quakeforge/nq/source/sv_progs.c
Bill Currie 2e0ed3377c basic (very!) implementation of the new filesystem directory struture code.
All the details of game directories will be fully configurable (search
paths and gamecode file name currently supported). Downloading of skins to
qw/skins only currently broken (will download to $gamedir/skins for now).
2003-01-10 22:47:18 +00:00

379 lines
15 KiB
C

/*
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
*/
static const char rcsid[] =
"$Id$";
#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 "QF/cvar.h"
#include "QF/quakefs.h"
#include "host.h"
#include "server.h"
#include "sv_progs.h"
#include "world.h"
progs_t sv_pr_state;
sv_globals_t sv_globals;
sv_funcs_t sv_funcs;
sv_fields_t sv_fields;
cvar_t *sv_progs;
cvar_t *sv_progs_zone;
cvar_t *pr_checkextensions;
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;
func_t EndFrame;
static int
prune_edict (progs_t *pr, edict_t *ent)
{
// remove things from different skill levels or deathmatch
if (deathmatch->int_val) {
if (((int) SVfloat (ent, spawnflags)
& SPAWNFLAG_NOT_DEATHMATCH)) {
return 1;
}
} else if ((current_skill == 0
&& ((int) SVfloat (ent, spawnflags)
& SPAWNFLAG_NOT_EASY))
|| (current_skill == 1
&& ((int) SVfloat (ent, spawnflags)
& SPAWNFLAG_NOT_MEDIUM))
|| (current_skill >= 2
&& ((int) SVfloat (ent, spawnflags)
& SPAWNFLAG_NOT_HARD))) {
return 1;
}
return 0;
}
static void
ED_PrintEdicts_f (void)
{
ED_PrintEdicts (&sv_pr_state, Cmd_Argv (1));
}
/*
ED_PrintEdict_f
For debugging, prints a single edicy
*/
static 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);
}
static 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, const char *key, const char *value)
{
return 0;
}
void
SV_LoadProgs (void)
{
ddef_t *def;
dfunction_t *f;
const char *progs_name = "progs.dat";
if (qfs_gamedir->gamecode && *qfs_gamedir->gamecode)
progs_name = qfs_gamedir->gamecode;
if (*sv_progs->string)
progs_name = sv_progs->string;
PR_LoadProgs (&sv_pr_state, progs_name, sv.max_edicts,
sv_progs_zone->int_val * 1024);
if (!sv_pr_state.progs)
Host_Error ("SV_LoadProgs: couldn't load %s", progs_name);
// 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.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");
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 = PR_GetFieldOffset (&sv_pr_state, "modelindex");
sv_fields.absmin = PR_GetFieldOffset (&sv_pr_state, "absmin");
sv_fields.absmax = PR_GetFieldOffset (&sv_pr_state, "absmax");
sv_fields.ltime = PR_GetFieldOffset (&sv_pr_state, "ltime");
sv_fields.movetype = PR_GetFieldOffset (&sv_pr_state, "movetype");
sv_fields.solid = PR_GetFieldOffset (&sv_pr_state, "solid");
sv_fields.origin = PR_GetFieldOffset (&sv_pr_state, "origin");
sv_fields.oldorigin = PR_GetFieldOffset (&sv_pr_state, "oldorigin");
sv_fields.velocity = PR_GetFieldOffset (&sv_pr_state, "velocity");
sv_fields.angles = PR_GetFieldOffset (&sv_pr_state, "angles");
sv_fields.avelocity = PR_GetFieldOffset (&sv_pr_state, "avelocity");
sv_fields.punchangle = PR_GetFieldOffset (&sv_pr_state, "punchangle");
sv_fields.classname = PR_GetFieldOffset (&sv_pr_state, "classname");
sv_fields.model = PR_GetFieldOffset (&sv_pr_state, "model");
