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fteqw/engine/server/svq2_game.c
2022-03-08 05:31:34 +00:00

930 lines
22 KiB
C

#include "quakedef.h"
#define Q2NUM_FOR_EDICT(ent) (((char *)ent - (char *)ge->edicts) / ge->edict_size)
#ifndef Q2SERVER
qboolean SVQ2_InitGameProgs(void)
{
return false;
}
#else
game_export_t *ge;
int svq2_maxclients;
dllhandle_t *q2gamedll;
void SVQ2_UnloadGame (void)
{
if (q2gamedll)
Sys_CloseLibrary(q2gamedll);
q2gamedll = NULL;
}
void *SVQ2_GetGameAPI (void *parms)
{
void *(VARGS *GetGameAPI)(void *);
dllfunction_t funcs[] =
{
{(void**)&GetGameAPI, "GetGameAPI"},
{NULL,NULL}
};
char name[MAX_OSPATH];
char syspath[MAX_OSPATH];
char gamepath[MAX_OSPATH];
void *iterator;
int o;
const char *gamename[] = {
"", //binarydir/q2gameCPU_gamedir.ext
"", //homedir/q2gameCPU_gamedir.ext
"", //basedir/q2gameCPU_gamedir.ext
"", //binarydir/libgame_gamedir.ext
#ifdef _DEBUG
"debug/game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
#endif
#if defined(__linux__) && defined(__i386__)
"game" "i386" ARCH_DL_POSTFIX, //compat is often better than consistancy
#endif
"game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
#ifdef ARCH_ALTCPU_POSTFIX
"game" ARCH_ALTCPU_POSTFIX ARCH_DL_POSTFIX,
#endif
"game" ARCH_DL_POSTFIX,
#if defined(__linux__) //FTE doesn't provide gamecode. Borrow someone else's. Lets just hope that its installed.
// "/usr/lib/yamagi-quake2/%s/game.so",
#endif
NULL
};
void *ret;
#ifdef _DEBUG
Con_DPrintf("Searching for %s\n", gamename[3]);
#else
Con_DPrintf("Searching for %s\n", gamename[2]);
#endif
iterator = NULL;
while(COM_IteratePaths(&iterator, syspath, sizeof(syspath), gamepath, sizeof(gamepath)))
{
for (o = 0; gamename[o]; o++)
{
if (o == 0)
{ //nice and specific
if (!host_parms.binarydir)
continue;
Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
}
else if (o == 1)
{ //nice and specific
if (!*com_homepath)
continue;
Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, com_homepath, gamepath);
}
else if (o == 2)
{ //nice and specific
if (!*com_gamepath)
continue;
Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, com_gamepath, gamepath);
}
else if (o == 3)
{ //because some people don't like knowing what cpu arch they're compiling for
if (!host_parms.binarydir)
continue;
Q_snprintfz(name, sizeof(name), "%slibgame_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
}
else if (*gamename[o] == '/')
{ //system path. o.O
if (!com_gamedirnativecode.ival) //just in case they match.
continue;
Q_snprintfz(name, sizeof(name), gamename[o], gamepath);
}
else
{ //gamedir paths as specified above.
if (!com_gamedirnativecode.ival)
continue;
Q_snprintfz(name, sizeof(name), "%s%s", syspath, gamename[o]);
}
q2gamedll = Sys_LoadLibrary(name, funcs);
if (q2gamedll)
{
ret = GetGameAPI(parms);
if (ret)
{
return ret;
}
Sys_CloseLibrary(q2gamedll);
q2gamedll = 0;
}
}
}
#ifdef _WIN64
//if we found 32bit q2 gamecode that cannot be loaded, print out a warning about it.
//this should make it a little obvious when people try using 64bit builds to run q2.
if (COM_FCheckExists("gamex86.dll"))
Con_Printf(CON_ERROR "WARNING: 32bit q2 gamecode found, but it cannot be used in a 64bit process.\nIf you wish to run this q2 mod, you will need to use a 32bit engine build.\n");
#endif
return NULL;
}
/*
===============
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
===============
*/
static void VARGS PFQ2_Unicast (q2edict_t *ent, qboolean reliable)
{
int p;
client_t *client;
if (!ent)
return;
p = Q2NUM_FOR_EDICT(ent);
if (p < 1 || p > svs.allocated_client_slots)
return;
client = svs.clients + (p-1);
if (client->state < cs_connected)
return;
if (client->controller)
{
client_t *peer;
for (p = 0, peer = client->controller; peer; peer = peer->controlled, p++)
{
if (peer == client)
break;
}
client = client->controller;
//svcq2_playerinfo is not normally valid except within the svc_frame message.
