/* 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 "cmd.h" #include "progs.h" #include "server.h" #include "world.h" int eval_alpha, eval_scale, eval_glowsize, eval_glowcolor, eval_colormod; progs_t sv_pr_state; cvar_t *r_skyname; cvar_t *sv_progs; func_t EndFrame; func_t SpectatorConnect; func_t SpectatorDisconnect; func_t SpectatorThink; void FindEdictFieldOffsets (progs_t *pr) { dfunction_t *f; if (pr == &sv_pr_state) { // Zoid, find the spectator functions SpectatorConnect = SpectatorThink = SpectatorDisconnect = 0; if ((f = ED_FindFunction (&sv_pr_state, "SpectatorConnect")) != NULL) SpectatorConnect = (func_t) (f - sv_pr_state.pr_functions); if ((f = ED_FindFunction (&sv_pr_state, "SpectatorThink")) != NULL) SpectatorThink = (func_t) (f - sv_pr_state.pr_functions); if ((f = ED_FindFunction (&sv_pr_state, "SpectatorDisconnect")) != NULL) SpectatorDisconnect = (func_t) (f - sv_pr_state.pr_functions); // 2000-01-02 EndFrame function by Maddes/FrikaC EndFrame = 0; if ((f = ED_FindFunction (&sv_pr_state, "EndFrame")) != NULL) EndFrame = (func_t) (f - sv_pr_state.pr_functions); eval_alpha = FindFieldOffset (&sv_pr_state, "alpha"); eval_scale = FindFieldOffset (&sv_pr_state, "scale"); eval_glowsize = FindFieldOffset (&sv_pr_state, "glow_size"); eval_glowcolor = FindFieldOffset (&sv_pr_state, "glow_color"); eval_colormod = FindFieldOffset (&sv_pr_state, "colormod"); } } 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); } int ED_Parse_Extra_Fields (progs_t *pr, char *key, char *value) { /* If skyname is set, we want to allow skyboxes and set what the skybox name should be. "qlsky" is supported since at least one other map uses it already. */ if (strcaseequal (key, "skyname") // QuakeForge || strcaseequal (key, "sky") // Q2/DarkPlaces || strcaseequal (key, "qlsky")) { // QuakeLives Info_SetValueForKey (svs.info, "skybox", "1", MAX_SERVERINFO_STRING); Cvar_Set (r_skyname, value); return 1; } return 0; } void SV_LoadProgs (void) { PR_LoadProgs (&sv_pr_state, sv_progs->string); if (!sv_pr_state.progs) SV_Error ("SV_LoadProgs: couldn't load %s", sv_progs->string); } 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.unlink = SV_UnlinkEdict; sv_pr_state.flush = SV_FlushSignon; 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, "name of skybox"); sv_progs = Cvar_Get ("sv_progs", "qwprogs.dat", CVAR_ROM, "Allows selectable game progs if you have several " "of them in the gamedir"); }