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fteqw/engine/server/svq3_game.c

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#include "qwsvdef.h"
//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
float RadiusFromBounds (vec3_t mins, vec3_t maxs);
#define USEBOTLIB
#ifdef USEBOTLIB
#ifdef _WIN32
#define QDECL __cdecl
#else
#define QDECL
#endif
#define fileHandle_t int
#define fsMode_t int
#define pc_token_t void
#include "botlib.h"
#define Z_TAG_BOTLIB 221726
botlib_export_t *FTE_GetBotLibAPI(int apiVersion, botlib_import_t *import)
{ //a stub that will prevent botlib from loading.
static void *botlib;
static botlib_export_t *(QDECL *pGetBotLibAPI)(int apiVersion, botlib_import_t *import);
dllfunction_t funcs[] =
{
{(void**)&pGetBotLibAPI, "GetBotLibAPI"},
{NULL}
};
if (!botlib)
botlib = Sys_LoadLibrary("botlib", funcs);
if (!botlib)
return NULL;
return pGetBotLibAPI(apiVersion, import);
}
botlib_export_t *botlib;
#endif
#include "clq3defs.h"
#include "q3g_public.h"
static vm_t *q3gamevm;
#define fs_key 0
#define MAX_CONFIGSTRINGS 1024
static char *svq3_configstrings[MAX_CONFIGSTRINGS];
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;
#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);
void SVQ3_CreateBaseline(void);
void SVQ3_ClientThink(client_t *cl);
void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3);
char *mapentspointer;
#define Q3SOLID_BMODEL 0xffffff
#define Q3CONTENTS_SOLID Q2CONTENTS_SOLID // should never be on a brush, only in game
#define Q3CONTENTS_BODY 0x2000000 // should never be on a brush, only in game
#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)
typedef struct {
link_t area;
qboolean linked;
int areanum;
int areanum2;
int headnode;
int num_clusters;
int clusternums[MAX_ENT_CLUSTERS];
} q3serverEntity_t;
q3serverEntity_t *q3_sentities;
static void Q3G_UnlinkEntity(q3sharedEntity_t *ent)
{
q3serverEntity_t *sent;
ent->r.linked = false;
sent = SENTITY_FOR_GENTITY(ent);
if(!sent->linked)
{
return; // not linked in anywhere
}
if (sent->area.prev == NULL || sent->area.next == NULL)
SV_Error("Null entity links in linked entity\n");
RemoveLink(&sent->area);
sent->area.prev = sent->area.next = NULL;
sent->linked = false;
}
#define MAX_TOTAL_ENT_LEAFS 256
static void Q3G_LinkEntity(q3sharedEntity_t *ent)
{
areanode_t *node;
q3serverEntity_t *sent;
int leafs[MAX_TOTAL_ENT_LEAFS];
int clusters[MAX_TOTAL_ENT_LEAFS];
int num_leafs;
int i, j, k;
int area;
int topnode;
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
sent->num_clusters = 0;
sent->areanum = -1;
sent->areanum2 = -1;
//get all leafs, including solids
if (sv.world.worldmodel->type == mod_heightmap)
{
sent->areanum = 0;
num_leafs = 1;
sent->num_clusters = -1;
sent->headnode = 0;
clusters[0] = 0;
topnode = 0;
}
else
{
num_leafs = CM_BoxLeafnums(sv.world.worldmodel, ent->r.absmin, ent->r.absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &topnode);
if(!num_leafs)
return;
// set areas
for(i=0; i<num_leafs; i++)
{
clusters[i] = CM_LeafCluster(sv.world.worldmodel, leafs[i]);
area = CM_LeafArea(sv.world.worldmodel, leafs[i]);
if(area >= 0)
{
// doors may legally straggle two areas,
// but nothing should ever need more than that
if(sent->areanum >= 0 && sent->areanum != area)
{
if(sent->areanum2 >= 0 && sent->areanum2 != area && sv.state == ss_loading)
Con_DPrintf("Object touching 3 areas at %f %f %f\n", ent->r.absmin[0], ent->r.absmin[1], ent->r.absmin[2]);
sent->areanum2 = area;
}
else
sent->areanum = area;
}
}
}
if(num_leafs >= MAX_TOTAL_ENT_LEAFS)
{
// assume we missed some leafs, and mark by headnode
sent->num_clusters = -1;
sent->headnode = topnode;
}
else
{
sent->num_clusters = 0;
for(i=0; i<num_leafs; i++)
{
if(clusters[i] == -1)
continue; // not a visible leaf
for(j=0 ; j<i ; j++)
{
if(clusters[j] == clusters[i])
break;
}
if(j == i)
{
if(sent->num_clusters == MAX_ENT_CLUSTERS)
{
// assume we missed some leafs, and mark by headnode
sent->num_clusters = -1;
sent->headnode = topnode;
break;
}
sent->clusternums[sent->num_clusters++] = clusters[i];
}
}
}
ent->r.linkcount++;
ent->r.linked = true;
sent->linked = true;
// find the first node that the ent's box crosses
node = sv.world.areanodes;
while(1)
{
if(node->axis == -1)
break;
if(ent->r.absmin[node->axis] > node->dist)
node = node->children[0];
