientNum)
{
return false;
}
// FIXME: fall through
}
if (ent->r.svFlags & SVF_BROADCAST)
{
return true;
}
//
// ignore if not touching a PV leaf
//
sent = SENTITY_FOR_GENTITY( ent );
// check area
if (sent->pvscache.areanum < 0 || !(snap->areabits[sent->pvscache.areanum >> 3] & (1 << (sent->pvscache.areanum & 7))))
{
// doors can legally straddle two areas, so
// we may need to check another one
if (sent->pvscache.areanum2 < 0 || !(snap->areabits[sent->pvscache.areanum2 >> 3] & (1 << (sent->pvscache.areanum2 & 7))))
{
return false; // blocked by a door
}
}
return sv3.world->worldmodel->funcs.EdictInFatPVS(sv3.world->worldmodel, &sent->pvscache, bitvector, NULL/*using the snapshots areabits rather than the bsp's*/);
}
#ifdef Q3OVERQW
static q3playerState_t *SVQ3Q1_BuildPlayerState(client_t *client)
{
static q3playerState_t state;
extern cvar_t sv_gravity;
memset(&state, 0, sizeof(state));
#ifdef warningmsg
#pragma warningmsg("qwoverq3: other things will need to be packed into here.")
#endif
state.commandTime = client->lastcmd.servertime;
state.pm_type = client->edict->v->movetype;
state.origin[0] = client->edict->v->origin[0];
state.origin[1] = client->edict->v->origin[1];
state.origin[2] = client->edict->v->origin[2];
state.velocity[0] = client->edict->v->velocity[0];
state.velocity[1] = client->edict->v->velocity[1];
state.velocity[2] = client->edict->v->velocity[2];
client->maxspeed = client->edict->xv->maxspeed;
if (!client->maxspeed)
client->maxspeed = sv_maxspeed.value;
client->entgravity = client->edict->xv->gravity * sv_gravity.value;
if (!client->entgravity)
client->entgravity = sv_gravity.value;
if (client->edict->xv->hasted)
client->maxspeed *= client->edict->xv->hasted;
state.speed = client->maxspeed;
state.gravity = client->entgravity;
state.viewangles[0] = client->edict->v->angles[0];
state.viewangles[1] = client->edict->v->angles[1];
state.viewangles[2] = client->edict->v->angles[2];
state.clientNum = client - svs.clients;
state.weapon = client->edict->v->weapon;
state.stats[0] = client->edict->v->health;
state.stats[2] = (int)client->edict->v->items&1023;
state.stats[3] = client->edict->v->armorvalue;
state.stats[4] = client->edict->v->angles[1];
// state.stats[6] = client->edict->v->max_health;
state.persistant[0] = client->edict->v->frags;
state.ammo[0] = client->edict->v->currentammo;
state.ammo[1] = client->edict->v->ammo_shells;
state.ammo[2] = client->edict->v->ammo_nails;
state.ammo[3] = client->edict->v->ammo_rockets;
state.ammo[4] = client->edict->v->ammo_cells;
return &state;
}
#endif
void SVQ3_BuildClientSnapshot( client_t *client )
{
q3entityState_t *entityStates[MAX_ENTITIES_IN_SNAPSHOT];
vec3_t org;
q3sharedEntity_t *ent;
q3sharedEntity_t *clent;
q3client_frame_t *snap;
q3entityState_t *es;
q3playerState_t *ps;
int portalarea;
int i;
static pvsbuffer_t pvsbuffer;
if (!q3_snapshot_entities)
{
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
q3_next_snapshot_entities = 0;
q3_snapshot_entities = Z_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
}
clientNum = client - svs.clients;
#ifdef Q3OVERQW
if (svs.gametype != GT_QUAKE3)
{
clent = NULL;
ps = SVQ3Q1_BuildPlayerState(client);
}
else
#endif
{
clent = GENTITY_FOR_NUM( clientNum );
ps = PS_FOR_NUM( clientNum );