//this means its 'free' to repurpose for things like splitscreen. woot.
MSG_WriteShort(&sv.q2multicast, 0);
memmove(sv.q2multicast.data+2, sv.q2multicast.data, sv.q2multicast.cursize-2);
sv.q2multicast.data[0] = svcq2_playerinfo;
sv.q2multicast.data[1] = p;
}
if (reliable)
SZ_Write (&client->netchan.message, sv.q2multicast.data, sv.q2multicast.cursize);
else
SZ_Write (&client->datagram, sv.q2multicast.data, sv.q2multicast.cursize);
SZ_Clear (&sv.q2multicast);
}
/*
===============
PF_dprintf
Debug print to server console
===============
*/
static void VARGS PFQ2_dprintf (const char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
Con_Printf ("%s", msg);
}
/*
===============
PF_cprintf
Print to a single client
===============
*/
static void VARGS PFQ2_cprintf (q2edict_t *ent, int level, const char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n=0;
if (ent)
{
n = Q2NUM_FOR_EDICT(ent);
if (n < 1 || n > svs.allocated_client_slots)
{
Sys_Error ("cprintf to a non-client");
return;
}
if (svs.clients[n-1].state < cs_connected)
{
Sys_Error ("cprintf to a disconnected client");
return;
}
}
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if (ent)
SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
else
Con_Printf ("%s", msg);
}
/*
===============
PF_centerprintf
centerprint to a single client
===============
*/
static void VARGS PFQ2_centerprintf (q2edict_t *ent, const char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n;
n = Q2NUM_FOR_EDICT(ent);
if (n < 1 || n > svs.allocated_client_slots)
return; // Com_Error (ERR_DROP, "centerprintf to a non-client");
if (svs.clients[n-1].state < cs_connected)
return;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
MSG_WriteByte (&sv.q2multicast,svcq2_centerprint);
MSG_WriteString (&sv.q2multicast,msg);
PFQ2_Unicast (ent, true);
}
/*
===============
PF_error
Abort the server with a game error
===============
*/
static void VARGS PFQ2_error (const char *fmt, ...)
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
SV_Error("Game Error: %s", msg);
}
/*
===============
PF_Configstring
===============
*/
void VARGS PFQ2_Configstring (int i, const char *val)
{
if (i < 0 || i >= Q2MAX_CONFIGSTRINGS)
Sys_Error ("configstring: bad index %i\n", i);
if (!val)
val = "";
Z_Free((char*)sv.strings.configstring[i]);
sv.strings.configstring[i] = Z_StrDup(val);
if (i == Q2CS_NAME)
Q_strncpyz(sv.mapname, val, sizeof(sv.mapname));
if (sv.state != ss_loading)
{ // send the update to everyone
SZ_Clear (&sv.q2multicast);
MSG_WriteChar (&sv.q2multicast, svcq2_configstring);
MSG_WriteShort (&sv.q2multicast, i);
MSG_WriteString (&sv.q2multicast, val);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
}
static int SVQ2_FindIndex (const char *name, int start, int max, int overflowtype)
{
int i;
const char *strings;
if (!name || !name[0])
return 0;
for (i=1 ; i<max ; i++)
{
strings = sv.strings.configstring[start+i];
if (!strings || !*strings)
break;
if (!strcmp(strings, name))
return i;
}
if (i == max)
{
if (overflowtype)
{
const char **overflowstrings;
switch(overflowtype)
{
case 1:
overflowstrings = sv.strings.q2_extramodels;
max = countof(sv.strings.q2_extramodels);
i++; //do not allow 255 to be allocated, ever. just live with the gap (255 means special things).
start = 0x8000;
break;
case 2:
overflowstrings = sv.strings.q2_extrasounds;
max = countof(sv.strings.q2_extrasounds);
start = 0x8000|0x4000;
break;
default:
overflowstrings = NULL; //ssh
max = i;
break;
}
for ( ; i<max ; i++)
{
strings = overflowstrings[i];
if (!strings || !*strings)
{
overflowstrings[i] = Z_StrDup(name);
if (sv.state != ss_loading)
{
SZ_Clear (&sv.q2multicast);
MSG_WriteChar (&sv.q2multicast, svcq2_configstring);
MSG_WriteShort (&sv.q2multicast, start+i);
MSG_WriteString (&sv.q2multicast, name);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
return i;
}
if (!strcmp(strings, name))
return i;
}
}
Sys_Error ("*Index: overflow");
}
PFQ2_Configstring(start + i, name);
return i;
}
static int VARGS SVQ2_ModelIndex (const char *name)
{
//model 255 is special for players. don't use it.