sv_fields.frame = PR_GetFieldOffset (&sv_pr_state, "frame");
sv_fields.skin = PR_GetFieldOffset (&sv_pr_state, "skin");
sv_fields.effects = PR_GetFieldOffset (&sv_pr_state, "effects");
sv_fields.mins = PR_GetFieldOffset (&sv_pr_state, "mins");
sv_fields.maxs = PR_GetFieldOffset (&sv_pr_state, "maxs");
sv_fields.size = PR_GetFieldOffset (&sv_pr_state, "size");
sv_fields.touch = PR_GetFieldOffset (&sv_pr_state, "touch");
sv_fields.use = PR_GetFieldOffset (&sv_pr_state, "use");
sv_fields.think = PR_GetFieldOffset (&sv_pr_state, "think");
sv_fields.blocked = PR_GetFieldOffset (&sv_pr_state, "blocked");
sv_fields.nextthink = PR_GetFieldOffset (&sv_pr_state, "nextthink");
sv_fields.groundentity = PR_GetFieldOffset (&sv_pr_state, "groundentity");
sv_fields.health = PR_GetFieldOffset (&sv_pr_state, "health");
sv_fields.frags = PR_GetFieldOffset (&sv_pr_state, "frags");
sv_fields.weapon = PR_GetFieldOffset (&sv_pr_state, "weapon");
sv_fields.weaponmodel = PR_GetFieldOffset (&sv_pr_state, "weaponmodel");
sv_fields.weaponframe = PR_GetFieldOffset (&sv_pr_state, "weaponframe");
sv_fields.currentammo = PR_GetFieldOffset (&sv_pr_state, "currentammo");
sv_fields.ammo_shells = PR_GetFieldOffset (&sv_pr_state, "ammo_shells");
sv_fields.ammo_nails = PR_GetFieldOffset (&sv_pr_state, "ammo_nails");
sv_fields.ammo_rockets = PR_GetFieldOffset (&sv_pr_state, "ammo_rockets");
sv_fields.ammo_cells = PR_GetFieldOffset (&sv_pr_state, "ammo_cells");
sv_fields.items = PR_GetFieldOffset (&sv_pr_state, "items");
sv_fields.takedamage = PR_GetFieldOffset (&sv_pr_state, "takedamage");
sv_fields.chain = PR_GetFieldOffset (&sv_pr_state, "chain");
sv_fields.deadflag = PR_GetFieldOffset (&sv_pr_state, "deadflag");
sv_fields.view_ofs = PR_GetFieldOffset (&sv_pr_state, "view_ofs");
sv_fields.button0 = PR_GetFieldOffset (&sv_pr_state, "button0");
sv_fields.button1 = PR_GetFieldOffset (&sv_pr_state, "button1");
sv_fields.button2 = PR_GetFieldOffset (&sv_pr_state, "button2");
sv_fields.impulse = PR_GetFieldOffset (&sv_pr_state, "impulse");
sv_fields.fixangle = PR_GetFieldOffset (&sv_pr_state, "fixangle");
sv_fields.v_angle = PR_GetFieldOffset (&sv_pr_state, "v_angle");
sv_fields.idealpitch = PR_GetFieldOffset (&sv_pr_state, "idealpitch");
sv_fields.netname = PR_GetFieldOffset (&sv_pr_state, "netname");
sv_fields.enemy = PR_GetFieldOffset (&sv_pr_state, "enemy");
sv_fields.flags = PR_GetFieldOffset (&sv_pr_state, "flags");
sv_fields.colormap = PR_GetFieldOffset (&sv_pr_state, "colormap");
sv_fields.team = PR_GetFieldOffset (&sv_pr_state, "team");
sv_fields.max_health = PR_GetFieldOffset (&sv_pr_state, "max_health");
sv_fields.teleport_time = PR_GetFieldOffset (&sv_pr_state,
"teleport_time");
sv_fields.armortype = PR_GetFieldOffset (&sv_pr_state, "armortype");
sv_fields.armorvalue = PR_GetFieldOffset (&sv_pr_state, "armorvalue");
sv_fields.waterlevel = PR_GetFieldOffset (&sv_pr_state, "waterlevel");
sv_fields.watertype = PR_GetFieldOffset (&sv_pr_state, "watertype");
sv_fields.ideal_yaw = PR_GetFieldOffset (&sv_pr_state, "ideal_yaw");
sv_fields.yaw_speed = PR_GetFieldOffset (&sv_pr_state, "yaw_speed");
sv_fields.aiment = PR_GetFieldOffset (&sv_pr_state, "aiment");