}
// this is the frame we are creating
snap = client->frameunion.q3frames;
snap += client->netchan.outgoing_sequence & Q3UPDATE_MASK;
snap->serverTime = sv3.world->physicstime*1000; // save it for ping calc later
snap->flags = 0;
if( client->state < cs_spawned )
{
// not in game yet
memcpy(&snap->ps, ps, sizeof(snap->ps));
snap->flags |= SNAPFLAG_NOT_ACTIVE;
snap->areabytes = 1;
snap->areabits[0] = 0;
snap->num_entities = 0;
snap->first_entity = q3_next_snapshot_entities;
return;
}
// find the client's PVS
VectorCopy( ps->origin, org );
org[2] += ps->viewheight;
bitvector = sv3.world->worldmodel->funcs.ClusterPVS(sv3.world->worldmodel, sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, org, &clientarea), &pvsbuffer, PVM_REPLACE);
// calculate the visible areas
snap->areabytes = sv3.world->worldmodel->funcs.WriteAreaBits(sv3.world->worldmodel, snap->areabits, sizeof(snap->areabits), clientarea, false);
// grab the current playerState_t
memcpy(&snap->ps, ps, sizeof(snap->ps));
// build up the list of visible entities
snap->num_entities = 0;
snap->first_entity = q3_next_snapshot_entities;
if (svs.gametype == GT_QUAKE3)
{
// check for SVF_PORTAL entities first
for( i=0 ; i<numq3entities ; i++)
{
ent = GENTITY_FOR_NUM(i);
if(ent == clent )
continue;
if(!(ent->r.svFlags & SVF_PORTAL))
continue;
if(!SVQ3_EntityIsVisible(snap, ent))
continue;
//merge pvs bits so we can see other ents through it
sv3.world->worldmodel->funcs.ClusterPVS(sv3.world->worldmodel, sv3.world->worldmodel->funcs.ClusterForPoint(sv3.world->worldmodel, ent->s.origin2, &portalarea), &pvsbuffer, PVM_MERGE);
//and areabits too
sv3.world->worldmodel->funcs.WriteAreaBits(sv3.world->worldmodel, snap->areabits, snap->areabytes, portalarea, true);
}
// add all visible entities
for (i=0 ; i<numq3entities ; i++)
{
ent = GENTITY_FOR_NUM(i);
if (ent == clent)
continue;
if (!SVQ3_EntityIsVisible(snap, ent))
continue;
if (ent->s.number != i)
{
Con_DPrintf( "FIXING ENT->S.NUMBER!!!\n" );
ent->s.number = i;
}
entityStates[snap->num_entities++] = &ent->s;
if( snap->num_entities >= MAX_ENTITIES_IN_SNAPSHOT )
{
Con_DPrintf( "MAX_ENTITIES_IN_SNAPSHOT\n" );
break;
}
}
}
#ifdef QWOVERQ3
else
{ //our q1->q3 converter
packet_entities_t pack;
entity_state_t packentities[64];
q3entityState_t q3packentities[64];
pack.entities = packentities;
pack.max_entities = sizeof(packentities)/sizeof(packentities[0]);
//get the q1 code to generate a packet
SVQ3Q1_BuildEntityPacket(client, &pack);
for (i = 0; i < pack.num_entities; i++)
{ //map the packet fields to q3.
SVQ3Q1_ConvertEntStateQ1ToQ3(&pack.entities[i], &q3packentities[i]);
entityStates[snap->num_entities++] = &q3packentities[i];
}
}
#endif
if( q3_next_snapshot_entities + snap->num_entities >= 0x7FFFFFFE )
{
plugfuncs->EndGame("q3_next_snapshot_entities wrapped");
}
// find duplicated entities
qsort( entityStates, snap->num_entities, sizeof( entityStates[0] ), SVQ3_QsortEntityStates );
// add them to the circular snapshotEntities array
for( i=0 ; i<snap->num_entities ; i++ )
{
es = &q3_snapshot_entities[q3_next_snapshot_entities % q3_num_snapshot_entities];
memcpy( es, entityStates[i], sizeof( *es ) );
q3_next_snapshot_entities++;
}
for (i = 0; i < snap->areabytes;i++)
{ //fix areabits, q2->q3 style..