return SVQ2_FindIndex (name, Q2CS_MODELS, Q2MAX_MODELS-1, 1);
}
static int VARGS SVQ2_SoundIndex (const char *name)
{
return SVQ2_FindIndex (name, Q2CS_SOUNDS, Q2MAX_SOUNDS, 2);
}
static int VARGS SVQ2_ImageIndex (const char *name)
{
return SVQ2_FindIndex (name, Q2CS_IMAGES, Q2MAX_IMAGES, 0);
}
/*
=================
PF_setmodel
Also sets mins and maxs for inline bmodels
=================
*/
static void VARGS PFQ2_setmodel (q2edict_t *ent, const char *name)
{
int i;
model_t *mod;
if (!name)
{
Con_Printf (CON_ERROR "ERROR: PF_setmodel: NULL\n");
ent->s.modelindex = 0;
return;
}
i = SVQ2_ModelIndex (name);
// ent->model = name;
ent->s.modelindex = i;
// if it is an inline model, get the size information for it
if (name[0] == '*')
{
mod = Mod_FindName (Mod_FixName(name, sv.modelname));
if (mod->loadstate == MLS_LOADING)
COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING); //wait for it if needed
VectorCopy (mod->mins, ent->mins);
VectorCopy (mod->maxs, ent->maxs);
WorldQ2_LinkEdict (&sv.world, ent);
}
}
/*
static qboolean PFQ2_Q1BSP_AreasConnected (int area1, int area2)
{
return true;
}
static qboolean CMQ2_Q1BSP_SetAreaPortalState (int portalnum, qboolean open)
{
return true;
}*/
static void VARGS PFQ2_WriteChar (int c) {MSG_WriteChar (&sv.q2multicast, c & 0xff);}
static void VARGS PFQ2_WriteByte (int c) {MSG_WriteByte (&sv.q2multicast, c & 0xff);}
static void VARGS PFQ2_WriteShort (int c) {MSG_WriteShort (&sv.q2multicast, c & 0xffff);}
static void VARGS PFQ2_WriteLong (int c) {MSG_WriteLong (&sv.q2multicast, c);}
static void VARGS PFQ2_WriteFloat (float f) {MSG_WriteFloat (&sv.q2multicast, f);}
static void VARGS PFQ2_WriteString (const char *s) {MSG_WriteString (&sv.q2multicast, s);}
static void VARGS PFQ2_WriteAngle (float f) {MSG_WriteAngle (&sv.q2multicast, f);}
static void VARGS PFQ2_WritePos (vec3_t pos) { MSG_WriteCoord (&sv.q2multicast, pos[0]);
MSG_WriteCoord (&sv.q2multicast, pos[1]);
MSG_WriteCoord (&sv.q2multicast, pos[2]);
}
static void VARGS PFQ2_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.q2multicast, dir);}
/*
=================
PF_inPVS
Also checks portalareas so that doors block sight
=================
*/
static qboolean VARGS PFQ2_inPVS (vec3_t p1, vec3_t p2)
{
int cluster;
int area1, area2;
qbyte *mask;
cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p1, &area1);
mask = sv.world.worldmodel->funcs.ClusterPVS (sv.world.worldmodel, cluster, NULL, PVM_FAST);
cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p2, &area2);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false;
if (!sv.world.worldmodel->funcs.AreasConnected (sv.world.worldmodel, area1, area2))
return false; // a door blocks sight
return true;
}
/*
=================
PF_inPHS
Also checks portalareas so that doors block sound
=================
*/
static qboolean VARGS PFQ2_inPHS (vec3_t p1, vec3_t p2)
{
int cluster;
int area1, area2;
qbyte *mask;
cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p1, &area1);
mask = sv.world.worldmodel->funcs.ClusterPHS (sv.world.worldmodel, cluster, NULL);
cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p2, &area2);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false; // more than one bounce away
if (!sv.world.worldmodel->funcs.AreasConnected (sv.world.worldmodel, area1, area2))
return false; // a door blocks hearing
return true;
}
qboolean VARGS PFQ2_AreasConnected(unsigned int area1, unsigned int area2)
{
//FIXME: requires q2/q3 bsp
return sv.world.worldmodel->funcs.AreasConnected(sv.world.worldmodel, area1, area2);
}
