mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-11 21:31:30 +00:00
761a7546dd
autoconfiscated so rcsid will continue to work with gcc 3.3
380 lines
15 KiB
C
380 lines
15 KiB
C
/*
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sv_progs.c
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Quick QuakeC server code
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((unused)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include "string.h"
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#endif
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#ifdef HAVE_STRINGS_H
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# include "strings.h"
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#endif
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/quakefs.h"
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#include "host.h"
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#include "server.h"
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#include "sv_progs.h"
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#include "world.h"
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progs_t sv_pr_state;
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sv_globals_t sv_globals;
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sv_funcs_t sv_funcs;
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sv_fields_t sv_fields;
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cvar_t *sv_progs;
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cvar_t *sv_progs_zone;
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cvar_t *pr_checkextensions;
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cvar_t *nomonsters;
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cvar_t *gamecfg;
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cvar_t *scratch1;
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cvar_t *scratch2;
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cvar_t *scratch3;
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cvar_t *scratch4;
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cvar_t *savedgamecfg;
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cvar_t *saved1;
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cvar_t *saved2;
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cvar_t *saved3;
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cvar_t *saved4;
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func_t EndFrame;
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static int
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prune_edict (progs_t *pr, edict_t *ent)
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{
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// remove things from different skill levels or deathmatch
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if (deathmatch->int_val) {
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if (((int) SVfloat (ent, spawnflags)
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& SPAWNFLAG_NOT_DEATHMATCH)) {
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return 1;
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}
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} else if ((current_skill == 0
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&& ((int) SVfloat (ent, spawnflags)
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& SPAWNFLAG_NOT_EASY))
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|| (current_skill == 1
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&& ((int) SVfloat (ent, spawnflags)
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& SPAWNFLAG_NOT_MEDIUM))
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|| (current_skill >= 2
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&& ((int) SVfloat (ent, spawnflags)
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& SPAWNFLAG_NOT_HARD))) {
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return 1;
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}
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return 0;
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}
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static void
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ED_PrintEdicts_f (void)
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{
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ED_PrintEdicts (&sv_pr_state, Cmd_Argv (1));
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}
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/*
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ED_PrintEdict_f
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For debugging, prints a single edicy
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*/
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static void
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ED_PrintEdict_f (void)
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{
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int i;
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i = atoi (Cmd_Argv (1));
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Con_Printf ("\n EDICT %i:\n", i);
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ED_PrintNum (&sv_pr_state, i);
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}
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static void
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ED_Count_f (void)
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{
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ED_Count (&sv_pr_state);
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}
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void
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PR_Profile_f (void)
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{
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PR_Profile (&sv_pr_state);
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}
