mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-30 07:50:52 +00:00
d3cd3ee71b
Allow grip to pull and push NPCs away and toward player (by moving hand forward and back) Make saber still be controllable on level 1 but slower and for shorter time Always draw force crosshair, but change colour when aimed at an entity
928 lines
22 KiB
C++
928 lines
22 KiB
C++
#include <dlfcn.h>
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#ifdef DEDICATED
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#include <sys/fcntl.h>
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#endif
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#include "qcommon/q_shared.h"
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#include "qcommon/qcommon.h"
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#include "qcommon/q_platform.h"
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#include "sys_loadlib.h"
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#ifdef DEDICATED
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#include "unix_local.h"
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#else
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#include "sys_local.h"
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#endif
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#if defined(MACOS_X) || defined(__linux__) || defined(__FreeBSD_kernel__)
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#include <unistd.h>
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#include <VrCommon.h>
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#endif
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static char binaryPath[ MAX_OSPATH ] = { 0 };
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static char installPath[ MAX_OSPATH ] = { 0 };
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cvar_t *com_minimized;
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cvar_t *com_unfocused;
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cvar_t *com_maxfps;
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cvar_t *com_maxfpsMinimized;
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cvar_t *com_maxfpsUnfocused;
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char *Sys_Cwd( void ) {
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static char cwd[MAX_OSPATH];
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getcwd( cwd, sizeof( cwd ) - 1 );
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cwd[MAX_OSPATH - 1] = 0;
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return cwd;
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}
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/*
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=================
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Sys_ConsoleInput
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Handle new console input
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=================
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*/
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char *CON_Input( void );
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char *Sys_ConsoleInput(void)
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{
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return CON_Input( );
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}
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/*
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=================
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Sys_SetBinaryPath
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=================
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*/
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void Sys_SetBinaryPath(const char *path)
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{
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Q_strncpyz(binaryPath, path, sizeof(binaryPath));
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}
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/*
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=================
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Sys_BinaryPath
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=================
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*/
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char *Sys_BinaryPath(void)
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{
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return binaryPath;
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}
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/*
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=================
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Sys_SetDefaultInstallPath
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=================
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*/
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void Sys_SetDefaultInstallPath(const char *path)
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{
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Q_strncpyz(installPath, path, sizeof(installPath));
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}
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/*
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=================
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Sys_DefaultInstallPath
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=================
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*/
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char *Sys_DefaultInstallPath(void)
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{
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if (*installPath)
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return installPath;
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else
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return Sys_Cwd();
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}
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/*
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=================
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Sys_DefaultAppPath
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=================
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*/
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char *Sys_DefaultAppPath(void)
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{
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return Sys_BinaryPath();
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}
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// We now expect newlines instead of always appending
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// otherwise sectioned prints get messed up.
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#define MAXPRINTMSG 4096
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void Conbuf_AppendText( const char *pMsg )
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{
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char msg[MAXPRINTMSG] = {0};
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Q_strncpyz(msg, pMsg, sizeof(msg));
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Q_StripColor(msg);
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ALOGV("%s", msg);
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//((void)__android_log_print(ANDROID_LOG_INFO,"JK3","%s", msg));
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//printf("%s", msg);
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}
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void Sys_Print( const char *msg ) {
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// TTimo - prefix for text that shows up in console but not in notify
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// backported from RTCW
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if ( !Q_strncmp( msg, "[skipnotify]", 12 ) ) {
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msg += 12;
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}
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if ( msg[0] == '*' ) {
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msg += 1;
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}
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Conbuf_AppendText( msg );
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}
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/*
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=================
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Sys_In_Restart_f
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=================
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*/
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void Sys_In_Restart_f( void )
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{
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#ifdef DEDICATED
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IN_Shutdown();
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IN_Init();
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#else
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//IN_Restart( );
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#endif
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}
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void Sys_Init( void ) {
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Cmd_AddCommand ("in_restart", Sys_In_Restart_f);
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Cvar_Get( "arch", OS_STRING " " ARCH_STRING, CVAR_ROM );
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Cvar_Get( "username", Sys_GetCurrentUser(), CVAR_ROM );
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com_unfocused = Cvar_Get( "com_unfocused", "0", CVAR_ROM );
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com_minimized = Cvar_Get( "com_minimized", "0", CVAR_ROM );
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#ifdef _JK2EXE
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com_maxfps = Cvar_Get ("com_maxfps", "125", CVAR_ARCHIVE );
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#else
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com_maxfps = Cvar_Get( "com_maxfps", "125", CVAR_ARCHIVE, "Maximum frames per second" );
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#endif
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com_maxfpsUnfocused = Cvar_Get( "com_maxfpsUnfocused", "0", CVAR_ARCHIVE_ND );
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com_maxfpsMinimized = Cvar_Get( "com_maxfpsMinimized", "50", CVAR_ARCHIVE_ND );
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}
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void Sys_Exit( int ex ) __attribute__((noreturn));
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void Sys_Exit( int ex ) {
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#ifndef DEDICATED
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//SDL_Quit( );
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#endif
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#ifdef NDEBUG // regular behavior
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// We can't do this
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// as long as GL DLL's keep installing with atexit...