snap->areabits[i]^=255;
}
}
#ifdef QWOVERQ3
static void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3)
{
#ifdef warningmsg
#pragma warningmsg("qwoverq3: This _WILL_ need extending")
#endif
q3->number = q1->number;
q3->pos.trTime = 0;
q3->pos.trBase[0] = 0;
q3->pos.trBase[1] = 0;
q3->pos.trDelta[0] = 0;
q3->pos.trDelta[1] = 0;
q3->pos.trBase[2] = 0;
q3->apos.trBase[1] = 0;
q3->pos.trDelta[2] = 0;
q3->apos.trBase[0] = 0;
q3->event = 0;
q3->angles2[1] = 0;
q3->eType = 0;
q3->torsoAnim = q1->skinnum;
q3->eventParm = 0;
q3->legsAnim = 0;
q3->groundEntityNum = 0;
q3->pos.trType = 0;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
q3->eFlags = 0;
q3->otherEntityNum = 0;
q3->weapon = 0;
q3->clientNum = q1->colormap;
q3->angles[1] = q1->angles[0];
q3->pos.trDuration = 0;
q3->apos.trType = 0;
q3->origin[0] = q1->origin[0];
q3->origin[1] = q1->origin[1];
q3->origin[2] = q1->origin[2];
q3->solid = q1->solidsize;
q3->powerups = q1->effects;
q3->modelindex = q1->modelindex;
q3->otherEntityNum2 = 0;
q3->loopSound = 0;
q3->generic1 = q1->trans;
q3->origin2[2] = 0;//q1->old_origin[2];
q3->origin2[0] = 0;//q1->old_origin[0];
q3->origin2[1] = 0;//q1->old_origin[1];
q3->modelindex2 = 0;//q1->modelindex2;
q3->angles[0] = q1->angles[0];
q3->time = 0;
q3->apos.trTime = 0;
q3->apos.trDuration = 0;
q3->apos.trBase[2] = 0;
q3->apos.trDelta[0] = 0;
q3->apos.trDelta[1] = 0;
q3->apos.trDelta[2] = 0;
q3->time2 = 0;
q3->angles[2] = q1->angles[2];
q3->angles2[0] = 0;
q3->angles2[2] = 0;
q3->constantLight = q1->abslight;
q3->frame = q1->frame;
}
static void SVQ3Q1_SendGamestateConfigstrings(sizebuf_t *msg)
{
const int cs_models = 32;
const int cs_sounds = cs_models + 256;
const int cs_players = cs_sounds + 256;
int i, j;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
const char *str;
char sysinfo[MAX_SERVERINFO_STRING];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
const char *cfgstr[MAX_CONFIGSTRINGS];
//an empty crc string means we let the client use any
//but then it doesn't download our qwoverq3 thing.
char *refpackcrcs = "";//"-1309355180 0 0 0 0 0 0 0 0 0";
char *refpacknames = "baseq3/pak0 baseq3/pak1 baseq3/pak2 baseq3/pak3 baseq3/pak4 baseq3/pak5 baseq3/pak6 baseq3/pak7 baseq3/pak8 fte/qwoverq3";
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
memset((void*)cfgstr, 0, sizeof(cfgstr));
sysinfo[0] = 0;
Info_SetValueForKey(sysinfo, "sv_serverid", va("%i", svs.spawncount), sizeof(sysinfo));
str = refpackcrcs;//FS_GetPackHashes(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_paks", str, sizeof(sysinfo));
str = refpacknames;//FS_GetPackNames(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_pakNames", str, sizeof(sysinfo));
str = refpackcrcs;//FS_GetPackHashes(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPaks", str, sizeof(sysinfo));
str = refpacknames;//FS_GetPackNames(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPakNames", str, sizeof(sysinfo));
//Con_Printf("Sysinfo: %s\n", sysinfo);
str = "0";
Info_SetValueForKey(sysinfo, "sv_pure", str, sizeof(sysinfo));
str = "qwoverq3";
Info_SetValueForKey(sysinfo, "fs_game", str, sizeof(sysinfo));
cfgstr[0] = svs.info;
cfgstr[1] = sysinfo;
cfgstr[2] = NULL;//sv.cdtrack;
cfgstr[3] = sv.mapname;
cfgstr[20] = "QuakeWorld-Over-Q3"; //you can get the gamedir out of the serverinfo
//add in 32 clients
for (i = 0; i < sv.allocated_client_slots; i++)
{
cfgstr[cs_players+i] = svs.clients[i].userinfo;
}
//fill up the last half with sound/model names
//note that we're limited to only 256 models/sounds
for (i = 2; i < 256; i++)
{
cfgstr[cs_models+i] = sv.strings.model_precache[i];
}
for (i = 0; i < 256; i++)
{
cfgstr[cs_sounds+i] = sv.strings.sound_precache[i];
}
// write configstrings
for (i = 0; i < MAX_CONFIGSTRINGS; i++)
