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fteqw/engine/server/svq2_game.c

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#include "quakedef.h"
#define Q2NUM_FOR_EDICT(ent) (((char *)ent - (char *)ge->edicts) / ge->edict_size)
#ifndef Q2SERVER
qboolean SVQ2_InitGameProgs(void)
{
return false;
}
#else
game_export_t *ge;
int svq2_maxclients;
dllhandle_t *q2gamedll;
void SVQ2_UnloadGame (void)
{
if (q2gamedll)
Sys_CloseLibrary(q2gamedll);
q2gamedll = NULL;
}
void *SVQ2_GetGameAPI (void *parms)
{
void *(VARGS *GetGameAPI)(void *);
dllfunction_t funcs[] =
{
{(void**)&GetGameAPI, "GetGameAPI"},
{NULL,NULL}
};
char name[MAX_OSPATH];
char syspath[MAX_OSPATH];
char gamepath[MAX_OSPATH];
void *iterator;
int o;
const char *gamename[] = {
"",
"",
#ifdef _DEBUG
"debug/game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
#endif
#if defined(__linux__) && defined(__i386__)
"game" "i386" ARCH_DL_POSTFIX, //compat is often better than consistancy
#endif
"game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
"game" ARCH_DL_POSTFIX,
NULL
};
void *ret;
#ifdef _DEBUG
Con_DPrintf("Searching for %s\n", gamename[3]);
#else
Con_DPrintf("Searching for %s\n", gamename[2]);
#endif
iterator = NULL;
while(COM_IteratePaths(&iterator, syspath, sizeof(syspath), gamepath, sizeof(gamepath)))
{
for (o = 0; gamename[o]; o++)
{
if (o == 0)
{ //nice and specific
if (!host_parms.binarydir)
continue;
Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
}
else if (o == 1)
{ //because some people don't like knowing what cpu arch they're compiling for
if (!host_parms.binarydir)
continue;
Q_snprintfz(name, sizeof(name), "%slibgame_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
}
else
{ //gamedir paths as specified above.
if (com_nogamedirnativecode.ival)
continue;
Q_snprintfz(name, sizeof(name), "%s%s", syspath, gamename[o]);
}
q2gamedll = Sys_LoadLibrary(name, funcs);
if (q2gamedll)
{
ret = GetGameAPI(parms);
if (ret)
{
return ret;
}
Sys_CloseLibrary(q2gamedll);
q2gamedll = 0;
}
}
}
#ifdef _WIN64
//if we found 32bit q2 gamecode that cannot be loaded, print out a warning about it.
//this should make it a little obvious when people try using 64bit builds to run q2.
if (COM_FCheckExists("gamex86.dll"))
Con_Printf(CON_ERROR "WARNING: 32bit q2 gamecode found, but it cannot be used in a 64bit process.\nIf you wish to run this q2 mod, you will need to use a 32bit engine build.\n");
#endif
return NULL;
}
/*
===============
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
===============
*/
static void VARGS PFQ2_Unicast (q2edict_t *ent, qboolean reliable)
{
int p;
client_t *client;
if (!ent)
return;
p = Q2NUM_FOR_EDICT(ent);
if (p < 1 || p > svs.allocated_client_slots)
return;
client = svs.clients + (p-1);
if (client->state < cs_connected)
return;
if (reliable)
SZ_Write (&client->netchan.message, sv.q2multicast.data, sv.q2multicast.cursize);
else
SZ_Write (&client->datagram, sv.q2multicast.data, sv.q2multicast.cursize);
SZ_Clear (&sv.q2multicast);
}
/*
===============
PF_dprintf
Debug print to server console
===============
*/
static void VARGS PFQ2_dprintf (char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
Con_Printf ("%s", msg);
}
/*
===============
PF_cprintf
Print to a single client
===============
*/
static void VARGS PFQ2_cprintf (q2edict_t *ent, int level, char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n=0;
