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fteqw/plugins/quake3/svq3_game.c
Shpoike 8dadfb4878 Added sys_openfile console command(and menu option) to web and flatpak(via cmake+dbus) builds, to 'install' packages on sandboxed systems a bit more easily.
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues).
Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos.
Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM).
fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg).
fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes.
Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively.
Web: Fix support for ogg vorbis. Add support for voip.
Web: Added basic support for WebXR.
QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set.
QTV: add support for some eztv extensions.
MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info.
qwfwd: hack around a hack in qwfwd, allowing it to work again.
recording: favour qwd in single player, instead of mvd.
Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl.
hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects.
in_xflip: restored this setting.
fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'.
gl_overbright_models: Added cvar to match QS.
netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets.
Win: try a few other versions of xinput too.
CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials.
MenuQC: Added support for the skeletal objects API.
2024-07-14 19:58:24 +01:00

3458 lines
96 KiB
C

#include "q3common.h"
#define net_message asrgsaerge
//An implementation of a Q3 server...
//requires qvm implementation and existing q3 client stuff (or at least the overlapping stuff in q3common.c).
#ifdef Q3SERVER
#define USEBOTLIB
#ifdef USEBOTLIB
#define fileHandle_t int
#define fsMode_t int
#define pc_token_t void
#include "botlib/botlib.h"
#define Z_TAG_BOTLIB 221726
static zonegroup_t botlibmem;
static zonegroup_t botlibhunkmem;
static botlib_export_t *FTE_GetBotLibAPI(int apiVersion, botlib_import_t *import)
{ //a stub that will prevent botlib from loading.
#ifdef BOTLIB_STATIC
return GetBotLibAPI(apiVersion, import);
#else
static void *botlib;
static botlib_export_t *(QDECL *pGetBotLibAPI)(int apiVersion, botlib_import_t *import);
dllfunction_t funcs[] =
{
{(void**)&pGetBotLibAPI, "GetBotLibAPI"},
{NULL}
};
if (!botlib && host_parms.binarydir)
botlib = Sys_LoadLibrary(va("%slibfteq3bot", host_parms.binarydir), funcs);
if (!botlib)
botlib = Sys_LoadLibrary("botlib", funcs);
if (!botlib)
return NULL;
return pGetBotLibAPI(apiVersion, import);
#endif
}
botlib_export_t *botlib;
#endif
#include "clq3defs.h"
#include "q3g_public.h"
#define svs (*sv3.server_state_static)
#define sv (*sv3.server_state)
vm_t *q3gamevm;
#ifdef VM_CG
extern vm_t *cgvm;
#endif
#define fs_key 0
static qboolean q3_serverinfo_dirty; //signals that the serverinfo has changed. this involves networking so we use a flag to gather changes to splurge at once instead of many minor changes that each send out new config string updates
static char *svq3_configstrings[MAX_Q3_CONFIGSTRINGS];
static qboolean q3_serverinfo_dirty;
static q3sharedEntity_t *q3_entarray;
static int numq3entities;
static int sizeofq3gentity;
static q3playerState_t *q3playerstates;
static int sizeofGameClient;
static int q3_num_snapshot_entities;
static int q3_next_snapshot_entities;
static q3entityState_t *q3_snapshot_entities;
static q3entityState_t *q3_baselines;
cvar_t *sv_maxclients;
#define NUM_FOR_GENTITY(ge) (((char*)ge - (char*)q3_entarray) / sizeofq3gentity)
#define NUM_FOR_SENTITY(se) (se - q3_sentities)
#define GENTITY_FOR_NUM(num) ((q3sharedEntity_t*)((char *)q3_entarray + sizeofq3gentity*(num)))
#define SENTITY_FOR_NUM(num) ((q3serverEntity_t*)((char *)q3_sentities + sizeof(q3serverEntity_t)*(num)))
#define SENTITY_FOR_GENTITY(ge) (SENTITY_FOR_NUM(NUM_FOR_GENTITY(ge)))
#define GENTITY_FOR_SENTITY(se) (GENTITY_FOR_NUM(NUM_FOR_SENTITY(se)))
static qboolean BoundsIntersect (vec3_t mins1, vec3_t maxs1, vec3_t mins2, vec3_t maxs2);
static int SVQ3_AddBot(void);
void SVQ3_CreateBaseline(void);
void SVQ3_ClientThink(client_t *cl);
#ifdef QWOVERQ3
static void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3);
#endif
static const char *mapentspointer;
#define Q3SOLID_BMODEL 0xffffff
#define PS_FOR_NUM(n) ((q3playerState_t *)((qbyte *)q3playerstates + sizeofGameClient*(n)))
#define clamp(v,min,max) v = (v>max)?max:((v < min)?min:v)
#define Q_rint(x) (int)((x > 0)?(x + 0.5f):(x-0.5f))
// entity->svFlags
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
// TTimo
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
#define SVF_CLIENTMASK 0x00000002
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
// (entityShared_t->singleClient)
//these entities are private to the engine. gamecode shall not see this.
typedef struct {
areagridlink_t areas[16];
size_t areagridsequence;
qboolean linked;
pvscache_t pvscache;
} q3serverEntity_t;
static q3serverEntity_t *q3_sentities;
// ClearLink is used for new headnodes
static void W_ClearLink (link_t *l)
{
l->prev = l->next = l;
}
static void W_RemoveLink (link_t *l)
{
l->next->prev = l->prev;
l->prev->next = l->next;
}
static void W_InsertLinkBefore (link_t *l, link_t *before)
{
l->next = before;
l->prev = before->prev;
l->prev->next = l;
l->next->prev = l;
}
static void Q3G_UnlinkEntity(q3sharedEntity_t *ent)
{
int i;
q3serverEntity_t *sent;
ent->r.linked = false;
sent = SENTITY_FOR_GENTITY(ent);
if(!sent->linked)
{
return; // not linked in anywhere
}
for (i = 0; i < countof(sent->areas); i++)
{
if (!sent->areas[i].ed)
break;
W_RemoveLink(&sent->areas[i].l);
sent->areas[i].ed = NULL;
}
sent->linked = false;
}
#define CALCAREAGRIDBOUNDS(min,max) \
ming[0] = floor(((min)[0]+sv3.gridbias[0]) / sv3.gridscale[0]); \
ming[1] = floor(((min)[1]+sv3.gridbias[1]) / sv3.gridscale[1]); \
maxg[0] = floor(((max)[0]+sv3.gridbias[0]) / sv3.gridscale[0]); \
maxg[1] = floor(((max)[1]+sv3.gridbias[1]) / sv3.gridscale[1]); \
ming[0] = bound(0, ming[0], sv3.gridsize[0]-1); \
ming[1] = bound(0, ming[1], sv3.gridsize[1]-1); \
maxg[0] = bound(ming[0], maxg[0], sv3.gridsize[0]-1)+1; \
maxg[1] = bound(ming[1], maxg[1], sv3.gridsize[1]-1)+1;
#define MAX_TOTAL_ENT_LEAFS 256
static model_t *Q3G_GetCModel(unsigned int modelindex)
{
//0 is world
//1 == *1
//this is not how quake's precaches normally work.
modelindex++;
if ((unsigned int)modelindex < countof(sv3.models))
{
if (!sv3.models[modelindex])
{
if (modelindex == 1)
sv3.models[modelindex] = sv3.world->worldmodel;
else
sv3.models[modelindex] = worldfuncs->LoadModel(worldfuncs->FixName(va("*%i", modelindex-1), sv.modelname), MLV_WARNSYNC);
}
if (sv3.models[modelindex]->loadstate == MLS_LOADED)
return sv3.models[modelindex];
}
return NULL;
}
static void Q3G_LinkEntity(q3sharedEntity_t *ent)
{
#ifdef USEAREAGRID
int ming[2], maxg[2], g[2], ga;
#else
areanode_t *node;
#endif
q3serverEntity_t *sent;
int i, j, k;
const float *origin;
const float *angles;
sent = SENTITY_FOR_GENTITY(ent);
if(sent->linked)
Q3G_UnlinkEntity(ent); // unlink from old position
// encode the size into the entity_state for client prediction
if(ent->r.bmodel)
ent->s.solid = Q3SOLID_BMODEL;
else if(ent->r.contents & (Q3CONTENTS_BODY|Q3CONTENTS_SOLID))
{
// assume that x/y are equal and symetric
i = ent->r.maxs[0];
clamp(i, 1, 255);
// z is not symetric
j = -ent->r.mins[2];
clamp(j, 1, 255);
// and z maxs can be negative...
k = ent->r.maxs[2]+32;
clamp(k, 1, 255);
ent->s.solid = (((k << 8) | j) << 8) | i;
}
else
ent->s.solid = 0;
// always use currentOrigin
origin = ent->r.currentOrigin;
angles = ent->r.currentAngles;
// set the abs box
if(ent->r.bmodel && (angles[0] || angles[1] || angles[2]))
{
// expand for rotation
float max, v;
int i;
max = 0;
for(i=0; i<3; i++)
{
v = fabs(ent->r.mins[i]);
if(v > max)
max = v;
v = fabs(ent->r.maxs[i]);
if(v > max)
max = v;
}
for(i=0; i<3; i++)
{
ent->r.absmin[i] = origin[i] - max;
ent->r.absmax[i] = origin[i] + max;
}
}
else
{
// normal
VectorAdd(origin, ent->r.mins, ent->r.absmin);
VectorAdd(origin, ent->r.maxs, ent->r.absmax);
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
ent->r.absmin[0] -= 1;
ent->r.absmin[1] -= 1;
ent->r.absmin[2] -= 1;
ent->r.absmax[0] += 1;
ent->r.absmax[1] += 1;
ent->r.absmax[2] += 1;
// link to PVS leafs
sv3.world->worldmodel->funcs.FindTouchedLeafs(sv3.world->worldmodel, &sent->pvscache, ent->r.absmin, ent->r.absmax);
//FIXME: return if no leafs
ent->r.linkcount++;
ent->r.linked = true;
sent->linked = true;
// find the first node that the ent's box crosses
CALCAREAGRIDBOUNDS(ent->r.absmin, ent->r.absmax);
if ((maxg[0]-ming[0])*(maxg[1]-ming[1]) > countof(sent->areas))
{ //entity is too large to fit in our grid. shove it in the overflow
sent->areas[0].ed = sent;
W_InsertLinkBefore (&sent->areas[0].l, &sv3.jumboarea.l);
}
else
{
for (ga = 0, g[0] = ming[0]; g[0] < maxg[0]; g[0]++)
for ( g[1] = ming[1]; g[1] < maxg[1]; g[1]++, ga++)
{
sent->areas[ga].ed = sent;
W_InsertLinkBefore (&sent->areas[ga].l, &sv3.gridareas[g[0] + g[1]*sv3.gridsize[0]].l);
}
}
}
static void SVQ3_ClearWorld(void)
{
int numareas = 1;
int i;
vec3_t mins, maxs, size;
if (sv3.world->worldmodel)
{
VectorCopy(sv3.world->worldmodel->mins, mins);
VectorCopy(sv3.world->worldmodel->maxs, maxs);
}
else
{
VectorSet(mins, -4096, -4096, -4096);
VectorSet(maxs, 4096, 4096, 4096);
}
Vector2Set(sv3.gridsize, 128, 128);
for (i = 0; i < 2; i++)
{
size[i] = maxs[i] - mins[i];
size[i] /= sv3.gridsize[i];
//enforce a minimum grid size, so things don't end up getting added to every single node
if (size[i] < 128)
{
mins[i] -= (128-size[i])/2 * sv3.gridsize[i];
size[i] = 128;
}
sv3.gridscale[i] = size[i];
sv3.gridbias[i] = -mins[i];
numareas *= sv3.gridsize[i];
}
if (sv3.gridareas)
memset (sv3.gridareas, 0, sizeof(*sv3.gridareas)*numareas);
else
sv3.gridareas = Z_Malloc(sizeof(*sv3.gridareas)*numareas);
for (i = 0; i < numareas; i++)
W_ClearLink (&sv3.gridareas[i].l);
W_ClearLink (&sv3.jumboarea.l);
}
static int SVQ3_EntitiesInBoxNode(areagridlink_t *node, vec3_t mins, vec3_t maxs, int *list, int maxcount)
{
link_t *l, *next;
q3serverEntity_t *sent;
q3sharedEntity_t *gent;
int linkcount = 0;
//work out who they are first.
for (l = node->l.next ; l != &node->l ; l = next)
{
if (maxcount == linkcount)
return linkcount;
next = l->next;
sent = ((areagridlink_t*)l)->ed;
if (sent->areagridsequence != sv3.areagridsequence)
{
sent->areagridsequence = sv3.areagridsequence;
gent = GENTITY_FOR_SENTITY(sent);
if (!BoundsIntersect(mins, maxs, gent->r.absmin, gent->r.absmax))
continue;
list[linkcount++] = NUM_FOR_GENTITY(gent);
}
}
return linkcount;
}
static int SVQ3_EntitiesInBox(vec3_t mins, vec3_t maxs, int *list, int maxcount)
{
int ming[2], maxg[2], g[2], ga;
int linkcount = 0;
sv3.areagridsequence++;
linkcount += SVQ3_EntitiesInBoxNode(&sv3.jumboarea, mins, maxs, list+linkcount, maxcount-linkcount);
CALCAREAGRIDBOUNDS(mins, maxs);
for (ga = 0, g[0] = ming[0]; g[0] < maxg[0]; g[0]++)
for ( g[1] = ming[1]; g[1] < maxg[1]; g[1]++, ga++)
linkcount += SVQ3_EntitiesInBoxNode(&sv3.gridareas[g[0] + g[1]*sv3.gridsize[0]], mins, maxs, list+linkcount, maxcount-linkcount);
return linkcount;
}
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
static void SVQ3_Trace(q3trace_t *result, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask, qboolean capsule)
{
int contactlist[128];
trace_t tr;
vec3_t mmins, mmaxs;
int i;
q3sharedEntity_t *es;
model_t *mod;
int ourowner;
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
sv3.world->worldmodel->funcs.NativeTrace(sv3.world->worldmodel, 0, NULLFRAMESTATE, NULL, start, end, mins, maxs, capsule, contentmask, &tr);
result->allsolid = tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = (tr.fraction==1.0)?ENTITYNUM_NONE:ENTITYNUM_WORLD;
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid = tr.startsolid;
if (tr.surface)
result->surfaceFlags = tr.surface->flags;
else
result->surfaceFlags = 0;
if (result->allsolid)
return;
for (i = 0; i < 3; i++)
{
if (start[i] < end[i])
{
mmins[i] = start[i]+mins[i]-1;
mmaxs[i] = end[i]+maxs[i]+1;
}
else
{
mmins[i] = end[i]+mins[i]-1;
mmaxs[i] = start[i]+maxs[i]+1;
}
}
if (entnum == -1)
ourowner = -1;
else if (entnum != ENTITYNUM_WORLD)
{
ourowner = GENTITY_FOR_NUM(entnum)->r.ownerNum;
if (ourowner == ENTITYNUM_NONE)
ourowner = -1;
}
else
ourowner = -1;
for (i = SVQ3_EntitiesInBox(mmins, mmaxs, contactlist, sizeof(contactlist)/sizeof(contactlist[0]))-1; i >= 0; i--)
{
if (contactlist[i] == entnum)
continue; //don't collide with self.