{
str = cfgstr[i];
if (!str || !*str)
continue;
MSG_WriteBits(msg, svcq3_configstring, 8);
MSG_WriteBits(msg, i, 16);
for (j = 0; str[j]; j++)
MSG_WriteBits(msg, str[j], 8);
MSG_WriteBits(msg, 0, 8);
}
}
#endif
static void SVQ3_WriteServerCommandsToClient(client_t *client, sizebuf_t *msg)
{
int i;
int j, len;
char *str;
for(i=client->server_command_ack+1; i<=client->server_command_sequence; i++)
{
msgfuncs->WriteBits(msg, svcq3_serverCommand, 8);
msgfuncs->WriteBits(msg, i, 32);
str = client->server_commands[i & Q3TEXTCMD_MASK];
len = strlen(str);
for (j = 0; j <= len; j++)
msgfuncs->WriteBits(msg, str[j], 8);
}
}
//writes initial gamestate
void SVQ3_SendGameState(client_t *client)
{
sizebuf_t msg;
unsigned char buffer[MAX_OVERALLMSGLEN];
int i;
int j;
char *configString;
Con_DPrintf( "SV_SendClientGameState() for %s\n", client->name );
memset(&msg, 0, sizeof(msg));
msg.maxsize = sizeof(buffer);
msg.data = buffer;
msg.packing = SZ_HUFFMAN;
// write last clientCommand number we have processed
msgfuncs->WriteBits(&msg, client->last_client_command_num, 32);
SVQ3_WriteServerCommandsToClient(client, &msg);
msgfuncs->WriteBits(&msg, svcq3_gamestate, 8 );
msgfuncs->WriteBits(&msg, client->server_command_sequence, 32);
switch (svs.gametype)
{
case GT_QUAKE3:
// write configstrings
for( i=0; i<countof(svq3_configstrings); i++ )
{
configString = svq3_configstrings[i];
if( !configString )
continue;
msgfuncs->WriteBits( &msg, svcq3_configstring, 8);
msgfuncs->WriteBits( &msg, i, 16 );
for (j = 0; configString[j]; j++)
msgfuncs->WriteBits(&msg, configString[j], 8);
msgfuncs->WriteBits(&msg, 0, 8);
}
// write baselines
for( i=0; i<MAX_GENTITIES; i++ )
{
if (!q3_baselines[i].number)
continue;
msgfuncs->WriteBits(&msg, svcq3_baseline, 8);
MSGQ3_WriteDeltaEntity( &msg, NULL, &q3_baselines[i], true );
}
break;
#ifdef QWOVERQ3
case GT_PROGS:
case GT_Q1QVM:
SVQ3Q1_SendGamestateConfigstrings(&msg);
for (i = sv.allocated_client_slots+1; i < sv3.world->num_edicts; i++)
{
edict_t *e = EDICT_NUM(svprogfuncs, i);
if (e->baseline.modelindex)
{
q3entityState_t q3base;
SVQ3Q1_ConvertEntStateQ1ToQ3(&e->baseline, &q3base);
MSG_WriteBits(&msg, svcq3_baseline, 8);
MSGQ3_WriteDeltaEntity(&msg, NULL, &q3base, true);
}
}
break;
#endif
default:
client->drop = true;
break;
}
// write svc_eom command
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
msgfuncs->WriteBits(&msg, client - svs.clients, 32);
msgfuncs->WriteBits(&msg, fs_key, 32);
// end of message marker
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
// send the datagram
SVQ3_Netchan_Transmit(client, msg.cursize, msg.data);
// calculate client->sendTime
// SV_RateDrop(client, msg.cursize);
client->state = cs_connected;
client->gamestatesequence = client->last_sequence;
}
void SVQ3_SendMessage(client_t *client)
{
qbyte buffer[MAX_OVERALLMSGLEN];
sizebuf_t msg;
memset(&msg, 0, sizeof(msg));
msg.maxsize = sizeof(buffer);
msg.data = buffer;
msg.packing = SZ_HUFFMAN;
SVQ3_BuildClientSnapshot(client);
msgfuncs->WriteBits(&msg, client->last_client_command_num, 32);
// write pending serverCommands
SVQ3_WriteServerCommandsToClient(client, &msg);
// send over all the relevant entityState_t
// and the playerState_t
SVQ3_WriteSnapshotToClient(client, &msg);
// SV_WriteDownloadToClient(client, &msg);
// end of message marker
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
SVQ3_Netchan_Transmit(client, msg.cursize, msg.data);
}
client_t *SVQ3_FindEmptyPlayerSlot(void)
{
int pcount = 0;
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state)
pcount++;
}
//in q3, spectators are not special
if (pcount >= sv_maxclients->value)
return NULL;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (!svs.clients[i].state)
return &svs.clients[i];
