jkxr/Projects/Android/jni/OpenJK/code/server/sv_game.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// sv_game.c -- interface to the game dll
#include "../server/exe_headers.h"
#include "../qcommon/cm_local.h"
#include "server.h"
#include "../client/vmachine.h"
#include "../client/client.h"
#include "qcommon/ojk_saved_game.h"
/*#include "..\renderer\tr_local.h"
#include "..\renderer\tr_WorldEffects.h"*/
/*
Ghoul2 Insert Start
*/
#if !defined(G2_H_INC)
#include "../ghoul2/G2.h"
#endif
/*
Ghoul2 Insert End
*/
static void *gameLibrary;
//prototypes
extern void Com_WriteCam ( const char *text );
extern void Com_FlushCamFile();
extern int s_entityWavVol[MAX_GENTITIES];
// these functions must be used instead of pointer arithmetic, because
// the game allocates gentities with private information after the server shared part
/*
int SV_NumForGentity( gentity_t *ent ) {
int num;
num = ( (byte *)ent - (byte *)ge->gentities ) / ge->gentitySize;
return num;
}
*/
gentity_t *SV_GentityNum( int num ) {
gentity_t *ent;
assert (num >=0);
ent = (gentity_t *)((byte *)ge->gentities + ge->gentitySize*(num));
return ent;
}
svEntity_t *SV_SvEntityForGentity( gentity_t *gEnt ) {
if ( !gEnt || gEnt->s.number < 0 || gEnt->s.number >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
}
return &sv.svEntities[ gEnt->s.number ];
}
gentity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ) {
int num;
num = svEnt - sv.svEntities;
return SV_GentityNum( num );
}
/*
===============
SV_GameSendServerCommand
Sends a command string to a client
===============
*/
void SV_GameSendServerCommand( int clientNum, const char *fmt, ... ) {
char msg[8192];
va_list argptr;
va_start (argptr,fmt);
Q_vsnprintf (msg, sizeof(msg), fmt, argptr);
va_end (argptr);
if ( clientNum == -1 ) {
SV_SendServerCommand( NULL, "%s", msg );
} else {
if ( clientNum < 0 || clientNum >= 1 ) {
return;
}
SV_SendServerCommand( svs.clients + clientNum, "%s", msg );
}
}
/*
===============
SV_GameDropClient
Disconnects the client with a message
===============
*/
void SV_GameDropClient( int clientNum, const char *reason ) {
if ( clientNum < 0 || clientNum >= 1 ) {
return;
}
SV_DropClient( svs.clients + clientNum, reason );
}
/*
=================
SV_SetBrushModel
sets mins and maxs for inline bmodels
=================
*/
void SV_SetBrushModel( gentity_t *ent, const char *name ) {
clipHandle_t h;
vec3_t mins, maxs;
if (!name)
{
Com_Error( ERR_DROP, "SV_SetBrushModel: NULL model for ent number %d", ent->s.number );
}
if (name[0] == '*')
{
ent->s.modelindex = atoi( name + 1 );
if (sv.mLocalSubBSPIndex != -1)
{
ent->s.modelindex += sv.mLocalSubBSPModelOffset;
}
h = CM_InlineModel( ent->s.modelindex );
if (sv.mLocalSubBSPIndex != -1)
{
CM_ModelBounds( SubBSP[sv.mLocalSubBSPIndex], h, mins, maxs );
}
else
{
CM_ModelBounds( cmg, h, mins, maxs);
}
//CM_ModelBounds( h, mins, maxs );
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
ent->bmodel = qtrue;
ent->contents = CM_ModelContents( h, -1 );
}
else if (name[0] == '#')
{
ent->s.modelindex = CM_LoadSubBSP(va("maps/%s.bsp", name + 1), qfalse);
CM_ModelBounds( SubBSP[CM_FindSubBSP(ent->s.modelindex)], ent->s.modelindex, mins, maxs );
VectorCopy (mins, ent->mins);
VectorCopy (maxs, ent->maxs);
ent->bmodel = qtrue;
//rwwNOTE: We don't ever want to set contents -1, it includes CONTENTS_LIGHTSABER.
//Lots of stuff will explode if there's a brush with CONTENTS_LIGHTSABER that isn't attached to a client owner.