else if(ent->r.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
// link it in
InsertLinkBefore((link_t *)&sent->area, &node->solid_edicts);
}
static int SVQ3_EntitiesInBoxNode(areanode_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->solid_edicts.next ; l != &node->solid_edicts ; l = next)
{
if (maxcount == linkcount)
return linkcount;
next = l->next;
sent = Q3EDICT_FROM_AREA(l);
gent = GENTITY_FOR_SENTITY(sent);
if (!BoundsIntersect(mins, maxs, gent->r.absmin, gent->r.absmax))
continue;
list[linkcount++] = NUM_FOR_GENTITY(gent);
}
if (node->axis >= 0)
{
if ( maxs[node->axis] > node->dist )
linkcount += SVQ3_EntitiesInBoxNode(node->children[0], mins, maxs, list+linkcount, maxcount-linkcount);
if ( mins[node->axis] < node->dist )
linkcount += SVQ3_EntitiesInBoxNode(node->children[1], mins, maxs, list+linkcount, maxcount-linkcount);
}
return linkcount;
}
static int SVQ3_EntitiesInBox(vec3_t mins, vec3_t maxs, int *list, int maxcount)
{
if (maxcount < 0)
return 0;
return SVQ3_EntitiesInBoxNode(sv.world.areanodes, mins, maxs, list, maxcount);
}
#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)
{
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;
sv.world.worldmodel->funcs.NativeTrace(sv.world.worldmodel, 0, 0, start, end, mins, maxs, contentmask, &tr);
result->allsolid = tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = 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;
for (i = 0; i < 3; i++)
{
if (start[i] < end[i])
{
mmins[i] = start[i]+mins[i];
mmaxs[i] = end[i]+maxs[i];
}
else
{
mmins[i] = end[i]+mins[i];
mmaxs[i] = start[i]+maxs[i];
}
}
if (entnum == -1)
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(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; // 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)
{
mod = Mod_ForName(va("*%i", es->s.modelindex), false);
if (mod->needload)
continue;
tr = CM_TransformedBoxTrace(mod, start, end, mins, maxs, contentmask, es->r.currentOrigin, vec3_origin);
}
else
{
mod = CM_TempBoxModel(es->r.mins, es->r.maxs);
tr = CM_TransformedBoxTrace(mod, start, end, mins, maxs, contentmask, es->r.currentOrigin, es->r.currentAngles);
// mod->funcs.Trace(mod, 0, 0, start, end, mins, maxs, &tr);
}
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;
}
}
}
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;
// sv.worldmodel->funcs.Trace(sv.worldmodel, 0, 0, pos, pos, vec3_origin, vec3_origin, &tr);
// tr = CM_BoxTrace(sv.worldmodel, pos, pos, vec3_origin, vec3_origin, 0);
cont = sv.world.worldmodel->funcs.NativeContents (sv.world.worldmodel, 0, 0, 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)
{
mod = Mod_ForName(va("*%i", es->s.modelindex), false);
if (mod->needload)
continue;
tr = CM_TransformedBoxTrace(mod, pos, pos, vec3_origin, vec3_origin, 0xffffffff, es->r.currentOrigin, vec3_origin);
}
else
{
mod = CM_TempBoxModel(es->r.mins, es->r.maxs);
tr = CM_TransformedBoxTrace(mod, pos, pos, vec3_origin, vec3_origin, 0xffffffff, es->r.currentOrigin, es->r.currentAngles);
// mod->funcs.Trace(mod, 0, 0, start, end, mins, maxs, &tr);
}
cont |= tr.contents;
}
return cont;
}
static int SVQ3_Contact(vec3_t mins, vec3_t maxs, q3sharedEntity_t *ent)
{
model_t *mod;
trace_t tr;
if (!ent->s.modelindex || ent->r.bmodel)
mod = CM_TempBoxModel(ent->r.mins, ent->r.maxs);
else
mod = Mod_ForName(va("*%i", ent->s.modelindex), false);
if (mod->needload || !mod->funcs.Trace)
return false;
mod->funcs.Trace(mod, 0, 0, vec3_origin, vec3_origin, mins, maxs, &tr);
if (tr.startsolid)
return true;
return false;
}
static void SVQ3_SetBrushModel(q3sharedEntity_t *ent, char *modelname)
{
model_t *mod;
mod = Mod_ForName(modelname, false);
VectorCopy(mod->mins, ent->r.mins);
VectorCopy(mod->maxs, ent->r.maxs);
ent->r.bmodel = true;
ent->r.contents = -1;
ent->s.modelindex = atoi(modelname+1);
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]);
}
typedef struct {
int serverTime;
int angles[3];
int buttons;
qbyte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} q3usercmd_t;
#define CMD_MASK Q3UPDATE_MASK
static qboolean SVQ3_GetUserCmd(int clientnumber, q3usercmd_t *ucmd)
{
usercmd_t *cmd;
if (clientnumber < 0 || clientnumber >= sv.allocated_client_slots)
SV_Error("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++)
{
if (svs.clients[i].state>cs_zombie)
{
SVQ3_SendServerCommand(&svs.clients[i], str); //go for consistancy.