}
return NULL;
}
client_t *SVQ3_FindExistingPlayerByIP(netadr_t *na, int qport)
{
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state && msgfuncs->CompareAdr(&svs.clients[i].netchan.remote_address, na))
return &svs.clients[i];
}
return NULL;
}
static qboolean SVQ3_Netchan_Process(client_t *client, sizebuf_t *msg)
{
if (Netchan_ProcessQ3(&client->netchan, msg))
{
#ifndef Q3_NOENCRYPT
int serverid;
int lastSequence;
int lastServerCommandNum;
qbyte bitmask;
qbyte c;
int i, j;
char *string;
int bit;
// archive buffer state
bit = msg->currentbit;
msg->packing = SZ_HUFFMAN;
serverid = msgfuncs->ReadBits(32);
lastSequence = msgfuncs->ReadBits(32);
lastServerCommandNum = msgfuncs->ReadBits(32);
// restore buffer state
msg->currentbit = bit;
msg->packing = SZ_RAWBYTES;
// calculate bitmask
bitmask = (serverid ^ lastSequence ^ client->challenge) & 0xff;
string = client->server_commands[lastServerCommandNum & Q3TEXTCMD_MASK];
// decrypt the packet
for(i=msgfuncs->ReadCount()+12,j=0; i<msg->cursize; i++,j++)
{
if(!string[j])
{
j = 0; // another way around
}
c = string[j];
if(c > 127 || c == '%')
{
c = '.';
}
bitmask ^= c << (i & 1);
msg->data[i] ^= bitmask;
}
#endif
return true;
}
return false;
}
static void SVQ3_Netchan_Transmit(client_t *client, int length, qbyte *data)
{
#ifndef Q3_NOENCRYPT
qbyte buffer[MAX_OVERALLMSGLEN];
int i;
qbyte bitmask;
qbyte c;
int j;
char *string;
// calculate bitmask
bitmask = (client->netchan.outgoing_sequence ^ client->challenge) & 0xff;
string = client->last_client_command;
//first four bytes are not encrypted.
for(i=0; i<4 ; i++)
buffer[i] = data[i];
// encrypt the packet
for(j=0 ; i<length ; i++, j++)
{
if(!string[j])
j = 0; //restart
c = string[j];
if (c > 127 || c == '%')
c = '.';
bitmask ^= c << (i & 1);
buffer[i] = data[i]^bitmask;
}
data = buffer;
#endif
// deliver the message
Netchan_TransmitQ3(sv3.server_state_static->sockets, &client->netchan, length, data);
}
int StringKey(const char *string, int length);
#define MAX_PACKET_USERCMDS 64
void SVQ3_ParseUsercmd(client_t *client, qboolean delta)
{
static usercmd_t nullcmd;
usercmd_t commands[MAX_PACKET_USERCMDS];
usercmd_t *from;
usercmd_t *to;
int i;
int key;
int cmdCount;
char *string;
if(delta)
{
client->delta_sequence = client->last_sequence;
// client->snapLatency[client->last_sequence & (LATENCY_COUNTS-1)] = Sys_Milliseconds()/*svs.levelTime*/ - client->snapshots[client->last_sequence & UPDATE_MASK].serverTime;
}
else
{
client->delta_sequence = -1; // client is asking for retransmit
// client->snapLatency[client->last_sequence & (LATENCY_COUNTS-1)] = -1;
}
// read number of usercmds in a packet
cmdCount = msgfuncs->ReadBits(8);
if (cmdCount < 1 ||
cmdCount > MAX_PACKET_USERCMDS ||
svs.gametype != GT_QUAKE3)
{
worldfuncs->DropClient(client);
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if(client->state < cs_connected)
return; // was dropped
// calculate key for usercmd decryption
string = client->server_commands[client->server_command_ack & Q3TEXTCMD_MASK];
key = client->last_sequence ^ fs_key ^ StringKey(string, 32);
// read delta sequenced usercmds
from = &nullcmd;
for(i=0, to=commands; i<cmdCount; i++, to++)
{
MSG_Q3_ReadDeltaUsercmd(key, from, to);
from = to;
}
switch(client->state)
{
case cs_connected:
// transition from CS_PRIMED to CS_ACTIVE
memcpy(&client->lastcmd, &commands[cmdCount-1], sizeof(client->lastcmd));
SVQ3_ClientBegin(client);
client->state = cs_spawned;
client->lastcmd.servertime = sv.time*1000;
break;
case cs_spawned:
// run G_ClientThink() on each usercmd
for(i=0,to=commands; i<cmdCount; i++, to++)
{
if(to->servertime <= client->lastcmd.servertime)
{
continue;
}
if (to->servertime-10 > sv.time*1000) //10 ms allows some server latency...
