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# include "quakedef.h"
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# 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 ;
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int svq2_maxclients ;
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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 ] ;
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char syspath [ MAX_OSPATH ] ;
char gamepath [ MAX_OSPATH ] ;
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void * iterator ;
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int o ;
const char * gamename [ ] = {
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" " , //binarydir/q2gameCPU_gamedir.ext
" " , //homedir/q2gameCPU_gamedir.ext
" " , //basedir/q2gameCPU_gamedir.ext
" " , //binarydir/libgame_gamedir.ext
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# ifdef _DEBUG
" debug/game " ARCH_CPU_POSTFIX ARCH_DL_POSTFIX ,
# endif
# if defined(__linux__) && defined(__i386__)
" game " " i386 " ARCH_DL_POSTFIX , //compat is often better than consistancy
# endif
" game " ARCH_CPU_POSTFIX ARCH_DL_POSTFIX ,
" game " ARCH_DL_POSTFIX ,
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# if defined(__linux__) //FTE doesn't provide gamecode. Borrow someone else's. Lets just hope that its installed.
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// "/usr/lib/yamagi-quake2/%s/game.so",
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# endif
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NULL
} ;
void * ret ;
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# ifdef _DEBUG
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Con_DPrintf ( " Searching for %s \n " , gamename [ 3 ] ) ;
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# else
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Con_DPrintf ( " Searching for %s \n " , gamename [ 2 ] ) ;
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# endif
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iterator = NULL ;
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while ( COM_IteratePaths ( & iterator , syspath , sizeof ( syspath ) , gamepath , sizeof ( gamepath ) ) )
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{
for ( o = 0 ; gamename [ o ] ; o + + )
{
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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 )
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{ //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 )
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{ //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 ) ;
}
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else if ( * gamename [ o ] = = ' / ' )
{ //system path. o.O
if ( com_nogamedirnativecode . ival ) //just in case they match.
continue ;
Q_snprintfz ( name , sizeof ( name ) , gamename [ o ] , gamepath ) ;
}
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else
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{ //gamedir paths as specified above.
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if ( com_nogamedirnativecode . ival )
continue ;
Q_snprintfz ( name , sizeof ( name ) , " %s%s " , syspath , gamename [ o ] ) ;
}
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q2gamedll = Sys_LoadLibrary ( name , funcs ) ;
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if ( q2gamedll )
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{
ret = GetGameAPI ( parms ) ;
if ( ret )
{
return ret ;
}
Sys_CloseLibrary ( q2gamedll ) ;
q2gamedll = 0 ;
}
}
}
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# 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. \n If you wish to run this q2 mod, you will need to use a 32bit engine build. \n " ) ;
# endif
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return NULL ;
}
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/*
= = = = = = = = = = = = = = =
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
= = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_Unicast ( q2edict_t * ent , qboolean reliable )
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{
int p ;
client_t * client ;
if ( ! ent )
return ;
p = Q2NUM_FOR_EDICT ( ent ) ;
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if ( p < 1 | | p > svs . allocated_client_slots )
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return ;
client = svs . clients + ( p - 1 ) ;
if ( client - > state < cs_connected )
return ;
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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 ;
}
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if ( reliable )
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SZ_Write ( & client - > netchan . message , sv . q2multicast . data , sv . q2multicast . cursize ) ;
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else
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SZ_Write ( & client - > datagram , sv . q2multicast . data , sv . q2multicast . cursize ) ;
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SZ_Clear ( & sv . q2multicast ) ;
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}
/*
= = = = = = = = = = = = = = =
PF_dprintf
Debug print to server console
= = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_dprintf ( const char * fmt , . . . )
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{
char msg [ 1024 ] ;