if (ent)
{
n = Q2NUM_FOR_EDICT(ent);
if (n < 1 || n > svs.allocated_client_slots)
{
Sys_Error ("cprintf to a non-client");
return;
}
if (svs.clients[n-1].state < cs_connected)
{
Sys_Error ("cprintf to a disconnected client");
return;
}
}
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if (ent)
SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
else
Con_Printf ("%s", msg);
}
/*
===============
PF_centerprintf
centerprint to a single client
===============
*/
static void VARGS PFQ2_centerprintf (q2edict_t *ent, char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n;
n = Q2NUM_FOR_EDICT(ent);
if (n < 1 || n > svs.allocated_client_slots)
return; // Com_Error (ERR_DROP, "centerprintf to a non-client");
if (svs.clients[n-1].state < cs_connected)
return;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
MSG_WriteByte (&sv.q2multicast,svcq2_centerprint);
MSG_WriteString (&sv.q2multicast,msg);
PFQ2_Unicast (ent, true);
}
/*
===============
PF_error
Abort the server with a game error
===============
*/
static void VARGS PFQ2_error (char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
SV_Error("Game Error: %s", msg);
}
/*
===============
PF_Configstring
===============
*/
static void VARGS PFQ2_Configstring (int i, char *val)
{
if (i < 0 || i >= Q2MAX_CONFIGSTRINGS)
Sys_Error ("configstring: bad index %i\n", i);
if (!val)
val = "";
strcpy(sv.strings.configstring[i], val);
if (i == Q2CS_NAME)
Q_strncpyz(sv.mapname, val, sizeof(sv.name));
/*
//work out range
if (i >= Q2CS_LIGHTS && i < Q2CS_LIGHTS+Q2MAX_LIGHTSTYLES)
{
j = i - Q2CS_LIGHTS;
if (j < MAX_LIGHTSTYLES)
{
if (sv.lightstyles[j])
Z_Free(sv.lightstyles[j]);
sv.lightstyles[j] = Z_Malloc(strlen(val)+1);
strcpy(sv.lightstyles[j], val);
}
}
else if (i >= Q2CS_MODELS && i < Q2CS_MODELS+Q2MAX_MODELS)
{
Q_strncpyS(sv.model_precache[i-Q2CS_MODELS], val, MAX_QPATH-1);
}
else if (i >= Q2CS_SOUNDS && i < Q2CS_SOUNDS+Q2MAX_SOUNDS)
{
Q_strncpyS(sv.sound_precache[i-Q2CS_SOUNDS], val, MAX_QPATH-1);
}
else if (i >= Q2CS_IMAGES && i < Q2CS_IMAGES+Q2MAX_IMAGES)
{
Q_strncpyS(sv.image_precache[i-Q2CS_IMAGES], val, MAX_QPATH-1);
}
else if (i == Q2CS_STATUSBAR)
{
if (sv.statusbar)
Z_Free(sv.statusbar);
sv.statusbar = Z_Malloc(strlen(val)+1);
strcpy(sv.statusbar, val);
}
else if (i == Q2CS_NAME)
{
Q_strncpyz(sv.mapname, val, sizeof(sv.name));
}
else
{
Con_Printf("Ignoring configstring %i\n", i);
}
*/
if (sv.state != ss_loading)
{ // send the update to everyone
SZ_Clear (&sv.q2multicast);
MSG_WriteChar (&sv.q2multicast, svcq2_configstring);
MSG_WriteShort (&sv.q2multicast, i);
MSG_WriteString (&sv.q2multicast, val);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
}
static int SVQ2_FindIndex (char *name, int start, int max, qboolean create)
{
int i;
int stringlength = MAX_QPATH;
char *strings = sv.strings.configstring[start];
strings += stringlength;
if (!name || !name[0])
return 0;
for (i=1 ; i<max && strings[0] ; i++, strings+=stringlength)
if (!strcmp(strings, name))
return i;
if (!create)
return 0;
if (i == max)
Sys_Error ("*Index: overflow");
PFQ2_Configstring(start + i, name);
return i;
}
static int VARGS SVQ2_ModelIndex (char *name)
{
return SVQ2_FindIndex (name, Q2CS_MODELS, Q2MAX_MODELS, true);
}
static int VARGS SVQ2_SoundIndex (char *name)
{