{
Con_Printf("ignoring command from the future...\n");
continue;
}
memcpy(&client->lastcmd, to, sizeof(client->lastcmd));
SVQ3_ClientThink(client);
}
break;
default:
break; // outdated usercmd packet
}
}
void SVQ3_UpdateUserinfo_f(client_t *cl)
{
worldfuncs->IBufFromInfo(&cl->userinfo, cmdfuncs->Argv(1, NULL, 0), false);
worldfuncs->ExtractFromUserinfo (cl, true);
if (svs.gametype == GT_QUAKE3 && cl->spawned)
vmfuncs->Call(q3gamevm, GAME_CLIENT_USERINFO_CHANGED, (int)(cl-svs.clients));
}
static void SVQ3_Drop_f(client_t *cl)
{
worldfuncs->DropClient(cl);
}
//part of the sv_pure mechanism. verifies the client's pack list and kicks if they're wrong.
//safe to ignore, if you're okay with potential cheats.
static void SVQ3_ClientPacks_f(client_t *cl)
{
}
static void SVQ3_Download_f(client_t *cl)
{
//clients might end up waiting for the download which will never come.
//kick them so that doesn't happen. downloads are not supported at this time. not even reporting failure! :s
worldfuncs->DropClient(cl);
// short 0
// long -1
}
static void SVQ3_NextDL_f(client_t *cl)
{
//send next chunk
}
static void SVQ3_StopDL_f(client_t *cl)
{
//abort/close current download, if any
}
static void SVQ3_DoneDL_f(client_t *cl)
{
//send new gamestate
}
typedef struct ucmd_s
{
char *name;
void (*func)(client_t *);
} ucmd_t;
static const ucmd_t ucmds[] =
{
{"userinfo", SVQ3_UpdateUserinfo_f},
{"disconnect", SVQ3_Drop_f},
{"cp", SVQ3_ClientPacks_f},
{"download", SVQ3_Download_f},
{"nextdl", SVQ3_NextDL_f},
{"stopdl", SVQ3_StopDL_f},
{"donedl", SVQ3_DoneDL_f},
{NULL, NULL}
};
void SVQ3_ParseClientCommand(client_t *client)
{
int commandNum;
char *command;
const ucmd_t *u;
char buffer[2048];
char arg0[256];
int i;
commandNum = msgfuncs->ReadBits(32);
for (i = 0; ; i++)
{
buffer[i] = msgfuncs->ReadBits(8);
if (!buffer[i])
break;
}
command = buffer;
if(commandNum <= client->last_client_command_num)
return; // we have already received this command
// Con_Printf("ClientCommand %i: %s\n", commandNum, buffer);
// Con_DPrintf("clientCommand: %s : %i : %s\n", client->name, commandNum, Com_TranslateLinefeeds(command));
client->last_client_command_num++;
if(commandNum > client->last_client_command_num)
{
Con_Printf("Client %s lost %i clientCommands\n", client->name, commandNum - client->last_client_command_num);
worldfuncs->DropClient(client);
return;
}
// copy current command for netchan encryption
Q_strncpyz(client->last_client_command, command, sizeof(client->last_client_command));
cmdfuncs->TokenizeString(command);
// check for server private commands first
cmdfuncs->Argv(0, arg0, sizeof(arg0));
for(u=ucmds; u->name; u++)
{
if(!Q_strcasecmp(arg0, u->name))
{
if(u->func)
u->func(client);
break;
}
}
if (svs.gametype == GT_QUAKE3)
if(!u->name && sv.state == ss_active)
SVQ3_ClientCommand(client);
}
void SVQ3_ParseClientMessage(client_t *client, sizebuf_t *msg)
{
int serverid; //sorta like the level number.
int c;
// remaining data is compressed
msg->packing = SZ_HUFFMAN;
msg->currentbit = msgfuncs->ReadCount()*8;
// read serverid
serverid = msgfuncs->ReadBits(32);
// read last server message sequence client received
client->last_sequence = msgfuncs->ReadBits(32);
if( client->last_sequence < 0 )
{
return; // this shouldn't happen
}
// read last server command number client received
client->server_command_ack = msgfuncs->ReadBits(32);
if( client->server_command_ack <= client->server_command_sequence - Q3TEXTCMD_BACKUP )
client->server_command_ack = client->server_command_sequence - Q3TEXTCMD_BACKUP + 1; //too old
else if( client->server_command_ack > client->server_command_sequence )
client->server_command_ack = client->server_command_sequence; //client is from the future? o.O make fatal?