va_list argptr ;
va_start ( argptr , fmt ) ;
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vsnprintf ( msg , sizeof ( msg ) , fmt , argptr ) ;
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va_end ( argptr ) ;
Con_Printf ( " %s " , msg ) ;
}
/*
= = = = = = = = = = = = = = =
PF_cprintf
Print to a single client
= = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_cprintf ( q2edict_t * ent , int level , const char * fmt , . . . )
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{
char msg [ 1024 ] ;
va_list argptr ;
int n = 0 ;
if ( ent )
{
n = Q2NUM_FOR_EDICT ( ent ) ;
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if ( n < 1 | | n > svs . allocated_client_slots )
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{
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 ) ;
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vsnprintf ( msg , sizeof ( msg ) , fmt , argptr ) ;
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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
= = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_centerprintf ( q2edict_t * ent , const char * fmt , . . . )
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{
char msg [ 1024 ] ;
va_list argptr ;
int n ;
n = Q2NUM_FOR_EDICT ( ent ) ;
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if ( n < 1 | | n > svs . allocated_client_slots )
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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 ) ;
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MSG_WriteByte ( & sv . q2multicast , svcq2_centerprint ) ;
MSG_WriteString ( & sv . q2multicast , msg ) ;
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PFQ2_Unicast ( ent , true ) ;
}
/*
= = = = = = = = = = = = = = =
PF_error
Abort the server with a game error
= = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_error ( const char * fmt , . . . )
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{
char msg [ 1024 ] ;
va_list argptr ;
va_start ( argptr , fmt ) ;
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vsnprintf ( msg , sizeof ( msg ) , fmt , argptr ) ;
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va_end ( argptr ) ;
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SV_Error ( " Game Error: %s " , msg ) ;
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}
/*
= = = = = = = = = = = = = = =
PF_Configstring
= = = = = = = = = = = = = = =
*/
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void VARGS PFQ2_Configstring ( int i , const char * val )
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{
if ( i < 0 | | i > = Q2MAX_CONFIGSTRINGS )
Sys_Error ( " configstring: bad index %i \n " , i ) ;
if ( ! val )
val = " " ;
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Z_Free ( ( char * ) sv . strings . configstring [ i ] ) ;
sv . strings . configstring [ i ] = Z_StrDup ( val ) ;
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if ( i = = Q2CS_NAME )
Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
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Q_strncpyz ( sv . mapname , val , sizeof ( sv . mapname ) ) ;
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if ( sv . state ! = ss_loading )
{ // send the update to everyone
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SZ_Clear ( & sv . q2multicast ) ;
MSG_WriteChar ( & sv . q2multicast , svcq2_configstring ) ;
MSG_WriteShort ( & sv . q2multicast , i ) ;
MSG_WriteString ( & sv . q2multicast , val ) ;
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SV_Multicast ( vec3_origin , MULTICAST_ALL_R ) ;
}
}
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static int SVQ2_FindIndex ( const char * name , int start , int max , int overflowtype )
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{
int i ;
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const char * strings ;
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if ( ! name | | ! name [ 0 ] )
return 0 ;
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for ( i = 1 ; i < max ; i + + )
{
strings = sv . strings . configstring [ start + i ] ;
if ( ! strings | | ! * strings )
break ;
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if ( ! strcmp ( strings , name ) )
return i ;
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}
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if ( i = = max )
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{
if ( overflowtype )
{
const char * * overflowstrings ;
switch ( overflowtype )
{
case 1 :
overflowstrings = sv . strings . q2_extramodels ;
max = countof ( sv . strings . q2_extramodels ) ;
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i + + ; //do not allow 255 to be allocated, ever. just live with the gap (255 means special things).
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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 ;
}
}
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Sys_Error ( " *Index: overflow " ) ;
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}
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PFQ2_Configstring ( start + i , name ) ;
return i ;
}
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static int VARGS SVQ2_ModelIndex ( const char * name )
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{
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//model 255 is special for players. don't use it.
