504 lines
13 KiB
C++
504 lines
13 KiB
C++
// sv_game.c -- interface to the game dll
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "server.h"
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#include "..\client\vmachine.h"
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#include "..\client\client.h"
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#include "..\renderer\tr_local.h"
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/*
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Ghoul2 Insert Start
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*/
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#if !defined(G2_H_INC)
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#include "..\ghoul2\G2.h"
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#endif
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/*
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Ghoul2 Insert End
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*/
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//prototypes
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extern void Sys_UnloadGame( void );
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extern void *Sys_GetGameAPI( void *parms);
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extern void Com_WriteCam ( const char *text );
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extern int s_entityWavVol[MAX_GENTITIES];
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// these functions must be used instead of pointer arithmetic, because
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// the game allocates gentities with private information after the server shared part
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/*
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int SV_NumForGentity( gentity_t *ent ) {
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int num;
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num = ( (byte *)ent - (byte *)ge->gentities ) / ge->gentitySize;
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return num;
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}
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*/
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gentity_t *SV_GentityNum( int num ) {
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gentity_t *ent;
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assert (num >=0);
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ent = (gentity_t *)((byte *)ge->gentities + ge->gentitySize*(num));
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return ent;
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}
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svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt ) {
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if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
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Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
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}
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return &sv.svEntities[ gEnt->s.number ];
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}
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gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
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int num;
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num = svEnt - sv.svEntities;
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return SV_GentityNum( num );
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}
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/*
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===============
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SV_GameSendServerCommand
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Sends a command string to a client
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===============
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*/
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void SV_GameSendServerCommand( int clientNum, const char *fmt, ... ) {
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char msg[8192];
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va_list argptr;
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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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if ( clientNum == -1 ) {
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SV_SendServerCommand( NULL, "%s", msg );
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} else {
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if ( clientNum < 0 || clientNum >= 1 ) {
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return;
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}
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SV_SendServerCommand( svs.clients + clientNum, "%s", msg );
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}
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}
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/*
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===============
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SV_GameDropClient
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Disconnects the client with a message
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===============
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*/
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void SV_GameDropClient( int clientNum, const char *reason ) {
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if ( clientNum < 0 || clientNum >= 1 ) {
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return;
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}
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SV_DropClient( svs.clients + clientNum, reason );
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}
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/*
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=================
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SV_SetBrushModel
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sets mins and maxs for inline bmodels
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=================
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*/
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void SV_SetBrushModel( gentity_t *ent, const char *name ) {
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clipHandle_t h;
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vec3_t mins, maxs;
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if (!name) {
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Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" );
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}
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if (name[0] != '*') {
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Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name );
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}
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ent->s.modelindex = atoi( name + 1 );
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h = CM_InlineModel( ent->s.modelindex );
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CM_ModelBounds( h, mins, maxs );
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VectorCopy (mins, ent->mins);
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VectorCopy (maxs, ent->maxs);
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ent->bmodel = qtrue;
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ent->contents = CM_ModelContents( h );
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//ent->contents = CONTENTS_SOLID|CONTENTS_OPAQUE;//the default for all brushes, but what if the shader has different info on the brushes that make up this ent? Was -1; // we don't know exactly what is in the brushes, so use this so it always hits this ent and traces against the individual brushes itself
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SV_LinkEntity( ent ); // FIXME: remove