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static int
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parse_field (progs_t *pr, const char *key, const char *value)
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{
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return 0;
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}
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void
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SV_LoadProgs (void)
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{
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ddef_t *def;
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dfunction_t *f;
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const char *progs_name = "progs.dat";
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if (qfs_gamedir->gamecode && *qfs_gamedir->gamecode)
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progs_name = qfs_gamedir->gamecode;
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if (*sv_progs->string)
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progs_name = sv_progs->string;
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PR_LoadProgs (&sv_pr_state, progs_name, sv.max_edicts,
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sv_progs_zone->int_val * 1024);
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if (!sv_pr_state.progs)
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Host_Error ("SV_LoadProgs: couldn't load %s", progs_name);
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// progs engine needs these globals anyway
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sv_globals.self = sv_pr_state.globals.self;
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sv_globals.time = sv_pr_state.globals.time;
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(void *) sv_globals.other = PR_GetGlobalPointer (&sv_pr_state, "other");
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(void *) sv_globals.world = PR_GetGlobalPointer (&sv_pr_state, "world");
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(void *) sv_globals.time = PR_GetGlobalPointer (&sv_pr_state, "time");
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(void *) sv_globals.frametime = PR_GetGlobalPointer (&sv_pr_state,
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"frametime");
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(void *) sv_globals.force_retouch = PR_GetGlobalPointer (&sv_pr_state,
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"force_retouch");
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(void *) sv_globals.mapname = PR_GetGlobalPointer (&sv_pr_state,
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"mapname");
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(void *) sv_globals.deathmatch = PR_GetGlobalPointer (&sv_pr_state,
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"deathmatch");
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(void *) sv_globals.coop = PR_GetGlobalPointer (&sv_pr_state, "coop");
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(void *) sv_globals.teamplay = PR_GetGlobalPointer (&sv_pr_state,
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"teamplay");
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(void *) sv_globals.serverflags = PR_GetGlobalPointer (&sv_pr_state,
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"serverflags");
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(void *) sv_globals.total_secrets = PR_GetGlobalPointer (&sv_pr_state,
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"total_secrets");
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(void *) sv_globals.total_monsters = PR_GetGlobalPointer
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(&sv_pr_state, "total_monsters");
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(void *) sv_globals.found_secrets = PR_GetGlobalPointer (&sv_pr_state,
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"found_secrets");
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(void *) sv_globals.killed_monsters = PR_GetGlobalPointer
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(&sv_pr_state, "killed_monsters");
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(void *) sv_globals.parms = PR_GetGlobalPointer (&sv_pr_state, "parm1");
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(void *) sv_globals.v_forward = PR_GetGlobalPointer (&sv_pr_state,
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"v_forward");
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(void *) sv_globals.v_up = PR_GetGlobalPointer (&sv_pr_state, "v_up");
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(void *) sv_globals.v_right = PR_GetGlobalPointer (&sv_pr_state,
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"v_right");
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(void *) sv_globals.trace_allsolid = PR_GetGlobalPointer
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(&sv_pr_state, "trace_allsolid");
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(void *) sv_globals.trace_startsolid = PR_GetGlobalPointer
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(&sv_pr_state, "trace_startsolid");
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(void *) sv_globals.trace_fraction = PR_GetGlobalPointer
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(&sv_pr_state, "trace_fraction");
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(void *) sv_globals.trace_endpos = PR_GetGlobalPointer (&sv_pr_state,
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"trace_endpos");
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(void *) sv_globals.trace_plane_normal = PR_GetGlobalPointer
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(&sv_pr_state, "trace_plane_normal");
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(void *) sv_globals.trace_plane_dist = PR_GetGlobalPointer