es = GENTITY_FOR_NUM(contactlist[i]);
if (!(es->r.contents & contentmask))
continue;
if (entnum != ENTITYNUM_WORLD)
{
if (contactlist[i] == entnum)
continue;
if (es->r.ownerNum == entnum)
continue;
if (es->r.ownerNum == ourowner)
continue;
}
if (es->r.bmodel)
{
mod = Q3G_GetCModel(es->s.modelindex);
if (!mod)
continue;
worldfuncs->TransformedTrace(mod, 0, 0, start, end, mins, maxs, capsule, &tr, es->r.currentOrigin, es->r.currentAngles, contentmask);
}
else
{
if (es->r.svFlags & SVF_CAPSULE)
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
else
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
worldfuncs->TransformedTrace(mod, 0, 0, start, end, mins, maxs, capsule, &tr, es->r.currentOrigin, vec3_origin, contentmask);
}
if (tr.allsolid)
tr.fraction = 0;
/* if (tr.fraction < result->fraction)
{
result->allsolid |= tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = contactlist[i];
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid |= tr.startsolid;
// if (tr.surface)
// result->surfaceFlags = tr.surface->flags;
// else
result->surfaceFlags = 0;
}
else if (tr.startsolid)
{
result->entityNum = contactlist[i];
result->startsolid = true;
if (tr.allsolid)
result->allsolid = true;
}
*/
if ( tr.allsolid || tr.fraction < result->fraction ) {
result->allsolid |= tr.allsolid;
result->contents = tr.contents;
VectorCopy(tr.endpos, result->endpos);
result->entityNum = contactlist[i];
result->fraction = tr.fraction;
result->plane = tr.plane;
result->startsolid |= tr.startsolid;
// if (tr.surface)
// result->surfaceFlags = tr.surface->flags;
// else
result->surfaceFlags = 0;
} else if ( tr.startsolid ) {
result->startsolid = qtrue;
}
if ( result->allsolid ) {
return;
}
}
}
static int SVQ3_PointContents(vec3_t pos, int entnum)
{
int contactlist[128];
trace_t tr;
int i;
q3sharedEntity_t *es;
model_t *mod;
int ourowner;
int cont;
cont = sv3.world->worldmodel->funcs.NativeContents (sv3.world->worldmodel, 0, 0, NULL, pos, vec3_origin, vec3_origin);
if ((unsigned)entnum >= MAX_GENTITIES)
ourowner = -1;
else if ( entnum != ENTITYNUM_WORLD )
{
ourowner = GENTITY_FOR_NUM(entnum)->r.ownerNum;
if (ourowner == ENTITYNUM_WORLD)
ourowner = -1;
}
else
ourowner = -1;
for (i = SVQ3_EntitiesInBox(pos, pos, contactlist, sizeof(contactlist)/sizeof(contactlist[0]))-1; i >= 0; i--)
{
if (contactlist[i] == entnum)
continue; //don't collide with self.
es = GENTITY_FOR_NUM(contactlist[i]);
if (entnum != ENTITYNUM_WORLD)
{
if (contactlist[i] == entnum)
continue; // don't clip against the pass entity
if (es->r.ownerNum == entnum)
continue; // don't clip against own missiles
if (es->r.ownerNum == ourowner)
continue; // don't clip against other missiles from our owner
}
if (es->r.bmodel)
{
mod = Q3G_GetCModel(es->s.modelindex);
if (!mod)
continue;
worldfuncs->TransformedTrace(mod, 0, NULL, pos, pos, vec3_origin, vec3_origin, false, &tr, es->r.currentOrigin, es->r.currentAngles, 0xffffffff);
}
else
{
mod = worldfuncs->TempBoxModel(es->r.mins, es->r.maxs);
worldfuncs->TransformedTrace(mod, 0, NULL, pos, pos, vec3_origin, vec3_origin, false, &tr, es->r.currentOrigin, vec3_origin, 0xffffffff);
}
cont |= tr.contents;
}
return cont;
}
static int SVQ3_Contact(vec3_t mins, vec3_t maxs, q3sharedEntity_t *ent, qboolean capsule)
{
model_t *mod;
trace_t tr;
float *ang;
if (ent->r.bmodel)
{
ang = ent->r.currentAngles;
mod = Q3G_GetCModel(ent->s.modelindex);
}
else
{
ang = vec3_origin;
mod = worldfuncs->TempBoxModel(ent->r.mins, ent->r.maxs);
}
if (!mod || !mod->funcs.NativeTrace)
return false;
worldfuncs->TransformedTrace(mod, 0, 0, vec3_origin, vec3_origin, mins, maxs, capsule, &tr, ent->r.currentOrigin, ang, 0xffffffff);
if (tr.startsolid)
return true;
return false;
}
static void SVQ3_SetBrushModel(q3sharedEntity_t *ent, char *modelname)
{
int modelindex;
model_t *mod;
if (!modelname || *modelname != '*')
plugfuncs->EndGame("SVQ3_SetBrushModel: not an inline model");
modelindex = atoi(modelname+1);
mod = Q3G_GetCModel(modelindex);
if (mod)
{
VectorCopy(mod->mins, ent->r.mins);
VectorCopy(mod->maxs, ent->r.maxs);
}
else
{
VectorCopy(vec3_origin, ent->r.mins);
VectorCopy(vec3_origin, ent->r.maxs);
}
ent->r.bmodel = true;
ent->r.contents = -1;
ent->s.modelindex = modelindex;
Q3G_LinkEntity( ent );
}
static qboolean BoundsIntersect (vec3_t mins1, vec3_t maxs1, vec3_t mins2, vec3_t maxs2)
{
return (mins1[0] <= maxs2[0] && mins1[1] <= maxs2[1] && mins1[2] <= maxs2[2] &&
maxs1[0] >= mins2[0] && maxs1[1] >= mins2[1] && maxs1[2] >= mins2[2]);
}
static qboolean SVQ3_GetUserCmd(int clientnumber, q3usercmd_t *ucmd)
{
usercmd_t *cmd;
if (clientnumber < 0 || clientnumber >= sv.allocated_client_slots)
plugfuncs->EndGame("SVQ3_GetUserCmd: Client out of range");
cmd = &svs.clients[clientnumber].lastcmd;
ucmd->angles[0] = cmd->angles[0];
ucmd->angles[1] = cmd->angles[1];
ucmd->angles[2] = cmd->angles[2];
ucmd->serverTime = cmd->servertime;
ucmd->forwardmove = (signed char)cmd->forwardmove;
ucmd->rightmove = cmd->sidemove;
ucmd->upmove = cmd->upmove;
ucmd->buttons = cmd->buttons;
ucmd->weapon = cmd->weapon;
return true;
}
void SVQ3_SendServerCommand(client_t *cl, char *str)
{
if (!cl)
{ //broadcast
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state>=cs_connected)
{
SVQ3_SendServerCommand(&svs.clients[i], str); //go for consistancy.
}
}
return;
}
cl->server_command_sequence++;
if (cl->protocol!=SCP_BAD && cl->server_command_sequence-cl->server_command_ack >= countof(cl->server_commands))
Con_Printf("%s: Reliable overflow %i-%i>%i\n", cl->name, cl->server_command_sequence,cl->server_command_ack, (int)countof(cl->server_commands));
Q_strncpyz(cl->server_commands[cl->server_command_sequence & Q3TEXTCMD_MASK], str, sizeof(cl->server_commands[0]));
}
void SVQ3_SendConfigString(client_t *dest, int num, char *string)
{
int len = strlen(string);
#define CONFIGSTRING_MAXCHUNK (1024-24)
if (len > CONFIGSTRING_MAXCHUNK)
{
char *cmd;
char buf[CONFIGSTRING_MAXCHUNK+1];
int off = 0;
for (;;)
{
int chunk = len - off;
if (chunk > CONFIGSTRING_MAXCHUNK)
chunk = CONFIGSTRING_MAXCHUNK;
//split it up into multiple commands.
if (!off)
cmd = "bcs0"; //initial chunk
else if (off + chunk == len)
cmd = "bcs2"; //terminator
else
cmd = "bcs1"; //mid chunk
memcpy(buf, string+off, chunk);
buf[chunk] = 0;
SVQ3_SendServerCommand(dest, va("%s %i \"%s\"\n", cmd, num, buf));
off += chunk;
if (off == len)
break;
}
}
else
SVQ3_SendServerCommand(dest, va("cs %i \"%s\"\n", num, string));
}
void SVQ3_SetConfigString(int num, char *string)
{
int len;
if (num < 0 || num >= MAX_Q3_CONFIGSTRINGS)
return; //no exploits please
if (!string)
string = "";
if (!strcmp(svq3_configstrings[num]?svq3_configstrings[num]:"", string))
return;
len = strlen(string);
if (svq3_configstrings[num])
Z_Free(svq3_configstrings[num]);
svq3_configstrings[num] = Z_Malloc(len+1);
strcpy(svq3_configstrings[num], string);
if (sv.state == ss_loading && !sv3.restarting)
return; //don't spam these, the svcq3_gamestate will have a copy anyway and the gamecode can get confused.
SVQ3_SendConfigString(NULL, num, string);
}
static int FloatAsInt(float f)
{
return *(int*)&f;
}
static int SVQ3_BotGetConsoleMessage( int client, char *buf, int size )
{
//retrieves server->client commands that were sent to a bot
client_t *cl;
int index;
if ((unsigned)client >= sv.allocated_client_slots)
return false;
cl = &svs.clients[client];
// cl->lastPacketTime = svs.time;
if (cl->server_command_ack == cl->server_command_sequence)
return false;
cl->server_command_ack++;
index = cl->server_command_ack & Q3TEXTCMD_MASK;
if ( !cl->server_commands[index][0] )
return false;
Q_strncpyz( buf, cl->server_commands[index], size );
return true;
}
static int SVQ3_BotGetSnapshotEntity(int client, int entnum)
{
//fixme: does the bot actually use this?...
return -1;
}
static void SVQ3_Adjust_Area_Portal_State(q3sharedEntity_t *ge, qboolean open)
{
q3serverEntity_t *se = SENTITY_FOR_GENTITY(ge);
if (se->pvscache.areanum == -1 || se->pvscache.areanum2 == -1) //not linked properly.
return;
sv3.world->worldmodel->funcs.SetAreaPortalState(sv3.world->worldmodel, -1, se->pvscache.areanum, se->pvscache.areanum2, open);
}
static qboolean SV_InPVS(vec3_t p1, vec3_t p2)
{
model_t *worldmodel = sv3.world->worldmodel;
if (!worldmodel || worldmodel->loadstate != MLS_LOADED)
return false; //still loading, don't give bad results.
else if (!worldmodel->funcs.FatPVS)
return true; //no pvs info, assume everything is visible
else
{
int a1, c1 = worldmodel->funcs.ClusterForPoint(worldmodel, p1, &a1);
int a2, c2 = worldmodel->funcs.ClusterForPoint(worldmodel, p2, &a2);
qbyte *pvs;
if (c1 < 0 || c2 < 0)
return (c1<0); //outside can see in, inside cannot (normally) see out.
pvs = worldmodel->funcs.ClusterPVS(worldmodel, c1, NULL, PVM_FAST);
if (pvs[c2>>3] & (1<<(c2&7)))
{
if (worldmodel->funcs.AreasConnected(worldmodel, a1, a2))
return true;
}
return false;
}
}
#define VALIDATEPOINTER(o,l) if ((int)o + l >= mask || VM_POINTER(o) < offset) plugfuncs->EndGame("Call to game trap %u passes invalid pointer\n", (unsigned int)fn); //out of bounds.
static qintptr_t Q3G_SystemCalls(void *offset, quintptr_t mask, qintptr_t fn, const qintptr_t *arg)
{
int ret = 0;
switch((q3ggameImport_t)fn)
{
case G_PRINT: // ( const char *string );
Con_Printf("%s", (char*)VM_POINTER(arg[0]));
break;
case G_ERROR: // ( const char *string );
plugfuncs->EndGame("Q3 Game error: %s", (char*)VM_POINTER(arg[0]));
break;
case G_MILLISECONDS:
return plugfuncs->GetMilliseconds();
case G_CVAR_REGISTER:// ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
if (arg[0])
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Register(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_CVAR_UPDATE:// ( vmCvar_t *vmCvar );
VALIDATEPOINTER(arg[0], sizeof(q3vmcvar_t));
return VMQ3_Cvar_Update(VM_POINTER(arg[0]));
case G_CVAR_SET:// ( const char *var_name, const char *value );
cvarfuncs->SetString(VM_POINTER(arg[0]), VM_POINTER(arg[1])); //set it
break;
case G_CVAR_VARIABLE_INTEGER_VALUE:// ( const char *var_name );
{
cvar_t *var;
var = cvarfuncs->GetNVFDG(VM_POINTER(arg[0]), "0", 0, NULL, "Q3-Game-Code created");
if (var)
return var->ival;
}
break;
case G_CVAR_VARIABLE_STRING_BUFFER:// ( const char *var_name, char *buffer, int bufsize );
{
cvar_t *var = cvarfuncs->GetNVFDG(VM_POINTER(arg[0]), NULL, 0, NULL, "Q3-Game-Code created");
if (!VM_LONG(arg[2]))
return 0;
else if (!var)
{
VALIDATEPOINTER(arg[1], 1);
*(char *)VM_POINTER(arg[1]) = '\0';
return -1;
}
else
{
VALIDATEPOINTER(arg[1], arg[2]);
Q_strncpyz(VM_POINTER(arg[1]), var->string, VM_LONG(arg[2]));
}
}
break;
case G_BOT_FREE_CLIENT:
case G_DROP_CLIENT:
if ((unsigned)VM_LONG(arg[0]) < sv.allocated_client_slots)
worldfuncs->DropClient(&svs.clients[VM_LONG(arg[0])]);
break;
case G_BOT_ALLOCATE_CLIENT:
return SVQ3_AddBot();
case G_ARGC: //8
return cmdfuncs->Argc();
case G_ARGV: //9
VALIDATEPOINTER(arg[1], arg[2]);
cmdfuncs->Argv(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
break;
case G_SEND_CONSOLE_COMMAND:
cmdfuncs->AddText(VM_POINTER(arg[1]), false);
return 0;
case G_FS_FOPEN_FILE: //fopen
if ((int)arg[1] + 4 >= mask || VM_POINTER(arg[1]) < offset)
break; //out of bounds.