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//exit(ex);
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_exit(ex);
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#else
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// Give me a backtrace on error exits.
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assert( ex == 0 );
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exit(ex);
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#endif
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}
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void Sys_Error( const char *error, ... )
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{
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va_list argptr;
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char string[1024];
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va_start (argptr,error);
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Q_vsnprintf (string, sizeof(string), error, argptr);
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va_end (argptr);
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//((void)__android_log_print(ANDROID_LOG_ERROR,"JK3","%s", string));
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//Sys_ErrorDialog( string );
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Sys_Print( string );
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Sys_Exit( 3 );
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}
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void Sys_Quit (void) {
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//IN_Shutdown();
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Com_ShutdownZoneMemory();
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Com_ShutdownHunkMemory();
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#ifdef DEDICATED
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fcntl (0, F_SETFL, fcntl (0, F_GETFL, 0) & ~FNDELAY);
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#endif
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Sys_Exit(0);
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}
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/*
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=================
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Sys_UnloadDll
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=================
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*/
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void Sys_UnloadDll( void *dllHandle )
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{
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if( !dllHandle )
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{
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Com_Printf("Sys_UnloadDll(NULL)\n");
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return;
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}
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Sys_UnloadLibrary(dllHandle);
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}
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enum SearchPathFlag
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{
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SEARCH_PATH_MOD = 1 << 0,
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SEARCH_PATH_BASE = 1 << 1,
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SEARCH_PATH_OPENJK = 1 << 2,
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SEARCH_PATH_ROOT = 1 << 3
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};
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static void *Sys_LoadDllFromPaths( const char *filename, const char *gamedir, const char **searchPaths,
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size_t numPaths, uint32_t searchFlags, const char *callerName )
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{
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char *fn;
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void *libHandle;
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if ( searchFlags & SEARCH_PATH_MOD )
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{
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for ( size_t i = 0; i < numPaths; i++ )
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{
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const char *libDir = searchPaths[i];
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if ( !libDir[0] )
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continue;
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fn = FS_BuildOSPath( libDir, gamedir, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( libHandle )
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return libHandle;
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Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
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}
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}
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if ( searchFlags & SEARCH_PATH_BASE )
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{
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for ( size_t i = 0; i < numPaths; i++ )
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{
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const char *libDir = searchPaths[i];
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if ( !libDir[0] )
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continue;
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fn = FS_BuildOSPath( libDir, BASEGAME, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( libHandle )
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return libHandle;
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Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
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}
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}
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if ( searchFlags & SEARCH_PATH_OPENJK )
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{
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for ( size_t i = 0; i < numPaths; i++ )
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{
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const char *libDir = searchPaths[i];
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if ( !libDir[0] )
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continue;
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fn = FS_BuildOSPath( libDir, OPENJKGAME, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( libHandle )
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return libHandle;
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Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
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}
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}
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if ( searchFlags & SEARCH_PATH_ROOT )
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{
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for ( size_t i = 0; i < numPaths; i++ )
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{
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const char *libDir = searchPaths[i];
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if ( !libDir[0] )
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continue;
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fn = va( "%s%c%s", libDir, PATH_SEP, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( libHandle )
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return libHandle;
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Com_Printf( "%s(%s) failed: \"%s\"\n", callerName, fn, Sys_LibraryError() );
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}
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}
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return NULL;
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}
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/*
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=================
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Sys_LoadDll
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First try to load library name from system library path,
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from executable path, then fs_basepath.