return SVQ2_FindIndex (name, Q2CS_SOUNDS, Q2MAX_SOUNDS, true);
}
static int VARGS SVQ2_ImageIndex (char *name)
{
return SVQ2_FindIndex (name, Q2CS_IMAGES, Q2MAX_IMAGES, true);
}
/*
=================
PF_setmodel
Also sets mins and maxs for inline bmodels
=================
*/
static void VARGS PFQ2_setmodel (q2edict_t *ent, char *name)
{
int i;
model_t *mod;
if (!name)
{
Con_Printf (CON_ERROR "ERROR: PF_setmodel: NULL\n");
ent->s.modelindex = 0;
return;
}
i = SVQ2_ModelIndex (name);
// ent->model = name;
ent->s.modelindex = i;
// if it is an inline model, get the size information for it
if (name[0] == '*')
{
mod = Mod_FindName (Mod_FixName(name, sv.modelname));
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING); //wait for it if needed
VectorCopy (mod->mins, ent->mins);
VectorCopy (mod->maxs, ent->maxs);
WorldQ2_LinkEdict (&sv.world, ent);
}
}
/*
static qboolean PFQ2_Q1BSP_AreasConnected (int area1, int area2)
{
return true;
}
static qboolean CMQ2_Q1BSP_SetAreaPortalState (int portalnum, qboolean open)
{
return true;
}*/
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 void VARGS PFQ2_WriteChar (int c) {MSG_WriteChar (&sv.q2multicast, c & 0xff);}
static void VARGS PFQ2_WriteByte (int c) {MSG_WriteByte (&sv.q2multicast, c & 0xff);}
static void VARGS PFQ2_WriteShort (int c) {MSG_WriteShort (&sv.q2multicast, c & 0xffff);}
static void VARGS PFQ2_WriteLong (int c) {MSG_WriteLong (&sv.q2multicast, c);}
static void VARGS PFQ2_WriteFloat (float f) {MSG_WriteFloat (&sv.q2multicast, f);}
static void VARGS PFQ2_WriteString (char *s) {MSG_WriteString (&sv.q2multicast, s);}
static void VARGS PFQ2_WriteAngle (float f) {MSG_WriteAngle (&sv.q2multicast, f);}
static void VARGS PFQ2_WritePos (vec3_t pos) { MSG_WriteCoord (&sv.q2multicast, pos[0]);
MSG_WriteCoord (&sv.q2multicast, pos[1]);
MSG_WriteCoord (&sv.q2multicast, pos[2]);
}
static void VARGS PFQ2_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.q2multicast, dir);}
/*
=================
PF_inPVS
Also checks portalareas so that doors block sight
=================
*/
static qboolean VARGS PFQ2_inPVS (vec3_t p1, vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
qbyte *mask;
//FIXME: requires q2/q3 bsp
leafnum = CM_PointLeafnum (sv.world.worldmodel, p1);
cluster = CM_LeafCluster (sv.world.worldmodel, leafnum);
area1 = CM_LeafArea (sv.world.worldmodel, leafnum);
mask = CM_ClusterPVS (sv.world.worldmodel, cluster, NULL, 0);
leafnum = CM_PointLeafnum (sv.world.worldmodel, p2);
cluster = CM_LeafCluster (sv.world.worldmodel, leafnum);
area2 = CM_LeafArea (sv.world.worldmodel, leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false;
if (!CM_AreasConnected (sv.world.worldmodel, area1, area2))
return false; // a door blocks sight
return true;
}
/*
=================
PF_inPHS
Also checks portalareas so that doors block sound
=================
*/
static qboolean VARGS PFQ2_inPHS (vec3_t p1, vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
qbyte *mask;
//FIXME: requires q2/q3 bsp
leafnum = CM_PointLeafnum (sv.world.worldmodel, p1);
cluster = CM_LeafCluster (sv.world.worldmodel, leafnum);
area1 = CM_LeafArea (sv.world.worldmodel, leafnum);
mask = CM_ClusterPHS (sv.world.worldmodel, cluster);
leafnum = CM_PointLeafnum (sv.world.worldmodel, p2);
cluster = CM_LeafCluster (sv.world.worldmodel, leafnum);