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(&sv_pr_state, "trace_plane_dist");
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(void *) sv_globals.trace_ent = PR_GetGlobalPointer (&sv_pr_state,
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"trace_ent");
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(void *) sv_globals.trace_inopen = PR_GetGlobalPointer (&sv_pr_state,
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"trace_inopen");
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(void *) sv_globals.trace_inwater = PR_GetGlobalPointer (&sv_pr_state,
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"trace_inwater");
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(void *) sv_globals.msg_entity = PR_GetGlobalPointer (&sv_pr_state,
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"msg_entity");
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sv_funcs.main = PR_GetFunctionIndex (&sv_pr_state, "main");
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sv_funcs.StartFrame = PR_GetFunctionIndex (&sv_pr_state, "StartFrame");
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sv_funcs.PlayerPreThink = PR_GetFunctionIndex (&sv_pr_state,
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"PlayerPreThink");
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sv_funcs.PlayerPostThink = PR_GetFunctionIndex (&sv_pr_state,
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"PlayerPostThink");
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sv_funcs.ClientKill = PR_GetFunctionIndex (&sv_pr_state, "ClientKill");
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sv_funcs.ClientConnect = PR_GetFunctionIndex (&sv_pr_state,
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"ClientConnect");
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sv_funcs.PutClientInServer = PR_GetFunctionIndex (&sv_pr_state,
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"PutClientInServer");
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sv_funcs.ClientDisconnect = PR_GetFunctionIndex (&sv_pr_state,
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"ClientDisconnect");
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sv_funcs.SetNewParms = PR_GetFunctionIndex (&sv_pr_state, "SetNewParms");
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sv_funcs.SetChangeParms = PR_GetFunctionIndex (&sv_pr_state,
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"SetChangeParms");
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sv_fields.modelindex = PR_GetFieldOffset (&sv_pr_state, "modelindex");
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sv_fields.absmin = PR_GetFieldOffset (&sv_pr_state, "absmin");
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sv_fields.absmax = PR_GetFieldOffset (&sv_pr_state, "absmax");
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sv_fields.ltime = PR_GetFieldOffset (&sv_pr_state, "ltime");
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sv_fields.movetype = PR_GetFieldOffset (&sv_pr_state, "movetype");
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sv_fields.solid = PR_GetFieldOffset (&sv_pr_state, "solid");
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sv_fields.origin = PR_GetFieldOffset (&sv_pr_state, "origin");
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sv_fields.oldorigin = PR_GetFieldOffset (&sv_pr_state, "oldorigin");
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sv_fields.velocity = PR_GetFieldOffset (&sv_pr_state, "velocity");
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sv_fields.angles = PR_GetFieldOffset (&sv_pr_state, "angles");
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sv_fields.avelocity = PR_GetFieldOffset (&sv_pr_state, "avelocity");
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sv_fields.punchangle = PR_GetFieldOffset (&sv_pr_state, "punchangle");
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sv_fields.classname = PR_GetFieldOffset (&sv_pr_state, "classname");
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sv_fields.model = PR_GetFieldOffset (&sv_pr_state, "model");
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sv_fields.frame = PR_GetFieldOffset (&sv_pr_state, "frame");
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sv_fields.skin = PR_GetFieldOffset (&sv_pr_state, "skin");
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sv_fields.effects = PR_GetFieldOffset (&sv_pr_state, "effects");
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sv_fields.mins = PR_GetFieldOffset (&sv_pr_state, "mins");
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sv_fields.maxs = PR_GetFieldOffset (&sv_pr_state, "maxs");
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sv_fields.size = PR_GetFieldOffset (&sv_pr_state, "size");
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sv_fields.touch = PR_GetFieldOffset (&sv_pr_state, "touch");
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sv_fields.use = PR_GetFieldOffset (&sv_pr_state, "use");
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sv_fields.think = PR_GetFieldOffset (&sv_pr_state, "think");
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sv_fields.blocked = PR_GetFieldOffset (&sv_pr_state, "blocked");
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sv_fields.nextthink = PR_GetFieldOffset (&sv_pr_state, "nextthink");
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sv_fields.groundentity = PR_GetFieldOffset (&sv_pr_state, "groundentity");
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sv_fields.health = PR_GetFieldOffset (&sv_pr_state, "health");
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sv_fields.frags = PR_GetFieldOffset (&sv_pr_state, "frags");
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sv_fields.weapon = PR_GetFieldOffset (&sv_pr_state, "weapon");
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sv_fields.weaponmodel = PR_GetFieldOffset (&sv_pr_state, "weaponmodel");
