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fteqw/engine/server/svq2_game.c
Shpoike d781018df3 Add all the junk for network compat with Q2E.
Defaults to using Q2E's protocol 2023 (but not netchan).
FTEQ2 servers can host both vanilla and Q2E clients simultaneously, but its recommend to use the vanilla gamecode to avoid localisation issues.
2024-07-14 19:58:24 +01:00

1003 lines
25 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)
{
ge = NULL;
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;
int ctype;
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;
ctype = client->netchan.message.prim.coordtype==COORDTYPE_FLOAT_32;
if (client->controller)
{
client_t *peer;
for (p = 0, peer = client->controller; peer; peer = peer->controlled, p++)
{
if (peer == client)
break;
}
client = client->controller;
MSG_WriteShort(&sv.q2multicast[ctype], 0);
memmove(sv.q2multicast[ctype].data+2, sv.q2multicast[ctype].data, sv.q2multicast[ctype].cursize-2);
if (client->protocol == SCP_QUAKE2EX)
{
//has a dedicated svc. seats are 1-based.
sv.q2multicast[ctype].data[0] = svcq2ex_splitclient;
sv.q2multicast[ctype].data[1] = p+1;
}
else
{
//svcq2_playerinfo is not normally valid except within the svc_frame message.
//this means its 'free' to repurpose for things like splitscreen. woot.
sv.q2multicast[ctype].data[0] = svcq2_playerinfo;
sv.q2multicast[ctype].data[1] = p;
}
}
if (reliable)
SZ_Write (&client->netchan.message, sv.q2multicast[ctype].data, sv.q2multicast[ctype].cursize);
else
SZ_Write (&client->datagram, sv.q2multicast[ctype].data, sv.q2multicast[ctype].cursize);
SZ_Clear (&sv.q2multicast[0]);
SZ_Clear (&sv.q2multicast[1]);
}
/*
===============
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[0],svcq2_centerprint);
MSG_WriteString (&sv.q2multicast[0],msg);
MSG_WriteByte (&sv.q2multicast[1],svcq2_centerprint);
MSG_WriteString (&sv.q2multicast[1],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)
{
int msgsize;
int j;
int q2exremap;
client_t *cl;
if (i < 0 || i >= Q2MAX_CONFIGSTRINGS)
Host_EndGame ("configstring: bad index %i\n", i);
if (!val)
val = "";
msgsize = 3+ strlen(val)+1;
{ //remap from vanilla to q2e
#define PASTE(a,b) (a##b)
#define REMAPR(n,l) if (i >= Q2CS_##n && i < Q2CS_##n+Q2MAX_##l) q2exremap = i-Q2CS_##n+Q2EXCS_##n; else
#define REMAPS(n) if (i == PASTE(Q2CS_,n)) q2exremap = i-PASTE(Q2CS_,n)+PASTE(Q2EXCS_,n); else
#define Q2MAX_STATUSBAR (Q2CS_AIRACCEL-Q2CS_STATUSBAR)
REMAPS(NAME)
REMAPS(CDTRACK)
REMAPS(SKY)
REMAPS(SKYAXIS)
REMAPS(SKYROTATE)
REMAPR(STATUSBAR, STATUSBAR)
REMAPS(AIRACCEL)
REMAPS(MAXCLIENTS)
REMAPS(MAPCHECKSUM)
REMAPR(MODELS, MODELS)
REMAPR(SOUNDS, SOUNDS)
REMAPR(IMAGES, IMAGES)
REMAPR(LIGHTS, LIGHTSTYLES)
REMAPR(ITEMS, ITEMS)
REMAPR(PLAYERSKINS, CLIENTS)
REMAPR(GENERAL, GENERAL)
Host_EndGame ("configstring %i > Q2MAX_CONFIGSTRINGS", i);
}
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
for (j = 0, cl = svs.clients; j < sv.allocated_client_slots; j++, cl++)
{
if (cl->state != cs_spawned)
continue;
if (cl->controller)
continue;
if (cl->protocol == SCP_QUAKE2)
{
ClientReliableWrite_Begin(cl, svcq2_configstring, msgsize);
ClientReliableWrite_Short(cl, i);
ClientReliableWrite_String(cl, val);
}
else if (cl->protocol == SCP_QUAKE2EX)
{
ClientReliableWrite_Begin(cl, svcq2_configstring, msgsize);
ClientReliableWrite_Short(cl, q2exremap);
ClientReliableWrite_String(cl, val);
}
}
}
}
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;
int startq2e;
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;
startq2e = Q2EXCS_MODELS;
break;
case 2:
overflowstrings = sv.strings.q2_extrasounds;