#define Q2ATTN_NONE 0 // full volume the entire level
#define Q2ATTN_NORM 1/*
#define Q2CHAN_AUTO 0
#define Q2CHAN_WEAPON 1
#define Q2CHAN_VOICE 2
#define Q2CHAN_ITEM 3
#define Q2CHAN_BODY 4*/
#define Q2CHAN_NO_PHS_ADD 8
#define Q2CHAN_RELIABLE 16
static void VARGS SVQ2_StartSound (vec3_t origin, q2edict_t *entity, int channel,
int soundindex, float volume,
float attenuation, float timeofs)
{
int sendchan;
int flags;
int i;
int ent;
vec3_t origin_v;
qboolean use_phs;
unsigned int needext = 0;
if (volume < 0 || volume > 1.0)
Sys_Error ("SV_StartSound: volume = %f", volume);
if (attenuation < 0 || attenuation > 4)
Sys_Error ("SV_StartSound: attenuation = %f", attenuation);
// if (channel < 0 || channel > 15)
// Sys_Error ("SV_StartSound: channel = %i", channel);
if (timeofs < 0 || timeofs > 0.255)
Sys_Error ("SV_StartSound: timeofs = %f", timeofs);
ent = Q2NUM_FOR_EDICT(entity);
if (channel & Q2CHAN_NO_PHS_ADD) // no PHS flag
use_phs = false;
else
use_phs = true;
sendchan = (ent<<3) | (channel&7);
flags = 0;
if (volume != Q2DEFAULT_SOUND_PACKET_VOLUME)
flags |= Q2SND_VOLUME;
if (attenuation != Q2DEFAULT_SOUND_PACKET_ATTENUATION)
flags |= Q2SND_ATTENUATION;
if (soundindex > 0xff)
{
flags |= Q2SND_LARGEIDX;
needext |= PEXT_SOUNDDBL;
}
// the client doesn't know that bmodels have weird origins
// the origin can also be explicitly set
if ( (entity->svflags & SVF_NOCLIENT)
|| (entity->solid == Q2SOLID_BSP)
|| origin )
flags |= Q2SND_POS;
// always send the entity number for channel overrides
flags |= Q2SND_ENT;
if (timeofs)
flags |= Q2SND_OFFSET;
// use the entity origin unless it is a bmodel or explicitly specified
if (!origin)
{
origin = origin_v;
if (entity->solid == Q2SOLID_BSP)
{
for (i=0 ; i<3 ; i++)
origin_v[i] = entity->s.origin[i]+0.5*(entity->mins[i]+entity->maxs[i]);
}
else
{
VectorCopy (entity->s.origin, origin_v);
}
if (flags & Q2SND_POS)
{
for (i=0 ; i<3 ; i++)
if (-32768/8.0 > origin_v[i] || origin_v[i] > 32767/8.0)
{
flags |= Q2SND_LARGEPOS;
needext |= PEXT_FLOATCOORDS;
break;
}
}
}
MSG_WriteByte (&sv.q2multicast, svcq2_sound);
MSG_WriteByte (&sv.q2multicast, flags);
if (flags & Q2SND_LARGEIDX)
MSG_WriteShort (&sv.q2multicast, soundindex);
else
MSG_WriteByte (&sv.q2multicast, soundindex);
if (flags & Q2SND_VOLUME)
MSG_WriteByte (&sv.q2multicast, volume*255);
if (flags & Q2SND_ATTENUATION)
MSG_WriteByte (&sv.q2multicast, attenuation*64);
if (flags & Q2SND_OFFSET)
MSG_WriteByte (&sv.q2multicast, timeofs*1000);
if (flags & Q2SND_ENT)
MSG_WriteShort (&sv.q2multicast, sendchan);
if (flags & Q2SND_POS)
{
if (flags & Q2SND_LARGEPOS)
{
MSG_WriteFloat (&sv.q2multicast, origin[0]);
MSG_WriteFloat (&sv.q2multicast, origin[1]);
MSG_WriteFloat (&sv.q2multicast, origin[2]);
}
else
{
MSG_WriteCoord (&sv.q2multicast, origin[0]);
MSG_WriteCoord (&sv.q2multicast, origin[1]);
MSG_WriteCoord (&sv.q2multicast, origin[2]);
}
}
// if the sound doesn't attenuate,send it to everyone
// (global radio chatter, voiceovers, etc)
if (attenuation == Q2ATTN_NONE)
use_phs = false;
if (channel & Q2CHAN_RELIABLE)
SV_MulticastProtExt(origin, use_phs?MULTICAST_PHS_R:MULTICAST_ALL_R, FULLDIMENSIONMASK, needext, 0);
else
SV_MulticastProtExt(origin, use_phs?MULTICAST_PHS:MULTICAST_ALL, FULLDIMENSIONMASK, needext, 0);
}
static void VARGS PFQ2_StartSound (q2edict_t *entity, int channel, int sound_num, float volume,
float attenuation, float timeofs)
{
if (!entity)
return;
SVQ2_StartSound (NULL, entity, channel, sound_num, volume, attenuation, timeofs);
}
static q2trace_t VARGS SVQ2_Trace (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, q2edict_t *passedict, int contentmask)
