Räume sv_game.c auf

This commit is contained in:
Yamagi Burmeister 2010-11-26 07:13:42 +00:00
parent ca69a68868
commit c49f21c9d0

View file

@ -1,339 +1,353 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_game.c -- interface to the game dll
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Interface between the server and the game module.
*
* =======================================================================
*/
#include "header/server.h"
game_export_t *ge;
game_export_t *ge;
/*
===============
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
===============
*/
void PF_Unicast (edict_t *ent, qboolean reliable)
* Sends the contents of the mutlicast buffer to a single client
*/
void
PF_Unicast ( edict_t *ent, qboolean reliable )
{
int p;
client_t *client;
int p;
client_t *client;
if (!ent)
if ( !ent )
{
return;
}
p = NUM_FOR_EDICT(ent);
if (p < 1 || p > maxclients->value)
p = NUM_FOR_EDICT( ent );
if ( ( p < 1 ) || ( p > maxclients->value ) )
{
return;
}
client = svs.clients + (p-1);
client = svs.clients + ( p - 1 );
if (reliable)
SZ_Write (&client->netchan.message, sv.multicast.data, sv.multicast.cursize);
if ( reliable )
{
SZ_Write( &client->netchan.message, sv.multicast.data, sv.multicast.cursize );
}
else
SZ_Write (&client->datagram, sv.multicast.data, sv.multicast.cursize);
{
SZ_Write( &client->datagram, sv.multicast.data, sv.multicast.cursize );
}
SZ_Clear (&sv.multicast);
SZ_Clear( &sv.multicast );
}
/*
===============
PF_dprintf
Debug print to server console
===============
*/
void PF_dprintf (char *fmt, ...)
* Debug print to server console
*/
void
PF_dprintf ( char *fmt, ... )
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
char msg [ 1024 ];
va_list argptr;
Com_Printf ("%s", msg);
va_start( argptr, fmt );
vsprintf( msg, fmt, argptr );
va_end( argptr );
Com_Printf( "%s", msg );
}
/*
===============
PF_cprintf
Print to a single client
===============
*/
void PF_cprintf (edict_t *ent, int level, char *fmt, ...)
* Print to a single client
*/
void
PF_cprintf ( edict_t *ent, int level, char *fmt, ... )
{
char msg[1024];
va_list argptr;
int n;
char msg [ 1024 ];
va_list argptr;
int n;
n = 0;
if (ent)
if ( ent )
{
n = NUM_FOR_EDICT(ent);
if (n < 1 || n > maxclients->value)
Com_Error (ERR_DROP, "cprintf to a non-client");
n = NUM_FOR_EDICT( ent );
if ( ( n < 1 ) || ( n > maxclients->value ) )
{
Com_Error( ERR_DROP, "cprintf to a non-client" );
}
}
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
va_start( argptr, fmt );
vsprintf( msg, fmt, argptr );
va_end( argptr );
if (ent)
SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
if ( ent )
{
SV_ClientPrintf( svs.clients + ( n - 1 ), level, "%s", msg );
}
else
Com_Printf ("%s", msg);
{
Com_Printf( "%s", msg );
}
}
/*
===============
PF_centerprintf
centerprint to a single client
===============
*/
void PF_centerprintf (edict_t *ent, char *fmt, ...)
* centerprint to a single client
*/
void
PF_centerprintf ( edict_t *ent, char *fmt, ... )
{
char msg[1024];
va_list argptr;
int n;
n = NUM_FOR_EDICT(ent);
if (n < 1 || n > maxclients->value)
return; // Com_Error (ERR_DROP, "centerprintf to a non-client");
char msg [ 1024 ];
va_list argptr;
int n;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
n = NUM_FOR_EDICT( ent );