}
}
return;
}
cl->num_server_commands++;
Q_strncpyz(cl->server_commands[cl->num_server_commands & TEXTCMD_MASK], str, sizeof(cl->server_commands[0]));
}
void SVQ3_SetConfigString(int num, char *string)
{
if (!string)
string = "";
if (svq3_configstrings[num])
Z_Free(svq3_configstrings[num]);
svq3_configstrings[num] = Z_Malloc(strlen(string)+1);
strcpy(svq3_configstrings[num], string);
SVQ3_SendServerCommand( NULL, va("cs %i \"%s\"\n", 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->last_server_command_num == cl->num_server_commands)
return false;
cl->last_server_command_num++;
index = cl->last_server_command_num & TEXTCMD_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);
CMQ3_SetAreaPortalState(se->areanum, se->areanum2, open);
}
#define VALIDATEPOINTER(o,l) if ((int)o + l >= mask || VM_POINTER(o) < offset) SV_Error("Call to game trap %i passes invalid pointer\n", fn); //out of bounds.
static int Q3G_SystemCallsEx(void *offset, unsigned int mask, int fn, const int *arg)
{
int ret = 0;
switch(fn)
{
case G_PRINT: // ( const char *string );
Con_Printf("%s", (char*)VM_POINTER(arg[0]));
break;
case G_ERROR: // ( const char *string );
SV_Error("Q3 Game error: %s", (char*)VM_POINTER(arg[0]));
break;
case G_MILLISECONDS:
return Sys_DoubleTime()*1000;
case G_CVAR_REGISTER:// ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
if (arg[0])
VALIDATEPOINTER(arg[0], sizeof(vmcvar_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(vmcvar_t));
return VMQ3_Cvar_Update(VM_POINTER(arg[0]));
case G_CVAR_SET:// ( const char *var_name, const char *value );
{
cvar_t *var;
var = Cvar_FindVar(VM_POINTER(arg[0]));
if (var)
Cvar_Set(var, VM_POINTER(arg[1])); //set it
else
Cvar_Get(VM_POINTER(arg[0]), VM_POINTER(arg[1]), 0, "Q3-Game-Code created"); //create one
}
break;
case G_CVAR_VARIABLE_INTEGER_VALUE:// ( const char *var_name );
{
cvar_t *var;
var = Cvar_Get(VM_POINTER(arg[0]), "0", 0, "Q3-Game-Code created");
if (var)
return var->value;
}
break;
case G_CVAR_VARIABLE_STRING_BUFFER:// ( const char *var_name, char *buffer, int bufsize );
{
cvar_t *var;
var = Cvar_FindVar(VM_POINTER(arg[0]));
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)
SV_DropClient(&svs.clients[VM_LONG(arg[0])]);
break;
case G_BOT_ALLOCATE_CLIENT:
return SVQ3_AddBot();
case G_ARGC: //8
return Cmd_Argc();
case G_ARGV: //9
VALIDATEPOINTER(arg[1], arg[2]);
Q_strncpyz(VM_POINTER(arg[1]), Cmd_Argv(VM_LONG(arg[0])), VM_LONG(arg[2]));
break;
case G_SEND_CONSOLE_COMMAND:
Cbuf_AddText(VM_POINTER(arg[1]), RESTRICT_SERVER);
return 0;
case G_FS_FOPEN_FILE: //fopen
if ((int)arg[1] + 4 >= mask || VM_POINTER(arg[1]) < offset)
break; //out of bounds.
VM_LONG(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.
VM_FRead(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_WRITE: //fwrite
break;
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))
SV_Error("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)
SV_Error("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
if (arg[0] < 0 || arg[0] >= MAX_CONFIGSTRINGS)
return 0;
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_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]);
Q_strncpyz(dest, svs.info, length);
}
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;
Q_strncpyz(VM_POINTER(arg[1]), svs.clients[VM_LONG(arg[0])].userinfo, VM_LONG(arg[2]));
break;
case G_SET_USERINFO://int num, char *buffer 20
Q_strncpyz(svs.clients[VM_LONG(arg[0])].userinfo, VM_POINTER(arg[1]), sizeof(svs.clients[0].userinfo));
SV_ExtractFromUserinfo(&svs.clients[VM_LONG(arg[0])]);
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]));
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]));
break;
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 = COM_ParseOut(mapentspointer, VM_POINTER(arg[0]), arg[1]);
return !!mapentspointer;
case G_REAL_TIME: // 41
VM_FLOAT(ret) = realtime;
return ret;
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)
{
SV_Error("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
// notimplemented:
default:
Con_Printf("builtin %i is not implemented\n", fn);
}
return ret;
}
static int EXPORT_FN Q3G_SystemCalls(int arg, ...)