//ent->contents = -1; // we don't know exactly what is in the brushes
h = CM_InlineModel( ent->s.modelindex );
ent->contents = CM_ModelContents( h, CM_FindSubBSP(ent->s.modelindex) );
// ent->contents = CONTENTS_SOLID;
}
else
{
Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model (ent %d)", name, ent->s.number );
}
}
const char *SV_SetActiveSubBSP(int index)
{
if (index >= 0)
{
sv.mLocalSubBSPIndex = CM_FindSubBSP(index);
sv.mLocalSubBSPModelOffset = index;
sv.mLocalSubBSPEntityParsePoint = CM_SubBSPEntityString (sv.mLocalSubBSPIndex);
return sv.mLocalSubBSPEntityParsePoint;
}
else
{
sv.mLocalSubBSPIndex = -1;
}
return NULL;
}
/*
=================
SV_inPVS
Also checks portalareas so that doors block sight
=================
*/
qboolean SV_inPVS (const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
int area1, area2;
byte *mask;
int start=0;
if ( com_speeds->integer ) {
start = Sys_Milliseconds ();
}
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
{
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds () - start;
}
return qfalse;
}
if (!CM_AreasConnected (area1, area2))
{
timeInPVSCheck += Sys_Milliseconds() - start;
return qfalse; // a door blocks sight
}
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qtrue;
}
/*
=================
SV_inPVSIgnorePortals
Does NOT check portalareas
=================
*/
qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
{
int leafnum;
int cluster;
byte *mask;
int start=0;
if ( com_speeds->integer ) {
start = Sys_Milliseconds ();
}
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
mask = CM_ClusterPVS (cluster);
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
{
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qfalse;
}
if ( com_speeds->integer ) {
timeInPVSCheck += Sys_Milliseconds() - start;
}
return qtrue;
}
/*
========================
SV_AdjustAreaPortalState
========================
*/
void SV_AdjustAreaPortalState( gentity_t *ent, qboolean open ) {
#ifndef JK2_MODE
if ( !(ent->contents & CONTENTS_OPAQUE) ) {
#ifndef FINAL_BUILD
// Com_Printf( "INFO: entity number %d not opaque: not affecting area portal!\n", ent->s.number );
#endif
return;
}
#endif
svEntity_t *svEnt;
svEnt = SV_SvEntityForGentity( ent );
if ( svEnt->areanum2 == -1 ) {
return;
}
CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
}
/*
==================
SV_GameAreaEntities
==================
*/
qboolean SV_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *gEnt ) {
const float *origin, *angles;
clipHandle_t ch;
trace_t trace;
// check for exact collision
origin = gEnt->currentOrigin;
angles = gEnt->currentAngles;
ch = SV_ClipHandleForEntity( gEnt );
CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
ch, -1, origin, angles );
return trace.startsolid;
}
/*
===============
SV_GetServerinfo
===============
*/
void SV_GetServerinfo( char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetServerinfo: bufferSize == %i", bufferSize );
}
Q_strncpyz( buffer, Cvar_InfoString( CVAR_SERVERINFO ), bufferSize );
}
qboolean SV_GetEntityToken( char *buffer, int bufferSize )
{
char *s;
if (sv.mLocalSubBSPIndex == -1)
{
s = COM_Parse( (const char **)&sv.entityParsePoint );
Q_strncpyz( buffer, s, bufferSize );
if ( !sv.entityParsePoint && !s[0] )
{
return qfalse;
}
else
{
return qtrue;
}
}
else
{
s = COM_Parse( (const char **)&sv.mLocalSubBSPEntityParsePoint);
Q_strncpyz( buffer, s, bufferSize );
if ( !sv.mLocalSubBSPEntityParsePoint && !s[0] )
{
return qfalse;
}
else
{
return qtrue;
}
}
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void SV_ShutdownGameProgs (qboolean shutdownCin) {
if (!ge) {
return;
}
ge->Shutdown ();
SCR_StopCinematic();
CL_ShutdownCGame(); //we have cgame burried in here.