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=================
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void *Sys_LoadDll(const char *name, qboolean useSystemLib)
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{
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void *dllhandle = NULL;
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char lib_path[512];
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sprintf(lib_path,"%s/lib%s", getLibPath(),name);
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//LOGI("Trying to load Android lib: %s",lib_path);
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dllhandle = dlopen (lib_path, RTLD_LAZY );
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return dllhandle;
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if(useSystemLib)
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Com_Printf("Trying to load \"%s\"...\n", name);
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//if(!useSystemLib || !(dllhandle = Sys_LoadLibrary(name)))
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{
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const char *topDir;
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char libPath[MAX_OSPATH];
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topDir = Sys_BinaryPath();
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if(!*topDir)
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topDir = ".";
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Com_Printf("Trying to load \"%s\" from \"%s\"...\n", name, topDir);
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Com_sprintf(libPath, sizeof(libPath), "%s%c%s", topDir, PATH_SEP, name);
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if(!(dllhandle = Sys_LoadLibrary(libPath)))
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{
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const char *basePath = Cvar_VariableString("fs_basepath");
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if(!basePath || !*basePath)
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basePath = ".";
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if(FS_FilenameCompare(topDir, basePath))
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{
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Com_Printf("Trying to load \"%s\" from \"%s\"...\n", name, basePath);
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Com_sprintf(libPath, sizeof(libPath), "%s%c%s", basePath, PATH_SEP, name);
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dllhandle = Sys_LoadLibrary(libPath);
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}
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if(!dllhandle)
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{
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Com_Printf("Loading \"%s\" failed\n", name);
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}
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}
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}
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return dllhandle;
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}*/
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#ifdef MACOS_X
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void *Sys_LoadMachOBundle( const char *name )
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{
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if ( !FS_LoadMachOBundle(name) )
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return NULL;
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char *homepath = Cvar_VariableString( "fs_homepath" );
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char *gamedir = Cvar_VariableString( "fs_game" );
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char dllName[MAX_QPATH];
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Com_sprintf( dllName, sizeof(dllName), "%s_pk3" DLL_EXT, name );
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//load the unzipped library
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char *fn = FS_BuildOSPath( homepath, gamedir, dllName );
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void *libHandle = Sys_LoadLibrary( fn );
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if ( libHandle != NULL ) {
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Com_Printf( "Loaded pk3 bundle %s.\n", name );
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}
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return libHandle;
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}
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#endif
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/*
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=================
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Sys_LoadGameDll
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Used to load a development dll instead of a virtual machine
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=================