ret = VM_fopen(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_READ: //fread
if ((int)arg[0] + VM_LONG(arg[1]) >= mask || VM_POINTER(arg[0]) < offset)
break; //out of bounds.
ret = VM_FRead(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_WRITE: //fwrite
ret = VM_FWrite(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]), 0);
break;
case G_FS_SEEK:
return VM_FSeek(arg[0], arg[1], arg[2], 0);
case G_FS_FCLOSE_FILE: //fclose
VM_fclose(VM_LONG(arg[0]), 0);
break;
case G_FS_GETFILELIST: //fs listing
if ((int)arg[2] + arg[3] >= mask || VM_POINTER(arg[2]) < offset)
break; //out of bounds.
return VM_GetFileList(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_LOCATE_GAME_DATA: // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, 15
// playerState_t *clients, int sizeofGameClient );
if (VM_OOB(arg[0], arg[1]*arg[2]) || VM_OOB(arg[3], arg[4]*MAX_CLIENTS))
plugfuncs->EndGame("Gamedata is out of bounds\n");
q3_entarray = VM_POINTER(arg[0]);
numq3entities = VM_LONG(arg[1]);
sizeofq3gentity = VM_LONG(arg[2]);
q3playerstates = VM_POINTER(arg[3]);
sizeofGameClient = VM_LONG(arg[4]);
if (numq3entities > MAX_GENTITIES)
plugfuncs->EndGame("Gamecode specifies too many entities");
break;
case G_SEND_SERVER_COMMAND: // ( int clientNum, const char *fmt, ... ); 17
Con_DPrintf("Game dispatching %s\n", (char*)VM_POINTER(arg[1]));
if (VM_LONG(arg[0]) == -1)
{ //broadcast
SVQ3_SendServerCommand(NULL, VM_POINTER(arg[1]));
}
else
{
int i = VM_LONG(arg[0]);
if (i < 0 || i >= sv.allocated_client_slots)
return false;
SVQ3_SendServerCommand(&svs.clients[i], VM_POINTER(arg[1]));
}
break;
case G_SET_CONFIGSTRING: // ( int num, const char *string ); 18
SVQ3_SetConfigString(arg[0], VM_POINTER(arg[1]));
break;
case G_GET_CONFIGSTRING: // ( int num, char *buffer, int bufferSize ); 19
if (arg[0] < 0 || arg[0] >= MAX_Q3_CONFIGSTRINGS || !arg[2])
return 0;
VALIDATEPOINTER(arg[1], arg[2]);
if (svq3_configstrings[arg[0]])
Q_strncpyz(VM_POINTER(arg[1]), svq3_configstrings[arg[0]], arg[2]);
else
*(char*)VM_POINTER(arg[1]) = '\0';
break;
case G_GET_SERVERINFO:
{
char *dest = VM_POINTER(arg[0]);
int length = VM_LONG(arg[1]);
if (VM_OOB(arg[1], arg[2]))
return 0;
worldfuncs->IBufToInfo(&svs.info, dest, length, NULL, NULL, NULL, NULL, NULL);
}
return true;
case G_GET_USERINFO://int num, char *buffer, int bufferSize 20
if (VM_OOB(arg[1], arg[2]))
return 0;
if ((unsigned)VM_LONG(arg[0]) >= sv.allocated_client_slots)
return 0;
worldfuncs->IBufToInfo(&svs.clients[VM_LONG(arg[0])].userinfo, VM_POINTER(arg[1]), VM_LONG(arg[2]), NULL, NULL, NULL, NULL, NULL);
break;
case G_SET_USERINFO://int num, char *buffer 20
if (VM_OOB(arg[1], 1))
return 0;
worldfuncs->IBufFromInfo(&svs.clients[VM_LONG(arg[0])].userinfo, VM_POINTER(arg[1]), false);
worldfuncs->ExtractFromUserinfo(&svs.clients[VM_LONG(arg[0])], false);
break;
case G_LINKENTITY: // ( gentity_t *ent ); 30
Q3G_LinkEntity(VM_POINTER(arg[0]));
break;
case G_UNLINKENTITY: // ( gentity_t *ent ); 31
Q3G_UnlinkEntity(VM_POINTER(arg[0]));
break;
case G_TRACE: // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
VALIDATEPOINTER(arg[0], sizeof(q3trace_t));
SVQ3_Trace(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_LONG(arg[5]), VM_LONG(arg[6]), false);
break;
case G_TRACECAPSULE: // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
VALIDATEPOINTER(arg[0], sizeof(q3trace_t));
SVQ3_Trace(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_LONG(arg[5]), VM_LONG(arg[6]), true);
break;
case G_ENTITY_CONTACT:
// ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); 33
// perform an exact check against inline brush models of non-square shape
return SVQ3_Contact(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), false);
case G_ENTITY_CONTACTCAPSULE:
return SVQ3_Contact(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), true);
case G_ENTITIES_IN_BOX: // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount ); 32
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
VALIDATEPOINTER(arg[2], sizeof(int)*VM_LONG(arg[3]));
return SVQ3_EntitiesInBox(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case G_ADJUST_AREA_PORTAL_STATE:
SVQ3_Adjust_Area_Portal_State(VM_POINTER(arg[0]), arg[1]);
break;
case G_POINT_CONTENTS:
return SVQ3_PointContents(VM_POINTER(arg[0]), -1);
case G_SET_BRUSH_MODEL: //ent, name
VALIDATEPOINTER(arg[0], sizeof(q3sharedEntity_t));
SVQ3_SetBrushModel(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
break;
case G_GET_USERCMD: // ( int clientNum, usercmd_t *cmd ) 36
VALIDATEPOINTER(arg[1], sizeof(q3usercmd_t));
SVQ3_GetUserCmd(VM_LONG(arg[0]), VM_POINTER(arg[1]));
break;
case G_GET_ENTITY_TOKEN: // qboolean ( char *buffer, int bufferSize ) 37
mapentspointer = cmdfuncs->ParseToken(mapentspointer, VM_POINTER(arg[0]), arg[1], NULL);
return !!mapentspointer;
case G_REAL_TIME: // 41
VALIDATEPOINTER(arg[0], sizeof(q3time_t));
return Q3VM_GetRealtime(VM_POINTER(arg[0]));
case G_SNAPVECTOR:
{
float *fp = (float *)VM_POINTER( arg[0] );
VALIDATEPOINTER(arg[0], sizeof(vec3_t));
fp[0] = Q_rint(fp[0]);
fp[1] = Q_rint(fp[1]);
fp[2] = Q_rint(fp[2]);
}
break;
// standard Q3
case G_MEMSET:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
memset(dst, arg[1], arg[2]);
}
break;
case G_MEMCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
memmove(dst, src, arg[2]);
}
break;
case G_STRNCPY:
VALIDATEPOINTER(arg[0], arg[2]);
{
void *dst = VM_POINTER(arg[0]);
void *src = VM_POINTER(arg[1]);
Q_strncpyS(dst, src, arg[2]);
}
break;
case G_SIN:
VM_FLOAT(ret)=(float)sin(VM_FLOAT(arg[0]));
break;
case G_COS:
VM_FLOAT(ret)=(float)cos(VM_FLOAT(arg[0]));
break;
// case G_ACOS:
// VM_FLOAT(ret)=(float)acos(VM_FLOAT(arg[0]));
// break;
case G_ATAN2:
VM_FLOAT(ret)=(float)atan2(VM_FLOAT(arg[0]), VM_FLOAT(arg[1]));
break;
case G_SQRT:
VM_FLOAT(ret)=(float)sqrt(VM_FLOAT(arg[0]));
break;
case G_FLOOR:
VM_FLOAT(ret)=(float)floor(VM_FLOAT(arg[0]));
break;
case G_CEIL:
VM_FLOAT(ret)=(float)ceil(VM_FLOAT(arg[0]));
break;
#ifdef USEBOTLIB
case BOTLIB_SETUP:
return botlib->BotLibSetup();
case BOTLIB_SHUTDOWN:
return botlib->BotLibShutdown();
case BOTLIB_LIBVAR_SET:
return botlib->BotLibVarSet(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_LIBVAR_GET:
VALIDATEPOINTER(arg[1], arg[2]);
return botlib->BotLibVarGet(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
case BOTLIB_PC_ADD_GLOBAL_DEFINE:
return botlib->PC_AddGlobalDefine(VM_POINTER(arg[0]));
case BOTLIB_START_FRAME:
return botlib->BotLibStartFrame(VM_FLOAT(arg[0]));
case BOTLIB_LOAD_MAP:
return botlib->BotLibLoadMap(VM_POINTER(arg[0]));
case BOTLIB_UPDATENTITY:
return botlib->BotLibUpdateEntity(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_TEST:
return botlib->Test(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
case BOTLIB_GET_SNAPSHOT_ENTITY:
return SVQ3_BotGetSnapshotEntity(VM_LONG(arg[0]), VM_LONG(arg[1]));
case BOTLIB_GET_CONSOLE_MESSAGE:
VALIDATEPOINTER(arg[1], arg[2]);
return SVQ3_BotGetConsoleMessage(arg[0], VM_POINTER(arg[1]), VM_LONG(arg[2]));
case BOTLIB_USER_COMMAND:
{
q3usercmd_t *uc = VM_POINTER(arg[1]);
int i = VM_LONG(arg[0]);
if ((unsigned)i >= sv.allocated_client_slots)
return 1;
svs.clients[i].lastcmd.angles[0] = uc->angles[0];
svs.clients[i].lastcmd.angles[1] = uc->angles[1];
svs.clients[i].lastcmd.angles[2] = uc->angles[2];
svs.clients[i].lastcmd.upmove = uc->upmove;
svs.clients[i].lastcmd.sidemove = uc->rightmove;
svs.clients[i].lastcmd.forwardmove = uc->forwardmove;
svs.clients[i].lastcmd.servertime = uc->serverTime;
svs.clients[i].lastcmd.weapon = uc->weapon;
svs.clients[i].lastcmd.buttons = uc->buttons;
SVQ3_ClientThink(&svs.clients[i]);
}
return 0;
case BOTLIB_AAS_ENABLE_ROUTING_AREA:
return botlib->aas.AAS_EnableRoutingArea(VM_LONG(arg[0]), VM_LONG(arg[1]));
case BOTLIB_AAS_BBOX_AREAS:
//FIXME: validatepointer arg2
return botlib->aas.AAS_BBoxAreas(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_AREA_INFO:
return botlib->aas.AAS_AreaInfo(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AAS_ENTITY_INFO:
botlib->aas.AAS_EntityInfo(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AAS_INITIALIZED:
return botlib->aas.AAS_Initialized();
case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX:
botlib->aas.AAS_PresenceTypeBoundingBox(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_AAS_TIME:
return FloatAsInt(botlib->aas.AAS_Time());
case BOTLIB_AAS_POINT_AREA_NUM:
return botlib->aas.AAS_PointAreaNum(VM_POINTER(arg[0]));
case BOTLIB_AAS_TRACE_AREAS:
return botlib->aas.AAS_TraceAreas(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_LONG(arg[4]));
case BOTLIB_AAS_POINT_CONTENTS:
return botlib->aas.AAS_PointContents(VM_POINTER(arg[0]));
case BOTLIB_AAS_NEXT_BSP_ENTITY:
return botlib->aas.AAS_NextBSPEntity(VM_LONG(arg[0]));
case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], arg[3]);
return botlib->aas.AAS_ValueForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
return botlib->aas.AAS_VectorForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(float));
return botlib->aas.AAS_FloatForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY:
VALIDATEPOINTER(arg[2], sizeof(int));
return botlib->aas.AAS_IntForBSPEpairKey(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AAS_AREA_REACHABILITY:
return botlib->aas.AAS_AreaReachability(VM_LONG(arg[0]));
case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA:
return botlib->aas.AAS_AreaTravelTimeToGoalArea(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AAS_SWIMMING:
return botlib->aas.AAS_Swimming(VM_POINTER(arg[0]));
case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT:
return botlib->aas.AAS_PredictClientMovement(VM_POINTER(arg[0]),
VM_LONG(arg[1]), VM_POINTER(arg[2]),
VM_LONG(arg[3]), VM_LONG(arg[4]),
VM_POINTER(arg[5]), VM_POINTER(arg[6]),
VM_LONG(arg[7]),
VM_LONG(arg[8]), VM_FLOAT(arg[9]),
VM_LONG(arg[10]), VM_LONG(arg[11]), VM_LONG(arg[12]));
case BOTLIB_EA_SAY:
botlib->ea.EA_Say(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_SAY_TEAM:
botlib->ea.EA_SayTeam(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_COMMAND:
botlib->ea.EA_Command(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_ACTION:
botlib->ea.EA_Action(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_EA_GESTURE:
botlib->ea.EA_Gesture(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_TALK:
botlib->ea.EA_Talk(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_ATTACK:
botlib->ea.EA_Attack(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_USE:
botlib->ea.EA_Use(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_RESPAWN:
botlib->ea.EA_Respawn(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_CROUCH:
botlib->ea.EA_Crouch(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_UP:
botlib->ea.EA_MoveUp(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_DOWN:
botlib->ea.EA_MoveDown(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_FORWARD:
botlib->ea.EA_MoveForward(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_BACK:
botlib->ea.EA_MoveBack(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_LEFT:
botlib->ea.EA_MoveLeft(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE_RIGHT:
botlib->ea.EA_MoveRight(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_SELECT_WEAPON:
botlib->ea.EA_SelectWeapon(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_EA_JUMP:
botlib->ea.EA_Jump(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_DELAYED_JUMP:
botlib->ea.EA_DelayedJump(VM_LONG(arg[0]));
return 0;
case BOTLIB_EA_MOVE:
botlib->ea.EA_Move(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]));
return 0;
case BOTLIB_EA_VIEW:
botlib->ea.EA_View(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_EA_END_REGULAR:
botlib->ea.EA_EndRegular(VM_LONG(arg[0]), VM_FLOAT(arg[1]));
return 0;
case BOTLIB_EA_GET_INPUT:
botlib->ea.EA_GetInput(VM_LONG(arg[0]), VM_FLOAT(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_EA_RESET_INPUT:
botlib->ea.EA_ResetInput(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_LOAD_CHARACTER:
return botlib->ai.BotLoadCharacter(VM_POINTER(arg[0]), VM_FLOAT(arg[1]));
case BOTLIB_AI_FREE_CHARACTER:
botlib->ai.BotFreeCharacter(arg[0]);
return 0;
case BOTLIB_AI_CHARACTERISTIC_FLOAT:
return FloatAsInt(botlib->ai.Characteristic_Float(arg[0], arg[1]));
case BOTLIB_AI_CHARACTERISTIC_BFLOAT:
return FloatAsInt(botlib->ai.Characteristic_BFloat(arg[0], arg[1], VM_FLOAT(arg[2]), VM_FLOAT(arg[3])));
case BOTLIB_AI_CHARACTERISTIC_INTEGER:
return botlib->ai.Characteristic_Integer(arg[0], arg[1]);
case BOTLIB_AI_CHARACTERISTIC_BINTEGER:
return botlib->ai.Characteristic_BInteger(arg[0], arg[1], arg[2], arg[3]);
case BOTLIB_AI_CHARACTERISTIC_STRING:
VALIDATEPOINTER(arg[2], arg[3]);
botlib->ai.Characteristic_String(arg[0], arg[1], VM_POINTER(arg[2]), arg[3]);
return 0;
case BOTLIB_AI_ALLOC_CHAT_STATE:
return botlib->ai.BotAllocChatState();
case BOTLIB_AI_FREE_CHAT_STATE:
botlib->ai.BotFreeChatState(arg[0]);
return 0;
case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE:
botlib->ai.BotQueueConsoleMessage(arg[0], arg[1], VM_POINTER(arg[2]));
return 0;
case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE:
botlib->ai.BotRemoveConsoleMessage(arg[0], arg[1]);
return 0;
case BOTLIB_AI_NEXT_CONSOLE_MESSAGE:
return botlib->ai.BotNextConsoleMessage(arg[0], VM_POINTER(arg[1]));
case BOTLIB_AI_NUM_CONSOLE_MESSAGE:
return botlib->ai.BotNumConsoleMessages(arg[0]);
case BOTLIB_AI_INITIAL_CHAT:
botlib->ai.BotInitialChat(arg[0], VM_POINTER(arg[1]), arg[2], VM_POINTER(arg[3]), VM_POINTER(arg[4]), VM_POINTER(arg[5]), VM_POINTER(arg[6]), VM_POINTER(arg[7]), VM_POINTER(arg[8]), VM_POINTER(arg[9]), VM_POINTER(arg[10]));
return 0;
case BOTLIB_AI_REPLY_CHAT:
return botlib->ai.BotReplyChat(arg[0], VM_POINTER(arg[1]), arg[2], arg[3], VM_POINTER(arg[4]), VM_POINTER(arg[5]), VM_POINTER(arg[6]), VM_POINTER(arg[7]), VM_POINTER(arg[8]), VM_POINTER(arg[9]), VM_POINTER(arg[10]), VM_POINTER(arg[11]));
case BOTLIB_AI_CHAT_LENGTH:
return botlib->ai.BotChatLength(arg[0]);
case BOTLIB_AI_ENTER_CHAT:
botlib->ai.BotEnterChat(arg[0], arg[1], arg[2]);
return 0;
case BOTLIB_AI_STRING_CONTAINS:
return botlib->ai.StringContains(VM_POINTER(arg[0]), VM_POINTER(arg[1]), arg[2]);
case BOTLIB_AI_FIND_MATCH:
return botlib->ai.BotFindMatch(VM_POINTER(arg[0]), VM_POINTER(arg[1]), arg[2]);
case BOTLIB_AI_MATCH_VARIABLE:
botlib->ai.BotMatchVariable(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3]);
return 0;
case BOTLIB_AI_UNIFY_WHITE_SPACES:
botlib->ai.UnifyWhiteSpaces(VM_POINTER(arg[0]));
return 0;
case BOTLIB_AI_REPLACE_SYNONYMS:
botlib->ai.BotReplaceSynonyms(VM_POINTER(arg[0]), arg[1]);
return 0;
case BOTLIB_AI_LOAD_CHAT_FILE:
return botlib->ai.BotLoadChatFile(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AI_SET_CHAT_GENDER:
botlib->ai.BotSetChatGender(arg[0], arg[1]);
return 0;
case BOTLIB_AI_SET_CHAT_NAME:
botlib->ai.BotSetChatName(arg[0], VM_POINTER(arg[1]),
arg[2]
);
return 0;
case BOTLIB_AI_RESET_GOAL_STATE:
botlib->ai.BotResetGoalState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_AVOID_GOALS:
botlib->ai.BotResetAvoidGoals(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_PUSH_GOAL:
botlib->ai.BotPushGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_POP_GOAL:
botlib->ai.BotPopGoal(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_EMPTY_GOAL_STACK:
botlib->ai.BotEmptyGoalStack(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_DUMP_AVOID_GOALS:
botlib->ai.BotDumpAvoidGoals(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_DUMP_GOAL_STACK:
botlib->ai.BotDumpGoalStack(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_GOAL_NAME:
VALIDATEPOINTER(arg[1], arg[2]);
botlib->ai.BotGoalName(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_GET_TOP_GOAL:
//FIXME: validatepointer ?
return botlib->ai.BotGetTopGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_SECOND_GOAL:
//FIXME: validatepointer ?
return botlib->ai.BotGetSecondGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_CHOOSE_LTG_ITEM:
//FIXME: validatepointer ?
return botlib->ai.BotChooseLTGItem(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AI_CHOOSE_NBG_ITEM:
//FIXME: validatepointer ?
return botlib->ai.BotChooseNBGItem(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]), VM_FLOAT(arg[5]));
case BOTLIB_AI_TOUCHING_GOAL:
return botlib->ai.BotTouchingGoal(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE:
return botlib->ai.BotItemGoalInVisButNotVisible(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
case BOTLIB_AI_GET_LEVEL_ITEM_GOAL:
return botlib->ai.BotGetLevelItemGoal(arg[0], VM_POINTER(arg[1]), VM_POINTER(arg[2]));
case BOTLIB_AI_AVOID_GOAL_TIME:
return botlib->ai.BotAvoidGoalTime(arg[0], arg[1]);
case BOTLIB_AI_INIT_LEVEL_ITEMS:
botlib->ai.BotInitLevelItems();
return 0;
case BOTLIB_AI_UPDATE_ENTITY_ITEMS:
botlib->ai.BotUpdateEntityItems();
return 0;
case BOTLIB_AI_LOAD_ITEM_WEIGHTS:
return botlib->ai.BotLoadItemWeights(arg[0], VM_POINTER(arg[1]));
case BOTLIB_AI_FREE_ITEM_WEIGHTS:
botlib->ai.BotFreeItemWeights(arg[0]);
return 0;
case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC:
botlib->ai.BotSaveGoalFuzzyLogic(arg[0], VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_ALLOC_GOAL_STATE:
return botlib->ai.BotAllocGoalState(VM_LONG(arg[0]));
case BOTLIB_AI_FREE_GOAL_STATE:
botlib->ai.BotFreeGoalState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_MOVE_STATE:
botlib->ai.BotResetMoveState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_MOVE_TO_GOAL:
botlib->ai.BotMoveToGoal(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]));
return 0;
case BOTLIB_AI_MOVE_IN_DIRECTION:
return botlib->ai.BotMoveInDirection(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]), VM_LONG(arg[3]));
case BOTLIB_AI_RESET_AVOID_REACH:
botlib->ai.BotUpdateEntityItems();
return 0;
case BOTLIB_AI_RESET_LAST_AVOID_REACH:
botlib->ai.BotResetLastAvoidReach(arg[0]);
return 0;
case BOTLIB_AI_REACHABILITY_AREA:
return botlib->ai.BotReachabilityArea(VM_POINTER(arg[0]), arg[1]);
case BOTLIB_AI_MOVEMENT_VIEW_TARGET:
return botlib->ai.BotMovementViewTarget(arg[0], VM_POINTER(arg[1]), arg[2], VM_FLOAT(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_ALLOC_MOVE_STATE:
return botlib->ai.BotAllocMoveState();
case BOTLIB_AI_FREE_MOVE_STATE:
botlib->ai.BotFreeMoveState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_INIT_MOVE_STATE:
//FIXME: validatepointer?
botlib->ai.BotInitMoveState(VM_LONG(arg[0]), VM_POINTER(arg[1]));
return 0;
case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON:
return botlib->ai.BotChooseBestFightWeapon(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_WEAPON_INFO:
botlib->ai.BotGetWeaponInfo(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]));
return 0;
case BOTLIB_AI_LOAD_WEAPON_WEIGHTS:
return botlib->ai.BotLoadWeaponWeights(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_ALLOC_WEAPON_STATE:
return botlib->ai.BotAllocWeaponState();
case BOTLIB_AI_FREE_WEAPON_STATE:
botlib->ai.BotFreeWeaponState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_RESET_WEAPON_STATE:
botlib->ai.BotResetWeaponState(VM_LONG(arg[0]));
return 0;
case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION:
return botlib->ai.GeneticParentsAndChildSelection(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC:
botlib->ai.BotInterbreedGoalFuzzyLogic(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC:
botlib->ai.BotMutateGoalFuzzyLogic(VM_LONG(arg[0]), VM_FLOAT(arg[1]));
return 0;
case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL:
return botlib->ai.BotGetNextCampSpotGoal(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_MAP_LOCATION_GOAL:
return botlib->ai.BotGetMapLocationGoal(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_NUM_INITIAL_CHATS:
return botlib->ai.BotNumInitialChats(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_AI_GET_CHAT_MESSAGE:
VALIDATEPOINTER(arg[1], arg[2]);
botlib->ai.BotGetChatMessage(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_LONG(arg[2]));
return 0;
case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS:
botlib->ai.BotRemoveFromAvoidGoals(VM_LONG(arg[0]), VM_LONG(arg[1]));
return 0;
case BOTLIB_AI_PREDICT_VISIBLE_POSITION:
return botlib->ai.BotPredictVisiblePosition(VM_POINTER(arg[0]), VM_LONG(arg[1]), VM_POINTER(arg[2]), VM_LONG(arg[3]), VM_POINTER(arg[4]));
case BOTLIB_AI_SET_AVOID_GOAL_TIME:
botlib->ai.BotSetAvoidGoalTime(VM_LONG(arg[0]), VM_LONG(arg[1]), VM_FLOAT(arg[2]));
return 0;
case BOTLIB_AI_ADD_AVOID_SPOT:
botlib->ai.BotAddAvoidSpot(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_FLOAT(arg[2]), VM_LONG(arg[3]));
return 0;
case BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL:
return botlib->aas.AAS_AlternativeRouteGoals(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3], arg[4],
VM_POINTER(arg[5]), arg[6], arg[7]);
case BOTLIB_AAS_PREDICT_ROUTE:
return botlib->aas.AAS_PredictRoute(VM_POINTER(arg[0]), arg[1], VM_POINTER(arg[2]), arg[3], arg[4], arg[5], arg[6],
arg[7], arg[8], arg[9], arg[10]);
case BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX:
return botlib->aas.AAS_PointReachabilityAreaIndex(VM_POINTER(arg[0]));
case BOTLIB_PC_LOAD_SOURCE:
if (!botlib)
{
plugfuncs->EndGame("Botlib is not installed (trap BOTLIB_PC_LOAD_SOURCE)\n");
}
return botlib->PC_LoadSourceHandle(VM_POINTER(arg[0]));
case BOTLIB_PC_FREE_SOURCE:
return botlib->PC_FreeSourceHandle(VM_LONG(arg[0]));
case BOTLIB_PC_READ_TOKEN:
//fixme: validatepointer
return botlib->PC_ReadTokenHandle(VM_LONG(arg[0]), VM_POINTER(arg[1]));
case BOTLIB_PC_SOURCE_FILE_AND_LINE:
//fixme: validatepointer
return botlib->PC_SourceFileAndLine(VM_LONG(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]));
#endif
case G_IN_PVS:
return SV_InPVS(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
case G_AREAS_CONNECTED: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_AREAS_CONNECTED"); return ret;
case G_DEBUG_POLYGON_CREATE: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_DEBUG_POLYGON_CREATE"); return ret;
case G_DEBUG_POLYGON_DELETE: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_DEBUG_POLYGON_DELETE"); return ret;
case G_IN_PVS_IGNORE_PORTALS: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_IN_PVS_IGNORE_PORTALS"); return ret;
case G_MATRIXMULTIPLY: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_MATRIXMULTIPLY"); return ret;
case G_ANGLEVECTORS:
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
VALIDATEPOINTER(arg[2], sizeof(vec3_t));
VALIDATEPOINTER(arg[3], sizeof(vec3_t));
AngleVectors(VM_POINTER(arg[0]), VM_POINTER(arg[1]), VM_POINTER(arg[2]), VM_POINTER(arg[3]));
break;
case G_PERPENDICULARVECTOR: Con_Printf("Q3Game: builtin %s is not implemented\n", "G_PERPENDICULARVECTOR"); return ret;
VALIDATEPOINTER(arg[1], sizeof(vec3_t));
PerpendicularVector(VM_POINTER(arg[0]), VM_POINTER(arg[1]));
break;
//case G_DEFAULTCASEWARNINGDISABLE: NOT A REAL VALUE
// notimplemented:
default:
Con_Printf("Q3Game: builtin %i is not known\n", (int)fn);
}
return ret;
}
static int Q3G_SystemCallsVM(void *offset, quintptr_t mask, int fn, const int *arg)
{
qintptr_t args[13];
args[0]=arg[0];
args[1]=arg[1];
args[2]=arg[2];
args[3]=arg[3];
args[4]=arg[4];
args[5]=arg[5];
args[6]=arg[6];
args[7]=arg[7];
args[8]=arg[8];
args[9]=arg[9];
args[10]=arg[10];
args[11]=arg[11];
args[12]=arg[12];
return Q3G_SystemCalls(offset, mask, fn, args);
}
static qintptr_t EXPORT_FN Q3G_SystemCallsNative(qintptr_t arg, ...)