return SVQ2_FindIndex ( name , Q2CS_MODELS , Q2MAX_MODELS - 1 , 1 ) ;
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}
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static int VARGS SVQ2_SoundIndex ( const char * name )
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{
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return SVQ2_FindIndex ( name , Q2CS_SOUNDS , Q2MAX_SOUNDS , 2 ) ;
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}
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static int VARGS SVQ2_ImageIndex ( const char * name )
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{
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return SVQ2_FindIndex ( name , Q2CS_IMAGES , Q2MAX_IMAGES , 0 ) ;
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}
/*
= = = = = = = = = = = = = = = = =
PF_setmodel
Also sets mins and maxs for inline bmodels
= = = = = = = = = = = = = = = = =
*/
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static void VARGS PFQ2_setmodel ( q2edict_t * ent , const char * name )
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{
int i ;
model_t * mod ;
if ( ! name )
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{
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Con_Printf ( CON_ERROR " ERROR: PF_setmodel: NULL \n " ) ;
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ent - > s . modelindex = 0 ;
return ;
}
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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 ] = = ' * ' )
{
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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
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VectorCopy ( mod - > mins , ent - > mins ) ;
VectorCopy ( mod - > maxs , ent - > maxs ) ;
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WorldQ2_LinkEdict ( & sv . world , ent ) ;
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}
}
/*
static qboolean PFQ2_Q1BSP_AreasConnected ( int area1 , int area2 )
{
return true ;
}
static qboolean CMQ2_Q1BSP_SetAreaPortalState ( int portalnum , qboolean open )
{
return true ;
} */
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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 ) ; }
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static void VARGS PFQ2_WriteLong ( int c ) { MSG_WriteLong ( & sv . q2multicast , c ) ; }
static void VARGS PFQ2_WriteFloat ( float f ) { MSG_WriteFloat ( & sv . q2multicast , f ) ; }
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static void VARGS PFQ2_WriteString ( const char * s ) { MSG_WriteString ( & sv . q2multicast , s ) ; }
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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 ] ) ;
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}
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static void VARGS PFQ2_WriteDir ( vec3_t dir ) { MSG_WriteDir ( & sv . q2multicast , dir ) ; }
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/*
= = = = = = = = = = = = = = = = =
PF_inPVS
Also checks portalareas so that doors block sight
= = = = = = = = = = = = = = = = =
*/
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static qboolean VARGS PFQ2_inPVS ( vec3_t p1 , vec3_t p2 )
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{
int leafnum ;
int cluster ;
int area1 , area2 ;
qbyte * mask ;
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//FIXME: requires q2/q3 bsp
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leafnum = CM_PointLeafnum ( sv . world . worldmodel , p1 ) ;
cluster = CM_LeafCluster ( sv . world . worldmodel , leafnum ) ;
area1 = CM_LeafArea ( sv . world . worldmodel , leafnum ) ;
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mask = CM_ClusterPVS ( sv . world . worldmodel , cluster , NULL , PVM_FAST ) ;
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leafnum = CM_PointLeafnum ( sv . world . worldmodel , p2 ) ;
cluster = CM_LeafCluster ( sv . world . worldmodel , leafnum ) ;
area2 = CM_LeafArea ( sv . world . worldmodel , leafnum ) ;
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if ( mask & & ( ! ( mask [ cluster > > 3 ] & ( 1 < < ( cluster & 7 ) ) ) ) )
return false ;
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if ( ! CM_AreasConnected ( sv . world . worldmodel , area1 , area2 ) )
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return false ; // a door blocks sight
return true ;
}
/*
= = = = = = = = = = = = = = = = =
PF_inPHS
Also checks portalareas so that doors block sound
= = = = = = = = = = = = = = = = =
*/
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static qboolean VARGS PFQ2_inPHS ( vec3_t p1 , vec3_t p2 )
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{
int leafnum ;
int cluster ;
int area1 , area2 ;
qbyte * mask ;
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//FIXME: requires q2/q3 bsp
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leafnum = CM_PointLeafnum ( sv . world . worldmodel , p1 ) ;
cluster = CM_LeafCluster ( sv . world . worldmodel , leafnum ) ;
area1 = CM_LeafArea ( sv . world . worldmodel , leafnum ) ;
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mask = CM_ClusterPHS ( sv . world . worldmodel , cluster , NULL ) ;
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leafnum = CM_PointLeafnum ( sv . world . worldmodel , p2 ) ;
cluster = CM_LeafCluster ( sv . world . worldmodel , leafnum ) ;
area2 = CM_LeafArea ( sv . world . worldmodel , leafnum ) ;
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if ( mask & & ( ! ( mask [ cluster > > 3 ] & ( 1 < < ( cluster & 7 ) ) ) ) )
return false ; // more than one bounce away
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if ( ! CM_AreasConnected ( sv . world . worldmodel , area1 , area2 ) )
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return false ; // a door blocks hearing
return true ;
}
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qboolean VARGS PFQ2_AreasConnected ( unsigned int area1 , unsigned int area2 )
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{
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//FIXME: requires q2/q3 bsp
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return CM_AreasConnected ( sv . world . worldmodel , area1 , area2 ) ;
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}
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# 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* /
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# define Q2CHAN_NO_PHS_ADD 8
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# define Q2CHAN_RELIABLE 16