sv_fields.goalentity = PR_GetFieldOffset (&sv_pr_state, "goalentity");
sv_fields.spawnflags = PR_GetFieldOffset (&sv_pr_state, "spawnflags");
sv_fields.target = PR_GetFieldOffset (&sv_pr_state, "target");
sv_fields.targetname = PR_GetFieldOffset (&sv_pr_state, "targetname");
sv_fields.dmg_take = PR_GetFieldOffset (&sv_pr_state, "dmg_take");
sv_fields.dmg_save = PR_GetFieldOffset (&sv_pr_state, "dmg_save");
sv_fields.dmg_inflictor = PR_GetFieldOffset (&sv_pr_state,
"dmg_inflictor");
sv_fields.owner = PR_GetFieldOffset (&sv_pr_state, "owner");
sv_fields.movedir = PR_GetFieldOffset (&sv_pr_state, "movedir");
sv_fields.message = PR_GetFieldOffset (&sv_pr_state, "message");
sv_fields.sounds = PR_GetFieldOffset (&sv_pr_state, "sounds");
sv_fields.noise = PR_GetFieldOffset (&sv_pr_state, "noise");
sv_fields.noise1 = PR_GetFieldOffset (&sv_pr_state, "noise1");
sv_fields.noise2 = PR_GetFieldOffset (&sv_pr_state, "noise2");
sv_fields.noise3 = PR_GetFieldOffset (&sv_pr_state, "noise3");
sv_fields.dmg = PR_GetFieldOffset (&sv_pr_state, "dmg");
// Quake 2 fields?
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");
sv_fields.basevelocity = ED_GetFieldIndex (&sv_pr_state, "basevelocity");
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.items2 = ED_GetFieldIndex (&sv_pr_state, "items2");
sv_fields.pitch_speed = ED_GetFieldIndex (&sv_pr_state, "pitch_speed");
sv_fields.rotated_bbox = ED_GetFieldIndex (&sv_pr_state, "rotated_bbox");
sv_fields.lastruntime = ED_GetFieldIndex (&sv_pr_state, "lastruntime");
def = PR_FindGlobal (&sv_pr_state, "newmis");
sv_globals.newmis = def ? &G_var (&sv_pr_state, def->ofs, entity) : 0;
EndFrame = 0;
if ((f = ED_FindFunction (&sv_pr_state, "EndFrame")) != NULL)
EndFrame = (func_t) (f - sv_pr_state.pr_functions);
}
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 = 0;
sv_pr_state.numbuiltins = 0;
sv_pr_state.parse_field = parse_field;
sv_pr_state.prune_edict = prune_edict;
SV_PR_Cmds_Init ();
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)
{
sv_progs = Cvar_Get ("sv_progs", "", CVAR_ROM, NULL,
"Override the default game progs.");
sv_progs_zone = Cvar_Get ("sv_progs_zone", "256", CVAR_NONE, NULL,
"size of the zone for progs in kb");
pr_checkextensions = Cvar_Get ("pr_checkextensions", "1", CVAR_ROM, NULL,
"indicate the presence of the "
"checkextentions qc function");
nomonsters = Cvar_Get ("nomonsters", "0", CVAR_NONE, NULL,
"No Description");
gamecfg = Cvar_Get ("gamecfg", "0", CVAR_NONE, NULL, "No Description");
scratch1 = Cvar_Get ("scratch1", "0", CVAR_NONE, NULL, "No Description");
scratch2 = Cvar_Get ("scratch2", "0", CVAR_NONE, NULL, "No Description");
scratch3 = Cvar_Get ("scratch3", "0", CVAR_NONE, NULL, "No Description");
scratch4 = Cvar_Get ("scratch4", "0", CVAR_NONE, NULL, "No Description");
savedgamecfg = Cvar_Get ("savedgamecfg", "0", CVAR_ARCHIVE, NULL,
"No Description");
saved1 = Cvar_Get ("saved1", "0", CVAR_ARCHIVE, NULL, "No Description");
saved2 = Cvar_Get ("saved2", "0", CVAR_ARCHIVE, NULL, "No Description");
saved3 = Cvar_Get ("saved3", "0", CVAR_ARCHIVE, NULL, "No Description");
saved4 = Cvar_Get ("saved4", "0", CVAR_ARCHIVE, NULL, "No Description");
}