{
qintptr_t args[13];
va_list argptr;
va_start(argptr, arg);
args[0]=va_arg(argptr, qintptr_t);
args[1]=va_arg(argptr, qintptr_t);
args[2]=va_arg(argptr, qintptr_t);
args[3]=va_arg(argptr, qintptr_t);
args[4]=va_arg(argptr, qintptr_t);
args[5]=va_arg(argptr, qintptr_t);
args[6]=va_arg(argptr, qintptr_t);
args[7]=va_arg(argptr, qintptr_t);
args[8]=va_arg(argptr, qintptr_t);
args[9]=va_arg(argptr, qintptr_t);
args[10]=va_arg(argptr, qintptr_t);
args[11]=va_arg(argptr, qintptr_t);
args[12]=va_arg(argptr, qintptr_t);
va_end(argptr);
return Q3G_SystemCalls(NULL, ~(quintptr_t)0, arg, args);
}
void SVQ3_ShutdownGame(qboolean restarting)
{
int i;
#ifdef HAVE_CLIENT
if (!restarting)
CG_Stop();
#endif
if (!q3gamevm)
return;
if (!restarting)
{
#ifdef USEBOTLIB
if (botlib)
{ //it crashes otherwise, probably due to our huck clearage
botlib->BotLibShutdown();
}
plugfuncs->GFreeAll(&botlibmem);
plugfuncs->GFreeAll(&botlibhunkmem);
VM_fcloseall(Z_TAG_BOTLIB);
#endif
for (i = 0; i < countof(svq3_configstrings); i++)
{
if (svq3_configstrings[i])
{
Z_Free(svq3_configstrings[i]);
svq3_configstrings[i] = NULL;
}
}
plugfuncs->Free(q3_sentities);
q3_sentities = NULL;
plugfuncs->Free(q3_snapshot_entities);
q3_snapshot_entities = NULL;
}
vmfuncs->Destroy(q3gamevm);
q3gamevm = NULL;
VM_fcloseall(0);
cvarfuncs->SetString("sv_running", "0");
}
#ifdef USEBOTLIB
static void VARGS BL_Print(int l, char *fmt, ...)
{
va_list argptr;
char text[1024];
va_start (argptr, fmt);
vsnprintf (text, sizeof(text), fmt, argptr);
va_end (argptr);
Con_Printf("%s", text);
}
static int botlibmemoryavailable;
static int QDECL BL_AvailableMemory(void)
{
return botlibmemoryavailable;
}
static void *QDECL BL_Malloc(int size)
{
int *mem;
botlibmemoryavailable-=size;
mem = plugfuncs->GMalloc(&botlibmem, sizeof(int)+size);
mem[0] = size;
return (void *)(mem + 1);
}
static void QDECL BL_Free(void *mem)
{
int *memref = ((int *)mem) - 1;
botlibmemoryavailable+=memref[0];
plugfuncs->GFree(&botlibmem, memref);
}
static void *QDECL BL_HunkMalloc(int size)
{
return plugfuncs->GMalloc(&botlibhunkmem, sizeof(int)+size);
}
static int QDECL BL_FOpenFile(const char *name, fileHandle_t *handle, fsMode_t mode)
{
return VM_fopen((char*)name, (int*)handle, mode, Z_TAG_BOTLIB);
}
static int QDECL BL_FRead(void *buffer, int len, fileHandle_t f)
{
return VM_FRead(buffer, len, (int)f, Z_TAG_BOTLIB);
}
static int QDECL BL_FWrite(const void *buffer, int len, fileHandle_t f)
{
return VM_FWrite(buffer, len, (int)f, Z_TAG_BOTLIB);
}
static void QDECL BL_FCloseFile(fileHandle_t f)
{
VM_fclose((int)f, Z_TAG_BOTLIB);
}
static int QDECL BL_Seek(fileHandle_t f, long offset, int seektype)
{ // on success, apparently returns 0
return VM_FSeek((int)f, offset, seektype, Z_TAG_BOTLIB)?0:-1;
}
static char *QDECL BL_BSPEntityData(void)
{
return (char*)worldfuncs->GetEntitiesString(sv3.world->worldmodel);
}
static void QDECL BL_Trace(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask)
{
q3trace_t tr;
SVQ3_Trace(&tr, start, mins, maxs, end, passent, contentmask, false);
trace->allsolid = tr.allsolid;
trace->startsolid = tr.startsolid;
trace->fraction = tr.fraction;
VectorCopy(tr.endpos, trace->endpos);
trace->plane = tr.plane;
trace->exp_dist = 0;
trace->sidenum = 0;
//trace->surface.name
//trace->surface.flags
trace->surface.value = tr.surfaceFlags;
trace->contents = 0;//tr.contents;
trace->ent = tr.entityNum;
}
static int QDECL BL_PointContents(vec3_t point)
{
return SVQ3_PointContents(point, -1);
}
static int QDECL BL_inPVS(vec3_t p1, vec3_t p2)
{
return true;// FIXME: :(
}
static void QDECL BL_EntityTrace(bsp_trace_t *trace, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int entnum, int contentmask)
{
trace->allsolid = 0;//tr.allsolid;
trace->startsolid = 0;//tr.startsolid;
trace->fraction = 1;//tr.fraction;
VectorCopy(end, trace->endpos);
// trace->plane = tr.plane;
trace->exp_dist = 0;
trace->sidenum = 0;
//trace->surface.name
//trace->surface.flags
// trace->surface.value = tr.surfaceFlags;
trace->contents = 0;//tr.contents;
// trace->ent = tr.entityNum;
}
static void QDECL BL_BSPModelMinsMaxsOrigin(int modelnum, vec3_t angles, vec3_t outmins, vec3_t outmaxs, vec3_t origin)
{
model_t *mod;
vec3_t mins, maxs;
float max;
int i;
mod = Q3G_GetCModel(modelnum);
if (mod)
{
VectorCopy(mod->mins, mins);
VectorCopy(mod->maxs, maxs);
}
else
{
VectorCopy(vec3_origin, mins);
VectorCopy(vec3_origin, maxs);
}
//if the model is rotated
if ((angles[0] || angles[1] || angles[2]))
{
// expand for rotation
vec3_t corner;
for (i=0 ; i<3 ; i++)
corner[i] = fabs(mins[i]) > fabs(maxs[i]) ? fabs(mins[i]) : fabs(maxs[i]);
max = sqrt(DotProduct(corner,corner));
for (i = 0; i < 3; i++)
{
mins[i] = -max;
maxs[i] = max;
}
}
if (outmins)
VectorCopy(mins, outmins);
if (outmaxs)
VectorCopy(maxs, outmaxs);
if (origin)
VectorClear(origin);
}
static void QDECL BL_BotClientCommand(int clientnum, char *command)
{
cmdfuncs->TokenizeString(command);
vmfuncs->Call(q3gamevm, GAME_CLIENT_COMMAND, clientnum);
}
static int QDECL BL_DebugLineCreate(void) {return 0;}
static void QDECL BL_DebugLineDelete(int line) {}
static void QDECL BL_DebugLineShow(int line, vec3_t start, vec3_t end, int color) {}
static int QDECL BL_DebugPolygonCreate(int color, int numPoints, vec3_t *points) {return 0;}
static void QDECL BL_DebugPolygonDelete(int id) {}
void QDECL BL_Error(const char *msg)
{
plugfuncs->Error("%s", msg);
}
#endif
void SV_InitBotLib(void)
{
cvar_t *bot_enable = cvarfuncs->GetNVFDG("bot_enable", "1", 0, "Controls whether bots may be used by the gamecode or not.", "Q3 compatability");
#ifdef USEBOTLIB
botlib_import_t import;
if (!bot_enable)
return; //o.O
if (sv3.world && sv3.world->worldmodel)
cvarfuncs->SetString("sv_mapChecksum", va("%i", sv3.world->worldmodel->checksum));
memset(&import, 0, sizeof(import));
import.Print = BL_Print;
import.Trace = BL_Trace;
import.EntityTrace = BL_EntityTrace;
import.PointContents = BL_PointContents;
import.inPVS = BL_inPVS;
import.BSPEntityData = BL_BSPEntityData;
import.BSPModelMinsMaxsOrigin = BL_BSPModelMinsMaxsOrigin;
import.BotClientCommand = BL_BotClientCommand;
import.GetMemory = BL_Malloc;
import.FreeMemory = BL_Free;
import.AvailableMemory = BL_AvailableMemory;
import.HunkAlloc = BL_HunkMalloc;
import.FS_FOpenFile = BL_FOpenFile;
import.FS_Read = BL_FRead;
import.FS_Write = BL_FWrite;
import.FS_FCloseFile = BL_FCloseFile;
import.FS_Seek = BL_Seek;
import.DebugLineCreate = BL_DebugLineCreate;
import.DebugLineDelete = BL_DebugLineDelete;
import.DebugLineShow = BL_DebugLineShow;
import.DebugPolygonCreate= BL_DebugPolygonCreate;
import.DebugPolygonDelete = BL_DebugPolygonDelete;
import.Error = BL_Error;
botlibmemoryavailable = 1024*1024*16;
if (bot_enable->value)
botlib = FTE_GetBotLibAPI(BOTLIB_API_VERSION, &import);
else
botlib = NULL;
if (!botlib)
{
bot_enable->flags |= CVAR_MAPLATCH;
cvarfuncs->ForceSetString(bot_enable->name, "0");
}
#else
//make sure it's switched off.
cvarfuncs->ForceSetString(bot_enable->name, "0");
bot_enable->flags |= CVAR_NOSET;
#endif
}
void SVQ3_ServerinfoChanged(const char *key)
{ //roll up multiple updates into a single splurge. SVQ3_UpdateServerinfo will be called after the next frame.
q3_serverinfo_dirty = true;
}
static void SVQ3_UpdateServerinfo(void)
{ /*qw serverinfo settings are not normally visible in the q3 serverinfo, so strip them from the configstring*/
char buffer[8192];
static const char *ignores[] = {"maxclients", "map", "sv_maxclients", "*z_ext", "*bspversion", "*gamedir", NULL};
worldfuncs->IBufToInfo(&svs.info, buffer, sizeof(buffer), NULL, ignores, NULL, NULL, NULL);
//add in maxclients.. the q3 version
Q_strncatz(buffer, va("\\sv_maxclients\\%s", sv_maxclients->string), sizeof(buffer));
SVQ3_SetConfigString(0, buffer);
q3_serverinfo_dirty = false;
}
qboolean SVQ3_InitGame(server_static_t *server_state_static, server_t *server_state, qboolean restart)
{
int i;
char ssqcprogs[MAX_QPATH];
memset(sv3.models, 0, sizeof(sv3.models));
sv3.server_state_static = server_state_static;
sv3.server_state = server_state;
sv3.world = &server_state->world;
if (sv3.world->worldmodel->type == mod_heightmap)
{
}
else
{
if (sv3.world->worldmodel->fromgame == fg_quake || sv3.world->worldmodel->fromgame == fg_halflife || sv3.world->worldmodel->fromgame == fg_quake2)
return false; //always fail on q1bsp
}
cvarfuncs->GetString("pr_ssqc_progs", ssqcprogs, sizeof(ssqcprogs));
if (*ssqcprogs) //don't load q3 gamecode if we're explicitally told to load a progs.
return false;
sv3.restarting = restart;
SVQ3_ShutdownGame(restart);
sv_maxclients = cvarfuncs->GetNVFDG("sv_maxclients", "", 0, NULL, "Q3 Compat");
q3gamevm = vmfuncs->Create("qagame", cvarfuncs->GetFloat("com_gamedirnativecode")?Q3G_SystemCallsNative:NULL, "vm/qagame", Q3G_SystemCallsVM);
if (!q3gamevm)
return false;
//q3 needs mapname (while qw has map serverinfo)
cvarfuncs->SetString("mapname", svs.name);
SV_InitBotLib();
SVQ3_ClearWorld();
q3_sentities = Z_Malloc(sizeof(q3serverEntity_t)*MAX_GENTITIES);
cvarfuncs->SetString("sv_running", "1"); //so the ui knows
if (!restart)
{
char buffer[8192];
char sysinfo[8192];
/*update the system info*/
sysinfo[0] = '\0';
worldfuncs->SetInfoKey(sysinfo, "sv_serverid", va("%i", svs.spawncount), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_paks", fsfuncs->GetPackHashes(buffer, sizeof(buffer), false ), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_pakNames", fsfuncs->GetPackNames (buffer, sizeof(buffer), false, false), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_referencedPaks", fsfuncs->GetPackHashes(buffer, sizeof(buffer), true ), MAX_SERVERINFO_STRING);
worldfuncs->SetInfoKey(sysinfo, "sv_referencedPakNames", fsfuncs->GetPackNames (buffer, sizeof(buffer), true, false ), MAX_SERVERINFO_STRING);
cvarfuncs->GetString("sv_pure", buffer, sizeof(buffer));
worldfuncs->SetInfoKey(sysinfo, "sv_pure", buffer, MAX_SERVERINFO_STRING);
SVQ3_SetConfigString(1, sysinfo);
q3_serverinfo_dirty = true;
}
mapentspointer = worldfuncs->GetEntitiesString(sv3.world->worldmodel);
vmfuncs->Call(q3gamevm, GAME_INIT, (intptr_t)(sv3.world->physicstime*1000), (int)rand(), restart);
if (!restart)
{ //restart means same initial gamestate, meaning don't mess with baselines.