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*/
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//TODO: load mac dlls that are inside zip things inside pk3s.
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void *Sys_LoadLegacyGameDll( const char *name, intptr_t (QDECL **vmMain)(int, ...), intptr_t (QDECL *systemcalls)(intptr_t, ...) )
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{
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void *libHandle = NULL;
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void (QDECL *dllEntry)( intptr_t (QDECL *syscallptr)(intptr_t, ...) );
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char *basepath;
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char *homepath;
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char *cdpath;
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char *gamedir;
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#ifdef MACOS_X
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char *apppath;
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#endif
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char *fn;
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char filename[MAX_OSPATH];
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Com_sprintf (filename, sizeof(filename), "%sarm" DLL_EXT, name);
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#if 0
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libHandle = Sys_LoadLibrary( filename );
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#endif
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#ifdef MACOS_X
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//First, look for the old-style mac .bundle that's inside a pk3
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//It's actually zipped, and the zipfile has the same name as 'name'
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libHandle = Sys_LoadMachOBundle( name );
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#endif
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if (!libHandle) {
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//Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", filename, Sys_LibraryError() );
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basepath = Cvar_VariableString( "fs_basepath" );
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homepath = Cvar_VariableString( "fs_homepath" );
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cdpath = Cvar_VariableString( "fs_cdpath" );
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gamedir = Cvar_VariableString( "fs_game" );
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#ifdef MACOS_X
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apppath = Cvar_VariableString( "fs_apppath" );
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#endif
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fn = FS_BuildOSPath( basepath, gamedir, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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if( homepath[0] ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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fn = FS_BuildOSPath( homepath, gamedir, filename );
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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#ifdef MACOS_X
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if( apppath[0] ) {
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fn = FS_BuildOSPath( apppath, gamedir, filename );
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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#endif
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if( cdpath[0] ) {
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fn = FS_BuildOSPath( cdpath, gamedir, filename );
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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// now we try base
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fn = FS_BuildOSPath( basepath, BASEGAME, filename );
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libHandle = Sys_LoadLibrary( fn );
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if ( !libHandle ) {
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if( homepath[0] ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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fn = FS_BuildOSPath( homepath, BASEGAME, filename );
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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#ifdef MACOS_X
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if( apppath[0] ) {
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fn = FS_BuildOSPath( apppath, BASEGAME, filename);
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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#endif
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if( cdpath[0] ) {
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fn = FS_BuildOSPath( cdpath, BASEGAME, filename );