max = countof(sv.strings.q2_extrasounds);
start = 0x8000|0x4000;
startq2e = Q2EXCS_SOUNDS;
break;
default:
overflowstrings = NULL; //ssh
max = i;
startq2e=0;//just to kill warnings
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[0]);
MSG_WriteChar (&sv.q2multicast[0], svcq2_configstring);
MSG_WriteShort (&sv.q2multicast[0], start+i);
MSG_WriteString (&sv.q2multicast[0], name);
SZ_Clear (&sv.q2multicast[1]);
MSG_WriteChar (&sv.q2multicast[1], svcq2_configstring);
MSG_WriteShort (&sv.q2multicast[1], startq2e+i);
MSG_WriteString (&sv.q2multicast[1], name);
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
}
return i;
}
if (!strcmp(strings, name))
return i;
}
}
Host_EndGame ("*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) {c&=0xff;MSG_WriteChar (&sv.q2multicast[0], c);MSG_WriteChar (&sv.q2multicast[1], c);}
static void VARGS PFQ2_WriteByte (int c) {c&=0xff;MSG_WriteByte (&sv.q2multicast[0], c);MSG_WriteByte (&sv.q2multicast[1], c);}
static void VARGS PFQ2_WriteShort (int c) {c&=0xffff;MSG_WriteShort (&sv.q2multicast[0], c);MSG_WriteShort (&sv.q2multicast[1], c);}
static void VARGS PFQ2_WriteLong (int c) {MSG_WriteLong (&sv.q2multicast[0], c);MSG_WriteLong (&sv.q2multicast[1], c);}
static void VARGS PFQ2_WriteFloat (float f) {MSG_WriteFloat (&sv.q2multicast[0], f);MSG_WriteFloat (&sv.q2multicast[1], f);}
static void VARGS PFQ2_WriteString (const char *s) {MSG_WriteString (&sv.q2multicast[0], s);MSG_WriteString (&sv.q2multicast[1], s);}
static void VARGS PFQ2_WriteAngle (float f) {MSG_WriteAngle (&sv.q2multicast[0], f);MSG_WriteAngle (&sv.q2multicast[1], f);}
static void VARGS PFQ2_WritePos (vec3_t pos) { MSG_WriteCoord (&sv.q2multicast[0], pos[0]);
MSG_WriteCoord (&sv.q2multicast[0], pos[1]);
MSG_WriteCoord (&sv.q2multicast[0], pos[2]);
MSG_WriteCoord (&sv.q2multicast[1], pos[0]);
MSG_WriteCoord (&sv.q2multicast[1], pos[1]);
MSG_WriteCoord (&sv.q2multicast[1], pos[2]);
}
static void VARGS PFQ2_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.q2multicast[0], dir);MSG_WriteDir (&sv.q2multicast[1], 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;
qboolean q2e;
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 |= Q2SNDFTE_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);
}
}
for(q2e=0; ; q2e++)
{
MSG_WriteByte (&sv.q2multicast[q2e], svcq2_sound);
MSG_WriteByte (&sv.q2multicast[q2e], flags);
if (q2e || (flags & Q2SNDFTE_LARGEIDX))
MSG_WriteShort (&sv.q2multicast[q2e], soundindex);
else
MSG_WriteByte (&sv.q2multicast[q2e], soundindex);
if (flags & Q2SND_VOLUME)
MSG_WriteByte (&sv.q2multicast[q2e], volume*255);
if (flags & Q2SND_ATTENUATION)
MSG_WriteByte (&sv.q2multicast[q2e], attenuation*64);
if (flags & Q2SND_OFFSET)
MSG_WriteByte (&sv.q2multicast[q2e], timeofs*1000);
if (flags & Q2SND_ENT)
{
if (q2e && (flags & Q2SNDEX_LARGEENT))
MSG_WriteLong (&sv.q2multicast[q2e], sendchan);
else
MSG_WriteShort (&sv.q2multicast[q2e], sendchan);
}
if (flags & Q2SND_POS)
{
MSG_WriteCoord (&sv.q2multicast[q2e], origin[0]);
MSG_WriteCoord (&sv.q2multicast[q2e], origin[1]);
MSG_WriteCoord (&sv.q2multicast[q2e], origin[2]);
}
if (q2e)
break;
else
{
flags &= ~(Q2SNDFTE_LARGEIDX|Q2SNDEX_LARGEENT);
if (origin)
flags |= Q2SNDEX_EXPLICITPOS;
flags |= Q2SND_POS; //always sends a pos to avoid issues when the ent is not in the client's phs
if (sendchan > 0xffff)
flags |= Q2SNDEX_LARGEENT;
}
}
// 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(CON_ERROR "game is version %i, not %i\n", ge->apiversion, Q2GAME_API_VERSION);
ge = NULL;
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