// check if message is from a previous level
if( serverid != svs.spawncount )
{
if(client->gamestatesequence>=0)
{
if (client->last_sequence - client->gamestatesequence < 100)
{
return; // don't resend gameState too frequently
}
Con_DPrintf("%s : dropped gamestate, resending\n", client->name);
}
client->lastcmd.servertime = sv.time*1000;
SVQ3_SendGameState(client);
return;
}
client->send_message = true;
//
// parse the message
//
while(1)
{
if(client->state < cs_connected)
return; // parsed command caused client to disconnect
c = msgfuncs->ReadBits(8);
if (c < 0)
{
Con_Printf("corrupt packet from %s\n", client->name);
client->drop = true;
return;
}
if (c == clcq3_eom)
{
break;
}
switch(c)
{
default:
Con_Printf("corrupt packet from %s\n", client->name);
client->drop = true;
return;
case clcq3_nop:
break;
case clcq3_move:
SVQ3_ParseUsercmd(client, true);
break;
case clcq3_nodeltaMove:
SVQ3_ParseUsercmd(client, false);
break;
case clcq3_clientCommand:
SVQ3_ParseClientCommand(client);
break;
}
}
if (msg->currentbit+8 < (msg->cursize<<3))
{
Con_Printf(CON_WARNING "WARNING: Junk at end of packet for client %s\n", client->name );
}
};
qboolean SVQ3_HandleClient(netadr_t *from, sizebuf_t *msg)
{
int i;
int qport;
msgfuncs->BeginReading(msg, msg_nullnetprim);
msgfuncs->ReadBits(32);
qport = msgfuncs->ReadBits(16);
if (qport < 0)
return false;
for (i = 0; i < sv.allocated_client_slots; i++)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (svs.clients[i].state < cs_connected)
continue;
if (svs.clients[i].netchan.qport != qport)
continue;
if (!msgfuncs->CompareBaseAdr(&svs.clients[i].netchan.remote_address, from))
continue;
if (!ISQ3CLIENT(&svs.clients[i]))
continue;
//found them.
break;
}
if (i == sv.allocated_client_slots)
return false; //nope
if (!SVQ3_Netchan_Process(&svs.clients[i], msg))
{
return true; // wasn't accepted for some reason
}
SVQ3_ParseClientMessage(&svs.clients[i], msg);
return true;
}
//Q3 gamecode does map_restart weirdly.
//it simply reloads the gamecode without changing any maps/models/sounds
//this won't work for q1/q2, but q3 expects it.
//note that time continues from its prior value without any kind of reset.
qboolean SVQ3_RestartGamecode(void)
{
int i;
int newmaxclients = max(8,sv_maxclients->ival);
if (sv.allocated_client_slots != newmaxclients)
return false; //can't do it if maxclients needs to change.
//reload the gamecode
sv.state = ss_loading;
if (!SVQ3_InitGame(sv3.server_state_static, sv3.server_state, true))
return false;
// svs.spawncount++; //so new snapshots get sent
//and then reconnect the players as appropriate
// SVQ3_NewMapConnects();
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state < cs_connected)
continue;
if (vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, i, false, svs.clients[i].protocol == SCP_BAD))
{
worldfuncs->DropClient(&svs.clients[i]);
continue;
}
if (svs.clients[i].spawned)
{
sv.spawned_client_slots--;
SVQ3_ClientBegin(&svs.clients[i]);
}
}
sv.starttime = plugfuncs->GetSeconds() - sv.time;
#ifdef SAVEDGAMES
sv.autosave_time = sv.time + cvarfuncs->GetFloat("sv_autosave")*60;
#endif
//basically done
sv.state = ss_active;
sv3.restarting = false;
//and an extra physics frame for luck
sv.time+=0.1;
sv3.world->physicstime=sv.time;
SVQ3_RunFrame();
SVQ3_SendServerCommand(NULL, "map_restart");
return true; //yup, we did it.
}
void SVQ3_NewMapConnects(void)
{
int i;
qintptr_t ret;
/* Kick old bots in SP - eukara */
cvar_t *gametype;
gametype = cvarfuncs->GetNVFDG("g_gametype", "", CVAR_MAPLATCH|CVAR_SERVERINFO, NULL, "Q3 compatability");
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state < cs_connected)
continue;
if (gametype->value == 2 && svs.clients[i].protocol == SCP_BAD)
ret = true;
else
ret = vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, i, false, svs.clients[i].protocol == SCP_BAD);
if (ret)
{
worldfuncs->DropClient(&svs.clients[i]);
}
else if (svs.clients[i].protocol == SCP_BAD)
{ //spawn bots now.
svs.clients[i].state = cs_spawned;
SVQ3_ClientBegin(&svs.clients[i]);
}
}
}
void SVQ3_DirectConnect(netadr_t *from, sizebuf_t *msg) //Actually connect the client, use up a slot, and let the gamecode know of it.