Sys_UnloadDll( gameLibrary );
ge = NULL;
cgvm.entryPoint = 0;
}
// this is a compile-helper function since Z_Malloc can now become a macro with __LINE__ etc
//
static void *G_ZMalloc_Helper( int iSize, memtag_t eTag, qboolean bZeroit)
{
return Z_Malloc( iSize, eTag, bZeroit );
}
static int SV_G2API_AddBolt( CGhoul2Info *ghlInfo, const char *boneName )
{
return re.G2API_AddBolt( ghlInfo, boneName );
}
static int SV_G2API_AddBoltSurfNum( CGhoul2Info *ghlInfo, const int surfIndex )
{
return re.G2API_AddBoltSurfNum( ghlInfo, surfIndex );
}
static int SV_G2API_AddSurface( CGhoul2Info *ghlInfo, int surfaceNumber, int polyNumber, float BarycentricI, float BarycentricJ, int lod )
{
return re.G2API_AddSurface( ghlInfo, surfaceNumber, polyNumber, BarycentricI, BarycentricJ, lod );
}
static void SV_G2API_AnimateG2Models( CGhoul2Info_v &ghoul2, int AcurrentTime, CRagDollUpdateParams *params )
{
re.G2API_AnimateG2Models( ghoul2, AcurrentTime, params );
}
static qboolean SV_G2API_AttachEnt( int *boltInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int entNum, int toModelNum )
{
return re.G2API_AttachEnt( boltInfo, ghlInfoTo, toBoltIndex, entNum, toModelNum );
}
static qboolean SV_G2API_AttachG2Model( CGhoul2Info *ghlInfo, CGhoul2Info *ghlInfoTo, int toBoltIndex, int toModel )
{
return re.G2API_AttachG2Model( ghlInfo, ghlInfoTo, toBoltIndex, toModel );
}
static void SV_G2API_CleanGhoul2Models( CGhoul2Info_v &ghoul2 )
{
return re.G2API_CleanGhoul2Models( ghoul2 );
}
static void SV_G2API_CollisionDetect(
CCollisionRecord *collRecMap, CGhoul2Info_v &ghoul2, const vec3_t angles, const vec3_t position,
int AframeNumber, int entNum, vec3_t rayStart, vec3_t rayEnd, vec3_t scale, CMiniHeap *miniHeap,
EG2_Collision eG2TraceType, int useLod, float fRadius )
{
re.G2API_CollisionDetect( collRecMap, ghoul2, angles, position, AframeNumber,
entNum, rayStart, rayEnd, scale, miniHeap, eG2TraceType, useLod, fRadius );
}
static void SV_G2API_CopyGhoul2Instance( CGhoul2Info_v &ghoul2From, CGhoul2Info_v &ghoul2To, int modelIndex )
{
re.G2API_CopyGhoul2Instance( ghoul2From, ghoul2To, modelIndex );
}
static void SV_G2API_DetachEnt( int *boltInfo )
{
re.G2API_DetachEnt( boltInfo );
}
static qboolean SV_G2API_DetachG2Model( CGhoul2Info *ghlInfo )
{
return re.G2API_DetachG2Model( ghlInfo );
}
static qboolean SV_G2API_GetAnimFileName( CGhoul2Info *ghlInfo, char **filename )
{
return re.G2API_GetAnimFileName( ghlInfo, filename );
}
static char* SV_G2API_GetAnimFileNameIndex( qhandle_t modelIndex )
{
return re.G2API_GetAnimFileNameIndex( modelIndex );
}
static char* SV_G2API_GetAnimFileInternalNameIndex( qhandle_t modelIndex )
{
return re.G2API_GetAnimFileInternalNameIndex( modelIndex );
}
static int SV_G2API_GetAnimIndex( CGhoul2Info *ghlInfo )
{
return re.G2API_GetAnimIndex( ghlInfo );
}
static qboolean SV_G2API_GetAnimRange( CGhoul2Info *ghlInfo, const char *boneName, int *startFrame, int *endFrame )
{
return re.G2API_GetAnimRange( ghlInfo, boneName, startFrame, endFrame );
}
static qboolean SV_G2API_GetAnimRangeIndex( CGhoul2Info *ghlInfo, const int boneIndex, int *startFrame, int *endFrame )
{
return re.G2API_GetAnimRangeIndex( ghlInfo, boneIndex, startFrame, endFrame );
}
static qboolean SV_G2API_GetBoneAnim(
CGhoul2Info *ghlInfo, const char *boneName, const int AcurrentTime,
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList )
{
return re.G2API_GetBoneAnim( ghlInfo, boneName, AcurrentTime, currentFrame,
startFrame, endFrame, flags, animSpeed, modelList );
}
static qboolean SV_G2API_GetBoneAnimIndex(CGhoul2Info *ghlInfo, const int iBoneIndex, const int AcurrentTime,
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *animSpeed, int *modelList)
{