{
int args[13];
va_list argptr;
va_start(argptr, arg);
args[0]=va_arg(argptr, int);
args[1]=va_arg(argptr, int);
args[2]=va_arg(argptr, int);
args[3]=va_arg(argptr, int);
args[4]=va_arg(argptr, int);
args[5]=va_arg(argptr, int);
args[6]=va_arg(argptr, int);
args[7]=va_arg(argptr, int);
args[8]=va_arg(argptr, int);
args[9]=va_arg(argptr, int);
args[10]=va_arg(argptr, int);
args[11]=va_arg(argptr, int);
args[12]=va_arg(argptr, int);
va_end(argptr);
return Q3G_SystemCallsEx(NULL, ~0, arg, args);
}
void SVQ3_ShutdownGame(void)
{
int i;
if (!q3gamevm)
return;
#ifdef USEBOTLIB
if (botlib)
{ //it crashes otherwise, probably due to our huck clearage
botlib->BotLibShutdown();
Z_FreeTags(Z_TAG_BOTLIB);
}
#endif
for (i = 0; i < MAX_CONFIGSTRINGS; i++)
{
if (svq3_configstrings[i])
{
Z_Free(svq3_configstrings[i]);
svq3_configstrings[i] = NULL;
}
}
Z_Free(q3_sentities);
q3_sentities = NULL;
BZ_Free(q3_snapshot_entities);
q3_snapshot_entities = NULL;
VM_Destroy(q3gamevm);
q3gamevm = NULL;
Cvar_Set(Cvar_Get("sv_running", "0", 0, "Q3 compatability"), "0");
}
#ifdef USEBOTLIB
static void VARGS BL_Print(int l, char *fmt, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsprintf (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 = (int *)Z_TagMalloc(size+sizeof(int), Z_TAG_BOTLIB);
mem[0] = size;
return (void *)(mem + 1);
}
static void QDECL BL_Free(void *mem)
{
int *memref = ((int *)mem) - 1;
botlibmemoryavailable+=memref[0];
Z_TagFree(memref);
}
static void *QDECL BL_HunkMalloc(int size)
{
return BL_Malloc(size);//Hunk_AllocName(size, "botlib");
}
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);
}
//int BL_FWrite( const void *buffer, int len, fileHandle_t f )
//{
// return VM_FWrite(buffer, len, f, Z_TAG_BOTLIB);
//}
static void QDECL BL_FCloseFile( fileHandle_t f )
{
VM_fclose((int)f, Z_TAG_BOTLIB);
}
//int BL_Seek( fileHandle_t f )
//{
// VM_fseek(f, Z_TAG_BOTLIB)
//}
static char *QDECL BL_BSPEntityData(void)
{
return sv.world.worldmodel->entities;
}
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);
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;
mod = Mod_ForName(va("*%i", modelnum), false);
VectorCopy(mod->mins, mins);
VectorCopy(mod->maxs, maxs);
//if the model is rotated
if ((angles[0] || angles[1] || angles[2]))
{
// expand for rotation
max = RadiusFromBounds(mins, maxs);
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)
{
Cmd_TokenizeString(command, false, false);
VM_Call(q3gamevm, GAME_CLIENT_COMMAND, clientnum);
}
#endif
static void SV_InitBotLib(void)
{
cvar_t *bot_enable = Cvar_Get("bot_enable", "1", 0, "Q3 compatability");
#ifdef USEBOTLIB
botlib_import_t import;
Cvar_Set(Cvar_Get("sv_mapChecksum", "0", 0, "Q3 compatability"), va("%i", sv.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
// import.DebugLineDelete
// import.DebugLineShow
//
// import.DebugPolygonCreate
// import.DebugPolygonDelete
// Z_FreeTags(Z_TAG_BOTLIB);
botlibmemoryavailable = 1024*1024*16;
if (bot_enable->value)
botlib = FTE_GetBotLibAPI(BOTLIB_API_VERSION, &import);
else
botlib = NULL;
if (!botlib)
{
bot_enable->flags |= CVAR_LATCH;
Cvar_ForceSet(bot_enable, "0");
}
else
{
cvar_t *mapname = Cvar_Get("mapname", "", CVAR_SERVERINFO, "Q3 compatability");
Cvar_Set(mapname, sv.name);
}
#else
//make sure it's switched off.
Cvar_ForceSet(bot_enable, "0");
bot_enable->flags |= CVAR_NOSET;
#endif
}
qboolean SVQ3_InitGame(void)
{
char buffer[8192];
char *str;
char sysinfo[8192];
extern cvar_t progs;
cvar_t *sv_pure;
if (sv.world.worldmodel->type == mod_heightmap)
{
}
else
{
if (sv.world.worldmodel->fromgame == fg_quake || sv.world.worldmodel->fromgame == fg_halflife || sv.world.worldmodel->fromgame == fg_quake2)
return false; //always fail on q1bsp
}
if (*progs.string) //don't load q3 gamecode if we're explicitally told to load a progs.