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libHandle = Sys_LoadLibrary( fn );
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}
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if ( !libHandle ) {
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Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
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return NULL;
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}
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#ifdef MACOS_X
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}
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#endif
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}
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}
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}
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#ifdef MACOS_X
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}
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#endif
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}
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}
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}
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dllEntry = ( void (QDECL *)( intptr_t (QDECL *)( intptr_t, ... ) ) )Sys_LoadFunction( libHandle, "dllEntry" );
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*vmMain = (intptr_t (QDECL *)(int,...))Sys_LoadFunction( libHandle, "vmMain" );
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if ( !*vmMain || !dllEntry ) {
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Com_Printf ( "Sys_LoadGameDll(%s) failed to find vmMain function:\n\"%s\" !\n", name, Sys_LibraryError() );
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Sys_UnloadLibrary( libHandle );
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return NULL;
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}
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Com_Printf ( "Sys_LoadGameDll(%s) found vmMain function at %p\n", name, *vmMain );
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dllEntry( systemcalls );
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return libHandle;
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}
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|
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/*
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=================
|
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Sys_LoadDll
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|
|
First try to load library name from system library path,
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from executable path, then fs_basepath.
|
|
=================
|
|
*/
|
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void *Sys_LoadDll( const char *name, qboolean useSystemLib )
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{
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void *dllhandle = NULL;
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// Don't load any DLLs that end with the pk3 extension
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|
if ( COM_CompareExtension( name, ".pk3" ) )
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{
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Com_Printf( S_COLOR_YELLOW "WARNING: Rejecting DLL named \"%s\"", name );
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return NULL;
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}
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|
|
|
if ( useSystemLib )
|
|
{
|
|
Com_Printf( "Trying to load \"%s\"...\n", name );
|
|
|
|
dllhandle = Sys_LoadLibrary( name );
|
|
if ( dllhandle )
|
|
return dllhandle;
|
|
|
|
Com_Printf( "%s(%s) failed: \"%s\"\n", __FUNCTION__, name, Sys_LibraryError() );
|
|
}
|
|
|
|
const char *binarypath = Sys_BinaryPath();
|
|
const char *basepath = Cvar_VariableString( "fs_basepath" );
|
|
|
|
if ( !*binarypath )
|
|
binarypath = ".";
|
|
|
|
char lib_path[512];
|
|
char *libdir = (char*)getenv("JK_LIBDIR");
|
|
|
|
const char *searchPaths[] = {
|
|
libdir,
|
|
binarypath,
|
|
basepath
|
|
};
|
|
const size_t numPaths = ARRAY_LEN( searchPaths );
|
|
|
|
for ( size_t i = 0; i < numPaths; i++ )
|
|
{
|
|
const char *libDir = searchPaths[i];
|
|
if ( !libDir[0] )
|
|
continue;
|
|
|
|
Com_Printf( "Trying to load \"%s\" from \"%s\"...\n", name, libDir );
|
|
char *fn = va( "%s%clib%s", libDir, PATH_SEP, name );
|
|
dllhandle = Sys_LoadLibrary( fn );
|
|
if ( dllhandle )
|
|
return dllhandle;
|
|
|
|
Com_Printf( "%s(%s) failed: \"%s\"\n", __FUNCTION__, fn, Sys_LibraryError() );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
void *Sys_LoadGameDll( const char *name, void *(QDECL **moduleAPI)(int, ...) )
|
|
{
|
|
void *libHandle = NULL;
|
|
char *basepath;
|
|
char *homepath;
|
|
char *cdpath;
|
|
char *gamedir;
|
|
#ifdef MACOS_X
|
|
char *apppath;
|
|
#endif
|
|
char *fn;
|
|
char filename[MAX_OSPATH];
|
|
|
|
|
|
#if 0
|
|
libHandle = Sys_LoadLibrary( filename );