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sv_fields.weaponframe = PR_GetFieldOffset (&sv_pr_state, "weaponframe");
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sv_fields.currentammo = PR_GetFieldOffset (&sv_pr_state, "currentammo");
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sv_fields.ammo_shells = PR_GetFieldOffset (&sv_pr_state, "ammo_shells");
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sv_fields.ammo_nails = PR_GetFieldOffset (&sv_pr_state, "ammo_nails");
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sv_fields.ammo_rockets = PR_GetFieldOffset (&sv_pr_state, "ammo_rockets");
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sv_fields.ammo_cells = PR_GetFieldOffset (&sv_pr_state, "ammo_cells");
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sv_fields.items = PR_GetFieldOffset (&sv_pr_state, "items");
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sv_fields.takedamage = PR_GetFieldOffset (&sv_pr_state, "takedamage");
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sv_fields.chain = PR_GetFieldOffset (&sv_pr_state, "chain");
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sv_fields.deadflag = PR_GetFieldOffset (&sv_pr_state, "deadflag");
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sv_fields.view_ofs = PR_GetFieldOffset (&sv_pr_state, "view_ofs");
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sv_fields.button0 = PR_GetFieldOffset (&sv_pr_state, "button0");
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sv_fields.button1 = PR_GetFieldOffset (&sv_pr_state, "button1");
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sv_fields.button2 = PR_GetFieldOffset (&sv_pr_state, "button2");
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sv_fields.impulse = PR_GetFieldOffset (&sv_pr_state, "impulse");
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sv_fields.fixangle = PR_GetFieldOffset (&sv_pr_state, "fixangle");
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sv_fields.v_angle = PR_GetFieldOffset (&sv_pr_state, "v_angle");
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sv_fields.idealpitch = PR_GetFieldOffset (&sv_pr_state, "idealpitch");
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sv_fields.netname = PR_GetFieldOffset (&sv_pr_state, "netname");
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sv_fields.enemy = PR_GetFieldOffset (&sv_pr_state, "enemy");
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sv_fields.flags = PR_GetFieldOffset (&sv_pr_state, "flags");
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sv_fields.colormap = PR_GetFieldOffset (&sv_pr_state, "colormap");
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sv_fields.team = PR_GetFieldOffset (&sv_pr_state, "team");
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sv_fields.max_health = PR_GetFieldOffset (&sv_pr_state, "max_health");
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sv_fields.teleport_time = PR_GetFieldOffset (&sv_pr_state,
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"teleport_time");
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sv_fields.armortype = PR_GetFieldOffset (&sv_pr_state, "armortype");
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sv_fields.armorvalue = PR_GetFieldOffset (&sv_pr_state, "armorvalue");
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sv_fields.waterlevel = PR_GetFieldOffset (&sv_pr_state, "waterlevel");
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sv_fields.watertype = PR_GetFieldOffset (&sv_pr_state, "watertype");
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sv_fields.ideal_yaw = PR_GetFieldOffset (&sv_pr_state, "ideal_yaw");
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sv_fields.yaw_speed = PR_GetFieldOffset (&sv_pr_state, "yaw_speed");
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sv_fields.aiment = PR_GetFieldOffset (&sv_pr_state, "aiment");
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sv_fields.goalentity = PR_GetFieldOffset (&sv_pr_state, "goalentity");
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sv_fields.spawnflags = PR_GetFieldOffset (&sv_pr_state, "spawnflags");
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sv_fields.target = PR_GetFieldOffset (&sv_pr_state, "target");
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sv_fields.targetname = PR_GetFieldOffset (&sv_pr_state, "targetname");
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sv_fields.dmg_take = PR_GetFieldOffset (&sv_pr_state, "dmg_take");
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sv_fields.dmg_save = PR_GetFieldOffset (&sv_pr_state, "dmg_save");
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sv_fields.dmg_inflictor = PR_GetFieldOffset (&sv_pr_state,
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"dmg_inflictor");
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sv_fields.owner = PR_GetFieldOffset (&sv_pr_state, "owner");
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sv_fields.movedir = PR_GetFieldOffset (&sv_pr_state, "movedir");
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sv_fields.message = PR_GetFieldOffset (&sv_pr_state, "message");
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sv_fields.sounds = PR_GetFieldOffset (&sv_pr_state, "sounds");
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sv_fields.noise = PR_GetFieldOffset (&sv_pr_state, "noise");
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sv_fields.noise1 = PR_GetFieldOffset (&sv_pr_state, "noise1");
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sv_fields.noise2 = PR_GetFieldOffset (&sv_pr_state, "noise2");
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sv_fields.noise3 = PR_GetFieldOffset (&sv_pr_state, "noise3");
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sv_fields.dmg = PR_GetFieldOffset (&sv_pr_state, "dmg");
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// Quake 2 fields?