return false;
SVQ3_ShutdownGame();
q3gamevm = VM_Create(NULL, "vm/qagame", Q3G_SystemCalls, Q3G_SystemCallsEx);
if (!q3gamevm)
return false;
SV_InitBotLib();
World_ClearWorld(&sv.world);
q3_sentities = Z_Malloc(sizeof(q3serverEntity_t)*MAX_GENTITIES);
strcpy(buffer, svs.info);
Info_SetValueForKey(buffer, "map", "", sizeof(buffer));
Info_SetValueForKey(buffer, "maxclients", "", sizeof(buffer));
Info_SetValueForKey(buffer, "mapname", sv.name, sizeof(buffer));
Info_SetValueForKey(buffer, "sv_maxclients", "32", sizeof(buffer));
SVQ3_SetConfigString(0, buffer);
Cvar_Set(Cvar_Get("sv_running", "0", 0, "Q3 compatability"), "1");
sysinfo[0] = '\0';
Info_SetValueForKey(sysinfo, "sv_serverid", va("%i", svs.spawncount), MAX_SERVERINFO_STRING);
str = FS_GetPackHashes(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_paks", str, MAX_SERVERINFO_STRING);
str = FS_GetPackNames(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_pakNames", str, MAX_SERVERINFO_STRING);
str = FS_GetPackHashes(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPaks", str, MAX_SERVERINFO_STRING);
str = FS_GetPackNames(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPakNames", str, MAX_SERVERINFO_STRING);
sv_pure = Cvar_Get("sv_pure", "1", 0, "Q3 compatability");
Info_SetValueForKey(sysinfo, "sv_pure", sv_pure->string, MAX_SERVERINFO_STRING);
SVQ3_SetConfigString(1, sysinfo);
mapentspointer = sv.world.worldmodel->entities;
VM_Call(q3gamevm, GAME_INIT, 0, (int)rand(), false);
CM_InitBoxHull();
SVQ3_CreateBaseline();
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
if (q3_snapshot_entities)
BZ_Free(q3_snapshot_entities);
q3_next_snapshot_entities = 0;
q3_snapshot_entities = BZ_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
#ifdef USEBOTLIB
if (botlib)
VM_Call(q3gamevm, BOTAI_START_FRAME, (int)(sv.time*1000));
#endif
return true;
}
void SVQ3_RunFrame(void)
{
VM_Call(q3gamevm, GAME_RUN_FRAME, (int)(sv.time*1000));
#ifdef USEBOTLIB
if (botlib)
VM_Call(q3gamevm, BOTAI_START_FRAME, (int)(sv.time*1000));
#endif
}
void SVQ3_ClientCommand(client_t *cl)
{
VM_Call(q3gamevm, GAME_CLIENT_COMMAND, (int)(cl-svs.clients));
}
void SVQ3_ClientBegin(client_t *cl)
{
VM_Call(q3gamevm, GAME_CLIENT_BEGIN, (int)(cl-svs.clients));
}
void SVQ3_ClientThink(client_t *cl)
{
VM_Call(q3gamevm, GAME_CLIENT_THINK, (int)(cl-svs.clients));
}
qboolean SVQ3_Command(void)
{
if (!q3gamevm)
return false;
return VM_Call(q3gamevm, GAME_CONSOLE_COMMAND);
}
qboolean SVQ3_ConsoleCommand(void)
{
if (!q3gamevm)
return false;
Cmd_ShiftArgs(1, false);
VM_Call(q3gamevm, GAME_CONSOLE_COMMAND);
return true;
}
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
if (svs.gametype == GT_QUAKE3)
MSGQ3_WriteDeltaEntity( msg, &q3_baselines[newnum], newent, true );
else
{
q3entityState_t q3base;
edict_t *e;
e = EDICT_NUM(svprogfuncs, newnum);
SVQ3Q1_ConvertEntStateQ1ToQ3(&e->baseline, &q3base);
MSGQ3_WriteDeltaEntity( msg, &q3base, 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;
}
}
MSG_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[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[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
MSG_WriteBits(msg, svcq3_snapshot, 8);
MSG_WriteBits(msg, snap->serverTime, 32);
MSG_WriteBits(msg, delta, 8); // what we are delta'ing from
// write snapFlags
MSG_WriteBits(msg, snap->flags, 8);
// send over the areabits
MSG_WriteBits(msg, snap->areabytes, 8);
for (i = 0; i < snap->areabytes; i++)
MSG_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 *areabits;
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;
}
SV_Error("SV_QsortEntityStates: duplicated entity");
return 0;
}
static qboolean SVQ3_EntityIsVisible( q3sharedEntity_t *ent )
{
q3serverEntity_t *sent;
int i;
int l;
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)
{
SV_Error("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->areanum < 0 || !(areabits[sent->areanum >> 3] & (1 << (sent->areanum & 7))))
{
// doors can legally straddle two areas, so
// we may need to check another one
if (sent->areanum2 < 0 || !(areabits[sent->areanum2 >> 3] & (1 << (sent->areanum2 & 7))))
{
return false; // blocked by a door
}
}
/*
// check area
if( !CM_AreasConnected( clientarea, sent->areanum ) )
{
// doors can legally straddle two areas, so
// we may need to check another one
if( !CM_AreasConnected( clientarea, sent->areanum2 ) )
{
return false; // blocked by a door
}
}
*/
if (sent->num_clusters == -1)
{
// too many leafs for individual check, go by headnode
if (!CM_HeadnodeVisible(sv.world.worldmodel, sent->headnode, bitvector))
{
return false;
}
}
else
{
// check individual leafs
for (i=0; i < sent->num_clusters; i++)
{
l = sent->clusternums[i];
if (bitvector[l >> 3] & (1 << (l & 7)))
{
break;
}
}
if (i == sent->num_clusters)
{
return false; // not visible
}
}
return true;
}
q3playerState_t *SVQ3Q1_BuildPlayerState(client_t *client)
{
static q3playerState_t state;
extern cvar_t sv_gravity;
memset(&state, 0, sizeof(state));
#pragma message("qwoverq3: other things will need to be packed into here.")