|
|
#endif
|
|
|
|
#ifdef MACOS_X
|
|
//First, look for the old-style mac .bundle that's inside a pk3
|
|
//It's actually zipped, and the zipfile has the same name as 'name'
|
|
libHandle = Sys_LoadMachOBundle( name );
|
|
#endif
|
|
|
|
|
|
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
|
|
char lib_path[512];
|
|
char *libdir = (char*)getenv("JK_LIBDIR");
|
|
sprintf(lib_path,"%s/lib%s", libdir,filename);
|
|
libHandle = dlopen (lib_path, RTLD_LAZY );
|
|
|
|
|
|
|
|
if (!libHandle) {
|
|
//Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", filename, Sys_LibraryError() );
|
|
|
|
basepath = Cvar_VariableString( "fs_basepath" );
|
|
homepath = Cvar_VariableString( "fs_homepath" );
|
|
cdpath = Cvar_VariableString( "fs_cdpath" );
|
|
gamedir = Cvar_VariableString( "fs_game" );
|
|
#ifdef MACOS_X
|
|
apppath = Cvar_VariableString( "fs_apppath" );
|
|
#endif
|
|
|
|
fn = FS_BuildOSPath( basepath, gamedir, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
if( homepath[0] ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
fn = FS_BuildOSPath( homepath, gamedir, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
#ifdef MACOS_X
|
|
if( apppath[0] ) {
|
|
fn = FS_BuildOSPath( apppath, gamedir, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
#endif
|
|
if( cdpath[0] ) {
|
|
fn = FS_BuildOSPath( cdpath, gamedir, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
// now we try base
|
|
fn = FS_BuildOSPath( basepath, BASEGAME, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
if ( !libHandle ) {
|
|
if( homepath[0] ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
fn = FS_BuildOSPath( homepath, BASEGAME, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
#ifdef MACOS_X
|
|
if( apppath[0] ) {
|
|
fn = FS_BuildOSPath( apppath, BASEGAME, filename);
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
#endif
|
|
if( cdpath[0] ) {
|
|
fn = FS_BuildOSPath( cdpath, BASEGAME, filename );
|
|
libHandle = Sys_LoadLibrary( fn );
|
|
}
|
|
if ( !libHandle ) {
|
|
Com_Printf( "Sys_LoadGameDll(%s) failed: \"%s\"\n", fn, Sys_LibraryError() );
|
|
return NULL;
|
|
}
|
|
#ifdef MACOS_X
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
#ifdef MACOS_X
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
*moduleAPI = (void *(QDECL *)(int,...))Sys_LoadFunction( libHandle, "GetModuleAPI" );
|
|
if ( !*moduleAPI ) {
|
|
Com_Printf ( "Sys_LoadGameDll(%s) failed to find GetModuleAPI function:\n\"%s\" !\n", name, Sys_LibraryError() );
|
|
Sys_UnloadLibrary( libHandle );
|
|
return NULL;
|
|
}
|
|
|
|
return libHandle;
|
|
}
|
|
|
|
void *Sys_LoadSPGameDll( const char *name, GetGameAPIProc **GetGameAPI )
|
|
{
|
|
void *libHandle = NULL;
|
|
char filename[MAX_OSPATH];
|
|
|
|
assert( GetGameAPI );
|
|
|
|
Com_sprintf (filename, sizeof(filename), "%s" ARCH_STRING DLL_EXT, name);
|
|
char lib_path[512];
|
|
char *libdir = (char*)getenv("JK_LIBDIR");
|
|
sprintf(lib_path,"%s/lib%s", libdir,filename);
|
|
libHandle = dlopen (lib_path, RTLD_LAZY );
|
|
|
|
|
|
if (!libHandle) {
|
|
char *basepath = Cvar_VariableString( "fs_basepath" );
|
|
char *homepath = Cvar_VariableString( "fs_homepath" );
|
|
char *cdpath = Cvar_VariableString( "fs_cdpath" );
|
|
char *gamedir = Cvar_VariableString( "fs_game" );
|
|
#ifdef MACOS_X
|
|
char *apppath = Cvar_VariableString( "fs_apppath" );
|
|
#endif
|
|
|
|
const char *searchPaths[] = {
|
|
libdir,
|
|
homepath,
|
|
basepath,
|
|
cdpath,
|
|
};
|
|
size_t numPaths = ARRAY_LEN( searchPaths );
|
|
|
|
libHandle = Sys_LoadDllFromPaths( filename, gamedir, searchPaths, numPaths,
|
|
SEARCH_PATH_BASE | SEARCH_PATH_MOD | SEARCH_PATH_OPENJK | SEARCH_PATH_ROOT,
|
|
__FUNCTION__ );
|
|
if ( !libHandle )
|
|
return NULL;
|
|
}
|
|
|
|
*GetGameAPI = (GetGameAPIProc *)Sys_LoadFunction( libHandle, "GetGameAPI" );
|
|
if ( !*GetGameAPI ) {
|
|
Com_DPrintf ( "%s(%s) failed to find GetGameAPI function:\n...%s!\n", __FUNCTION__, name, Sys_LibraryError() );
|
|
Sys_UnloadLibrary( libHandle );
|
|
return NULL;
|
|
}
|
|
|
|
return libHandle;
|
|
}
|
|
|
|
void Sys_ConfigureFPU() { // bk001213 - divide by zero
|
|
#ifdef __linux2__
|
|
#ifdef __i386
|
|
#ifndef NDEBUG
|
|
// bk0101022 - enable FPE's in debug mode
|
|
static int fpu_word = _FPU_DEFAULT & ~(_FPU_MASK_ZM | _FPU_MASK_IM);
|
|
int current = 0;
|
|
_FPU_GETCW(current);
|
|
if ( current!=fpu_word) {
|
|
#if 0
|
|
Com_Printf("FPU Control 0x%x (was 0x%x)\n", fpu_word, current );
|
|
_FPU_SETCW( fpu_word );
|
|
_FPU_GETCW( current );
|
|
assert(fpu_word==current);
|
|
#endif
|
|
}
|
|
#else // NDEBUG
|
|
static int fpu_word = _FPU_DEFAULT;
|
|
_FPU_SETCW( fpu_word );
|
|
#endif // NDEBUG
|
|
#endif // __i386
|
|
#endif // __linux
|
|
}
|
|
|
|
#ifdef MACOS_X
|
|
/*
|
|
=================
|
|
Sys_StripAppBundle
|
|
|
|
Discovers if passed dir is suffixed with the directory structure of a Mac OS X
|
|
.app bundle. If it is, the .app directory structure is stripped off the end and
|
|
the result is returned. If not, dir is returned untouched.