area2 = CM_LeafArea (sv.world.worldmodel, leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false; // more than one bounce away
if (!CM_AreasConnected (sv.world.worldmodel, area1, area2))
return false; // a door blocks hearing
return true;
}
qboolean VARGS PFQ2_AreasConnected(unsigned int area1, unsigned int area2)
{
//FIXME: requires q2/q3 bsp
return CM_AreasConnected(sv.world.worldmodel, area1, area2);
}
#define Q2SND_VOLUME (1<<0) // a byte
#define Q2SND_ATTENUATION (1<<1) // a byte
#define Q2SND_POS (1<<2) // three coordinates
#define Q2SND_ENT (1<<3) // a short 0-2: channel, 3-12: entity
#define Q2SND_OFFSET (1<<4) // a byte, msec offset from frame start
#define Q2DEFAULT_SOUND_PACKET_VOLUME 1.0
#define Q2DEFAULT_SOUND_PACKET_ATTENUATION 1.0
#define Q2ATTN_NONE 0 // full volume the entire level
#define Q2ATTN_NORM 1/*
#define Q2CHAN_AUTO 0
#define Q2CHAN_WEAPON 1
#define Q2CHAN_VOICE 2
#define Q2CHAN_ITEM 3
#define Q2CHAN_BODY 4*/
#define Q2CHAN_NO_PHS_ADD 8
#define Q2CHAN_RELIABLE 16
void VARGS SVQ2_StartSound (vec3_t origin, q2edict_t *entity, int channel,
int soundindex, float volume,
float attenuation, float timeofs)
{
int sendchan;
int flags;
int i;
int ent;
vec3_t origin_v;
qboolean use_phs;
if (volume < 0 || volume > 1.0)
Sys_Error ("SV_StartSound: volume = %f", volume);
if (attenuation < 0 || attenuation > 4)
Sys_Error ("SV_StartSound: attenuation = %f", attenuation);
// if (channel < 0 || channel > 15)
// Sys_Error ("SV_StartSound: channel = %i", channel);
if (timeofs < 0 || timeofs > 0.255)
Sys_Error ("SV_StartSound: timeofs = %f", timeofs);
ent = Q2NUM_FOR_EDICT(entity);
if (channel & Q2CHAN_NO_PHS_ADD) // no PHS flag
use_phs = false;
else
use_phs = true;
sendchan = (ent<<3) | (channel&7);
flags = 0;
if (volume != Q2DEFAULT_SOUND_PACKET_VOLUME)
flags |= Q2SND_VOLUME;
if (attenuation != Q2DEFAULT_SOUND_PACKET_ATTENUATION)
flags |= Q2SND_ATTENUATION;
// the client doesn't know that bmodels have weird origins
// the origin can also be explicitly set
if ( (entity->svflags & SVF_NOCLIENT)
|| (entity->solid == Q2SOLID_BSP)
|| origin )
flags |= Q2SND_POS;
// always send the entity number for channel overrides
flags |= Q2SND_ENT;
if (timeofs)
flags |= Q2SND_OFFSET;
// use the entity origin unless it is a bmodel or explicitly specified
if (!origin)
{
origin = origin_v;
if (entity->solid == Q2SOLID_BSP)
{
for (i=0 ; i<3 ; i++)
origin_v[i] = entity->s.origin[i]+0.5*(entity->mins[i]+entity->maxs[i]);
}
else
{
VectorCopy (entity->s.origin, origin_v);
}
}
MSG_WriteByte (&sv.q2multicast, svcq2_sound);
MSG_WriteByte (&sv.q2multicast, flags);
MSG_WriteByte (&sv.q2multicast, soundindex);
if (flags & Q2SND_VOLUME)
MSG_WriteByte (&sv.q2multicast, volume*255);
if (flags & Q2SND_ATTENUATION)
MSG_WriteByte (&sv.q2multicast, attenuation*64);
if (flags & Q2SND_OFFSET)
MSG_WriteByte (&sv.q2multicast, timeofs*1000);
if (flags & Q2SND_ENT)
MSG_WriteShort (&sv.q2multicast, sendchan);
if (flags & Q2SND_POS)
{
MSG_WriteCoord (&sv.q2multicast, origin[0]);
MSG_WriteCoord (&sv.q2multicast, origin[1]);
MSG_WriteCoord (&sv.q2multicast, origin[2]);
}
// if the sound doesn't attenuate,send it to everyone
// (global radio chatter, voiceovers, etc)
if (attenuation == Q2ATTN_NONE)
use_phs = false;
if (channel & Q2CHAN_RELIABLE)
{
if (use_phs)
SV_Multicast (origin, MULTICAST_PHS_R);
else
SV_Multicast (origin, MULTICAST_ALL_R);