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;
}
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;
if (!q3_snapshot_entities)
{
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
q3_next_snapshot_entities = 0;
q3_snapshot_entities = BZ_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
}
clientNum = client - svs.clients;
if (svs.gametype == GT_QUAKE3)
{
clent = GENTITY_FOR_NUM( clientNum );
ps = PS_FOR_NUM( clientNum );
}
else
{
clent = NULL;
ps = SVQ3Q1_BuildPlayerState(client);
}
// this is the frame we are creating
snap = &client->frameunion.q3frames[client->netchan.outgoing_sequence & Q3UPDATE_MASK];
snap->serverTime = sv.time*1000;//svs.levelTime; // 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;
clientarea = CM_PointLeafnum(sv.world.worldmodel, org);
bitvector = sv.world.worldmodel->funcs.LeafPVS(sv.world.worldmodel, sv.world.worldmodel->funcs.LeafnumForPoint(sv.world.worldmodel, org), NULL, 0);
clientarea = CM_LeafArea(sv.world.worldmodel, clientarea);
/*
if (client->areanum != clientarea)
{
Com_Printf( "%s entered area %i\n", client->name, clientarea);
client->areanum = clientarea;
}
*/
// calculate the visible areas
areabits = snap->areabits;
snap->areabytes = CM_WriteAreaBits(sv.world.worldmodel, areabits, clientarea);
// 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( ent ) )
continue;
// merge PVS if portal
portalarea = CM_PointLeafnum(sv.world.worldmodel, ent->s.origin2);
portalarea = CM_LeafArea(sv.world.worldmodel, portalarea);
// CM_MergePVS ( ent->s.origin2 );
// CM_MergeAreaBits( snap->areabits, portalarea );
}
// add all visible entities
for( i=0 ; i<numq3entities ; i++ )
{
ent = GENTITY_FOR_NUM( i );
if (ent == clent)
continue;
if( !SVQ3_EntityIsVisible( 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;
}
}
}
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];
}
}
if( q3_next_snapshot_entities + snap->num_entities >= 0x7FFFFFFE )
{
SV_Error("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;
}
}
void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3)
{
#pragma message("qwoverq3: This _WILL_ need extending")
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 = q1->event;
q3->angles2[1] = 0;
q3->eType = 0;
q3->torsoAnim = q1->skinnum;
q3->eventParm = 0;
q3->legsAnim = 0;
q3->groundEntityNum = 0;
q3->pos.trType = 0;
q3->eFlags = q1->flags;
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->solid;
q3->powerups = q1->effects;
q3->modelindex = q1->modelindex;
q3->otherEntityNum2 = 0;
q3->loopSound = q1->sound;
q3->generic1 = q1->trans;
q3->origin2[2] = q1->old_origin[2];
q3->origin2[0] = q1->old_origin[0];
q3->origin2[1] = q1->old_origin[1];
q3->modelindex2 = 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;
#if 0
//these are the things I've not packed in to the above structure yet.
#if defined(Q2CLIENT) || defined(Q2SERVER)
int renderfx; //q2
qbyte modelindex3; //q2
qbyte modelindex4; //q2
#endif
qbyte glowsize;
qbyte glowcolour;
qbyte scale;
char fatness;
qbyte hexen2flags;
qbyte dpflags;
qbyte colormod[3];//multiply this by 8 to read as 0 to 1...
qbyte lightstyle;
qbyte lightpflags;
unsigned short light[4];
unsigned short tagentity;
unsigned short tagindex;
#endif
}
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;
char *str;
char sysinfo[MAX_SERVERINFO_STRING];
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";
memset(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);
}
}
//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
MSG_WriteBits(&msg, client->last_client_command_num, 32);
MSG_WriteBits(&msg, svcq3_gamestate, 8 );
MSG_WriteBits(&msg, client->num_client_commands, 32);
switch (svs.gametype)
{
case GT_QUAKE3:
// write configstrings
for( i=0; i<MAX_CONFIGSTRINGS; i++ )
{
configString = svq3_configstrings[i];
if( !configString )
continue;
MSG_WriteBits( &msg, svcq3_configstring, 8);
MSG_WriteBits( &msg, i, 16 );
for (j = 0; configString[j]; j++)
MSG_WriteBits(&msg, configString[j], 8);
MSG_WriteBits(&msg, 0, 8);
}
// write baselines
for( i=0; i<MAX_GENTITIES; i++ )
{
if (!q3_baselines[i].number)
continue;
MSG_WriteBits(&msg, svcq3_baseline, 8);
MSGQ3_WriteDeltaEntity( &msg, NULL, &q3_baselines[i], true );
}
break;
case GT_PROGS:
case GT_Q1QVM:
SVQ3Q1_SendGamestateConfigstrings(&msg);
for (i = sv.allocated_client_slots+1; i < sv.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;
}
// write svc_eom command
MSG_WriteBits(&msg, svcq3_eom, 8);
MSG_WriteBits(&msg, client - svs.clients, 32);
MSG_WriteBits(&msg, fs_key, 32);
// end of message marker
MSG_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_WriteServerCommandsToClient(client_t *client, sizebuf_t *msg)
{
int i;
int j, len;
char *str;
for(i=client->last_server_command_num+1; i<=client->num_server_commands; i++)
{
MSG_WriteBits(msg, svcq3_serverCommand, 8);
MSG_WriteBits(msg, i, 32);
str = client->server_commands[i & TEXTCMD_MASK];
len = strlen(str);
for (j = 0; j <= len; j++)
MSG_WriteBits(msg, str[j], 8);
}
}
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);
