// sv_game.c -- interface to the game dll // leave this as first line for PCH reasons... // #include "../server/exe_headers.h" #include "../RMG/RM_Headers.h" #include "../qcommon/cm_local.h" #include "server.h" #include "../client/vmachine.h" #include "../client/client.h" #include "../renderer/tr_local.h" #include "../renderer/tr_WorldEffects.h" /* Ghoul2 Insert Start */ #if !defined(G2_H_INC) #include "../ghoul2/G2.h" #endif /* Ghoul2 Insert End */ //prototypes extern void Sys_UnloadGame( void ); extern void *Sys_GetGameAPI( void *parms); extern void Com_WriteCam ( const char *text ); extern void Com_FlushCamFile(); #ifdef _XBOX extern int *s_entityWavVol; #else extern int s_entityWavVol[MAX_GENTITIES]; #endif // these functions must be used instead of pointer arithmetic, because // the game allocates gentities with private information after the server shared part /* int SV_NumForGentity( gentity_t *ent ) { int num; num = ( (byte *)ent - (byte *)ge->gentities ) / ge->gentitySize; return num; } */ gentity_t *SV_GentityNum( int num ) { gentity_t *ent; assert (num >=0); ent = (gentity_t *)((byte *)ge->gentities + ge->gentitySize*(num)); return ent; } svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt ) { if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) { Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" ); } return &sv.svEntities[ gEnt->s.number ]; } gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) { int num; num = svEnt - sv.svEntities; return SV_GentityNum( num ); } /* =============== SV_GameSendServerCommand Sends a command string to a client =============== */ void SV_GameSendServerCommand( int clientNum, const char *fmt, ... ) { char msg[8192]; va_list argptr; va_start (argptr,fmt); vsprintf (msg, fmt, argptr); va_end (argptr); if ( clientNum == -1 ) { SV_SendServerCommand( NULL, "%s", msg ); } else { if ( clientNum < 0 || clientNum >= 1 ) { return; } SV_SendServerCommand( svs.clients + clientNum, "%s", msg ); } } /* =============== SV_GameDropClient Disconnects the client with a message =============== */ void SV_GameDropClient( int clientNum, const char *reason ) { if ( clientNum < 0 || clientNum >= 1 ) { return; } SV_DropClient( svs.clients + clientNum, reason ); } /* ================= SV_SetBrushModel sets mins and maxs for inline bmodels ================= */ void SV_SetBrushModel( gentity_t *ent, const char *name ) { clipHandle_t h; vec3_t mins, maxs; if (!name) { Com_Error( ERR_DROP, "SV_SetBrushModel: NULL model for ent number %d", ent->s.number ); } if (name[0] == '*') { ent->s.modelindex = atoi( name + 1 ); if (sv.mLocalSubBSPIndex != -1) { ent->s.modelindex += sv.mLocalSubBSPModelOffset; } h = CM_InlineModel( ent->s.modelindex ); if (sv.mLocalSubBSPIndex != -1) { CM_ModelBounds( SubBSP[sv.mLocalSubBSPIndex], h, mins, maxs ); } else { CM_ModelBounds( cmg, h, mins, maxs); } //CM_ModelBounds( h, mins, maxs ); VectorCopy (mins, ent->mins); VectorCopy (maxs, ent->maxs); ent->bmodel = qtrue; if (0) //com_RMG && com_RMG->integer //fixme: this test really should be do we have bsp instances { ent->contents = CM_ModelContents( h, sv.mLocalSubBSPIndex ); } else { ent->contents = CM_ModelContents( h, -1 ); } } else if (name[0] == '#') { ent->s.modelindex = CM_LoadSubBSP(va("maps/%s.bsp", name + 1), qfalse); CM_ModelBounds( SubBSP[CM_FindSubBSP(ent->s.modelindex)], ent->s.modelindex, mins, maxs ); VectorCopy (mins, ent->mins); VectorCopy (maxs, ent->maxs); ent->bmodel = qtrue; //rwwNOTE: We don't ever want to set contents -1, it includes CONTENTS_LIGHTSABER. //Lots of stuff will explode if there's a brush with CONTENTS_LIGHTSABER that isn't attached to a client owner. //ent->contents = -1; // we don't know exactly what is in the brushes h = CM_InlineModel( ent->s.modelindex ); ent->contents = CM_ModelContents( h, CM_FindSubBSP(ent->s.modelindex) ); // ent->contents = CONTENTS_SOLID; } else { Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model (ent %d)", name, ent->s.number ); } } const char *SV_SetActiveSubBSP(int index) { if (index >= 0) { sv.mLocalSubBSPIndex = CM_FindSubBSP(index); sv.mLocalSubBSPModelOffset = index; sv.mLocalSubBSPEntityParsePoint = CM_SubBSPEntityString (sv.mLocalSubBSPIndex); return sv.mLocalSubBSPEntityParsePoint; } else { sv.mLocalSubBSPIndex = -1; } return NULL; } /* ================= SV_inPVS Also checks portalareas so that doors block sight ================= */ qboolean SV_inPVS (const vec3_t p1, const vec3_t p2) { int leafnum; int cluster; int area1, area2; #ifdef _XBOX const byte *mask; #else byte *mask; #endif int start=0; if ( com_speeds->integer ) { start = Sys_Milliseconds (); } leafnum = CM_PointLeafnum (p1); cluster = CM_LeafCluster (leafnum); area1 = CM_LeafArea (leafnum); mask = CM_ClusterPVS (cluster); leafnum = CM_PointLeafnum (p2); cluster = CM_LeafCluster (leafnum); area2 = CM_LeafArea (leafnum); if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) { if ( com_speeds->integer ) { timeInPVSCheck += Sys_Milliseconds () - start; } return qfalse; } if (!CM_AreasConnected (area1, area2)) { timeInPVSCheck += Sys_Milliseconds() - start; return qfalse; // a door blocks sight } if ( com_speeds->integer ) { timeInPVSCheck += Sys_Milliseconds() - start; } return qtrue; } /* ================= SV_inPVSIgnorePortals Does NOT check portalareas ================= */ qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2) { int leafnum; int cluster; int area1, area2; #ifdef _XBOX const byte *mask; #else byte *mask; #endif int start=0; if ( com_speeds->integer ) { start = Sys_Milliseconds (); } leafnum = CM_PointLeafnum (p1); cluster = CM_LeafCluster (leafnum); area1 = CM_LeafArea (leafnum); mask = CM_ClusterPVS (cluster); leafnum = CM_PointLeafnum (p2); cluster = CM_LeafCluster (leafnum); area2 = CM_LeafArea (leafnum); if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) ) { if ( com_speeds->integer ) { timeInPVSCheck += Sys_Milliseconds() - start; } return qfalse; } if ( com_speeds->integer ) { timeInPVSCheck += Sys_Milliseconds() - start; } return qtrue; } /* ======================== SV_AdjustAreaPortalState ======================== */ void SV_AdjustAreaPortalState( gentity_t *ent, qboolean open ) { if ( !(ent->contents&CONTENTS_OPAQUE) ) { #ifndef FINAL_BUILD // Com_Printf( "INFO: entity number %d not opaque: not affecting area portal!\n", ent->s.number ); #endif return; } svEntity_t *svEnt; svEnt = SV_SvEntityForGentity( ent ); if ( svEnt->areanum2 == -1 ) { return; } CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open ); } /* ================== SV_GameAreaEntities ================== */ qboolean SV_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *gEnt ) { const float *origin, *angles; clipHandle_t ch; trace_t trace; // check for exact collision origin = gEnt->currentOrigin; angles = gEnt->currentAngles; ch = SV_ClipHandleForEntity( gEnt ); CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs, ch, -1, origin, angles ); return trace.startsolid; } /* =============== SV_GetServerinfo =============== */ void SV_GetServerinfo( char *buffer, int bufferSize ) { if ( bufferSize < 1 ) { Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize ); } Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize ); } qboolean SV_GetEntityToken( char *buffer, int bufferSize ) { char *s; if (sv.mLocalSubBSPIndex == -1) { s = COM_Parse( (const char **)&sv.entityParsePoint ); Q_strncpyz( buffer, s, bufferSize ); if ( !sv.entityParsePoint && !s[0] ) { return qfalse; } else { return qtrue; } } else { s = COM_Parse( (const char **)&sv.mLocalSubBSPEntityParsePoint); Q_strncpyz( buffer, s, bufferSize ); if ( !sv.mLocalSubBSPEntityParsePoint && !s[0] ) { return qfalse; } else { return qtrue; } } } //============================================== /* =============== SV_ShutdownGameProgs Called when either the entire server is being killed, or it is changing to a different game directory. =============== */ void SV_ShutdownGameProgs (qboolean shutdownCin) { if (!ge) { return; } ge->Shutdown (); #ifdef _XBOX if(shutdownCin) { SCR_StopCinematic(); } #else SCR_StopCinematic(); #endif CL_ShutdownCGame(); //we have cgame burried in here. Sys_UnloadGame (); //this kills cgame as well. ge = NULL; cgvm.entryPoint = 0; } // this is a compile-helper function since Z_Malloc can now become a macro with __LINE__ etc // static void *G_ZMalloc_Helper( int iSize, memtag_t eTag, qboolean bZeroit) { return Z_Malloc( iSize, eTag, bZeroit ); } //rww - RAGDOLL_BEGIN void G2API_SetRagDoll(CGhoul2Info_v &ghoul2,CRagDollParams *parms); void G2API_AnimateG2Models(CGhoul2Info_v &ghoul2, int AcurrentTime,CRagDollUpdateParams *params); qboolean G2API_RagPCJConstraint(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max); qboolean G2API_RagPCJGradientSpeed(CGhoul2Info_v &ghoul2, const char *boneName, const float speed); qboolean G2API_RagEffectorGoal(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos); qboolean G2API_GetRagBonePos(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale); qboolean G2API_RagEffectorKick(CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity); qboolean G2API_RagForceSolve(CGhoul2Info_v &ghoul2, qboolean force); qboolean G2API_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params); qboolean G2API_IKMove(CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params); //rww - RAGDOLL_END //This is as good a place as any I guess. #ifndef _XBOX // Removing terrain from Xbox void RMG_Init(int terrainID) { if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape(cmg.landScape); if (TheRandomMissionManager->LoadMission(qtrue)) { TheRandomMissionManager->SpawnMission(qtrue); } // cmg.landScapes[args[1]]->UpdatePatches(); //sv.mRMGChecksum = cm.landScapes[terrainID]->get_rand_seed(); } CCMLandScape *CM_RegisterTerrain(const char *config, bool server); int InterfaceCM_RegisterTerrain (const char *info) { return CM_RegisterTerrain(info, false)->GetTerrainId(); } #endif // _XBOX /* =============== SV_InitGameProgs Init the game subsystem for a new map =============== */ void SV_InitGameProgs (void) { game_import_t import; int i; // unload anything we have now if ( ge ) { SV_ShutdownGameProgs (qtrue); } #ifndef _XBOX if ( !Cvar_VariableIntegerValue("fs_restrict") && !Sys_CheckCD() ) { Com_Error( ERR_NEED_CD, SE_GetString("CON_TEXT_NEED_CD") ); //"Game CD not in drive" ); } #endif // load a new game dll import.Printf = Com_Printf; import.WriteCam = Com_WriteCam; import.FlushCamFile = Com_FlushCamFile; import.Error = Com_Error; import.Milliseconds = Sys_Milliseconds; import.DropClient = SV_GameDropClient; import.SendServerCommand = SV_GameSendServerCommand; import.linkentity = SV_LinkEntity; import.unlinkentity = SV_UnlinkEntity; import.EntitiesInBox = SV_AreaEntities; import.EntityContact = SV_EntityContact; import.trace = SV_Trace; import.pointcontents = SV_PointContents; import.totalMapContents = CM_TotalMapContents; import.SetBrushModel = SV_SetBrushModel; import.inPVS = SV_inPVS; import.inPVSIgnorePortals = SV_inPVSIgnorePortals; import.SetConfigstring = SV_SetConfigstring; import.GetConfigstring = SV_GetConfigstring; import.SetUserinfo = SV_SetUserinfo; import.GetUserinfo = SV_GetUserinfo; import.GetServerinfo = SV_GetServerinfo; import.cvar = Cvar_Get; import.cvar_set = Cvar_Set; import.