SVQ3_CreateBaseline();
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
if (q3_snapshot_entities)
plugfuncs->Free(q3_snapshot_entities);
q3_next_snapshot_entities = 0;
q3_snapshot_entities = Z_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
}
// run a few frames to allow everything to settle
for (i = 0; i < 3; i++)
{
SVQ3_RunFrame();
sv3.world->physicstime += 0.1;
}
return true;
}
void SVQ3_RunFrame(void)
{
#ifdef USEBOTLIB
if (botlib)
vmfuncs->Call(q3gamevm, BOTAI_START_FRAME, (int)(sv3.world->physicstime*1000));
#endif
vmfuncs->Call(q3gamevm, GAME_RUN_FRAME, (int)(sv3.world->physicstime*1000));
if (q3_serverinfo_dirty)
SVQ3_UpdateServerinfo();
}
void SVQ3_ClientCommand(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_COMMAND, (int)(cl-svs.clients));
}
void SVQ3_ClientBegin(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_BEGIN, (int)(cl-svs.clients));
sv.spawned_client_slots++;
cl->spawned = true;
}
void SVQ3_ClientThink(client_t *cl)
{
vmfuncs->Call(q3gamevm, GAME_CLIENT_THINK, (int)(cl-svs.clients));
}
qboolean SVQ3_ConsoleCommand(void)
{
if (!q3gamevm)
return false;
return vmfuncs->Call(q3gamevm, GAME_CONSOLE_COMMAND);
}
qboolean SVQ3_PrefixedConsoleCommand(void)
{
if (!q3gamevm)
return false;
cmdfuncs->ShiftArgs(1);
vmfuncs->Call(q3gamevm, GAME_CONSOLE_COMMAND);
return true;
}
static void SVQ3_Netchan_Transmit( client_t *client, int length, qbyte *data );
void SVQ3_CreateBaseline(void)
{
q3sharedEntity_t *ent;
int entnum;
if (q3_baselines)
Z_Free(q3_baselines);
q3_baselines = Z_Malloc(sizeof(q3entityState_t)*MAX_GENTITIES);
for(entnum=0; entnum<numq3entities; entnum++)
{
ent = GENTITY_FOR_NUM(entnum);
if(!ent->r.linked)
continue;
// FIXME - is this check correct?
if(ent->r.svFlags & (SVF_NOCLIENT|/*SVF_CLIENTMASK|*/SVF_SINGLECLIENT))
continue;
if (ent->s.number < 0)
continue; //hey!
//
// take current state as baseline
//
memcpy(&q3_baselines[entnum], &ent->s, sizeof(q3_baselines[0]));
}
}
//Writes the entities to the clients
void SVQ3_EmitPacketEntities(client_t *client, q3client_frame_t *from, q3client_frame_t *to, sizebuf_t *msg)
{
q3entityState_t *oldent, *newent;
int oldindex, newindex;
int oldnum, newnum;
int from_num_entities;
if(!from )
{
from_num_entities = 0;
}
else
{
from_num_entities = from->num_entities;
}
newindex = 0;
oldindex = 0;
while(newindex < to->num_entities || oldindex < from_num_entities)
{
if(newindex >= to->num_entities)
{
newent = NULL;
newnum = 99999;
}
else
{
newent = &q3_snapshot_entities[(to->first_entity + newindex) % q3_num_snapshot_entities];
newnum = newent->number;
}
if(oldindex >= from_num_entities)
{
oldent = NULL;
oldnum = 99999;
}
else
{
oldent = &q3_snapshot_entities[(from->first_entity + oldindex) % q3_num_snapshot_entities];
oldnum = oldent->number;
}
if(newnum == oldnum)
{
// delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
MSGQ3_WriteDeltaEntity(msg, oldent, newent, false);
oldindex++;
newindex++;
continue;
}
if(newnum < oldnum)
{
// this is a new entity, send it from the baseline
#ifdef QWOVERQ3
if (svs.gametype != GT_QUAKE3)
{
q3entityState_t q3base;
edict_t *e;
e = EDICT_NUM(svprogfuncs, newnum);
SVQ3Q1_ConvertEntStateQ1ToQ3(&e->baseline, &q3base);
MSGQ3_WriteDeltaEntity( msg, &q3base, newent, true );
}
else
#endif
MSGQ3_WriteDeltaEntity( msg, &q3_baselines[newnum], newent, true );
newindex++;
continue;
}
if(newnum > oldnum)
{
// the old entity isn't present in the new message
MSGQ3_WriteDeltaEntity( msg, oldent, NULL, true );
oldindex++;
continue;
}
}
msgfuncs->WriteBits(msg, ENTITYNUM_NONE, GENTITYNUM_BITS); // end of packetentities
}
void SVQ3_WriteSnapshotToClient(client_t *client, sizebuf_t *msg)
{
q3client_frame_t *oldsnap;
q3client_frame_t *snap;
int delta;
int i;
// this is the frame we are transmitting
snap = client->frameunion.q3frames;
snap += client->netchan.outgoing_sequence & Q3UPDATE_MASK;
if(client->state < cs_spawned)
{
// not fully in game yet
delta = 0;
oldsnap = NULL;
return;
}
else if(client->delta_sequence < 0)
{
// client is asking for a retransmit
delta = 0;
oldsnap = NULL;
}
else if(client->netchan.outgoing_sequence - client->delta_sequence >= Q3UPDATE_BACKUP - 3)
{
// client hasn't gotten a good message through in a long time
Con_DPrintf( "%s: Delta request from out of date packet.\n", client->name );
delta = 0;
oldsnap = NULL;
}
else
{
// we have a valid message to delta from
delta = client->netchan.outgoing_sequence - client->delta_sequence;
oldsnap = client->frameunion.q3frames;
oldsnap += client->delta_sequence & Q3UPDATE_MASK;
if(oldsnap->first_entity <= q3_next_snapshot_entities - q3_num_snapshot_entities)
{
// oldsnap entities are too old
Con_DPrintf("%s: Delta request from out of date entities.\n", client->name);
delta = 0;
oldsnap = NULL;
}
}
// if( client->surpressCount ) {
// snap->snapFlags |= SNAPFLAG_RATE_DELAYED;
// client->surpressCount = 0;
// }
// write snapshot header
msgfuncs->WriteBits(msg, svcq3_snapshot, 8);
msgfuncs->WriteBits(msg, snap->serverTime, 32);
msgfuncs->WriteBits(msg, delta, 8); // what we are delta'ing from
// write snapFlags
msgfuncs->WriteBits(msg, snap->flags, 8);
// send over the areabits
msgfuncs->WriteBits(msg, snap->areabytes, 8);
for (i = 0; i < snap->areabytes; i++)
msgfuncs->WriteBits(msg, snap->areabits[i], 8);
// delta encode the playerstate
MSGQ3_WriteDeltaPlayerstate(msg, oldsnap ? &oldsnap->ps : NULL, &snap->ps);
// delta encode the entities
SVQ3_EmitPacketEntities(client, oldsnap, snap, msg);
// while( msg.cursize < sv_padPackets->integer ) { // FIXME?
// for( i=0 ; i<sv_padPackets->integer ; i++ )
// {
// MSG_WriteByte( msg, svcq3_nop );
// }
}
static int clientNum;
static int clientarea;
static qbyte *bitvector;
static int VARGS SVQ3_QsortEntityStates( const void *arg1, const void *arg2 )
{
const q3entityState_t *s1 = *(const q3entityState_t **)arg1;
const q3entityState_t *s2 = *(const q3entityState_t **)arg2;
if( s1->number > s2->number )
{
return 1;
}
if( s1->number < s2->number )
{
return -1;
}
plugfuncs->EndGame("SV_QsortEntityStates: duplicated entity");
return 0;
}
static qboolean SVQ3_EntityIsVisible(q3client_frame_t *snap, q3sharedEntity_t *ent)
{
q3serverEntity_t *sent;
if (!ent->r.linked)
{
return false; // not active entity
}
if (ent->r.svFlags & SVF_NOCLIENT )
{
return false; // set to invisible
}
if (ent->r.svFlags & SVF_CLIENTMASK)
{
if (clientNum > 32)
{
plugfuncs->EndGame("SVF_CLIENTMASK: clientNum > 32" );
}
if (ent->r.singleClient & (1 << (clientNum & 7)))
{
return true;
}
return false;
}
if (ent->r.svFlags & SVF_SINGLECLIENT)
{
if ( ent->r.singleClient == clientNum)
{
return true;
}
return false;
}
if (ent->r.svFlags & SVF_NOTSINGLECLIENT)
{
if (ent->r.singleClient == clientNum)
{
return false;
}
// FIXME: fall through
}
if (ent->r.svFlags & SVF_BROADCAST)
{
return true;
}
//
// ignore if not touching a PV leaf
//
sent = SENTITY_FOR_GENTITY( ent );
// check area
if (sent->pvscache.areanum < 0 || !(snap->areabits[sent->pvscache.areanum >> 3] & (1 << (sent->pvscache.areanum & 7))))
{
// doors can legally straddle two areas, so
// we may need to check another one
if (sent->pvscache.areanum2 < 0 || !(snap->areabits[sent->pvscache.areanum2 >> 3] & (1 << (sent->pvscache.areanum2 & 7))))
{
return false; // blocked by a door
}
}
return sv3.world->worldmodel->funcs.EdictInFatPVS(sv3.world->worldmodel, &sent->pvscache, bitvector, NULL/*using the snapshots areabits rather than the bsp's*/);
}
#ifdef Q3OVERQW
static q3playerState_t *SVQ3Q1_BuildPlayerState(client_t *client)
{
static q3playerState_t state;
extern cvar_t sv_gravity;
memset(&state, 0, sizeof(state));
#ifdef warningmsg
#pragma warningmsg("qwoverq3: other things will need to be packed into here.")
#endif
state.commandTime = client->lastcmd.servertime;
state.pm_type = client->edict->v->movetype;
state.origin[0] = client->edict->v->origin[0];
state.origin[1] = client->edict->v->origin[1];
state.origin[2] = client->edict->v->origin[2];
state.velocity[0] = client->edict->v->velocity[0];
state.velocity[1] = client->edict->v->velocity[1];
state.velocity[2] = client->edict->v->velocity[2];
client->maxspeed = client->edict->xv->maxspeed;
if (!client->maxspeed)
client->maxspeed = sv_maxspeed.value;
client->entgravity = client->edict->xv->gravity * sv_gravity.value;
if (!client->entgravity)
client->entgravity = sv_gravity.value;
if (client->edict->xv->hasted)
client->maxspeed *= client->edict->xv->hasted;
state.speed = client->maxspeed;
state.gravity = client->entgravity;
state.viewangles[0] = client->edict->v->angles[0];
state.viewangles[1] = client->edict->v->angles[1];
state.viewangles[2] = client->edict->v->angles[2];
state.clientNum = client - svs.clients;
state.weapon = client->edict->v->weapon;
state.stats[0] = client->edict->v->health;
state.stats[2] = (int)client->edict->v->items&1023;
state.stats[3] = client->edict->v->armorvalue;
state.stats[4] = client->edict->v->angles[1];
// state.stats[6] = client->edict->v->max_health;
state.persistant[0] = client->edict->v->frags;
state.ammo[0] = client->edict->v->currentammo;
state.ammo[1] = client->edict->v->ammo_shells;
state.ammo[2] = client->edict->v->ammo_nails;
state.ammo[3] = client->edict->v->ammo_rockets;
state.ammo[4] = client->edict->v->ammo_cells;
return &state;
}
#endif
void SVQ3_BuildClientSnapshot( client_t *client )
{
q3entityState_t *entityStates[MAX_ENTITIES_IN_SNAPSHOT];
vec3_t org;
q3sharedEntity_t *ent;
q3sharedEntity_t *clent;
q3client_frame_t *snap;
q3entityState_t *es;
q3playerState_t *ps;
int portalarea;
int i;
static pvsbuffer_t pvsbuffer;
if (!q3_snapshot_entities)
{
q3_num_snapshot_entities = 32 * Q3UPDATE_BACKUP * 32;
q3_next_snapshot_entities = 0;
q3_snapshot_entities = Z_Malloc(sizeof( q3entityState_t ) * q3_num_snapshot_entities);
}
clientNum = client - svs.clients;
#ifdef Q3OVERQW
if (svs.gametype != GT_QUAKE3)
{
clent = NULL;
ps = SVQ3Q1_BuildPlayerState(client);
}
else
#endif
{
clent = GENTITY_FOR_NUM( clientNum );
ps = PS_FOR_NUM( clientNum );
}
// this is the frame we are creating
snap = client->frameunion.q3frames;
snap += client->netchan.outgoing_sequence & Q3UPDATE_MASK;
snap->serverTime = sv3.world->physicstime*1000; // save it for ping calc later
snap->flags = 0;
if( client->state < cs_spawned )
{
// not in game yet
memcpy(&snap->ps, ps, sizeof(snap->ps));
snap->flags |= SNAPFLAG_NOT_ACTIVE;
snap->areabytes = 1;
snap->areabits[0] = 0;
snap->num_entities = 0;
snap->first_entity = q3_next_snapshot_entities;
return;
}
// find the client's PVS
VectorCopy( ps->origin, org );
org[2] += ps->viewheight;
bitvector = sv3.world->worldmodel->funcs.ClusterPVS(sv3.world->worldmodel, sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, org, &clientarea), &pvsbuffer, PVM_REPLACE);
// calculate the visible areas
snap->areabytes = sv3.world->worldmodel->funcs.WriteAreaBits(sv3.world->worldmodel, snap->areabits, sizeof(snap->areabits), clientarea, false);
// grab the current playerState_t
memcpy(&snap->ps, ps, sizeof(snap->ps));
// build up the list of visible entities
snap->num_entities = 0;
snap->first_entity = q3_next_snapshot_entities;
if (svs.gametype == GT_QUAKE3)
{
// check for SVF_PORTAL entities first
for( i=0 ; i<numq3entities ; i++)
{
ent = GENTITY_FOR_NUM(i);
if(ent == clent )
continue;
if(!(ent->r.svFlags & SVF_PORTAL))
continue;
if(!SVQ3_EntityIsVisible(snap, ent))
continue;
//merge pvs bits so we can see other ents through it
sv3.world->worldmodel->funcs.ClusterPVS(sv3.world->worldmodel, sv3.world->worldmodel->funcs.ClusterForPoint(sv3.world->worldmodel, ent->s.origin2, &portalarea), &pvsbuffer, PVM_MERGE);
//and areabits too
sv3.world->worldmodel->funcs.WriteAreaBits(sv3.world->worldmodel, snap->areabits, snap->areabytes, portalarea, true);
}
// add all visible entities
for (i=0 ; i<numq3entities ; i++)
{
ent = GENTITY_FOR_NUM(i);
if (ent == clent)
continue;
if (!SVQ3_EntityIsVisible(snap, ent))
continue;
if (ent->s.number != i)
{
Con_DPrintf( "FIXING ENT->S.NUMBER!!!\n" );
ent->s.number = i;
}
entityStates[snap->num_entities++] = &ent->s;
if( snap->num_entities >= MAX_ENTITIES_IN_SNAPSHOT )
{
Con_DPrintf( "MAX_ENTITIES_IN_SNAPSHOT\n" );
break;
}
}
}
#ifdef QWOVERQ3
else
{ //our q1->q3 converter
packet_entities_t pack;
entity_state_t packentities[64];
q3entityState_t q3packentities[64];
pack.entities = packentities;
pack.max_entities = sizeof(packentities)/sizeof(packentities[0]);
//get the q1 code to generate a packet
SVQ3Q1_BuildEntityPacket(client, &pack);
for (i = 0; i < pack.num_entities; i++)
{ //map the packet fields to q3.