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}
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/*
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=================
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SV_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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qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
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{
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int leafnum;
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int cluster;
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int area1, area2;
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byte *mask;
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int start, end;
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start = Sys_Milliseconds ();
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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area1 = CM_LeafArea (leafnum);
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mask = CM_ClusterPVS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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area2 = CM_LeafArea (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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{
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end = Sys_Milliseconds ();
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timeInPVSCheck += end - start;
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return qfalse;
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}
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if (!CM_AreasConnected (area1, area2))
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{
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end = Sys_Milliseconds ();
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timeInPVSCheck += end - start;
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return qfalse; // a door blocks sight
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}
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end = Sys_Milliseconds ();
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timeInPVSCheck += end - start;
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return qtrue;
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}
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/*
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=================
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SV_inPVSIgnorePortals
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Does NOT check portalareas
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=================
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*/
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qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
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{
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int leafnum;
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int cluster;
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int area1, area2;
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byte *mask;
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int start, end;
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start = Sys_Milliseconds ();
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leafnum = CM_PointLeafnum (p1);
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cluster = CM_LeafCluster (leafnum);
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area1 = CM_LeafArea (leafnum);
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mask = CM_ClusterPVS (cluster);
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leafnum = CM_PointLeafnum (p2);
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cluster = CM_LeafCluster (leafnum);
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area2 = CM_LeafArea (leafnum);
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if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
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{
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end = Sys_Milliseconds ();
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timeInPVSCheck += end - start;
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return qfalse;
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}
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end = Sys_Milliseconds ();
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timeInPVSCheck += end - start;
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return qtrue;
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}
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/*
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========================
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SV_AdjustAreaPortalState
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========================
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*/
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void SV_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
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svEntity_t *svEnt;
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svEnt = SV_SvEntityForGentity( ent );
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if ( svEnt->areanum2 == -1 ) {
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return;
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}
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CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
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}
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/*
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==================
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SV_GameAreaEntities
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==================
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*/
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qboolean SV_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *gEnt ) {
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const float *origin, *angles;
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clipHandle_t ch;
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trace_t trace;
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// check for exact collision
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origin = gEnt->currentOrigin;
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angles = gEnt->currentAngles;
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ch = SV_ClipHandleForEntity( gEnt );
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CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
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ch, -1, origin, angles );
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return trace.startsolid;
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}
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/*
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===============
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SV_GetServerinfo
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===============
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*/
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void SV_GetServerinfo( char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
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}
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Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
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}
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//==============================================
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/*
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===============
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SV_ShutdownGameProgs
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Called when either the entire server is being killed, or
