mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-22 20:11:44 +00:00
6ceb76233c
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6209 fc73d0e0-1445-4013-8a0c-d673dee63da5
930 lines
22 KiB
C
930 lines
22 KiB
C
#include "quakedef.h"
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#define Q2NUM_FOR_EDICT(ent) (((char *)ent - (char *)ge->edicts) / ge->edict_size)
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#ifndef Q2SERVER
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qboolean SVQ2_InitGameProgs(void)
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{
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return false;
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}
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#else
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game_export_t *ge;
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int svq2_maxclients;
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dllhandle_t *q2gamedll;
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void SVQ2_UnloadGame (void)
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{
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if (q2gamedll)
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Sys_CloseLibrary(q2gamedll);
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q2gamedll = NULL;
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}
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void *SVQ2_GetGameAPI (void *parms)
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{
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void *(VARGS *GetGameAPI)(void *);
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dllfunction_t funcs[] =
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{
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{(void**)&GetGameAPI, "GetGameAPI"},
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{NULL,NULL}
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};
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char name[MAX_OSPATH];
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char syspath[MAX_OSPATH];
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char gamepath[MAX_OSPATH];
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void *iterator;
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int o;
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const char *gamename[] = {
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"", //binarydir/q2gameCPU_gamedir.ext
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"", //homedir/q2gameCPU_gamedir.ext
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"", //basedir/q2gameCPU_gamedir.ext
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"", //binarydir/libgame_gamedir.ext
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#ifdef _DEBUG
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"debug/game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
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#endif
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#if defined(__linux__) && defined(__i386__)
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"game" "i386" ARCH_DL_POSTFIX, //compat is often better than consistancy
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#endif
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"game" ARCH_CPU_POSTFIX ARCH_DL_POSTFIX,
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#ifdef ARCH_ALTCPU_POSTFIX
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"game" ARCH_ALTCPU_POSTFIX ARCH_DL_POSTFIX,
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#endif
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"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
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};
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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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{
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for (o = 0; gamename[o]; o++)
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{
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if (o == 0)
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{ //nice and specific
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if (!host_parms.binarydir)
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continue;
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Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
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}
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else if (o == 1)
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{ //nice and specific
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if (!*com_homepath)
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continue;
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Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, com_homepath, gamepath);
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}
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else if (o == 2)
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{ //nice and specific
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if (!*com_gamepath)
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continue;
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Q_snprintfz(name, sizeof(name), "%sq2game"ARCH_CPU_POSTFIX"_%s"ARCH_DL_POSTFIX, com_gamepath, gamepath);
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}
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else if (o == 3)
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{ //because some people don't like knowing what cpu arch they're compiling for
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if (!host_parms.binarydir)
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continue;
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Q_snprintfz(name, sizeof(name), "%slibgame_%s"ARCH_DL_POSTFIX, host_parms.binarydir, gamepath);
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}
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else if (*gamename[o] == '/')
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{ //system path. o.O
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if (!com_gamedirnativecode.ival) //just in case they match.
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continue;
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Q_snprintfz(name, sizeof(name), gamename[o], gamepath);
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}
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else
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{ //gamedir paths as specified above.
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if (!com_gamedirnativecode.ival)
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continue;
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Q_snprintfz(name, sizeof(name), "%s%s", syspath, gamename[o]);
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}
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q2gamedll = Sys_LoadLibrary(name, funcs);
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if (q2gamedll)
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{
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ret = GetGameAPI(parms);
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if (ret)
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{
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return ret;
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}
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Sys_CloseLibrary(q2gamedll);
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q2gamedll = 0;
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}
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}
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}
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#ifdef _WIN64
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//if we found 32bit q2 gamecode that cannot be loaded, print out a warning about it.
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//this should make it a little obvious when people try using 64bit builds to run q2.