{
//this is only called when running q3 gamecode
char *reason;
client_t *cl;
char *userinfo = NULL;
qintptr_t ret;
int challenge;
int qport;
char adr[MAX_ADR_SIZE];
if (msg->cursize < 12)
return;
if (msgfuncs->Huff_DecryptPacket)
msgfuncs->Huff_DecryptPacket(msg, 12);
cmdfuncs->TokenizeString((char*)msg->data+4);
userinfo = cmdfuncs->Argv(1, NULL, 0);
qport = atoi(worldfuncs->GetInfoKey(userinfo, "qport"));
challenge = atoi(worldfuncs->GetInfoKey(userinfo, "challenge"));
cl = SVQ3_FindExistingPlayerByIP(from, qport); //use a duplicate first.
if (!cl)
cl = SVQ3_FindEmptyPlayerSlot();
if (!msgfuncs->Huff_CompressionCRC || !msgfuncs->Huff_CompressionCRC(HUFFCRC_QUAKE3))
{
reason = "Could not set up compression.";
userinfo = NULL;
}
else if (!cl)
{
reason = "Server is full.";
userinfo = NULL;
}
else
{
if (cl->frameunion.q3frames)
plugfuncs->Free(cl->frameunion.q3frames);
memset(cl, 0, sizeof(*cl));
challenge = atoi(worldfuncs->GetInfoKey(userinfo, "challenge"));
if (from->type != NA_LOOPBACK && !worldfuncs->ChallengePasses(challenge))
reason = "Invalid challenge\n";
else
{
worldfuncs->IBufFromInfo(&cl->userinfo, userinfo, false);
if (from->type == NA_LOOPBACK)
reason = "localhost"; //Q3 uses this specific string for listen servers.
else
reason = msgfuncs->AdrToString(adr, sizeof(adr), from);
worldfuncs->SetIBufKey(&cl->userinfo, "ip", reason); //q3 gamecode needs to know the client's ip (server's perception of the client, NOT QW client's perception of the server/proxy)
ret = vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, (int)(cl-svs.clients), true/*firsttime*/, false/*isbot*/);
if (!ret)
reason = NULL;
else
reason = (char*)vmfuncs->MemoryBase(q3gamevm)+ret;
}
}
if (reason)
{
Con_Printf("%s\n", reason);
reason = va("\377\377\377\377print\n%s", reason);
msgfuncs->SendPacket (svs.sockets, strlen(reason), reason, from);
return;
}
cl->protocol = SCP_QUAKE3;
cl->state = cs_connected;
cl->connection_started = realtime;
cl->name = cl->namebuf;
cl->team = cl->teambuf;
worldfuncs->ExtractFromUserinfo(cl, true);
Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily. Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
2024-04-09 17:13:59 +00:00
Netchan_SetupQ3(NCF_SERVER, &cl->netchan, from, qport);
cl->netchan.outgoing_sequence = 1;
cl->challenge = challenge;
cl->userid = (cl - svs.clients)+1;
cl->gamestatesequence = -1;
msgfuncs->SendPacket (svs.sockets, 19, "\377\377\377\377connectResponse", from);
cl->frameunion.q3frames = plugfuncs->Malloc(Q3UPDATE_BACKUP*sizeof(q3client_frame_t));
}
static int SVQ3_AddBot(void)
{
client_t *cl;
cl = SVQ3_FindEmptyPlayerSlot();
if (!cl)
return -1; //failure, no slots
cl->protocol = SCP_BAD;
cl->connection_started = realtime;
cl->state = cs_connected;
cl->name = cl->namebuf;
cl->team = cl->teambuf;
cl->challenge = 0;
cl->userid = (cl - svs.clients)+1;
cl->state = cs_spawned;
memset(&cl->netchan.remote_address, 0, sizeof(cl->netchan.remote_address));
GENTITY_FOR_NUM(cl-svs.clients)->s.number = cl-svs.clients;
return cl - svs.clients;
}
void SVQ3_DropClient(client_t *cl)
{
if (q3gamevm)
vmfuncs->Call(q3gamevm, GAME_CLIENT_DISCONNECT, (int)(cl-svs.clients));
}
#endif