{
q2trace_t ret;
trace_t tr;
if (!mins)
mins = vec3_origin;
if (!maxs)
maxs = vec3_origin;
tr = WorldQ2_Move(&sv.world, start, mins, maxs, end, contentmask, passedict);
ret.allsolid = tr.allsolid;
ret.startsolid = tr.startsolid;
ret.contents = tr.contents;
ret.surface = tr.surface;
ret.fraction = tr.fraction;
VectorCopy(tr.endpos, ret.endpos);
memset(&ret.plane, 0, sizeof(ret.plane));
VectorCopy(tr.plane.normal, ret.plane.normal);
ret.plane.dist = tr.plane.dist;
ret.ent = tr.ent;
return ret;
}
static int VARGS SVQ2_PointContents (vec3_t p)
{
q2trace_t tr = SVQ2_Trace(p, vec3_origin, vec3_origin, p, NULL, ~0);
return tr.contents;
// return CM_PointContents(p, 0);
}
static cvar_t *VARGS Q2Cvar_Get (const char *var_name, const char *value, int flags)
{
cvar_t *var;
//q2 gamecode knows about these flags. anything else is probably a bug, or 3rd-party extension.
flags &= (CVAR_NOSET|CVAR_SERVERINFO|CVAR_USERINFO|CVAR_ARCHIVE|CVAR_MAPLATCH);
if (!strcmp(var_name, "gamedir"))
var_name = "fs_gamedir";
var = Cvar_Get(var_name, value, flags, "Quake2 game variables");
if (!var)
{
Con_Printf("Q2Cvar_Get: variable %s not creatable\n", var_name);
return NULL;
}
//allow this to change all < cvar_latch values.
//this allows q2 dlls to apply different flags to a cvar without destroying our important ones (like cheat).
flags |= var->flags;
if (flags != var->flags)
{
var->flags = flags;
Cvar_Set(var, var->string);
}
return var;
}
cvar_t *VARGS Q2Cvar_Set (const char *var_name, const char *value)
{
cvar_t *var = Cvar_FindVar(var_name);
if (!var)
{
Con_Printf("Q2Cvar_Set: variable %s not found\n", var_name);
return NULL;
}
return Cvar_Set(var, value);
}
cvar_t *VARGS Q2Cvar_ForceSet (const char *var_name, const char *value)
{
cvar_t *var = Cvar_FindVar(var_name);
if (!var)
{
Con_Printf("Q2Cvar_Set: variable %s not found\n", var_name);
return NULL;
}
return Cvar_ForceSet(var, value);
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void VARGS SVQ2_ShutdownGameProgs (void)
{
if (!ge)
return;
ge->Shutdown ();
SVQ2_UnloadGame ();
ge = NULL;
}
static void VARGS AddCommandString(const char *command)
{
Cbuf_AddText(command, RESTRICT_LOCAL);
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
static void VARGS Q2SCR_DebugGraph(float value, int color)
{return;}
static void VARGS SVQ2_LinkEdict (q2edict_t *ent)
{
WorldQ2_LinkEdict(&sv.world, ent);
}
static void VARGS SVQ2_UnlinkEdict (q2edict_t *ent)
{
WorldQ2_UnlinkEdict(&sv.world, ent);
}
static int VARGS SVQ2_AreaEdicts (vec3_t mins, vec3_t maxs, q2edict_t **list, int maxcount, int areatype)
{
return WorldQ2_AreaEdicts(&sv.world, mins, maxs, list, maxcount, areatype);
}
static model_t *QDECL SVQ2_GetCModel(world_t *w, int modelindex)
{
if ((unsigned int)modelindex < MAX_PRECACHE_MODELS)
return sv.models[modelindex];
else
return NULL;
}
void SVQ2_InitWorld(void)
{
World_ClearWorld_Nodes (&sv.world, false);
sv.world.Get_CModel = SVQ2_GetCModel;
}
static void QDECL PFQ2_SetAreaPortalState(unsigned int p, qboolean s)
{
if (sv.world.worldmodel->funcs.SetAreaPortalState)
sv.world.worldmodel->funcs.SetAreaPortalState(sv.world.worldmodel, p, -1, -1, s);
}
static void *VARGS ZQ2_TagMalloc(int size, int tag)
{
return Z_TagMalloc(size, tag);
}
qboolean SVQ2_InitGameProgs(void)
{
extern cvar_t maxclients;
static volatile game_import_t import; //volatile because msvc sucks
if (COM_CheckParm("-noq2dll"))
{
SVQ2_ShutdownGameProgs();
return false;
}
if (ge)
{
SVQ2_InitWorld();
return true;
}
// calc the imports.