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if (COM_FCheckExists("gamex86.dll"))
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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");
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#endif
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return NULL;
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}
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/*
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===============
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PF_Unicast
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Sends the contents of the mutlicast buffer to a single client
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===============
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*/
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static void VARGS PFQ2_Unicast (q2edict_t *ent, qboolean reliable)
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{
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int p;
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client_t *client;
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if (!ent)
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return;
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p = Q2NUM_FOR_EDICT(ent);
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if (p < 1 || p > svs.allocated_client_slots)
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return;
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client = svs.clients + (p-1);
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if (client->state < cs_connected)
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return;
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if (client->controller)
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{
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client_t *peer;
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for (p = 0, peer = client->controller; peer; peer = peer->controlled, p++)
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{
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if (peer == client)
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break;
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}
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client = client->controller;
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//svcq2_playerinfo is not normally valid except within the svc_frame message.
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//this means its 'free' to repurpose for things like splitscreen. woot.
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MSG_WriteShort(&sv.q2multicast, 0);
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memmove(sv.q2multicast.data+2, sv.q2multicast.data, sv.q2multicast.cursize-2);
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sv.q2multicast.data[0] = svcq2_playerinfo;
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sv.q2multicast.data[1] = p;
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}
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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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}
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/*
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===============
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PF_dprintf
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Debug print to server console
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===============
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*/
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static void VARGS PFQ2_dprintf (const char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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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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Con_Printf ("%s", msg);
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}
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/*
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===============
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PF_cprintf
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Print to a single client
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===============
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*/
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static void VARGS PFQ2_cprintf (q2edict_t *ent, int level, const char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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int n=0;
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if (ent)
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{
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n = Q2NUM_FOR_EDICT(ent);
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if (n < 1 || n > svs.allocated_client_slots)
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{
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Sys_Error ("cprintf to a non-client");
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return;
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}
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if (svs.clients[n-1].state < cs_connected)
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{
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Sys_Error ("cprintf to a disconnected client");
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return;
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}
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}
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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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if (ent)
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SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
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else
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Con_Printf ("%s", msg);
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}
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/*
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===============
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PF_centerprintf
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centerprint to a single client
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===============
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*/
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static void VARGS PFQ2_centerprintf (q2edict_t *ent, const char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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int n;
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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");
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if (svs.clients[n-1].state < cs_connected)
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return;
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va_start (argptr,fmt);
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vsprintf (msg, fmt, argptr);
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va_end (argptr);
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MSG_WriteByte (&sv.q2multicast,svcq2_centerprint);
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MSG_WriteString (&sv.q2multicast,msg);
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PFQ2_Unicast (ent, true);
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}
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/*
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===============
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PF_error
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Abort the server with a game error
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===============
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*/
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static void VARGS PFQ2_error (const char *fmt, ...)
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{
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char msg[1024];
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va_list argptr;
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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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}
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/*
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===============
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PF_Configstring
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===============
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*/
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void VARGS PFQ2_Configstring (int i, const char *val)
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{
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if (i < 0 || i >= Q2MAX_CONFIGSTRINGS)
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Sys_Error ("configstring: bad index %i\n", i);
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if (!val)
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val = "";
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Z_Free((char*)sv.strings.configstring[i]);
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sv.strings.configstring[i] = Z_StrDup(val);
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if (i == Q2CS_NAME)
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Q_strncpyz(sv.mapname, val, sizeof(sv.mapname));
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if (sv.state != ss_loading)
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{ // send the update to everyone
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SZ_Clear (&sv.q2multicast);
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MSG_WriteChar (&sv.q2multicast, svcq2_configstring);
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MSG_WriteShort (&sv.q2multicast, i);
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MSG_WriteString (&sv.q2multicast, val);
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SV_Multicast (vec3_origin, MULTICAST_ALL_R);
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}
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}
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static int SVQ2_FindIndex (const char *name, int start, int max, int overflowtype)
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{
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int i;
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const char *strings;
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if (!name || !name[0])
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return 0;
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for (i=1 ; i<max ; i++)
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{
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strings = sv.strings.configstring[start+i];
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if (!strings || !*strings)
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break;
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if (!strcmp(strings, name))
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return i;
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}
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if (i == max)
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{
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if (overflowtype)
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{
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const char **overflowstrings;
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switch(overflowtype)
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{
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case 1:
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overflowstrings = sv.strings.q2_extramodels;
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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;
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break;
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case 2:
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overflowstrings = sv.strings.q2_extrasounds;
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max = countof(sv.strings.q2_extrasounds);
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start = 0x8000|0x4000;
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break;
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default:
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overflowstrings = NULL; //ssh
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max = i;
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break;
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}
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for ( ; i<max ; i++)
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{
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strings = overflowstrings[i];
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if (!strings || !*strings)
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{
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overflowstrings[i] = Z_StrDup(name);
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if (sv.state != ss_loading)
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{
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SZ_Clear (&sv.q2multicast);
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MSG_WriteChar (&sv.q2multicast, svcq2_configstring);
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MSG_WriteShort (&sv.q2multicast, start+i);
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MSG_WriteString (&sv.q2multicast, name);
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SV_Multicast (vec3_origin, MULTICAST_ALL_R);
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}
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return i;
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}
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if (!strcmp(strings, name))
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return i;
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}
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}
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Sys_Error ("*Index: overflow");
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}
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PFQ2_Configstring(start + i, name);
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return i;
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}
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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.