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static void VARGS SVQ2_StartSound ( vec3_t origin , q2edict_t * entity , int channel ,
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int soundindex , float volume ,
float attenuation , float timeofs )
{
int sendchan ;
int flags ;
int i ;
int ent ;
vec3_t origin_v ;
qboolean use_phs ;
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unsigned int needext = 0 ;
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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 ) ;
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if ( channel & Q2CHAN_NO_PHS_ADD ) // no PHS flag
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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 ;
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if ( soundindex > 0xff )
{
flags | = Q2SND_LARGEIDX ;
needext | = PEXT_SOUNDDBL ;
}
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// 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 ) ;
}
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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 ;
}
}
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}
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MSG_WriteByte ( & sv . q2multicast , svcq2_sound ) ;
MSG_WriteByte ( & sv . q2multicast , flags ) ;
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if ( flags & Q2SND_LARGEIDX )
MSG_WriteShort ( & sv . q2multicast , soundindex ) ;
else
MSG_WriteByte ( & sv . q2multicast , soundindex ) ;
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if ( flags & Q2SND_VOLUME )
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MSG_WriteByte ( & sv . q2multicast , volume * 255 ) ;
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if ( flags & Q2SND_ATTENUATION )
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MSG_WriteByte ( & sv . q2multicast , attenuation * 64 ) ;
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if ( flags & Q2SND_OFFSET )
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MSG_WriteByte ( & sv . q2multicast , timeofs * 1000 ) ;
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if ( flags & Q2SND_ENT )
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MSG_WriteShort ( & sv . q2multicast , sendchan ) ;
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if ( flags & Q2SND_POS )
{
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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 ] ) ;
}
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}
// 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 )
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SV_MulticastProtExt ( origin , use_phs ? MULTICAST_PHS_R : MULTICAST_ALL_R , FULLDIMENSIONMASK , needext , 0 ) ;
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else
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SV_MulticastProtExt ( origin , use_phs ? MULTICAST_PHS : MULTICAST_ALL , FULLDIMENSIONMASK , needext , 0 ) ;
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}
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static void VARGS PFQ2_StartSound ( q2edict_t * entity , int channel , int sound_num , float volume ,
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float attenuation , float timeofs )
{
if ( ! entity )
return ;
SVQ2_StartSound ( NULL , entity , channel , sound_num , volume , attenuation , timeofs ) ;
}
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static q2trace_t VARGS SVQ2_Trace ( vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end , q2edict_t * passedict , int contentmask )
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{
q2trace_t ret ;
trace_t tr ;
if ( ! mins )
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mins = vec3_origin ;
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if ( ! maxs )
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maxs = vec3_origin ;
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tr = WorldQ2_Move ( & sv . world , start , mins , maxs , end , contentmask , passedict ) ;
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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 ) ;
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memset ( & ret . plane , 0 , sizeof ( ret . plane ) ) ;
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VectorCopy ( tr . plane . normal , ret . plane . normal ) ;
ret . plane . dist = tr . plane . dist ;
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ret . ent = tr . ent ;
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return ret ;
}
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static int VARGS SVQ2_PointContents ( vec3_t p )
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{
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q2trace_t tr = SVQ2_Trace ( p , vec3_origin , vec3_origin , p , NULL , ~ 0 ) ;
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return tr . contents ;
// return CM_PointContents(p, 0);
}
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static cvar_t * VARGS Q2Cvar_Get ( const char * var_name , const char * value , int flags )
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{
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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_LATCH ) ;
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if ( ! strcmp ( var_name , " gamedir " ) )
var_name = " fs_gamedir " ;
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var = Cvar_Get ( var_name , value , flags , " Quake2 game variables " ) ;
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if ( ! var )
{
Con_Printf ( " Q2Cvar_Get: variable %s not creatable \n " , var_name ) ;
return NULL ;
}
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//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 ) ;
}
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return var ;
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}
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cvar_t * VARGS Q2Cvar_Set ( const char * var_name , const char * value )
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{
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 ) ;
}
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cvar_t * VARGS Q2Cvar_ForceSet ( const char * var_name , const char * value )
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{
cvar_t * var = Cvar_FindVar ( var_name ) ;
if ( ! var )
{
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Con_Printf ( " Q2Cvar_Set: variable %s not found \n " , var_name ) ;
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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 .