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it is changing to a different game directory.
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===============
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*/
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void SV_ShutdownGameProgs (void) {
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if (!ge) {
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return;
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}
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ge->Shutdown ();
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SCR_StopCinematic();
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CL_ShutdownCGame(); //we have cgame burried in here.
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Sys_UnloadGame (); //this kills cgame as well.
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ge = NULL;
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cgvm.entryPoint = 0;
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}
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// this is a compile-helper function since Z_Malloc can now become a macro with __LINE__ etc
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//
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static void *G_ZMalloc_Helper( int iSize, memtag_t eTag, qboolean bZeroit)
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{
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return Z_Malloc( iSize, eTag, bZeroit );
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}
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/*
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===============
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SV_InitGameProgs
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Init the game subsystem for a new map
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===============
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*/
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void SV_InitGameProgs (void) {
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game_import_t import;
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int i;
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// unload anything we have now
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if ( ge ) {
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SV_ShutdownGameProgs ();
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}
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if ( !Cvar_VariableValue("fs_restrict") && !Sys_CheckCD() ) {
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Com_Error( ERR_NEED_CD, "Game CD not in drive" );
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}
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// load a new game dll
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import.Printf = Com_Printf;
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import.WriteCam = Com_WriteCam;
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import.Error = Com_Error;
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import.Milliseconds = Sys_Milliseconds;
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import.DropClient = SV_GameDropClient;
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import.SendServerCommand = SV_GameSendServerCommand;
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import.linkentity = SV_LinkEntity;
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import.unlinkentity = SV_UnlinkEntity;
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import.EntitiesInBox = SV_AreaEntities;
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import.EntityContact = SV_EntityContact;
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import.trace = SV_Trace;
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import.pointcontents = SV_PointContents;
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import.SetBrushModel = SV_SetBrushModel;
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import.inPVS = SV_inPVS;
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import.inPVSIgnorePortals = SV_inPVSIgnorePortals;
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import.SetConfigstring = SV_SetConfigstring;
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import.GetConfigstring = SV_GetConfigstring;
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import.SetUserinfo = SV_SetUserinfo;
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import.GetUserinfo = SV_GetUserinfo;
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import.GetServerinfo = SV_GetServerinfo;
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import.cvar = Cvar_Get;
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import.cvar_set = Cvar_Set;
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import.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
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import.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
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import.argc = Cmd_Argc;
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import.argv = Cmd_Argv;
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import.SendConsoleCommand = Cbuf_AddText;
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import.FS_FOpenFile = FS_FOpenFileByMode;
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import.FS_Read = FS_Read;
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import.FS_Write = FS_Write;
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import.FS_FCloseFile = FS_FCloseFile;
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import.FS_ReadFile = FS_ReadFile;
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import.FS_FreeFile = FS_FreeFile;
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import.FS_GetFileList = FS_GetFileList;
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import.AppendToSaveGame = SG_Append;
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import.ReadFromSaveGame = SG_Read;
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import.ReadFromSaveGameOptional = SG_ReadOptional;
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import.AdjustAreaPortalState = SV_AdjustAreaPortalState;
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import.AreasConnected = CM_AreasConnected;
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import.VoiceVolume = s_entityWavVol;
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import.Malloc = G_ZMalloc_Helper;
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import.Free = Z_Free;
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/*
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Ghoul2 Insert Start
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*/
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import.G2API_AddBolt = G2API_AddBolt;
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import.G2API_AnimateG2Models = G2API_AnimateG2Models;
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import.G2API_AttachEnt = G2API_AttachEnt;
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import.G2API_AttachG2Model = G2API_AttachG2Model;
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import.G2API_CollisionDetect = G2API_CollisionDetect;
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import.G2API_DetachEnt = G2API_DetachEnt;
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import.G2API_DetachG2Model = G2API_DetachG2Model;
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import.G2API_GetAnimFileName = G2API_GetAnimFileName;
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import.G2API_GetBoltMatrix = G2API_GetBoltMatrix;
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import.G2API_GetBoneAnim = G2API_GetBoneAnim;
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import.G2API_GetBoneAnimIndex = G2API_GetBoneAnimIndex;
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import.G2API_AddSurface = G2API_AddSurface;