MSG_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
MSG_WriteBits(&msg, svcq3_eom, 8);
SVQ3_Netchan_Transmit(client, msg.cursize, msg.data);
}
client_t *SVQ3_FindEmptyPlayerSlot(void)
{
extern cvar_t maxclients;
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 >= 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 && NET_CompareAdr(svs.clients[i].netchan.remote_address, na))
return &svs.clients[i];
}
return NULL;
}
qboolean Netchan_ProcessQ3 (netchan_t *chan);
static qboolean SVQ3_Netchan_Process(client_t *client)
{
int serverid;
int lastSequence;
int lastServerCommandNum;
qbyte bitmask;
qbyte c;
int i, j;
char *string;
int bit;
int readcount;
if (!Netchan_ProcessQ3(&client->netchan))
{
return false;
}
// archive buffer state
bit = net_message.currentbit;
readcount = msg_readcount;
net_message.packing = SZ_HUFFMAN;
serverid = MSG_ReadBits(32);
lastSequence = MSG_ReadBits(32);
lastServerCommandNum = MSG_ReadBits(32);
// restore buffer state
net_message.currentbit = bit;
msg_readcount = readcount;
net_message.packing = SZ_RAWBYTES;
// calculate bitmask
bitmask = serverid ^ lastSequence ^ client->challenge;
string = client->server_commands[lastServerCommandNum & TEXTCMD_MASK];
#ifndef Q3_NOENCRYPT
// decrypt the packet
for(i=msg_readcount+12,j=0; i<net_message.cursize; i++,j++)
{
if(!string[j])
{
j = 0; // another way around
}
c = string[j];
if(c > 127 || c == '%')
{
c = '.';
}
bitmask ^= c << (i & 1);
net_message.data[i] ^= bitmask;
}
#endif
return true;
}
void SVQ3_Netchan_Transmit(client_t *client, int length, qbyte *data)
{
qbyte buffer[MAX_OVERALLMSGLEN];
qbyte bitmask;
qbyte c;
int i, j;
char *string;
// calculate bitmask
bitmask = client->netchan.outgoing_sequence ^ client->challenge;
string = client->last_client_command;
#ifndef Q3_NOENCRYPT
//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; // another way around
}
c = string[j];
if (c > 127 || c == '%')
{
c = '.';
}
bitmask ^= c << (i & 1);
buffer[i] = data[i]^bitmask;
}
#else
for( i=0 ; i<length ; i++ )
buffer[i] = data[i];
#endif
// deliver the message
Netchan_TransmitQ3(&client->netchan, length, buffer);
}
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 = MSG_ReadBits(8);
if(cmdCount < 1)
SV_DropClient(client);
else if(cmdCount > MAX_PACKET_USERCMDS)
SV_DropClient(client);
if(client->state <= cs_zombie)
return; // was dropped
// calculate key for usercmd decryption
string = client->server_commands[client->last_server_command_num & TEXTCMD_MASK];
key = client->last_sequence ^ fs_key ^ StringKey(string, 32);
// read delta sequenced usercmds
from = &nullcmd;
from->servertime = client->lastcmd.servertime;
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));
if (svs.gametype == GT_QUAKE3)
SVQ3_ClientBegin(client);
else
{
sv_player = host_client->edict;
SV_Begin_Core(client);
}
client->state = cs_spawned;
client->lastcmd.servertime = sv.time*1000;
break;
case cs_spawned:
// run G_ClientThink() on each usercmd
if (svs.gametype != GT_QUAKE3)
{
sv_player = host_client->edict;
SV_PreRunCmd();
}
for(i=0,to=commands; i<cmdCount; i++, to++)
{
if(to->servertime <= client->lastcmd.servertime)
{
Con_Printf("%i vs %i\n", 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));
if (svs.gametype == GT_QUAKE3)
SVQ3_ClientThink(client);
else
{
usercmd_t temp;
temp = client->lastcmd;
#pragma message("qwoverq3: you need to be aware of this if you're making a compatible cgame")
//if you read the q3 code, you'll see that the speed value used is 64 for walking, and 127 for running (full speed).
//so we map full to full here.
temp.sidemove *= client->maxspeed/127.0f;
temp.forwardmove *= client->maxspeed/127.0f;
temp.upmove *= client->maxspeed/127.0f;
temp.buttons &= ~2;
if (temp.buttons & 64)
temp.buttons |= 2;
SV_RunCmd(&temp, false);
}
}
if (svs.gametype != GT_QUAKE3)
SV_PostRunCmd();
break;
default:
break; // outdated usercmd packet
}
}
void SVQ3_UpdateUserinfo_f(client_t *cl)
{
Q_strncpyz(cl->userinfo, Cmd_Argv(1), sizeof(cl->userinfo));
SV_ExtractFromUserinfo (cl);
if (svs.gametype == GT_QUAKE3)
VM_Call(q3gamevm, GAME_CLIENT_USERINFO_CHANGED, (int)(cl-svs.clients));
}
void SVQ3_Drop_f(client_t *cl)
{
SV_DropClient(cl);
}
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", NULL},
{"download", NULL},
{"nextdl", NULL},
{"stopdl", NULL},
{"donedl", NULL},
{NULL, NULL}
};
void SVQ3_ParseClientCommand(client_t *client)
{
int commandNum;
char *command;
const ucmd_t *u;
char buffer[2048];
int i;
commandNum = MSG_ReadBits(32);
for (i = 0; ; i++)
{
buffer[i] = MSG_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);
SV_DropClient(client);
return;
}
// copy current command for netchan encryption
Q_strncpyz(client->last_client_command, command, sizeof(client->last_client_command));
Cmd_TokenizeString(command, false, false);
// check for server private commands first
for(u=ucmds; u->name; u++)
{
if(!stricmp(Cmd_Argv(0), 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)
{
int serverid; //sorta like the level number.