SVQ3Q1_ConvertEntStateQ1ToQ3(&pack.entities[i], &q3packentities[i]);
entityStates[snap->num_entities++] = &q3packentities[i];
}
}
#endif
if( q3_next_snapshot_entities + snap->num_entities >= 0x7FFFFFFE )
{
plugfuncs->EndGame("q3_next_snapshot_entities wrapped");
}
// find duplicated entities
qsort( entityStates, snap->num_entities, sizeof( entityStates[0] ), SVQ3_QsortEntityStates );
// add them to the circular snapshotEntities array
for( i=0 ; i<snap->num_entities ; i++ )
{
es = &q3_snapshot_entities[q3_next_snapshot_entities % q3_num_snapshot_entities];
memcpy( es, entityStates[i], sizeof( *es ) );
q3_next_snapshot_entities++;
}
for (i = 0; i < snap->areabytes;i++)
{ //fix areabits, q2->q3 style..
snap->areabits[i]^=255;
}
}
#ifdef QWOVERQ3
static void SVQ3Q1_ConvertEntStateQ1ToQ3(entity_state_t *q1, q3entityState_t *q3)
{
#ifdef warningmsg
#pragma warningmsg("qwoverq3: This _WILL_ need extending")
#endif
q3->number = q1->number;
q3->pos.trTime = 0;
q3->pos.trBase[0] = 0;
q3->pos.trBase[1] = 0;
q3->pos.trDelta[0] = 0;
q3->pos.trDelta[1] = 0;
q3->pos.trBase[2] = 0;
q3->apos.trBase[1] = 0;
q3->pos.trDelta[2] = 0;
q3->apos.trBase[0] = 0;
q3->event = 0;
q3->angles2[1] = 0;
q3->eType = 0;
q3->torsoAnim = q1->skinnum;
q3->eventParm = 0;
q3->legsAnim = 0;
q3->groundEntityNum = 0;
q3->pos.trType = 0;
q3->eFlags = 0;
q3->otherEntityNum = 0;
q3->weapon = 0;
q3->clientNum = q1->colormap;
q3->angles[1] = q1->angles[0];
q3->pos.trDuration = 0;
q3->apos.trType = 0;
q3->origin[0] = q1->origin[0];
q3->origin[1] = q1->origin[1];
q3->origin[2] = q1->origin[2];
q3->solid = q1->solidsize;
q3->powerups = q1->effects;
q3->modelindex = q1->modelindex;
q3->otherEntityNum2 = 0;
q3->loopSound = 0;
q3->generic1 = q1->trans;
q3->origin2[2] = 0;//q1->old_origin[2];
q3->origin2[0] = 0;//q1->old_origin[0];
q3->origin2[1] = 0;//q1->old_origin[1];
q3->modelindex2 = 0;//q1->modelindex2;
q3->angles[0] = q1->angles[0];
q3->time = 0;
q3->apos.trTime = 0;
q3->apos.trDuration = 0;
q3->apos.trBase[2] = 0;
q3->apos.trDelta[0] = 0;
q3->apos.trDelta[1] = 0;
q3->apos.trDelta[2] = 0;
q3->time2 = 0;
q3->angles[2] = q1->angles[2];
q3->angles2[0] = 0;
q3->angles2[2] = 0;
q3->constantLight = q1->abslight;
q3->frame = q1->frame;
}
static void SVQ3Q1_SendGamestateConfigstrings(sizebuf_t *msg)
{
const int cs_models = 32;
const int cs_sounds = cs_models + 256;
const int cs_players = cs_sounds + 256;
int i, j;
const char *str;
char sysinfo[MAX_SERVERINFO_STRING];
const char *cfgstr[MAX_CONFIGSTRINGS];
//an empty crc string means we let the client use any
//but then it doesn't download our qwoverq3 thing.
char *refpackcrcs = "";//"-1309355180 0 0 0 0 0 0 0 0 0";
char *refpacknames = "baseq3/pak0 baseq3/pak1 baseq3/pak2 baseq3/pak3 baseq3/pak4 baseq3/pak5 baseq3/pak6 baseq3/pak7 baseq3/pak8 fte/qwoverq3";
memset((void*)cfgstr, 0, sizeof(cfgstr));
sysinfo[0] = 0;
Info_SetValueForKey(sysinfo, "sv_serverid", va("%i", svs.spawncount), sizeof(sysinfo));
str = refpackcrcs;//FS_GetPackHashes(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_paks", str, sizeof(sysinfo));
str = refpacknames;//FS_GetPackNames(buffer, sizeof(buffer), false);
Info_SetValueForKey(sysinfo, "sv_pakNames", str, sizeof(sysinfo));
str = refpackcrcs;//FS_GetPackHashes(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPaks", str, sizeof(sysinfo));
str = refpacknames;//FS_GetPackNames(buffer, sizeof(buffer), true);
Info_SetValueForKey(sysinfo, "sv_referencedPakNames", str, sizeof(sysinfo));
//Con_Printf("Sysinfo: %s\n", sysinfo);
str = "0";
Info_SetValueForKey(sysinfo, "sv_pure", str, sizeof(sysinfo));
str = "qwoverq3";
Info_SetValueForKey(sysinfo, "fs_game", str, sizeof(sysinfo));
cfgstr[0] = svs.info;
cfgstr[1] = sysinfo;
cfgstr[2] = NULL;//sv.cdtrack;
cfgstr[3] = sv.mapname;
cfgstr[20] = "QuakeWorld-Over-Q3"; //you can get the gamedir out of the serverinfo
//add in 32 clients
for (i = 0; i < sv.allocated_client_slots; i++)
{
cfgstr[cs_players+i] = svs.clients[i].userinfo;
}
//fill up the last half with sound/model names
//note that we're limited to only 256 models/sounds
for (i = 2; i < 256; i++)
{
cfgstr[cs_models+i] = sv.strings.model_precache[i];
}
for (i = 0; i < 256; i++)
{
cfgstr[cs_sounds+i] = sv.strings.sound_precache[i];
}
// write configstrings
for (i = 0; i < MAX_CONFIGSTRINGS; i++)
{
str = cfgstr[i];
if (!str || !*str)
continue;
MSG_WriteBits(msg, svcq3_configstring, 8);
MSG_WriteBits(msg, i, 16);
for (j = 0; str[j]; j++)
MSG_WriteBits(msg, str[j], 8);
MSG_WriteBits(msg, 0, 8);
}
}
#endif
static void SVQ3_WriteServerCommandsToClient(client_t *client, sizebuf_t *msg)
{
int i;
int j, len;
char *str;
for(i=client->server_command_ack+1; i<=client->server_command_sequence; i++)
{
msgfuncs->WriteBits(msg, svcq3_serverCommand, 8);
msgfuncs->WriteBits(msg, i, 32);
str = client->server_commands[i & Q3TEXTCMD_MASK];
len = strlen(str);
for (j = 0; j <= len; j++)
msgfuncs->WriteBits(msg, str[j], 8);
}
}
//writes initial gamestate
void SVQ3_SendGameState(client_t *client)
{
sizebuf_t msg;
unsigned char buffer[MAX_OVERALLMSGLEN];
int i;
int j;
char *configString;
Con_DPrintf( "SV_SendClientGameState() for %s\n", client->name );
memset(&msg, 0, sizeof(msg));
msg.maxsize = sizeof(buffer);
msg.data = buffer;
msg.packing = SZ_HUFFMAN;
// write last clientCommand number we have processed
msgfuncs->WriteBits(&msg, client->last_client_command_num, 32);
SVQ3_WriteServerCommandsToClient(client, &msg);
msgfuncs->WriteBits(&msg, svcq3_gamestate, 8 );
msgfuncs->WriteBits(&msg, client->server_command_sequence, 32);
switch (svs.gametype)
{
case GT_QUAKE3:
// write configstrings
for( i=0; i<countof(svq3_configstrings); i++ )
{
configString = svq3_configstrings[i];
if( !configString )
continue;
msgfuncs->WriteBits( &msg, svcq3_configstring, 8);
msgfuncs->WriteBits( &msg, i, 16 );
for (j = 0; configString[j]; j++)
msgfuncs->WriteBits(&msg, configString[j], 8);
msgfuncs->WriteBits(&msg, 0, 8);
}
// write baselines
for( i=0; i<MAX_GENTITIES; i++ )
{
if (!q3_baselines[i].number)
continue;
msgfuncs->WriteBits(&msg, svcq3_baseline, 8);
MSGQ3_WriteDeltaEntity( &msg, NULL, &q3_baselines[i], true );
}
break;
#ifdef QWOVERQ3
case GT_PROGS:
case GT_Q1QVM:
SVQ3Q1_SendGamestateConfigstrings(&msg);
for (i = sv.allocated_client_slots+1; i < sv3.world->num_edicts; i++)
{
edict_t *e = EDICT_NUM(svprogfuncs, i);
if (e->baseline.modelindex)
{
q3entityState_t q3base;
SVQ3Q1_ConvertEntStateQ1ToQ3(&e->baseline, &q3base);
MSG_WriteBits(&msg, svcq3_baseline, 8);
MSGQ3_WriteDeltaEntity(&msg, NULL, &q3base, true);
}
}
break;
#endif
default:
client->drop = true;
break;
}
// write svc_eom command
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
msgfuncs->WriteBits(&msg, client - svs.clients, 32);
msgfuncs->WriteBits(&msg, fs_key, 32);
// end of message marker
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
// send the datagram
SVQ3_Netchan_Transmit(client, msg.cursize, msg.data);
// calculate client->sendTime
// SV_RateDrop(client, msg.cursize);
client->state = cs_connected;
client->gamestatesequence = client->last_sequence;
}
void SVQ3_SendMessage(client_t *client)
{
qbyte buffer[MAX_OVERALLMSGLEN];
sizebuf_t msg;
memset(&msg, 0, sizeof(msg));
msg.maxsize = sizeof(buffer);
msg.data = buffer;
msg.packing = SZ_HUFFMAN;
SVQ3_BuildClientSnapshot(client);
msgfuncs->WriteBits(&msg, client->last_client_command_num, 32);
// write pending serverCommands
SVQ3_WriteServerCommandsToClient(client, &msg);
// send over all the relevant entityState_t
// and the playerState_t
SVQ3_WriteSnapshotToClient(client, &msg);
// SV_WriteDownloadToClient(client, &msg);
// end of message marker
msgfuncs->WriteBits(&msg, svcq3_eom, 8);
SVQ3_Netchan_Transmit(client, msg.cursize, msg.data);
}
client_t *SVQ3_FindEmptyPlayerSlot(void)
{
int pcount = 0;
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state)
pcount++;
}
//in q3, spectators are not special
if (pcount >= sv_maxclients->value)
return NULL;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (!svs.clients[i].state)
return &svs.clients[i];
}
return NULL;
}
client_t *SVQ3_FindExistingPlayerByIP(netadr_t *na, int qport)
{
int i;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state && msgfuncs->CompareAdr(&svs.clients[i].netchan.remote_address, na))
return &svs.clients[i];
}
return NULL;
}
static qboolean SVQ3_Netchan_Process(client_t *client, sizebuf_t *msg)
{
if (Netchan_ProcessQ3(&client->netchan, msg))
{
#ifndef Q3_NOENCRYPT
int serverid;
int lastSequence;
int lastServerCommandNum;
qbyte bitmask;
qbyte c;
int i, j;
char *string;
int bit;
// archive buffer state
bit = msg->currentbit;
msg->packing = SZ_HUFFMAN;
serverid = msgfuncs->ReadBits(32);
lastSequence = msgfuncs->ReadBits(32);
lastServerCommandNum = msgfuncs->ReadBits(32);
// restore buffer state
msg->currentbit = bit;
msg->packing = SZ_RAWBYTES;
// calculate bitmask
bitmask = (serverid ^ lastSequence ^ client->challenge) & 0xff;
string = client->server_commands[lastServerCommandNum & Q3TEXTCMD_MASK];
// decrypt the packet
for(i=msgfuncs->ReadCount()+12,j=0; i<msg->cursize; i++,j++)
{
if(!string[j])
{
j = 0; // another way around
}
c = string[j];
if(c > 127 || c == '%')
{
c = '.';
}
bitmask ^= c << (i & 1);
msg->data[i] ^= bitmask;
}
#endif
return true;
}
return false;
}
static void SVQ3_Netchan_Transmit(client_t *client, int length, qbyte *data)
{
#ifndef Q3_NOENCRYPT
qbyte buffer[MAX_OVERALLMSGLEN];
int i;
qbyte bitmask;
qbyte c;
int j;
char *string;
// calculate bitmask
bitmask = (client->netchan.outgoing_sequence ^ client->challenge) & 0xff;
string = client->last_client_command;
//first four bytes are not encrypted.
for(i=0; i<4 ; i++)
buffer[i] = data[i];
// encrypt the packet
for(j=0 ; i<length ; i++, j++)
{
if(!string[j])
j = 0; //restart
c = string[j];
if (c > 127 || c == '%')
c = '.';
bitmask ^= c << (i & 1);
buffer[i] = data[i]^bitmask;
}
data = buffer;
#endif
// deliver the message
Netchan_TransmitQ3(sv3.server_state_static->sockets, &client->netchan, length, data);
}
int StringKey(const char *string, int length);
#define MAX_PACKET_USERCMDS 64
void SVQ3_ParseUsercmd(client_t *client, qboolean delta)
{
static usercmd_t nullcmd;
usercmd_t commands[MAX_PACKET_USERCMDS];
usercmd_t *from;
usercmd_t *to;
int i;
int key;
int cmdCount;
char *string;
if(delta)
{
client->delta_sequence = client->last_sequence;
// client->snapLatency[client->last_sequence & (LATENCY_COUNTS-1)] = Sys_Milliseconds()/*svs.levelTime*/ - client->snapshots[client->last_sequence & UPDATE_MASK].serverTime;
}
else
{
client->delta_sequence = -1; // client is asking for retransmit
// client->snapLatency[client->last_sequence & (LATENCY_COUNTS-1)] = -1;
}
// read number of usercmds in a packet
cmdCount = msgfuncs->ReadBits(8);
if (cmdCount < 1 ||
cmdCount > MAX_PACKET_USERCMDS ||
svs.gametype != GT_QUAKE3)
{
worldfuncs->DropClient(client);
return;
}
if(client->state < cs_connected)
return; // was dropped
// calculate key for usercmd decryption
string = client->server_commands[client->server_command_ack & Q3TEXTCMD_MASK];
key = client->last_sequence ^ fs_key ^ StringKey(string, 32);
// read delta sequenced usercmds
from = &nullcmd;
for(i=0, to=commands; i<cmdCount; i++, to++)
{
MSG_Q3_ReadDeltaUsercmd(key, from, to);
from = to;
}
switch(client->state)
{
case cs_connected:
// transition from CS_PRIMED to CS_ACTIVE
memcpy(&client->lastcmd, &commands[cmdCount-1], sizeof(client->lastcmd));
SVQ3_ClientBegin(client);
client->state = cs_spawned;
client->lastcmd.servertime = sv.time*1000;
break;
case cs_spawned:
// run G_ClientThink() on each usercmd
for(i=0,to=commands; i<cmdCount; i++, to++)
{
if(to->servertime <= client->lastcmd.servertime)
{
continue;
}
if (to->servertime-10 > sv.time*1000) //10 ms allows some server latency...