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sv_fields.dmgtime = ED_GetFieldIndex (&sv_pr_state, "dmgtime");
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sv_fields.air_finished = ED_GetFieldIndex (&sv_pr_state, "air_finished");
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sv_fields.pain_finished = ED_GetFieldIndex (&sv_pr_state, "pain_finished");
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sv_fields.radsuit_finished = ED_GetFieldIndex (&sv_pr_state,
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"radsuit_finished");
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sv_fields.speed = ED_GetFieldIndex (&sv_pr_state, "speed");
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sv_fields.basevelocity = ED_GetFieldIndex (&sv_pr_state, "basevelocity");
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sv_fields.drawPercent = ED_GetFieldIndex (&sv_pr_state, "drawPercent");
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sv_fields.gravity = ED_GetFieldIndex (&sv_pr_state, "gravity");
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sv_fields.mass = ED_GetFieldIndex (&sv_pr_state, "mass");
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sv_fields.light_level = ED_GetFieldIndex (&sv_pr_state, "light_level");
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sv_fields.items2 = ED_GetFieldIndex (&sv_pr_state, "items2");
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sv_fields.pitch_speed = ED_GetFieldIndex (&sv_pr_state, "pitch_speed");
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sv_fields.rotated_bbox = ED_GetFieldIndex (&sv_pr_state, "rotated_bbox");
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sv_fields.lastruntime = ED_GetFieldIndex (&sv_pr_state, "lastruntime");
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def = PR_FindGlobal (&sv_pr_state, "newmis");
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sv_globals.newmis = def ? &G_var (&sv_pr_state, def->ofs, entity) : 0;
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EndFrame = 0;
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if ((f = ED_FindFunction (&sv_pr_state, "EndFrame")) != NULL)
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EndFrame = (func_t) (f - sv_pr_state.pr_functions);
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}
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void
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SV_Progs_Init (void)
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{
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sv_pr_state.edicts = &sv.edicts;
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sv_pr_state.num_edicts = &sv.num_edicts;
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sv_pr_state.time = &sv.time;
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sv_pr_state.reserved_edicts = &svs.maxclients;
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sv_pr_state.unlink = SV_UnlinkEdict;
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sv_pr_state.builtins = 0;
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sv_pr_state.numbuiltins = 0;
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sv_pr_state.parse_field = parse_field;
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sv_pr_state.prune_edict = prune_edict;
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SV_PR_Cmds_Init ();
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Cmd_AddCommand ("edict", ED_PrintEdict_f, "Report information on a given "
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"edict in the game. (edict (edict number))");
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Cmd_AddCommand ("edicts", ED_PrintEdicts_f,
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"Display information on all edicts in the game.");
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Cmd_AddCommand ("edictcount", ED_Count_f,
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"Display summary information on the edicts in the game.");
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Cmd_AddCommand ("profile", PR_Profile_f, "FIXME: Report information "
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"about QuakeC Stuff (\?\?\?) No Description");
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}
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void
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SV_Progs_Init_Cvars (void)
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{
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sv_progs = Cvar_Get ("sv_progs", "", CVAR_ROM, NULL,
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"Override the default game progs.");
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sv_progs_zone = Cvar_Get ("sv_progs_zone", "256", CVAR_NONE, NULL,
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"size of the zone for progs in kb");
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pr_checkextensions = Cvar_Get ("pr_checkextensions", "1", CVAR_ROM, NULL,
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"indicate the presence of the "
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"checkextentions qc function");
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nomonsters = Cvar_Get ("nomonsters", "0", CVAR_NONE, NULL,
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"No Description");
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gamecfg = Cvar_Get ("gamecfg", "0", CVAR_NONE, NULL, "No Description");
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scratch1 = Cvar_Get ("scratch1", "0", CVAR_NONE, NULL, "No Description");
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scratch2 = Cvar_Get ("scratch2", "0", CVAR_NONE, NULL, "No Description");
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scratch3 = Cvar_Get ("scratch3", "0", CVAR_NONE, NULL, "No Description");
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scratch4 = Cvar_Get ("scratch4", "0", CVAR_NONE, NULL, "No Description");
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savedgamecfg = Cvar_Get ("savedgamecfg", "0", CVAR_ARCHIVE, NULL,
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"No Description");
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saved1 = Cvar_Get ("saved1", "0", CVAR_ARCHIVE, NULL, "No Description");
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saved2 = Cvar_Get ("saved2", "0", CVAR_ARCHIVE, NULL, "No Description");
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saved3 = Cvar_Get ("saved3", "0", CVAR_ARCHIVE, NULL, "No Description");
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saved4 = Cvar_Get ("saved4", "0", CVAR_ARCHIVE, NULL, "No Description");
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}
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