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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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}
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/*
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=================
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PF_setmodel
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Also sets mins and maxs for inline bmodels
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=================
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*/
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static void VARGS PFQ2_setmodel (q2edict_t *ent, const char *name)
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{
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int i;
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model_t *mod;
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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;
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return;
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}
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i = SVQ2_ModelIndex (name);
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// ent->model = name;
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ent->s.modelindex = i;
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// if it is an inline model, get the size information for it
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if (name[0] == '*')
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{
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mod = Mod_FindName (Mod_FixName(name, sv.modelname));
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if (mod->loadstate == MLS_LOADING)
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COM_WorkerPartialSync(mod, &mod->loadstate, MLS_LOADING); //wait for it if needed
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VectorCopy (mod->mins, ent->mins);
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VectorCopy (mod->maxs, ent->maxs);
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WorldQ2_LinkEdict (&sv.world, ent);
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}
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}
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/*
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static qboolean PFQ2_Q1BSP_AreasConnected (int area1, int area2)
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{
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return true;
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}
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static qboolean CMQ2_Q1BSP_SetAreaPortalState (int portalnum, qboolean open)
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{
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return true;
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}*/
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static void VARGS PFQ2_WriteChar (int c) {MSG_WriteChar (&sv.q2multicast, c & 0xff);}
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static void VARGS PFQ2_WriteByte (int c) {MSG_WriteByte (&sv.q2multicast, c & 0xff);}
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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);}
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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);}
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static void VARGS PFQ2_WritePos (vec3_t pos) { MSG_WriteCoord (&sv.q2multicast, pos[0]);
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MSG_WriteCoord (&sv.q2multicast, pos[1]);
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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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/*
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=================
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PF_inPVS
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Also checks portalareas so that doors block sight
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=================
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*/
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static qboolean VARGS PFQ2_inPVS (vec3_t p1, vec3_t p2)
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{
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int cluster;
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int area1, area2;
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qbyte *mask;
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cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p1, &area1);
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mask = sv.world.worldmodel->funcs.ClusterPVS (sv.world.worldmodel, cluster, NULL, PVM_FAST);
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cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p2, &area2);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return false;
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if (!sv.world.worldmodel->funcs.AreasConnected (sv.world.worldmodel, area1, area2))
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return false; // a door blocks sight
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return true;
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}
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/*
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=================
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PF_inPHS
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Also checks portalareas so that doors block sound
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=================
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*/
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static qboolean VARGS PFQ2_inPHS (vec3_t p1, vec3_t p2)
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{
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int cluster;
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int area1, area2;
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qbyte *mask;
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cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p1, &area1);
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mask = sv.world.worldmodel->funcs.ClusterPHS (sv.world.worldmodel, cluster, NULL);
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cluster = sv.world.worldmodel->funcs.ClusterForPoint(sv.world.worldmodel, p2, &area2);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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return false; // more than one bounce away
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if (!sv.world.worldmodel->funcs.AreasConnected (sv.world.worldmodel, area1, area2))
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return false; // a door blocks hearing
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return true;
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}
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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 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
|