{
Con_Printf("ignoring command from the future...\n");
continue;
}
memcpy(&client->lastcmd, to, sizeof(client->lastcmd));
SVQ3_ClientThink(client);
}
break;
default:
break; // outdated usercmd packet
}
}
void SVQ3_UpdateUserinfo_f(client_t *cl)
{
worldfuncs->IBufFromInfo(&cl->userinfo, cmdfuncs->Argv(1, NULL, 0), false);
worldfuncs->ExtractFromUserinfo (cl, true);
if (svs.gametype == GT_QUAKE3 && cl->spawned)
vmfuncs->Call(q3gamevm, GAME_CLIENT_USERINFO_CHANGED, (int)(cl-svs.clients));
}
static void SVQ3_Drop_f(client_t *cl)
{
worldfuncs->DropClient(cl);
}
//part of the sv_pure mechanism. verifies the client's pack list and kicks if they're wrong.
//safe to ignore, if you're okay with potential cheats.
static void SVQ3_ClientPacks_f(client_t *cl)
{
}
static void SVQ3_Download_f(client_t *cl)
{
//clients might end up waiting for the download which will never come.
//kick them so that doesn't happen. downloads are not supported at this time. not even reporting failure! :s
worldfuncs->DropClient(cl);
// short 0
// long -1
}
static void SVQ3_NextDL_f(client_t *cl)
{
//send next chunk
}
static void SVQ3_StopDL_f(client_t *cl)
{
//abort/close current download, if any
}
static void SVQ3_DoneDL_f(client_t *cl)
{
//send new gamestate
}
typedef struct ucmd_s
{
char *name;
void (*func)(client_t *);
} ucmd_t;
static const ucmd_t ucmds[] =
{
{"userinfo", SVQ3_UpdateUserinfo_f},
{"disconnect", SVQ3_Drop_f},
{"cp", SVQ3_ClientPacks_f},
{"download", SVQ3_Download_f},
{"nextdl", SVQ3_NextDL_f},
{"stopdl", SVQ3_StopDL_f},
{"donedl", SVQ3_DoneDL_f},
{NULL, NULL}
};
void SVQ3_ParseClientCommand(client_t *client)
{
int commandNum;
char *command;
const ucmd_t *u;
char buffer[2048];
char arg0[256];
int i;
commandNum = msgfuncs->ReadBits(32);
for (i = 0; ; i++)
{
buffer[i] = msgfuncs->ReadBits(8);
if (!buffer[i])
break;
}
command = buffer;
if(commandNum <= client->last_client_command_num)
return; // we have already received this command
// Con_Printf("ClientCommand %i: %s\n", commandNum, buffer);
// Con_DPrintf("clientCommand: %s : %i : %s\n", client->name, commandNum, Com_TranslateLinefeeds(command));
client->last_client_command_num++;
if(commandNum > client->last_client_command_num)
{
Con_Printf("Client %s lost %i clientCommands\n", client->name, commandNum - client->last_client_command_num);
worldfuncs->DropClient(client);
return;
}
// copy current command for netchan encryption
Q_strncpyz(client->last_client_command, command, sizeof(client->last_client_command));
cmdfuncs->TokenizeString(command);
// check for server private commands first
cmdfuncs->Argv(0, arg0, sizeof(arg0));
for(u=ucmds; u->name; u++)
{
if(!Q_strcasecmp(arg0, u->name))
{
if(u->func)
u->func(client);
break;
}
}
if (svs.gametype == GT_QUAKE3)
if(!u->name && sv.state == ss_active)
SVQ3_ClientCommand(client);
}
void SVQ3_ParseClientMessage(client_t *client, sizebuf_t *msg)
{
int serverid; //sorta like the level number.
int c;
// remaining data is compressed
msg->packing = SZ_HUFFMAN;
msg->currentbit = msgfuncs->ReadCount()*8;
// read serverid
serverid = msgfuncs->ReadBits(32);
// read last server message sequence client received
client->last_sequence = msgfuncs->ReadBits(32);
if( client->last_sequence < 0 )
{
return; // this shouldn't happen
}
// read last server command number client received
client->server_command_ack = msgfuncs->ReadBits(32);
if( client->server_command_ack <= client->server_command_sequence - Q3TEXTCMD_BACKUP )
client->server_command_ack = client->server_command_sequence - Q3TEXTCMD_BACKUP + 1; //too old
else if( client->server_command_ack > client->server_command_sequence )
client->server_command_ack = client->server_command_sequence; //client is from the future? o.O make fatal?
// check if message is from a previous level
if( serverid != svs.spawncount )
{
if(client->gamestatesequence>=0)
{
if (client->last_sequence - client->gamestatesequence < 100)
{
return; // don't resend gameState too frequently
}
Con_DPrintf("%s : dropped gamestate, resending\n", client->name);
}
client->lastcmd.servertime = sv.time*1000;
SVQ3_SendGameState(client);
return;
}
client->send_message = true;
//
// parse the message
//
while(1)
{
if(client->state < cs_connected)
return; // parsed command caused client to disconnect
c = msgfuncs->ReadBits(8);
if (c < 0)
{
Con_Printf("corrupt packet from %s\n", client->name);
client->drop = true;
return;
}
if (c == clcq3_eom)
{
break;
}
switch(c)
{
default:
Con_Printf("corrupt packet from %s\n", client->name);
client->drop = true;
return;
case clcq3_nop:
break;
case clcq3_move:
SVQ3_ParseUsercmd(client, true);
break;
case clcq3_nodeltaMove:
SVQ3_ParseUsercmd(client, false);
break;
case clcq3_clientCommand:
SVQ3_ParseClientCommand(client);
break;
}
}
if (msg->currentbit+8 < (msg->cursize<<3))
{
Con_Printf(CON_WARNING "WARNING: Junk at end of packet for client %s\n", client->name );
}
};
qboolean SVQ3_HandleClient(netadr_t *from, sizebuf_t *msg)
{
int i;
int qport;
msgfuncs->BeginReading(msg, msg_nullnetprim);
msgfuncs->ReadBits(32);
qport = msgfuncs->ReadBits(16);
if (qport < 0)
return false;
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state < cs_connected)
continue;
if (svs.clients[i].netchan.qport != qport)
continue;
if (!msgfuncs->CompareBaseAdr(&svs.clients[i].netchan.remote_address, from))
continue;
if (!ISQ3CLIENT(&svs.clients[i]))
continue;
//found them.
break;
}
if (i == sv.allocated_client_slots)
return false; //nope
if (!SVQ3_Netchan_Process(&svs.clients[i], msg))
{
return true; // wasn't accepted for some reason
}
SVQ3_ParseClientMessage(&svs.clients[i], msg);
return true;
}
//Q3 gamecode does map_restart weirdly.
//it simply reloads the gamecode without changing any maps/models/sounds
//this won't work for q1/q2, but q3 expects it.
//note that time continues from its prior value without any kind of reset.
qboolean SVQ3_RestartGamecode(void)
{
int i;
int newmaxclients = max(8,sv_maxclients->ival);
if (sv.allocated_client_slots != newmaxclients)
return false; //can't do it if maxclients needs to change.
//reload the gamecode
sv.state = ss_loading;
if (!SVQ3_InitGame(sv3.server_state_static, sv3.server_state, true))
return false;
// svs.spawncount++; //so new snapshots get sent
//and then reconnect the players as appropriate
// SVQ3_NewMapConnects();
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state < cs_connected)
continue;
if (vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, i, false, svs.clients[i].protocol == SCP_BAD))
{
worldfuncs->DropClient(&svs.clients[i]);
continue;
}
if (svs.clients[i].spawned)
{
sv.spawned_client_slots--;
SVQ3_ClientBegin(&svs.clients[i]);
}
}
sv.starttime = plugfuncs->GetSeconds() - sv.time;
#ifdef SAVEDGAMES
sv.autosave_time = sv.time + cvarfuncs->GetFloat("sv_autosave")*60;
#endif
//basically done
sv.state = ss_active;
sv3.restarting = false;
//and an extra physics frame for luck
sv.time+=0.1;
sv3.world->physicstime=sv.time;
SVQ3_RunFrame();
SVQ3_SendServerCommand(NULL, "map_restart");
return true; //yup, we did it.
}
void SVQ3_NewMapConnects(void)
{
int i;
qintptr_t ret;
/* Kick old bots in SP - eukara */
cvar_t *gametype;
gametype = cvarfuncs->GetNVFDG("g_gametype", "", CVAR_MAPLATCH|CVAR_SERVERINFO, NULL, "Q3 compatability");
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state < cs_connected)
continue;
if (gametype->value == 2 && svs.clients[i].protocol == SCP_BAD)
ret = true;
else
ret = vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, i, false, svs.clients[i].protocol == SCP_BAD);
if (ret)
{
worldfuncs->DropClient(&svs.clients[i]);
}
else if (svs.clients[i].protocol == SCP_BAD)
{ //spawn bots now.
svs.clients[i].state = cs_spawned;
SVQ3_ClientBegin(&svs.clients[i]);
}
}
}
void SVQ3_DirectConnect(netadr_t *from, sizebuf_t *msg) //Actually connect the client, use up a slot, and let the gamecode know of it.
{
//this is only called when running q3 gamecode
char *reason;
client_t *cl;
char *userinfo = NULL;
qintptr_t ret;
int challenge;
int qport;
char adr[MAX_ADR_SIZE];
if (msg->cursize < 12)
return;
if (msgfuncs->Huff_DecryptPacket)
msgfuncs->Huff_DecryptPacket(msg, 12);
cmdfuncs->TokenizeString((char*)msg->data+4);
userinfo = cmdfuncs->Argv(1, NULL, 0);
qport = atoi(worldfuncs->GetInfoKey(userinfo, "qport"));
challenge = atoi(worldfuncs->GetInfoKey(userinfo, "challenge"));
cl = SVQ3_FindExistingPlayerByIP(from, qport); //use a duplicate first.
if (!cl)
cl = SVQ3_FindEmptyPlayerSlot();
if (!msgfuncs->Huff_CompressionCRC || !msgfuncs->Huff_CompressionCRC(HUFFCRC_QUAKE3))
{
reason = "Could not set up compression.";
userinfo = NULL;
}
else if (!cl)
{
reason = "Server is full.";
userinfo = NULL;
}
else
{
if (cl->frameunion.q3frames)
plugfuncs->Free(cl->frameunion.q3frames);
memset(cl, 0, sizeof(*cl));
challenge = atoi(worldfuncs->GetInfoKey(userinfo, "challenge"));
if (from->type != NA_LOOPBACK && !worldfuncs->ChallengePasses(challenge))
reason = "Invalid challenge\n";
else
{
worldfuncs->IBufFromInfo(&cl->userinfo, userinfo, false);
if (from->type == NA_LOOPBACK)
reason = "localhost"; //Q3 uses this specific string for listen servers.
else
reason = msgfuncs->AdrToString(adr, sizeof(adr), from);
worldfuncs->SetIBufKey(&cl->userinfo, "ip", reason); //q3 gamecode needs to know the client's ip (server's perception of the client, NOT QW client's perception of the server/proxy)
ret = vmfuncs->Call(q3gamevm, GAME_CLIENT_CONNECT, (int)(cl-svs.clients), true/*firsttime*/, false/*isbot*/);
if (!ret)
reason = NULL;
else
reason = (char*)vmfuncs->MemoryBase(q3gamevm)+ret;
}
}
if (reason)
{
Con_Printf("%s\n", reason);
reason = va("\377\377\377\377print\n%s", reason);
msgfuncs->SendPacket (svs.sockets, strlen(reason), reason, from);
return;
}
cl->protocol = SCP_QUAKE3;
cl->state = cs_connected;
cl->connection_started = realtime;
cl->name = cl->namebuf;
cl->team = cl->teambuf;
worldfuncs->ExtractFromUserinfo(cl, true);
Netchan_SetupQ3(NCF_SERVER, &cl->netchan, from, qport);
cl->netchan.outgoing_sequence = 1;
cl->challenge = challenge;
cl->userid = (cl - svs.clients)+1;
cl->gamestatesequence = -1;
msgfuncs->SendPacket (svs.sockets, 19, "\377\377\377\377connectResponse", from);
cl->frameunion.q3frames = plugfuncs->Malloc(Q3UPDATE_BACKUP*sizeof(q3client_frame_t));
}
static int SVQ3_AddBot(void)
{
client_t *cl;
cl = SVQ3_FindEmptyPlayerSlot();
if (!cl)
return -1; //failure, no slots
cl->protocol = SCP_BAD;
cl->connection_started = realtime;
cl->state = cs_connected;
cl->name = cl->namebuf;
cl->team = cl->teambuf;
cl->challenge = 0;
cl->userid = (cl - svs.clients)+1;
cl->state = cs_spawned;
memset(&cl->netchan.remote_address, 0, sizeof(cl->netchan.remote_address));
GENTITY_FOR_NUM(cl-svs.clients)->s.number = cl-svs.clients;
return cl - svs.clients;
}
void SVQ3_DropClient(client_t *cl)
{
if (q3gamevm)
vmfuncs->Call(q3gamevm, GAME_CLIENT_DISCONNECT, (int)(cl-svs.clients));
}
#endif