int c;
host_client = client;
// remaining data is compressed
net_message.packing = SZ_HUFFMAN;
net_message.currentbit = msg_readcount*8;
// read serverid
serverid = MSG_ReadBits(32);
// read last server message sequence client received
client->last_sequence = MSG_ReadBits(32);
if( client->last_sequence < 0 )
{
return; // this shouldn't happen
}
// read last server command number client received
client->last_server_command_num = MSG_ReadBits(32);
if( client->last_server_command_num <= client->num_server_commands - TEXTCMD_BACKUP )
client->last_server_command_num = client->num_server_commands - TEXTCMD_BACKUP + 1;
else if( client->last_server_command_num > client->num_server_commands )
client->last_server_command_num = client->num_server_commands;
// 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_zombie)
return; // parsed command caused client to disconnect
if(msg_readcount > net_message.cursize)
{
Con_Printf("corrupted packet from %s\n", client->name);
client->drop = true;
return;
}
c = MSG_ReadBits(8);
if (c == clcq3_eom)
{
break;
}
switch(c)
{
default:
Con_Printf("corrupted 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_readcount != net_message.cursize)
{
Con_Printf(CON_WARNING "WARNING: Junk at end of packet for client %s\n", client->name );
}
};
void SVQ3_HandleClient(void)
{
int i;
int qport;
if (net_message.cursize<6)
return; //urm. :/
MSG_BeginReading(msg_nullnetprim);
MSG_ReadBits(32);
qport = (unsigned short)MSG_ReadBits(16);
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state <= cs_zombie)
continue;
if (svs.clients[i].netchan.qport != qport)
continue;
if (!NET_CompareBaseAdr(svs.clients[i].netchan.remote_address, net_from))
continue;
//found them.
break;
}
if (i == sv.allocated_client_slots)
return; //nope
if (!SVQ3_Netchan_Process(&svs.clients[i]))
{
return; // wasn't accepted for some reason
}
SVQ3_ParseClientMessage(&svs.clients[i]);
}
void SVQ3_DirectConnect(void) //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;
int ret;
int challenge;
int qport;
char adr[MAX_ADR_SIZE];
if (net_message.cursize < 13)
return;
Huff_DecryptPacket(&net_message, 12);
Cmd_TokenizeString((char*)net_message.data+4, false, false);
userinfo = Cmd_Argv(1);
qport = atoi(Info_ValueForKey(userinfo, "qport"));
challenge = atoi(Info_ValueForKey(userinfo, "challenge"));
cl = SVQ3_FindExistingPlayerByIP(net_from, qport); //use a duplicate first.
if (!cl)
cl = SVQ3_FindEmptyPlayerSlot();
if (!cl)
{
reason = "Server is full.";
userinfo = NULL;
}
else
{
if (cl->frameunion.q3frames)
BZ_Free(cl->frameunion.q3frames);
memset(cl, 0, sizeof(*cl));
challenge = atoi(Info_ValueForKey(userinfo, "challenge"));
if (net_from.type != NA_LOOPBACK && !SV_ChallengePasses(challenge))
reason = "Invalid challenge";
else
{
#ifndef SERVERONLY
if (net_from.type == NA_LOOPBACK)
cls.challenge = challenge = 500;
#endif
Q_strncpyz(cl->userinfo, userinfo, sizeof(cl->userinfo));
reason = NET_AdrToString(adr, sizeof(adr), net_from);
Info_SetValueForStarKey(cl->userinfo, "ip", reason, sizeof(cl->userinfo));
ret = VM_Call(q3gamevm, GAME_CLIENT_CONNECT, (int)(cl-svs.clients), false, false);
if (!ret)
reason = NULL;
else
reason = (char*)VM_MemoryBase(q3gamevm)+ret; //this is going to stop q3 dll gamecode at 64bits.
}
}
if (reason)
{
Con_Printf("%s\n", reason);
reason = va("\377\377\377\377print\n%s", reason);
NET_SendPacket (NS_SERVER, strlen(reason), reason, net_from);
return;
}
cl->protocol = SCP_QUAKE3;
cl->state = cs_connected;
cl->name = cl->namebuf;
cl->team = cl->teambuf;
SV_ExtractFromUserinfo(cl);
Netchan_Setup(NS_SERVER, &cl->netchan, net_from, qport);
cl->netchan.outgoing_sequence = 1;
cl->challenge = challenge;
cl->userid = (cl - svs.clients)+1;
cl->gamestatesequence = -1;
NET_SendPacket (NS_SERVER, 19, "\377\377\377\377connectResponse", net_from);
Huff_PreferedCompressionCRC();
cl->frameunion.q3frames = BZ_Malloc(Q3UPDATE_BACKUP*sizeof(*cl->frameunion.q3frames));
}
int SVQ3_AddBot(void)
{
client_t *cl;
cl = SVQ3_FindEmptyPlayerSlot();
if (!cl)
return -1; //failure, no slots
cl->protocol = SCP_BAD;
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;
return cl - svs.clients;
}
void SVQ3_DropClient(client_t *cl)
{
if (q3gamevm)
VM_Call(q3gamevm, GAME_CLIENT_DISCONNECT, (int)(cl-svs.clients));
}
#endif