import.multicast = SV_Multicast;
import.unicast = PFQ2_Unicast;
import.bprintf = SV_BroadcastPrintf;
import.dprintf = PFQ2_dprintf;
import.cprintf = PFQ2_cprintf;
import.centerprintf = PFQ2_centerprintf;
import.error = PFQ2_error;
import.linkentity = SVQ2_LinkEdict;
import.unlinkentity = SVQ2_UnlinkEdict;
import.BoxEdicts = SVQ2_AreaEdicts;
import.trace = SVQ2_Trace;
import.pointcontents = SVQ2_PointContents;
import.setmodel = PFQ2_setmodel;
import.inPVS = PFQ2_inPVS;
import.inPHS = PFQ2_inPHS;
import.Pmove = Q2_Pmove;
import.modelindex = SVQ2_ModelIndex;
import.soundindex = SVQ2_SoundIndex;
import.imageindex = SVQ2_ImageIndex;
import.configstring = PFQ2_Configstring;
import.sound = PFQ2_StartSound;
import.positioned_sound = SVQ2_StartSound;
import.WriteChar = PFQ2_WriteChar;
import.WriteByte = PFQ2_WriteByte;
import.WriteShort = PFQ2_WriteShort;
import.WriteLong = PFQ2_WriteLong;
import.WriteFloat = PFQ2_WriteFloat;
import.WriteString = PFQ2_WriteString;
import.WritePosition = PFQ2_WritePos;
import.WriteDir = PFQ2_WriteDir;
import.WriteAngle = PFQ2_WriteAngle;
import.TagMalloc = ZQ2_TagMalloc;
import.TagFree = Z_TagFree;
import.FreeTags = Z_FreeTags;
import.cvar = Q2Cvar_Get;
import.cvar_set = Q2Cvar_Set;
import.cvar_forceset = Q2Cvar_ForceSet;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.args = Cmd_Args;
import.AddCommandString = AddCommandString;
import.DebugGraph = Q2SCR_DebugGraph;
import.SetAreaPortalState = PFQ2_SetAreaPortalState;
import.AreasConnected = PFQ2_AreasConnected;
ge = (game_export_t *)SVQ2_GetGameAPI ((game_import_t*)&import);
if (!ge)
return false;
if (ge->apiversion != Q2GAME_API_VERSION)
{
Con_Printf("game is version %i, not %i", ge->apiversion, Q2GAME_API_VERSION);
SVQ2_UnloadGame ();
return false;
}
//Q2 gamecode depends upon maxclients being set+locked in order to know how many player slots there actually are. It crashes when its wrong.
if (!deathmatch.value && !coop.value)
svq2_maxclients = 1;
else
svq2_maxclients = maxclients.ival;
#ifdef HAVE_CLIENT
if (cl_splitscreen.ival)
{
if (!deathmatch.value && !coop.value)
Cvar_Set(&coop, "1"); //force coop, for coop rules. we get spawn spot problems otherwise.
svq2_maxclients = max(svq2_maxclients, MAX_SPLITS);
}
#endif
if (svq2_maxclients > MAX_CLIENTS)
svq2_maxclients = MAX_CLIENTS;
if (svq2_maxclients != maxclients.value)
Cvar_SetValue(&maxclients, svq2_maxclients);
maxclients.flags |= CVAR_MAPLATCH;
deathmatch.flags |= CVAR_MAPLATCH;
coop.flags |= CVAR_MAPLATCH;
SVQ2_InitWorld();
ge->Init ();
return true;
}
#endif