return re.G2API_GetBoneAnimIndex( ghlInfo, iBoneIndex, AcurrentTime, currentFrame,
startFrame, endFrame, flags, animSpeed, modelList );
}
static int SV_G2API_GetBoneIndex( CGhoul2Info *ghlInfo, const char *boneName, qboolean bAddIfNotFound )
{
return re.G2API_GetBoneIndex( ghlInfo, boneName, bAddIfNotFound );
}
static qboolean SV_G2API_GetBoltMatrix(
CGhoul2Info_v &ghoul2, const int modelIndex, const int boltIndex, mdxaBone_t *matrix, const vec3_t angles,
const vec3_t position, const int AframeNum, qhandle_t *modelList, const vec3_t scale )
{
return re.G2API_GetBoltMatrix(ghoul2, modelIndex, boltIndex, matrix, angles,
position, AframeNum, modelList, scale );
}
static int SV_G2API_GetGhoul2ModelFlags( CGhoul2Info *ghlInfo )
{
return re.G2API_GetGhoul2ModelFlags( ghlInfo );
}
static char* SV_G2API_GetGLAName( CGhoul2Info *ghlInfo )
{
return re.G2API_GetGLAName( ghlInfo );
}
static int SV_G2API_GetParentSurface( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_GetParentSurface( ghlInfo, index );
}
static qboolean SV_G2API_GetRagBonePos(
CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos, vec3_t entAngles, vec3_t entPos, vec3_t entScale)
{
return re.G2API_GetRagBonePos( ghoul2, boneName, pos, entAngles, entPos, entScale );
}
static int SV_G2API_GetSurfaceIndex( CGhoul2Info *ghlInfo, const char *surfaceName )
{
return re.G2API_GetSurfaceIndex( ghlInfo, surfaceName );
}
static char* SV_G2API_GetSurfaceName( CGhoul2Info *ghlInfo, int surfNumber )
{
return re.G2API_GetSurfaceName( ghlInfo, surfNumber );
}
static int SV_G2API_GetSurfaceRenderStatus( CGhoul2Info *ghlInfo, const char *surfaceName )
{
return re.G2API_GetSurfaceRenderStatus( ghlInfo, surfaceName );
}
static void SV_G2API_GiveMeVectorFromMatrix( mdxaBone_t &boltMatrix, Eorientations flags, vec3_t &vec )
{
re.G2API_GiveMeVectorFromMatrix( boltMatrix, flags, vec );
}
static qboolean SV_G2API_HaveWeGhoul2Models( CGhoul2Info_v &ghoul2 )
{
return re.G2API_HaveWeGhoul2Models( ghoul2 );
}
static qboolean SV_G2API_IKMove( CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params )
{
return re.G2API_IKMove( ghoul2, time, params );
}
static int SV_G2API_InitGhoul2Model(CGhoul2Info_v &ghoul2, const char *fileName, int modelIndex,
qhandle_t customSkin, qhandle_t customShader, int modelFlags, int lodBias)
{
return re.G2API_InitGhoul2Model( ghoul2, fileName, modelIndex, customSkin, customShader, modelFlags, lodBias );
}
static qboolean SV_G2API_IsPaused( CGhoul2Info *ghlInfo, const char *boneName )
{
return re.G2API_IsPaused( ghlInfo, boneName );
}
static void SV_G2API_ListBones( CGhoul2Info *ghlInfo, int frame )
{
return re.G2API_ListBones( ghlInfo, frame );
}
static void SV_G2API_ListSurfaces( CGhoul2Info *ghlInfo )
{
return re.G2API_ListSurfaces( ghlInfo );
}
static void SV_G2API_LoadGhoul2Models( CGhoul2Info_v &ghoul2, char *buffer )
{
return re.G2API_LoadGhoul2Models( ghoul2, buffer );
}
static void SV_G2API_LoadSaveCodeDestructGhoul2Info( CGhoul2Info_v &ghoul2 )
{
return re.G2API_LoadSaveCodeDestructGhoul2Info( ghoul2 );
}
static qboolean SV_G2API_PauseBoneAnim( CGhoul2Info *ghlInfo, const char *boneName, const int AcurrentTime )
{
return re.G2API_PauseBoneAnim( ghlInfo, boneName, AcurrentTime );
}
static qboolean SV_G2API_PauseBoneAnimIndex( CGhoul2Info *ghlInfo, const int boneIndex, const int AcurrentTime )
{
return re.G2API_PauseBoneAnimIndex( ghlInfo, boneIndex, AcurrentTime );
}
static qhandle_t SV_G2API_PrecacheGhoul2Model( const char *fileName )
{
return re.G2API_PrecacheGhoul2Model( fileName );
}
static qboolean SV_G2API_RagEffectorGoal( CGhoul2Info_v &ghoul2, const char *boneName, vec3_t pos )
{
return re.G2API_RagEffectorGoal( ghoul2, boneName, pos );
}