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue; import.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer; import.argc = Cmd_Argc; import.argv = Cmd_Argv; import.SendConsoleCommand = Cbuf_AddText; import.FS_FOpenFile = FS_FOpenFileByMode; import.FS_Read = FS_Read; import.FS_Write = FS_Write; import.FS_FCloseFile = FS_FCloseFile; import.FS_ReadFile = FS_ReadFile; import.FS_FreeFile = FS_FreeFile; import.FS_GetFileList = FS_GetFileList; import.AppendToSaveGame = SG_Append; #if defined(_XBOX) || defined(__GNUC__) import._ReadFromSaveGame = SG_Read; import._ReadFromSaveGameOptional = SG_ReadOptional; #else import.ReadFromSaveGame = SG_Read; import.ReadFromSaveGameOptional = SG_ReadOptional; #endif import.AdjustAreaPortalState = SV_AdjustAreaPortalState; import.AreasConnected = CM_AreasConnected; import.VoiceVolume = s_entityWavVol; import.Malloc = G_ZMalloc_Helper; import.Free = Z_Free; import.bIsFromZone = Z_IsFromZone; /* Ghoul2 Insert Start */ import.G2API_AddBolt = G2API_AddBolt; import.G2API_AttachEnt = G2API_AttachEnt; import.G2API_AttachG2Model = G2API_AttachG2Model; import.G2API_CollisionDetect = G2API_CollisionDetect; import.G2API_DetachEnt = G2API_DetachEnt; import.G2API_DetachG2Model = G2API_DetachG2Model; import.G2API_GetAnimFileName = G2API_GetAnimFileName; import.G2API_GetBoltMatrix = G2API_GetBoltMatrix; import.G2API_GetBoneAnim = G2API_GetBoneAnim; import.G2API_GetBoneAnimIndex = G2API_GetBoneAnimIndex; import.G2API_AddSurface = G2API_AddSurface; import.G2API_HaveWeGhoul2Models =G2API_HaveWeGhoul2Models; #if defined(_XBOX) || defined(__GNUC__) import._G2API_InitGhoul2Model = G2API_InitGhoul2Model; import._G2API_SetBoneAngles = G2API_SetBoneAngles; import._G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix; import._G2API_SetBoneAnim = G2API_SetBoneAnim; import._G2API_SetSkin = G2API_SetSkin; import._G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance; import._G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex; import._G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex; #else import.G2API_InitGhoul2Model = G2API_InitGhoul2Model; import.G2API_SetBoneAngles = G2API_SetBoneAngles; import.G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix; import.G2API_SetBoneAnim = G2API_SetBoneAnim; import.G2API_SetSkin = G2API_SetSkin; import.G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance; import.G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex; import.G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex; #endif import.G2API_IsPaused = G2API_IsPaused; import.G2API_ListBones = G2API_ListBones; import.G2API_ListSurfaces = G2API_ListSurfaces; import.G2API_PauseBoneAnim = G2API_PauseBoneAnim; import.G2API_PauseBoneAnimIndex = G2API_PauseBoneAnimIndex; import.G2API_PrecacheGhoul2Model = G2API_PrecacheGhoul2Model; import.G2API_RemoveBolt = G2API_RemoveBolt; import.G2API_RemoveBone = G2API_RemoveBone; import.G2API_RemoveGhoul2Model = G2API_RemoveGhoul2Model; import.G2API_SetLodBias = G2API_SetLodBias; import.G2API_SetRootSurface = G2API_SetRootSurface; import.G2API_SetShader = G2API_SetShader; import.G2API_SetSurfaceOnOff = G2API_SetSurfaceOnOff; import.G2API_StopBoneAngles = G2API_StopBoneAngles; import.G2API_StopBoneAnim = G2API_StopBoneAnim; import.G2API_SetGhoul2ModelFlags = G2API_SetGhoul2ModelFlags; import.G2API_AddBoltSurfNum = G2API_AddBoltSurfNum; import.G2API_RemoveSurface = G2API_RemoveSurface; import.G2API_GetAnimRange = G2API_GetAnimRange; import.G2API_GetAnimRangeIndex = G2API_GetAnimRangeIndex; import.G2API_GiveMeVectorFromMatrix = G2API_GiveMeVectorFromMatrix; import.G2API_GetGhoul2ModelFlags = G2API_GetGhoul2ModelFlags; import.G2API_CleanGhoul2Models = G2API_CleanGhoul2Models; import.TheGhoul2InfoArray = TheGhoul2InfoArray; import.G2API_GetParentSurface = G2API_GetParentSurface; import.G2API_GetSurfaceIndex = G2API_GetSurfaceIndex; import.G2API_GetSurfaceName = G2API_GetSurfaceName; import.G2API_GetGLAName = G2API_GetGLAName; import.G2API_SetNewOrigin = G2API_SetNewOrigin; import.G2API_GetBoneIndex = G2API_GetBoneIndex; import.G2API_StopBoneAnglesIndex = G2API_StopBoneAnglesIndex; import.G2API_StopBoneAnimIndex = G2API_StopBoneAnimIndex; import.G2API_SetBoneAnglesMatrixIndex = G2API_SetBoneAnglesMatrixIndex; import.G2API_SetAnimIndex = G2API_SetAnimIndex; import.G2API_GetAnimIndex = G2API_GetAnimIndex; import.G2API_SaveGhoul2Models = G2API_SaveGhoul2Models; import.G2API_LoadGhoul2Models = G2API_LoadGhoul2Models; import.G2API_LoadSaveCodeDestructGhoul2Info = G2API_LoadSaveCodeDestructGhoul2Info; import.G2API_GetAnimFileNameIndex = G2API_GetAnimFileNameIndex; import.G2API_GetAnimFileInternalNameIndex = G2API_GetAnimFileInternalNameIndex; import.G2API_GetSurfaceRenderStatus = G2API_GetSurfaceRenderStatus; //rww - RAGDOLL_BEGIN import.G2API_SetRagDoll = G2API_SetRagDoll; import.G2API_AnimateG2Models = G2API_AnimateG2Models; import.G2API_RagPCJConstraint = G2API_RagPCJConstraint; import.G2API_RagPCJGradientSpeed = G2API_RagPCJGradientSpeed; import.G2API_RagEffectorGoal = G2API_RagEffectorGoal; import.G2API_GetRagBonePos = G2API_GetRagBonePos; import.G2API_RagEffectorKick = G2API_RagEffectorKick; import.G2API_RagForceSolve = G2API_RagForceSolve; import.G2API_SetBoneIKState = G2API_SetBoneIKState; import.G2API_IKMove = G2API_IKMove; //rww - RAGDOLL_END import.G2API_AddSkinGore = G2API_AddSkinGore; import.G2API_ClearSkinGore = G2API_ClearSkinGore; #ifndef _XBOX import.RMG_Init = RMG_Init; import.CM_RegisterTerrain = InterfaceCM_RegisterTerrain; #endif import.SetActiveSubBSP = SV_SetActiveSubBSP; import.RE_RegisterSkin = RE_RegisterSkin; import.RE_GetAnimationCFG = RE_GetAnimationCFG; import.WE_GetWindVector = R_GetWindVector; import.WE_GetWindGusting = R_GetWindGusting; import.WE_IsOutside = R_IsOutside; import.WE_IsOutsideCausingPain = R_IsOutsideCausingPain; import.WE_GetChanceOfSaberFizz = R_GetChanceOfSaberFizz; import.WE_IsShaking = R_IsShaking; import.WE_AddWeatherZone = R_AddWeatherZone; import.WE_SetTempGlobalFogColor = R_SetTempGlobalFogColor; /* Ghoul2 Insert End */ ge = (game_export_t *)Sys_GetGameAPI (&import); if (!ge) Com_Error (ERR_DROP, "failed to load game DLL"); //hook up the client while we're here #ifdef _XBOX VM_Create("cl"); #else if (!VM_Create("cl")) Com_Error (ERR_DROP, "failed to attach to the client DLL"); #endif if (ge->apiversion != GAME_API_VERSION) Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion, GAME_API_VERSION); sv.entityParsePoint = CM_EntityString(); // use the current msec count for a random seed Z_TagFree(TAG_G_ALLOC); ge->Init( sv_mapname->string, sv_spawntarget->string, sv_mapChecksum->integer, CM_EntityString(), sv.time, com_frameTime, Com_Milliseconds(), eSavedGameJustLoaded, qbLoadTransition ); // clear all gentity pointers that might still be set from // a previous level for ( i = 0 ; i < 1 ; i++ ) { svs.clients[i].gentity = NULL; } } /* ==================== SV_GameCommand See if the current console command is claimed by the game ==================== */ qboolean SV_GameCommand( void ) { if ( sv.state != SS_GAME ) { return qfalse; } return ge->ConsoleCommand(); }