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import.G2API_GetSurfaceOnOff = G2API_GetSurfaceOnOff;
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import.G2API_HaveWeGhoul2Models =G2API_HaveWeGhoul2Models;
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import.G2API_InitGhoul2Model = G2API_InitGhoul2Model;
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import.G2API_IsPaused = G2API_IsPaused;
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import.G2API_ListBones = G2API_ListBones;
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import.G2API_ListSurfaces = G2API_ListSurfaces;
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import.G2API_PauseBoneAnim = G2API_PauseBoneAnim;
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import.G2API_PauseBoneAnimIndex = G2API_PauseBoneAnimIndex;
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import.G2API_PrecacheGhoul2Model = G2API_PrecacheGhoul2Model;
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import.G2API_RemoveBolt = G2API_RemoveBolt;
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import.G2API_RemoveBone = G2API_RemoveBone;
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import.G2API_RemoveGhoul2Model = G2API_RemoveGhoul2Model;
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import.G2API_SetBoneAngles = G2API_SetBoneAngles;
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import.G2API_SetBoneAnglesMatrix = G2API_SetBoneAnglesMatrix;
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import.G2API_SetBoneAnim = G2API_SetBoneAnim;
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import.G2API_SetLodBias = G2API_SetLodBias;
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import.G2API_SetRootSurface = G2API_SetRootSurface;
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import.G2API_SetShader = G2API_SetShader;
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import.G2API_SetSkin = G2API_SetSkin;
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import.G2API_SetSurfaceOnOff = G2API_SetSurfaceOnOff;
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import.G2API_StopBoneAngles = G2API_StopBoneAngles;
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import.G2API_StopBoneAnim = G2API_StopBoneAnim;
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import.G2API_SetGhoul2ModelFlags = G2API_SetGhoul2ModelFlags;
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import.G2API_AddBoltSurfNum = G2API_AddBoltSurfNum;
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import.G2API_RemoveSurface = G2API_RemoveSurface;
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import.G2API_GetAnimRange = G2API_GetAnimRange;
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import.G2API_GetAnimRangeIndex = G2API_GetAnimRangeIndex;
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import.G2API_GiveMeVectorFromMatrix = G2API_GiveMeVectorFromMatrix;
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import.G2API_CopyGhoul2Instance = G2API_CopyGhoul2Instance;
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import.G2API_GetGhoul2ModelFlags = G2API_GetGhoul2ModelFlags;
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import.G2API_CleanGhoul2Models = G2API_CleanGhoul2Models;
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import.TheGhoul2InfoArray = TheGhoul2InfoArray;
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import.G2API_GetParentSurface = G2API_GetParentSurface;
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import.G2API_GetSurfaceIndex = G2API_GetSurfaceIndex;
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import.G2API_GetSurfaceName = G2API_GetSurfaceName;
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import.G2API_GetGLAName = G2API_GetGLAName;
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import.G2API_SetNewOrigin = G2API_SetNewOrigin;
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import.G2API_GetBoneIndex = G2API_GetBoneIndex;
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import.G2API_StopBoneAnglesIndex = G2API_StopBoneAnglesIndex;
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import.G2API_StopBoneAnimIndex = G2API_StopBoneAnimIndex;
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import.G2API_SetBoneAnglesIndex = G2API_SetBoneAnglesIndex;
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import.G2API_SetBoneAnglesMatrixIndex = G2API_SetBoneAnglesMatrixIndex;
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import.G2API_SetBoneAnimIndex = G2API_SetBoneAnimIndex;
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import.G2API_SaveGhoul2Models = G2API_SaveGhoul2Models;
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import.G2API_LoadGhoul2Models = G2API_LoadGhoul2Models;
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import.G2API_FreeSaveBuffer = G2API_FreeSaveBuffer;
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import.G2API_LoadSaveCodeDestructGhoul2Info = G2API_LoadSaveCodeDestructGhoul2Info;
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import.G2API_GetAnimFileNameIndex = G2API_GetAnimFileNameIndex;
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import.G2API_GetSurfaceRenderStatus = G2API_GetSurfaceRenderStatus;
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import.RE_RegisterSkin = RE_RegisterSkin;
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/*
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Ghoul2 Insert End
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*/
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ge = (game_export_t *)Sys_GetGameAPI (&import);
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if (!ge)
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Com_Error (ERR_DROP, "failed to load game DLL");
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//hook up the client while we're here
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if (!VM_Create("cl"))
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Com_Error (ERR_DROP, "failed to attach to the client DLL");
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if (ge->apiversion != GAME_API_VERSION)
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Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
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GAME_API_VERSION);
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// use the current msec count for a random seed
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Z_TagFree(TAG_G_ALLOC);
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ge->Init( sv_mapname->string, sv_spawntarget->string, sv_mapChecksum->integer, CM_EntityString(), sv.time, com_frameTime, Com_Milliseconds(), eSavedGameJustLoaded, qbLoadTransition );
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// clear all gentity pointers that might still be set from
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// a previous level
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for ( i = 0 ; i < 1 ; i++ ) {
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svs.clients[i].gentity = NULL;
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}
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}
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/*
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====================
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SV_GameCommand
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See if the current console command is claimed by the game
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====================
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*/
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qboolean SV_GameCommand( void ) {
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if ( sv.state != SS_GAME ) {
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return qfalse;
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}
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return ge->ConsoleCommand();
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}
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