static qboolean SV_G2API_RagEffectorKick( CGhoul2Info_v &ghoul2, const char *boneName, vec3_t velocity )
{
return re.G2API_RagEffectorKick( ghoul2, boneName, velocity );
}
static qboolean SV_G2API_RagForceSolve( CGhoul2Info_v &ghoul2, qboolean force )
{
return re.G2API_RagForceSolve( ghoul2, force );
}
static qboolean SV_G2API_RagPCJConstraint( CGhoul2Info_v &ghoul2, const char *boneName, vec3_t min, vec3_t max )
{
return re.G2API_RagPCJConstraint( ghoul2, boneName, min, max );
}
static qboolean SV_G2API_RagPCJGradientSpeed( CGhoul2Info_v &ghoul2, const char *boneName, const float speed )
{
return re.G2API_RagPCJGradientSpeed( ghoul2, boneName, speed );
}
static qboolean SV_G2API_RemoveBolt( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_RemoveBolt( ghlInfo, index );
}
static qboolean SV_G2API_RemoveBone( CGhoul2Info *ghlInfo, const char *boneName )
{
return re.G2API_RemoveBone( ghlInfo, boneName );
}
static qboolean SV_G2API_RemoveGhoul2Model( CGhoul2Info_v &ghlInfo, const int modelIndex )
{
return re.G2API_RemoveGhoul2Model( ghlInfo, modelIndex );
}
static qboolean SV_G2API_RemoveSurface( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_RemoveSurface( ghlInfo, index );
}
static void SV_G2API_SaveGhoul2Models( CGhoul2Info_v &ghoul2 )
{
return re.G2API_SaveGhoul2Models( ghoul2 );
}
static qboolean SV_G2API_SetAnimIndex( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_SetAnimIndex( ghlInfo, index );
}
static qboolean SV_G2API_SetBoneAnim(CGhoul2Info *ghlInfo, const char *boneName, const int startFrame, const int endFrame,
const int flags, const float animSpeed, const int AcurrentTime, const float setFrame, const int blendTime)
{
return re.G2API_SetBoneAnim( ghlInfo, boneName, startFrame, endFrame, flags,
animSpeed, AcurrentTime, setFrame, blendTime );
}
static qboolean SV_G2API_SetBoneAnimIndex(CGhoul2Info *ghlInfo, const int index, const int startFrame, const int endFrame,
const int flags, const float animSpeed, const int AcurrentTime, const float setFrame, const int blendTime)
{
return re.G2API_SetBoneAnimIndex( ghlInfo, index, startFrame, endFrame, flags,
animSpeed, AcurrentTime, setFrame, blendTime );
}
static qboolean SV_G2API_SetBoneAngles(CGhoul2Info *ghlInfo, const char *boneName, const vec3_t angles, const int flags,
const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList,
int blendTime, int AcurrentTime)
{
return re.G2API_SetBoneAngles( ghlInfo, boneName, angles, flags, up, left, forward,
modelList, blendTime, AcurrentTime );
}
static qboolean SV_G2API_SetBoneAnglesIndex(CGhoul2Info *ghlInfo, const int index, const vec3_t angles, const int flags,
const Eorientations yaw, const Eorientations pitch, const Eorientations roll, qhandle_t *modelList,
int blendTime, int AcurrentTime)
{
return re.G2API_SetBoneAnglesIndex( ghlInfo, index, angles, flags, yaw, pitch, roll,
modelList, blendTime, AcurrentTime );
}
static qboolean SV_G2API_SetBoneAnglesMatrix(CGhoul2Info *ghlInfo, const char *boneName, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, int blendTime, int AcurrentTime)
{
return re.G2API_SetBoneAnglesMatrix( ghlInfo, boneName, matrix, flags, modelList, blendTime, AcurrentTime );
}
static qboolean SV_G2API_SetBoneAnglesMatrixIndex(CGhoul2Info *ghlInfo, const int index, const mdxaBone_t &matrix,
const int flags, qhandle_t *modelList, int blandeTime, int AcurrentTime)
{
return re.G2API_SetBoneAnglesMatrixIndex( ghlInfo, index, matrix, flags, modelList, blandeTime, AcurrentTime );
}
static qboolean SV_G2API_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState,
sharedSetBoneIKStateParams_t *params)
{
return re.G2API_SetBoneIKState( ghoul2, time, boneName, ikState, params );
}
static qboolean SV_G2API_SetGhoul2ModelFlags( CGhoul2Info *ghlInfo, const int flags )