|
|
=================
|
|
*/
|
|
char *Sys_StripAppBundle( char *dir )
|
|
{
|
|
static char cwd[MAX_OSPATH];
|
|
|
|
Q_strncpyz(cwd, dir, sizeof(cwd));
|
|
if(strcmp(Sys_Basename(cwd), "MacOS"))
|
|
return dir;
|
|
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
|
|
if(strcmp(Sys_Basename(cwd), "Contents"))
|
|
return dir;
|
|
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
|
|
if(!strstr(Sys_Basename(cwd), ".app"))
|
|
return dir;
|
|
Q_strncpyz(cwd, Sys_Dirname(cwd), sizeof(cwd));
|
|
return cwd;
|
|
}
|
|
#endif
|
|
|
|
#ifndef DEFAULT_BASEDIR
|
|
# ifdef MACOS_X
|
|
# define DEFAULT_BASEDIR Sys_StripAppBundle(Sys_BinaryPath())
|
|
# else
|
|
# define DEFAULT_BASEDIR Sys_BinaryPath()
|
|
# endif
|
|
#endif
|
|
|
|
#include "../client/client.h"
|
|
|
|
void JKVR_Init();
|
|
qboolean shutdown;
|
|
int VR_main( int argc, char* argv[] ) {
|
|
// int oldtime, newtime; // bk001204 - unused
|
|
int len, i;
|
|
char *cmdline;
|
|
|
|
// merge the command line, this is kinda silly
|
|
for ( len = 1, i = 1; i < argc; i++ )
|
|
len += strlen( argv[i] ) + 1;
|
|
cmdline = (char*)malloc( len );
|
|
*cmdline = 0;
|
|
for ( i = 1; i < argc; i++ )
|
|
{
|
|
if ( i > 1 ) {
|
|
strcat( cmdline, " " );
|
|
}
|
|
strcat( cmdline, argv[i] );
|
|
}
|
|
|
|
// bk000306 - clear queues
|
|
//memset( &eventQue[0], 0, MAX_QUED_EVENTS * sizeof( sysEvent_t ) );
|
|
//memset( &sys_packetReceived[0], 0, MAX_MSGLEN * sizeof( byte ) );
|
|
|
|
Com_Init( cmdline );
|
|
NET_Init();
|
|
JKVR_Init();
|
|
|
|
//Sys_ConsoleInputInit();
|
|
|
|
|
|
// fcntl( 0, F_SETFL, fcntl( 0, F_GETFL, 0 ) | FNDELAY );
|
|
|
|
shutdown = qfalse;
|
|
while ( !shutdown )
|
|
{
|
|
#ifdef __linux__
|
|
Sys_ConfigureFPU();
|
|
#endif
|
|
Com_Frame();
|
|
}
|
|
|
|
CL_ShutdownUI();
|
|
}
|
|
|
|
int main ( int argc, char* argv[] )
|
|
{
|
|
int i;
|
|
char commandLine[ MAX_STRING_CHARS ] = { 0 };
|
|
|
|
// done before Com/Sys_Init since we need this for error output
|
|
//Sys_CreateConsole();
|
|
|
|
// no abort/retry/fail errors
|
|
//SetErrorMode (SEM_FAILCRITICALERRORS);
|
|
|
|
// get the initial time base
|
|
Sys_Milliseconds();
|
|
|
|
#ifdef MACOS_X
|
|
// This is passed if we are launched by double-clicking
|
|
if ( argc >= 2 && Q_strncmp ( argv[1], "-psn", 4 ) == 0 )
|
|
argc = 1;
|
|
#endif
|
|
|
|
Sys_SetBinaryPath( Sys_Dirname( argv[ 0 ] ) );
|
|
Sys_SetDefaultInstallPath( DEFAULT_BASEDIR );
|
|
|
|
// Concatenate the command line for passing to Com_Init
|
|
for( i = 1; i < argc; i++ )
|
|
{
|
|
const bool containsSpaces = (strchr(argv[i], ' ') != NULL);
|
|
if (containsSpaces)
|
|
Q_strcat( commandLine, sizeof( commandLine ), "\"" );
|
|
|
|
Q_strcat( commandLine, sizeof( commandLine ), argv[ i ] );
|
|
|
|
if (containsSpaces)
|
|
Q_strcat( commandLine, sizeof( commandLine ), "\"" );
|
|
|
|
Q_strcat( commandLine, sizeof( commandLine ), " " );
|
|
}
|
|
|
|
Com_Init (commandLine);
|
|
|
|
NET_Init();
|
|
|
|
#ifdef DEDICATED
|
|
fcntl(0, F_SETFL, fcntl (0, F_GETFL, 0) | FNDELAY);
|
|
#else
|
|
// hide the early console since we've reached the point where we
|
|
// have a working graphics subsystems
|
|
/* if (!com_dedicated->integer && !com_viewlog->integer)
|
|
{
|
|
Sys_ShowConsole(0, qfalse);
|
|
}*/
|
|
#endif
|
|
|
|
// main game loop
|
|
while (1)
|
|
{
|
|
#if defined __linux__ && defined DEDICATED
|
|
Sys_ConfigureFPU();//FIXME: what's this for?
|
|
#endif
|
|
// make sure mouse and joystick are only called once a frame
|
|
IN_Frame();
|
|
|
|
// run the game
|
|
Com_Frame();
|
|
}
|
|
|
|
// never gets here
|
|
}
|