= = = = = = = = = = = = = = =
*/
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void VARGS SVQ2_ShutdownGameProgs ( void )
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{
if ( ! ge )
return ;
ge - > Shutdown ( ) ;
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SVQ2_UnloadGame ( ) ;
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ge = NULL ;
}
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static void VARGS AddCommandString ( const char * command )
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{
Cbuf_AddText ( command , RESTRICT_LOCAL ) ;
}
/*
= = = = = = = = = = = = = = =
SV_InitGameProgs
Init the game subsystem for a new map
= = = = = = = = = = = = = = =
*/
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static void VARGS Q2SCR_DebugGraph ( float value , int color )
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{ return ; }
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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 ) ;
}
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static model_t * QDECL SVQ2_GetCModel ( world_t * w , int modelindex )
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{
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if ( ( unsigned int ) modelindex < MAX_PRECACHE_MODELS )
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return sv . models [ modelindex ] ;
else
return NULL ;
}
void SVQ2_InitWorld ( void )
{
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World_ClearWorld_Nodes ( & sv . world , false ) ;
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sv . world . Get_CModel = SVQ2_GetCModel ;
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}
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static void QDECL PFQ2_SetAreaPortalState ( unsigned int p , qboolean s )
{
CMQ2_SetAreaPortalState ( sv . world . worldmodel , p , s ) ;
}
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static void * VARGS ZQ2_TagMalloc ( int size , int tag )
{
return Z_TagMalloc ( size , tag ) ;
}
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qboolean SVQ2_InitGameProgs ( void )
{
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extern cvar_t maxclients ;
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static volatile game_import_t import ; //volatile because msvc sucks
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if ( COM_CheckParm ( " -noq2dll " ) )
{
SVQ2_ShutdownGameProgs ( ) ;
return false ;
}
if ( ge )
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{
SVQ2_InitWorld ( ) ;
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return true ;
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}
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// 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 ;
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import . TagMalloc = ZQ2_TagMalloc ;
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import . TagFree = Z_TagFree ;
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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 ;
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import . SetAreaPortalState = PFQ2_SetAreaPortalState ;
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import . AreasConnected = PFQ2_AreasConnected ;
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2013-05-11 14:02:55 +00:00
ge = ( game_export_t * ) SVQ2_GetGameAPI ( ( game_import_t * ) & import ) ;
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if ( ! ge )
return false ;
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if ( ge - > apiversion ! = Q2GAME_API_VERSION )
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{
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Con_Printf ( " game is version %i, not %i " , ge - > apiversion , Q2GAME_API_VERSION ) ;
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SVQ2_UnloadGame ( ) ;
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return false ;
}
2019-07-07 04:20:09 +00:00
//Q2 gamecode depends upon maxclients being set+locked in order to know how many player slots there actually are. It crashes when its wrong.
2011-04-23 20:37:20 +00:00
if ( ! deathmatch . value & & ! coop . value )
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svq2_maxclients = 1 ;
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else
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svq2_maxclients = maxclients . ival ;
if ( Cvar_VariableValue ( " cl_splitscreen " ) )
svq2_maxclients = max ( svq2_maxclients , MAX_SPLITS ) ;
if ( svq2_maxclients > MAX_CLIENTS )
svq2_maxclients = MAX_CLIENTS ;
if ( svq2_maxclients ! = maxclients . value )
Cvar_SetValue ( & maxclients , svq2_maxclients ) ;
2011-04-20 03:34:32 +00:00
maxclients . flags | = CVAR_LATCH ;
deathmatch . flags | = CVAR_LATCH ;
coop . flags | = CVAR_LATCH ;
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SVQ2_InitWorld ( ) ;
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ge - > Init ( ) ;
return true ;
}
# endif