{
return re.G2API_SetGhoul2ModelFlags( ghlInfo, flags );
}
static qboolean SV_G2API_SetLodBias( CGhoul2Info *ghlInfo, int lodBias )
{
return re.G2API_SetLodBias( ghlInfo, lodBias );
}
static qboolean SV_G2API_SetNewOrigin( CGhoul2Info *ghlInfo, const int boltIndex )
{
return re.G2API_SetNewOrigin( ghlInfo, boltIndex );
}
static void SV_G2API_SetRagDoll( CGhoul2Info_v &ghoul2, CRagDollParams *parms )
{
return re.G2API_SetRagDoll( ghoul2, parms );
}
static qboolean SV_G2API_SetRootSurface( CGhoul2Info_v &ghlInfo, const int modelIndex, const char *surfaceName )
{
return re.G2API_SetRootSurface( ghlInfo, modelIndex, surfaceName );
}
static qboolean SV_G2API_SetShader( CGhoul2Info *ghlInfo, qhandle_t customShader )
{
return re.G2API_SetShader( ghlInfo, customShader );
}
static qboolean SV_G2API_SetSkin( CGhoul2Info *ghlInfo, qhandle_t customSkin, qhandle_t renderSkin )
{
return re.G2API_SetSkin( ghlInfo, customSkin, renderSkin );
}
static qboolean SV_G2API_SetSurfaceOnOff( CGhoul2Info *ghlInfo, const char *surfaceName, const int flags )
{
return re.G2API_SetSurfaceOnOff( ghlInfo, surfaceName, flags );
}
static qboolean SV_G2API_StopBoneAnim( CGhoul2Info *ghlInfo, const char *boneName )
{
return re.G2API_StopBoneAnim( ghlInfo, boneName );
}
static qboolean SV_G2API_StopBoneAnimIndex( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_StopBoneAnimIndex( ghlInfo, index );
}
static qboolean SV_G2API_StopBoneAngles( CGhoul2Info *ghlInfo, const char *boneName )
{
return re.G2API_StopBoneAngles( ghlInfo, boneName );
}
static qboolean SV_G2API_StopBoneAnglesIndex( CGhoul2Info *ghlInfo, const int index )
{
return re.G2API_StopBoneAnglesIndex( ghlInfo, index );
}
#ifdef _G2_GORE
static void SV_G2API_AddSkinGore( CGhoul2Info_v &ghoul2, SSkinGoreData &gore )
{
return re.G2API_AddSkinGore( ghoul2, gore );
}
static void SV_G2API_ClearSkinGore( CGhoul2Info_v &ghoul2 )
{
return re.G2API_ClearSkinGore( ghoul2 );
}
#else
static void SV_G2API_AddSkinGore(
CGhoul2Info_v &ghoul2,
SSkinGoreData &gore)
{
static_cast<void>(ghoul2);
static_cast<void>(gore);
}
static void SV_G2API_ClearSkinGore(
CGhoul2Info_v &ghoul2)
{
static_cast<void>(ghoul2);
}
#endif
static IGhoul2InfoArray& SV_TheGhoul2InfoArray( void )
{
return re.TheGhoul2InfoArray();
}
static qhandle_t SV_RE_RegisterSkin( const char *name )
{
return re.RegisterSkin( name );
}
static int SV_RE_GetAnimationCFG( const char *psCFGFilename, char *psDest, int iDestSize )
{
return re.GetAnimationCFG( psCFGFilename, psDest, iDestSize );
}
static bool SV_WE_GetWindVector( vec3_t windVector, vec3_t atPoint )
{
return re.GetWindVector( windVector, atPoint );
}
static bool SV_WE_GetWindGusting( vec3_t atpoint )
{
return re.GetWindGusting( atpoint );
}
static bool SV_WE_IsOutside( vec3_t pos )
{
return re.IsOutside( pos );
}
static float SV_WE_IsOutsideCausingPain( vec3_t pos )
{
return re.IsOutsideCausingPain( pos );
}
static float SV_WE_GetChanceOfSaberFizz( void )
{
return re.GetChanceOfSaberFizz();
}
static bool SV_WE_IsShaking( vec3_t pos )
{
return re.IsShaking( pos );
}
static void SV_WE_AddWeatherZone( vec3_t mins, vec3_t maxs )
{
return re.AddWeatherZone( mins, maxs );
}
static bool SV_WE_SetTempGlobalFogColor( vec3_t color )
{
return re.SetTempGlobalFogColor( color );
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
void SV_InitGameProgs (void) {
game_import_t import;
int i;
// unload anything we have now
if ( ge ) {
SV_ShutdownGameProgs (qtrue);
}
// load a new game dll
import.Printf = Com_Printf;
import.WriteCam = Com_WriteCam;
import.FlushCamFile = Com_FlushCamFile;
import.Error = Com_Error;
import.Milliseconds = Sys_Milliseconds2;
import.DropClient = SV_GameDropClient;
import.SendServerCommand = SV_GameSendServerCommand;
