/* sv_progs.c Quick QuakeC server code Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H #include "string.h" #endif #ifdef HAVE_STRINGS_H #include "strings.h" #endif #include "QF/cmd.h" #include "QF/console.h" #include "host.h" #include "server.h" #include "sv_progs.h" #include "world.h" #include "progdefs.h" progs_t sv_pr_state; sv_globals_t sv_globals; sv_funcs_t sv_funcs; sv_fields_t sv_fields; cvar_t *r_skyname; cvar_t *sv_progs; cvar_t *pr_checkextentions; cvar_t *nomonsters; cvar_t *gamecfg; cvar_t *scratch1; cvar_t *scratch2; cvar_t *scratch3; cvar_t *scratch4; cvar_t *savedgamecfg; cvar_t *saved1; cvar_t *saved2; cvar_t *saved3; cvar_t *saved4; static int prune_edict (progs_t *pr, edict_t *ent) { // remove things from different skill levels or deathmatch if (deathmatch->int_val) { if (((int) SVFIELD (ent, spawnflags, float) & SPAWNFLAG_NOT_DEATHMATCH)) { return 1; } } else if ( (current_skill == 0 && ((int) SVFIELD (ent, spawnflags, float) & SPAWNFLAG_NOT_EASY)) || (current_skill == 1 && ((int) SVFIELD (ent, spawnflags, float) & SPAWNFLAG_NOT_MEDIUM)) || (current_skill >= 2 && ((int) SVFIELD (ent, spawnflags, float) & SPAWNFLAG_NOT_HARD))) { return 1; } return 0; } void ED_PrintEdicts_f (void) { ED_PrintEdicts (&sv_pr_state); } /* ED_PrintEdict_f For debugging, prints a single edicy */ void ED_PrintEdict_f (void) { int i; i = atoi (Cmd_Argv (1)); Con_Printf ("\n EDICT %i:\n", i); ED_PrintNum (&sv_pr_state, i); } void ED_Count_f (void) { ED_Count (&sv_pr_state); } void PR_Profile_f (void) { PR_Profile (&sv_pr_state); } static int parse_field (progs_t * pr, char *key, char *value) { return 0; } void SV_LoadProgs (void) { PR_LoadProgs (&sv_pr_state, sv_progs->string); if (!sv_pr_state.progs) Host_Error ("SV_LoadProgs: couldn't load %s", sv_progs->string); if (sv_pr_state.progs->crc != PROGHEADER_CRC) Host_Error ("You must have the progs.dat from Quake installed"); // progs engine needs these globals anyway sv_globals.self = sv_pr_state.globals.self; sv_globals.time = sv_pr_state.globals.time; (void *) sv_globals.self = PR_GetGlobalPointer (&sv_pr_state, "self"); (void *) sv_globals.other = PR_GetGlobalPointer (&sv_pr_state, "other"); (void *) sv_globals.world = PR_GetGlobalPointer (&sv_pr_state, "world"); (void *) sv_globals.time = PR_GetGlobalPointer (&sv_pr_state, "time"); (void *) sv_globals.frametime = PR_GetGlobalPointer (&sv_pr_state, "frametime"); (void *) sv_globals.force_retouch = PR_GetGlobalPointer (&sv_pr_state, "force_retouch"); (void *) sv_globals.mapname = PR_GetGlobalPointer (&sv_pr_state, "mapname"); (void *) sv_globals.deathmatch = PR_GetGlobalPointer (&sv_pr_state, "deathmatch"); (void *) sv_globals.coop = PR_GetGlobalPointer (&sv_pr_state, "coop"); (void *) sv_globals.teamplay = PR_GetGlobalPointer (&sv_pr_state, "teamplay"); (void *) sv_globals.serverflags = PR_GetGlobalPointer (&sv_pr_state, "serverflags"); (void *) sv_globals.total_secrets = PR_GetGlobalPointer (&sv_pr_state, "total_secrets"); (void *) sv_globals.total_monsters = PR_GetGlobalPointer (&sv_pr_state, "total_monsters"); (void *) sv_globals.found_secrets = PR_GetGlobalPointer (&sv_pr_state, "found_secrets"); (void *) sv_globals.killed_monsters = PR_GetGlobalPointer (&sv_pr_state, "killed_monsters"); (void *) sv_globals.parms = PR_GetGlobalPointer (&sv_pr_state, "parm1"); (void *) sv_globals.v_forward = PR_GetGlobalPointer (&sv_pr_state, "v_forward"); (void *) sv_globals.v_up = PR_GetGlobalPointer (&sv_pr_state, "v_up"); (void *) sv_globals.v_right = PR_GetGlobalPointer (&sv_pr_state, "v_right"); (void *) sv_globals.trace_allsolid = PR_GetGlobalPointer (&sv_pr_state, "trace_allsolid"); (void *) sv_globals.trace_startsolid = PR_GetGlobalPointer (&sv_pr_state, "trace_startsolid"); (void *) sv_globals.trace_fraction = PR_GetGlobalPointer (&sv_pr_state, "trace_fraction"); (void *) sv_globals.trace_endpos = PR_GetGlobalPointer (&sv_pr_state, "trace_endpos"); (void *) sv_globals.trace_plane_normal = PR_GetGlobalPointer (&sv_pr_state, "trace_plane_normal"); (void *) sv_globals.trace_plane_dist = PR_GetGlobalPointer (&sv_pr_state, "trace_plane_dist"); (void *) sv_globals.trace_ent = PR_GetGlobalPointer (&sv_pr_state, "trace_ent"); (void *) sv_globals.trace_inopen = PR_GetGlobalPointer (&sv_pr_state, "trace_inopen"); (void *) sv_globals.trace_inwater = PR_GetGlobalPointer (&sv_pr_state, "trace_inwater"); (void *) sv_globals.msg_entity = PR_GetGlobalPointer (&sv_pr_state, "msg_entity"); #ifdef QUAKE2 (void *) sv_globals.startspot = PR_GetGlobalPointer (&sv_pr_state, "startspot"); (void *) sv_globals.null = PR_GetGlobalPointer (&sv_pr_state, "null"); #endif sv_funcs.main = PR_GetFunctionIndex (&sv_pr_state, "main"); sv_funcs.StartFrame = PR_GetFunctionIndex (&sv_pr_state, "StartFrame"); sv_funcs.PlayerPreThink = PR_GetFunctionIndex (&sv_pr_state, "PlayerPreThink"); sv_funcs.PlayerPostThink = PR_GetFunctionIndex (&sv_pr_state, "PlayerPostThink"); sv_funcs.ClientKill = PR_GetFunctionIndex (&sv_pr_state, "ClientKill"); sv_funcs.ClientConnect = PR_GetFunctionIndex (&sv_pr_state, "ClientConnect"); sv_funcs.PutClientInServer = PR_GetFunctionIndex (&sv_pr_state, "PutClientInServer"); sv_funcs.ClientDisconnect = PR_GetFunctionIndex (&sv_pr_state, "ClientDisconnect"); sv_funcs.SetNewParms = PR_GetFunctionIndex (&sv_pr_state, "SetNewParms"); sv_funcs.SetChangeParms = PR_GetFunctionIndex (&sv_pr_state, "SetChangeParms"); sv_fields.modelindex = ED_GetFieldIndex (&sv_pr_state, "modelindex"); sv_fields.absmin = ED_GetFieldIndex (&sv_pr_state, "absmin"); sv_fields.absmax = ED_GetFieldIndex (&sv_pr_state, "absmax"); sv_fields.ltime = ED_GetFieldIndex (&sv_pr_state, "ltime"); sv_fields.movetype = ED_GetFieldIndex (&sv_pr_state, "movetype"); sv_fields.solid = ED_GetFieldIndex (&sv_pr_state, "solid"); sv_fields.origin = ED_GetFieldIndex (&sv_pr_state, "origin"); sv_fields.oldorigin = ED_GetFieldIndex (&sv_pr_state, "oldorigin"); sv_fields.velocity = ED_GetFieldIndex (&sv_pr_state, "velocity"); sv_fields.angles = ED_GetFieldIndex (&sv_pr_state, "angles"); sv_fields.avelocity = ED_GetFieldIndex (&sv_pr_state, "avelocity"); sv_fields.basevelocity = ED_GetFieldIndex (&sv_pr_state, "basevelocity"); sv_fields.punchangle = ED_GetFieldIndex (&sv_pr_state, "punchangle"); sv_fields.classname = ED_GetFieldIndex (&sv_pr_state, "classname"); sv_fields.model = ED_GetFieldIndex (&sv_pr_state, "model"); sv_fields.frame = ED_GetFieldIndex (&sv_pr_state, "frame"); sv_fields.skin = ED_GetFieldIndex (&sv_pr_state, "skin"); sv_fields.effects = ED_GetFieldIndex (&sv_pr_state, "effects"); sv_fields.drawPercent = ED_GetFieldIndex (&sv_pr_state, "drawPercent"); sv_fields.gravity = ED_GetFieldIndex (&sv_pr_state, "gravity"); sv_fields.mass = ED_GetFieldIndex (&sv_pr_state, "mass"); sv_fields.light_level = ED_GetFieldIndex (&sv_pr_state, "light_level"); sv_fields.mins = ED_GetFieldIndex (&sv_pr_state, "mins"); sv_fields.maxs = ED_GetFieldIndex (&sv_pr_state, "maxs"); sv_fields.size = ED_GetFieldIndex (&sv_pr_state, "size"); sv_fields.touch = ED_GetFieldIndex (&sv_pr_state, "touch"); sv_fields.use = ED_GetFieldIndex (&sv_pr_state, "use"); sv_fields.think = ED_GetFieldIndex (&sv_pr_state, "think"); sv_fields.blocked = ED_GetFieldIndex (&sv_pr_state, "blocked"); sv_fields.nextthink = ED_GetFieldIndex (&sv_pr_state, "nextthink"); sv_fields.groundentity = ED_GetFieldIndex (&sv_pr_state, "groundentity"); sv_fields.health = ED_GetFieldIndex (&sv_pr_state, "health"); sv_fields.frags = ED_GetFieldIndex (&sv_pr_state, "frags"); sv_fields.weapon = ED_GetFieldIndex (&sv_pr_state, "weapon"); sv_fields.weaponmodel = ED_GetFieldIndex (&sv_pr_state, "weaponmodel"); sv_fields.weaponframe = ED_GetFieldIndex (&sv_pr_state, "weaponframe"); sv_fields.currentammo = ED_GetFieldIndex (&sv_pr_state, "currentammo"); sv_fields.ammo_shells = ED_GetFieldIndex (&sv_pr_state, "ammo_shells"); sv_fields.ammo_nails = ED_GetFieldIndex (&sv_pr_state, "ammo_nails"); sv_fields.ammo_rockets = ED_GetFieldIndex (&sv_pr_state, "ammo_rockets"); sv_fields.ammo_cells = ED_GetFieldIndex (&sv_pr_state, "ammo_cells"); sv_fields.items = ED_GetFieldIndex (&sv_pr_state, "items"); sv_fields.items2 = ED_GetFieldIndex (&sv_pr_state, "items2"); sv_fields.takedamage = ED_GetFieldIndex (&sv_pr_state, "takedamage"); sv_fields.chain = ED_GetFieldIndex (&sv_pr_state, "chain"); sv_fields.deadflag = ED_GetFieldIndex (&sv_pr_state, "deadflag"); sv_fields.view_ofs = ED_GetFieldIndex (&sv_pr_state, "view_ofs"); sv_fields.button0 = ED_GetFieldIndex (&sv_pr_state, "button0"); sv_fields.button1 = ED_GetFieldIndex (&sv_pr_state, "button1"); sv_fields.button2 = ED_GetFieldIndex (&sv_pr_state, "button2"); sv_fields.impulse = ED_GetFieldIndex (&sv_pr_state, "impulse"); sv_fields.fixangle = ED_GetFieldIndex (&sv_pr_state, "fixangle"); sv_fields.v_angle = ED_GetFieldIndex (&sv_pr_state, "v_angle"); sv_fields.idealpitch = ED_GetFieldIndex (&sv_pr_state, "idealpitch"); sv_fields.pitch_speed = ED_GetFieldIndex (&sv_pr_state, "pitch_speed"); sv_fields.netname = ED_GetFieldIndex (&sv_pr_state, "netname"); sv_fields.enemy = ED_GetFieldIndex (&sv_pr_state, "enemy"); sv_fields.flags = ED_GetFieldIndex (&sv_pr_state, "flags"); sv_fields.colormap = ED_GetFieldIndex (&sv_pr_state, "colormap"); sv_fields.team = ED_GetFieldIndex (&sv_pr_state, "team"); sv_fields.max_health = ED_GetFieldIndex (&sv_pr_state, "max_health"); sv_fields.teleport_time = ED_GetFieldIndex (&sv_pr_state, "teleport_time"); sv_fields.armortype = ED_GetFieldIndex (&sv_pr_state, "armortype"); sv_fields.armorvalue = ED_GetFieldIndex (&sv_pr_state, "armorvalue"); sv_fields.waterlevel = ED_GetFieldIndex (&sv_pr_state, "waterlevel"); sv_fields.watertype = ED_GetFieldIndex (&sv_pr_state, "watertype"); sv_fields.ideal_yaw = ED_GetFieldIndex (&sv_pr_state, "ideal_yaw"); sv_fields.yaw_speed = ED_GetFieldIndex (&sv_pr_state, "yaw_speed"); sv_fields.aiment = ED_GetFieldIndex (&sv_pr_state, "aiment"); sv_fields.goalentity = ED_GetFieldIndex (&sv_pr_state, "goalentity"); sv_fields.spawnflags = ED_GetFieldIndex (&sv_pr_state, "spawnflags"); sv_fields.target = ED_GetFieldIndex (&sv_pr_state, "target"); sv_fields.targetname = ED_GetFieldIndex (&sv_pr_state, "targetname"); sv_fields.dmg_take = ED_GetFieldIndex (&sv_pr_state, "dmg_take"); sv_fields.dmg_save = ED_GetFieldIndex (&sv_pr_state, "dmg_save"); sv_fields.dmg_inflictor = ED_GetFieldIndex (&sv_pr_state, "dmg_inflictor"); sv_fields.owner = ED_GetFieldIndex (&sv_pr_state, "owner"); sv_fields.movedir = ED_GetFieldIndex (&sv_pr_state, "movedir"); sv_fields.message = ED_GetFieldIndex (&sv_pr_state, "message"); sv_fields.sounds = ED_GetFieldIndex (&sv_pr_state, "sounds"); sv_fields.noise = ED_GetFieldIndex (&sv_pr_state, "noise"); sv_fields.noise1 = ED_GetFieldIndex (&sv_pr_state, "noise1"); sv_fields.noise2 = ED_GetFieldIndex (&sv_pr_state, "noise2"); sv_fields.noise3 = ED_GetFieldIndex (&sv_pr_state, "noise3"); sv_fields.dmg = ED_GetFieldIndex (&sv_pr_state, "dmg"); sv_fields.dmgtime = ED_GetFieldIndex (&sv_pr_state, "dmgtime"); sv_fields.air_finished = ED_GetFieldIndex (&sv_pr_state, "air_finished"); sv_fields.pain_finished = ED_GetFieldIndex (&sv_pr_state, "pain_finished"); sv_fields.radsuit_finished = ED_GetFieldIndex (&sv_pr_state, "radsuit_finished"); sv_fields.speed = ED_GetFieldIndex (&sv_pr_state, "speed"); } extern builtin_t sv_builtins[]; extern int sv_numbuiltins; void SV_Progs_Init (void) { sv_pr_state.edicts = &sv.edicts; sv_pr_state.num_edicts = &sv.num_edicts; sv_pr_state.time = &sv.time; sv_pr_state.reserved_edicts = &svs.maxclients; sv_pr_state.unlink = SV_UnlinkEdict; sv_pr_state.builtins = sv_builtins; sv_pr_state.numbuiltins = sv_numbuiltins; sv_pr_state.parse_field = parse_field; sv_pr_state.prune_edict = prune_edict; Cmd_AddCommand ("edict", ED_PrintEdict_f, "Report information on a given edict in the game. (edict (edict number))"); Cmd_AddCommand ("edicts", ED_PrintEdicts_f, "Display information on all edicts in the game."); Cmd_AddCommand ("edictcount", ED_Count_f, "Display summary information on the edicts in the game."); Cmd_AddCommand ("profile", PR_Profile_f, "FIXME: Report information about QuakeC Stuff (???) No Description"); } void SV_Progs_Init_Cvars (void) { r_skyname = Cvar_Get ("r_skyname", "", CVAR_SERVERINFO, Cvar_Info, "name of skybox"); sv_progs = Cvar_Get ("sv_progs", "progs.dat", CVAR_ROM, 0, "Allows selectable game progs if you have several " "of them in the gamedir"); pr_checkextentions = Cvar_Get ("sv_progs", "1", CVAR_ROM, 0, "indicate the presence of the " "checkextentions qc function"); nomonsters = Cvar_Get ("nomonsters", "0", CVAR_NONE, 0, "No Description"); gamecfg = Cvar_Get ("gamecfg", "0", CVAR_NONE, 0, "No Description"); scratch1 = Cvar_Get ("scratch1", "0", CVAR_NONE, 0, "No Description"); scratch2 = Cvar_Get ("scratch2", "0", CVAR_NONE, 0, "No Description"); scratch3 = Cvar_Get ("scratch3", "0", CVAR_NONE, 0, "No Description"); scratch4 = Cvar_Get ("scratch4", "0", CVAR_NONE, 0, "No Description"); savedgamecfg = Cvar_Get ("savedgamecfg", "0", CVAR_ARCHIVE, 0, "No Description"); saved1 = Cvar_Get ("saved1", "0", CVAR_ARCHIVE, 0, "No Description"); saved2 = Cvar_Get ("saved2", "0", CVAR_ARCHIVE, 0, "No Description"); saved3 = Cvar_Get ("saved3", "0", CVAR_ARCHIVE, 0, "No Description"); saved4 = Cvar_Get ("saved4", "0", CVAR_ARCHIVE, 0, "No Description"); }