}
else
{
if (use_phs)
SV_Multicast (origin, MULTICAST_PHS);
else
SV_Multicast (origin, MULTICAST_ALL);
}
}
static void VARGS PFQ2_StartSound (q2edict_t *entity, int channel, int sound_num, float volume,
float attenuation, float timeofs)
{
if (!entity)
return;
SVQ2_StartSound (NULL, entity, channel, sound_num, volume, attenuation, timeofs);
}
static q2trace_t VARGS SVQ2_Trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, q2edict_t *passedict, int contentmask)
{
q2trace_t ret;
trace_t tr;
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
tr = WorldQ2_Move(&sv.world, start, mins, maxs, end, contentmask, passedict);
ret.allsolid = tr.allsolid;
ret.startsolid = tr.startsolid;
ret.contents = tr.contents;
ret.surface = tr.surface;
ret.fraction = tr.fraction;
VectorCopy(tr.endpos, ret.endpos);
memset(&ret.plane, 0, sizeof(ret.plane));
VectorCopy(tr.plane.normal, ret.plane.normal);
ret.plane.dist = tr.plane.dist;
ret.ent = tr.ent;
return ret;
}
static int VARGS SVQ2_PointContents (vec3_t p)
{
q2trace_t tr = SVQ2_Trace(p, vec3_origin, vec3_origin, p, NULL, ~0);
return tr.contents;
// return CM_PointContents(p, 0);
}
static cvar_t *VARGS Q2Cvar_Get (char *var_name, char *value, int flags)
{
cvar_t *var = Cvar_Get(var_name, value, flags, "Quake2 game variables");
if (!var)
{
Con_Printf("Q2Cvar_Get: variable %s not creatable\n", var_name);
return NULL;
}
return var;
}
cvar_t *VARGS Q2Cvar_Set (char *var_name, char *value)
{
cvar_t *var = Cvar_FindVar(var_name);
if (!var)
{
Con_Printf("Q2Cvar_Set: variable %s not found\n", var_name);
return NULL;
}
return Cvar_Set(var, value);
}
cvar_t *VARGS Q2Cvar_ForceSet (char *var_name, char *value)
{
cvar_t *var = Cvar_FindVar(var_name);
if (!var)
{
Con_Printf("Q2Cvar_Set: variable %s not found\n", var_name);
return NULL;
}
return Cvar_ForceSet(var, value);
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void VARGS SVQ2_ShutdownGameProgs (void)
{
if (!ge)
return;
ge->Shutdown ();
SVQ2_UnloadGame ();
ge = NULL;
}
static void VARGS AddCommandString(char *command)
{
Cbuf_AddText(command, RESTRICT_LOCAL);
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
void VARGS Q2SCR_DebugGraph(float value, int color)
{return;}
static void VARGS SVQ2_LinkEdict (q2edict_t *ent)
{
WorldQ2_LinkEdict(&sv.world, ent);
}
static void VARGS SVQ2_UnlinkEdict (q2edict_t *ent)
{
WorldQ2_UnlinkEdict(&sv.world, ent);
}
static int VARGS SVQ2_AreaEdicts (vec3_t mins, vec3_t maxs, q2edict_t **list, int maxcount, int areatype)
{
return WorldQ2_AreaEdicts(&sv.world, mins, maxs, list, maxcount, areatype);
}
static model_t *SVQ2_GetCModel(world_t *w, int modelindex)
{
if ((unsigned int)modelindex < MAX_PRECACHE_MODELS)
return sv.models[modelindex];
else
return NULL;
}
void SVQ2_InitWorld(void)
{
sv.world.Get_CModel = SVQ2_GetCModel;
}
static void QDECL PFQ2_SetAreaPortalState(unsigned int p, qboolean s)
{
CMQ2_SetAreaPortalState(sv.world.worldmodel, p, s);
}
qboolean SVQ2_InitGameProgs(void)
{
extern cvar_t maxclients;
volatile static game_import_t import; //volatile because msvc sucks
if (COM_CheckParm("-noq2dll"))
{
SVQ2_ShutdownGameProgs();
return false;
}
// unload anything we have now
if (sv.world.worldmodel && (sv.world.worldmodel->fromgame == fg_quake || sv.world.worldmodel->fromgame == fg_halflife)) //we don't support q1 or hl maps yet... If ever.