import.linkentity = SV_LinkEntity;
import.unlinkentity = SV_UnlinkEntity;
import.EntitiesInBox = SV_AreaEntities;
import.EntityContact = SV_EntityContact;
import.trace = SV_Trace;
import.pointcontents = SV_PointContents;
import.totalMapContents = CM_TotalMapContents;
import.SetBrushModel = SV_SetBrushModel;
import.inPVS = SV_inPVS;
import.inPVSIgnorePortals = SV_inPVSIgnorePortals;
import.SetConfigstring = SV_SetConfigstring;
import.GetConfigstring = SV_GetConfigstring;
import.SetUserinfo = SV_SetUserinfo;
import.GetUserinfo = SV_GetUserinfo;
import.GetServerinfo = SV_GetServerinfo;
import.cvar = Cvar_Get;
import.cvar_set = Cvar_Set;
import.Cvar_VariableIntegerValue = Cvar_VariableIntegerValue;
import.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.SendConsoleCommand = Cbuf_AddText;
import.FS_FOpenFile = FS_FOpenFileByMode;
import.FS_Read = FS_Read;
import.FS_Write = FS_Write;
import.FS_FCloseFile = FS_FCloseFile;
import.FS_ReadFile = FS_ReadFile;
import.FS_FreeFile = FS_FreeFile;
import.FS_GetFileList = FS_GetFileList;
import.saved_game = &ojk::SavedGame::get_instance();
import.AdjustAreaPortalState = SV_AdjustAreaPortalState;
import.AreasConnected = CM_AreasConnected;
import.VoiceVolume = s_entityWavVol;
import.Malloc = G_ZMalloc_Helper;
import.Free = Z_Free;
import.bIsFromZone = Z_IsFromZone;
import.G2API_AddBolt = SV_G2API_AddBolt;
import.G2API_AttachEnt = SV_G2API_AttachEnt;
import.G2API_AttachG2Model = SV_G2API_AttachG2Model;
import.G2API_CollisionDetect = SV_G2API_CollisionDetect;
import.G2API_DetachEnt = SV_G2API_DetachEnt;
import.G2API_DetachG2Model = SV_G2API_DetachG2Model;
import.G2API_GetAnimFileName = SV_G2API_GetAnimFileName;
import.G2API_GetBoltMatrix = SV_G2API_GetBoltMatrix;
import.G2API_GetBoneAnim = SV_G2API_GetBoneAnim;
import.G2API_GetBoneAnimIndex = SV_G2API_GetBoneAnimIndex;
import.G2API_AddSurface = SV_G2API_AddSurface;
import.G2API_HaveWeGhoul2Models = SV_G2API_HaveWeGhoul2Models;
import.G2API_InitGhoul2Model = SV_G2API_InitGhoul2Model;
import.G2API_SetBoneAngles = SV_G2API_SetBoneAngles;
import.G2API_SetBoneAnglesMatrix = SV_G2API_SetBoneAnglesMatrix;
import.G2API_SetBoneAnim = SV_G2API_SetBoneAnim;
import.G2API_SetSkin = SV_G2API_SetSkin;
import.G2API_CopyGhoul2Instance = SV_G2API_CopyGhoul2Instance;
import.G2API_SetBoneAnglesIndex = SV_G2API_SetBoneAnglesIndex;
import.G2API_SetBoneAnimIndex = SV_G2API_SetBoneAnimIndex;
import.G2API_IsPaused = SV_G2API_IsPaused;
import.G2API_ListBones = SV_G2API_ListBones;
import.G2API_ListSurfaces = SV_G2API_ListSurfaces;
import.G2API_PauseBoneAnim = SV_G2API_PauseBoneAnim;
import.G2API_PauseBoneAnimIndex = SV_G2API_PauseBoneAnimIndex;
import.G2API_PrecacheGhoul2Model = SV_G2API_PrecacheGhoul2Model;
import.G2API_RemoveBolt = SV_G2API_RemoveBolt;
import.G2API_RemoveBone = SV_G2API_RemoveBone;
import.G2API_RemoveGhoul2Model = SV_G2API_RemoveGhoul2Model;
import.G2API_SetLodBias = SV_G2API_SetLodBias;
import.G2API_SetRootSurface = SV_G2API_SetRootSurface;
import.G2API_SetShader = SV_G2API_SetShader;
import.G2API_SetSurfaceOnOff = SV_G2API_SetSurfaceOnOff;
import.G2API_StopBoneAngles = SV_G2API_StopBoneAngles;
import.G2API_StopBoneAnim = SV_G2API_StopBoneAnim;
import.G2API_SetGhoul2ModelFlags = SV_G2API_SetGhoul2ModelFlags;
import.G2API_AddBoltSurfNum = SV_G2API_AddBoltSurfNum;
import.G2API_RemoveSurface = SV_G2API_RemoveSurface;
import.G2API_GetAnimRange = SV_G2API_GetAnimRange;
import.G2API_GetAnimRangeIndex = SV_G2API_GetAnimRangeIndex;
import.G2API_GiveMeVectorFromMatrix = SV_G2API_GiveMeVectorFromMatrix;
import.G2API_GetGhoul2ModelFlags = SV_G2API_GetGhoul2ModelFlags;
import.G2API_CleanGhoul2Models = SV_G2API_CleanGhoul2Models;
import.TheGhoul2InfoArray = SV_TheGhoul2InfoArray;