{
SVQ2_ShutdownGameProgs();
return false;
}
if (ge)
{
SVQ2_InitWorld();
return true;
}
// calc the imports.
import.multicast = SV_Multicast;
import.unicast = PFQ2_Unicast;
import.bprintf = SV_BroadcastPrintf;
import.dprintf = PFQ2_dprintf;
import.cprintf = PFQ2_cprintf;
import.centerprintf = PFQ2_centerprintf;
import.error = PFQ2_error;
import.linkentity = SVQ2_LinkEdict;
import.unlinkentity = SVQ2_UnlinkEdict;
import.BoxEdicts = SVQ2_AreaEdicts;
import.trace = SVQ2_Trace;
import.pointcontents = SVQ2_PointContents;
import.setmodel = PFQ2_setmodel;
import.inPVS = PFQ2_inPVS;
import.inPHS = PFQ2_inPHS;
import.Pmove = Q2_Pmove;
import.modelindex = SVQ2_ModelIndex;
import.soundindex = SVQ2_SoundIndex;
import.imageindex = SVQ2_ImageIndex;
import.configstring = PFQ2_Configstring;
import.sound = PFQ2_StartSound;
import.positioned_sound = SVQ2_StartSound;
import.WriteChar = PFQ2_WriteChar;
import.WriteByte = PFQ2_WriteByte;
import.WriteShort = PFQ2_WriteShort;
import.WriteLong = PFQ2_WriteLong;
import.WriteFloat = PFQ2_WriteFloat;
import.WriteString = PFQ2_WriteString;
import.WritePosition = PFQ2_WritePos;
import.WriteDir = PFQ2_WriteDir;
import.WriteAngle = PFQ2_WriteAngle;
import.TagMalloc = Z_TagMalloc;
import.TagFree = Z_TagFree;
import.FreeTags = Z_FreeTags;
import.cvar = Q2Cvar_Get;
import.cvar_set = Q2Cvar_Set;
import.cvar_forceset = Q2Cvar_ForceSet;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.args = Cmd_Args;
import.AddCommandString = AddCommandString;
import.DebugGraph = Q2SCR_DebugGraph;
import.SetAreaPortalState = PFQ2_SetAreaPortalState;
import.AreasConnected = PFQ2_AreasConnected;
if (sv.world.worldmodel && (sv.world.worldmodel->fromgame == fg_quake || sv.world.worldmodel->fromgame == fg_halflife))
{
return false;
}
ge = (game_export_t *)SVQ2_GetGameAPI ((game_import_t*)&import);
if (!ge)
return false;
if (ge->apiversion != Q2GAME_API_VERSION)
{
Con_Printf("game is version %i, not %i", ge->apiversion, Q2GAME_API_VERSION);
SVQ2_UnloadGame ();
return false;
}
//stop q2 from crashing.
if (!deathmatch.value && !coop.value)
maxclients.value = 1;
else
maxclients.value = maxclients.ival;
if (maxclients.value > MAX_CLIENTS)
Cvar_SetValue(&maxclients, MAX_CLIENTS);
svq2_maxclients = maxclients.value;
maxclients.flags |= CVAR_LATCH;
deathmatch.flags |= CVAR_LATCH;
coop.flags |= CVAR_LATCH;
SVQ2_InitWorld();
ge->Init ();
return true;
}
#endif