import.G2API_GetParentSurface = SV_G2API_GetParentSurface;
import.G2API_GetSurfaceIndex = SV_G2API_GetSurfaceIndex;
import.G2API_GetSurfaceName = SV_G2API_GetSurfaceName;
import.G2API_GetGLAName = SV_G2API_GetGLAName;
import.G2API_SetNewOrigin = SV_G2API_SetNewOrigin;
import.G2API_GetBoneIndex = SV_G2API_GetBoneIndex;
import.G2API_StopBoneAnglesIndex = SV_G2API_StopBoneAnglesIndex;
import.G2API_StopBoneAnimIndex = SV_G2API_StopBoneAnimIndex;
import.G2API_SetBoneAnglesMatrixIndex = SV_G2API_SetBoneAnglesMatrixIndex;
import.G2API_SetAnimIndex = SV_G2API_SetAnimIndex;
import.G2API_GetAnimIndex = SV_G2API_GetAnimIndex;
import.G2API_SaveGhoul2Models = SV_G2API_SaveGhoul2Models;
import.G2API_LoadGhoul2Models = SV_G2API_LoadGhoul2Models;
import.G2API_LoadSaveCodeDestructGhoul2Info = SV_G2API_LoadSaveCodeDestructGhoul2Info;
import.G2API_GetAnimFileNameIndex = SV_G2API_GetAnimFileNameIndex;
import.G2API_GetAnimFileInternalNameIndex = SV_G2API_GetAnimFileInternalNameIndex;
import.G2API_GetSurfaceRenderStatus = SV_G2API_GetSurfaceRenderStatus;
import.G2API_SetRagDoll = SV_G2API_SetRagDoll;
import.G2API_AnimateG2Models = SV_G2API_AnimateG2Models;
import.G2API_RagPCJConstraint = SV_G2API_RagPCJConstraint;
import.G2API_RagPCJGradientSpeed = SV_G2API_RagPCJGradientSpeed;
import.G2API_RagEffectorGoal = SV_G2API_RagEffectorGoal;
import.G2API_GetRagBonePos = SV_G2API_GetRagBonePos;
import.G2API_RagEffectorKick = SV_G2API_RagEffectorKick;
import.G2API_RagForceSolve = SV_G2API_RagForceSolve;
import.G2API_SetBoneIKState = SV_G2API_SetBoneIKState;
import.G2API_IKMove = SV_G2API_IKMove;
import.G2API_AddSkinGore = SV_G2API_AddSkinGore;
import.G2API_ClearSkinGore = SV_G2API_ClearSkinGore;
import.SetActiveSubBSP = SV_SetActiveSubBSP;
import.RE_RegisterSkin = SV_RE_RegisterSkin;
import.RE_GetAnimationCFG = SV_RE_GetAnimationCFG;
import.WE_GetWindVector = SV_WE_GetWindVector;
import.WE_GetWindGusting = SV_WE_GetWindGusting;
import.WE_IsOutside = SV_WE_IsOutside;
import.WE_IsOutsideCausingPain = SV_WE_IsOutsideCausingPain;
import.WE_GetChanceOfSaberFizz = SV_WE_GetChanceOfSaberFizz;
import.WE_IsShaking = SV_WE_IsShaking;
import.WE_AddWeatherZone = SV_WE_AddWeatherZone;
import.WE_SetTempGlobalFogColor = SV_WE_SetTempGlobalFogColor;
#ifdef JK2_MODE
const char *gamename = "jogame";
#else
const char *gamename = "jagame";
#endif
GetGameAPIProc *GetGameAPI;
gameLibrary = Sys_LoadSPGameDll( gamename, &GetGameAPI );
if ( !gameLibrary )
Com_Error( ERR_DROP, "Failed to load %s library", gamename );
ge = (game_export_t *)GetGameAPI( &import );
if (!ge)
{
Sys_UnloadDll( gameLibrary );
Com_Error( ERR_DROP, "Failed to load %s library", gamename );
}
if (ge->apiversion != GAME_API_VERSION)
{
int apiVersion = ge->apiversion;
Sys_UnloadDll( gameLibrary );
Com_Error (ERR_DROP, "game is version %i, not %i", apiVersion, GAME_API_VERSION);
}
//hook up the client while we're here
if ( !CL_InitCGameVM( gameLibrary ) )
{
Sys_UnloadDll( gameLibrary );
Com_Error ( ERR_DROP, "Failed to load client game functions" );
}
sv.entityParsePoint = CM_EntityString();
// use the current msec count for a random seed
Z_TagFree(TAG_G_ALLOC);
ge->Init( sv_mapname->string, sv_spawntarget->string, sv_mapChecksum->integer, CM_EntityString(), sv.time, com_frameTime, Com_Milliseconds(), eSavedGameJustLoaded, qbLoadTransition );
// clear all gentity pointers that might still be set from
// a previous level
for ( i = 0 ; i < 1 ; i++ ) {
svs.clients[i].gentity = NULL;
}
}
/*
====================
SV_GameCommand
See if the current console command is claimed by the game
====================
*/
qboolean SV_GameCommand( void ) {
if ( sv.state != SS_GAME ) {
return qfalse;
}
return ge->ConsoleCommand();
}