MSG_WriteByte (&sv.multicast,svc_centerprint);
MSG_WriteString (&sv.multicast,msg);
PF_Unicast (ent, true);
if ( ( n < 1 ) || ( n > maxclients->value ) )
{
return;
}
va_start( argptr, fmt );
vsprintf( msg, fmt, argptr );
va_end( argptr );
MSG_WriteByte( &sv.multicast, svc_centerprint );
MSG_WriteString( &sv.multicast, msg );
PF_Unicast( ent, true );
}
/*
===============
PF_error
Abort the server with a game error
===============
*/
void PF_error (char *fmt, ...)
* Abort the server with a game error
*/
void
PF_error ( char *fmt, ... )
{
char msg[1024];
va_list argptr;
va_start (argptr,fmt);
vsprintf (msg, fmt, argptr);
va_end (argptr);
char msg [ 1024 ];
va_list argptr;
Com_Error (ERR_DROP, "Game Error: %s", msg);
va_start( argptr, fmt );
vsprintf( msg, fmt, argptr );
va_end( argptr );
Com_Error( ERR_DROP, "Game Error: %s", msg );
}
/*
=================
PF_setmodel
Also sets mins and maxs for inline bmodels
=================
*/
void PF_setmodel (edict_t *ent, char *name)
* Also sets mins and maxs for inline bmodels
*/
void
PF_setmodel ( edict_t *ent, char *name )
{
int i;
cmodel_t *mod;
int i;
cmodel_t *mod;
if (!name)
Com_Error (ERR_DROP, "PF_setmodel: NULL");
if ( !name )
{
Com_Error( ERR_DROP, "PF_setmodel: NULL" );
}
i = SV_ModelIndex( name );
i = SV_ModelIndex (name);
ent->s.modelindex = i;
// if it is an inline model, get the size information for it
if (name[0] == '*')
/* if it is an inline model, get the size information for it */
if ( name [ 0 ] == '*' )
{
mod = CM_InlineModel (name);
VectorCopy (mod->mins, ent->mins);
VectorCopy (mod->maxs, ent->maxs);
SV_LinkEdict (ent);
mod = CM_InlineModel( name );
VectorCopy( mod->mins, ent->mins );
VectorCopy( mod->maxs, ent->maxs );
SV_LinkEdict( ent );
}
}
/*
===============
PF_Configstring
===============
*/
void PF_Configstring (int index, char *val)
void
PF_Configstring ( int index, char *val )
{
if (index < 0 || index >= MAX_CONFIGSTRINGS)
Com_Error (ERR_DROP, "configstring: bad index %i\n", index);
if ( ( index < 0 ) || ( index >= MAX_CONFIGSTRINGS ) )
{
Com_Error( ERR_DROP, "configstring: bad index %i\n", index );
}
if (!val)
if ( !val )
{
val = "";
}
// change the string in sv
strcpy (sv.configstrings[index], val);
/* change the string in sv */
strcpy( sv.configstrings [ index ], val );
if (sv.state != ss_loading)
{ // send the update to everyone
SZ_Clear (&sv.multicast);
MSG_WriteChar (&sv.multicast, svc_configstring);
MSG_WriteShort (&sv.multicast, index);
MSG_WriteString (&sv.multicast, val);
if ( sv.state != ss_loading )
{
/* send the update to everyone */
SZ_Clear( &sv.multicast );
MSG_WriteChar( &sv.multicast, svc_configstring );
MSG_WriteShort( &sv.multicast, index );
MSG_WriteString( &sv.multicast, val );
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
SV_Multicast( vec3_origin, MULTICAST_ALL_R );
}
}
void PF_WriteChar (int c) {MSG_WriteChar (&sv.multicast, c);}
void PF_WriteByte (int c) {MSG_WriteByte (&sv.multicast, c);}
void PF_WriteShort (int c) {MSG_WriteShort (&sv.multicast, c);}
void PF_WriteLong (int c) {MSG_WriteLong (&sv.multicast, c);}
void PF_WriteFloat (float f) {MSG_WriteFloat (&sv.multicast, f);}
void PF_WriteString (char *s) {MSG_WriteString (&sv.multicast, s);}
void PF_WritePos (vec3_t pos) {MSG_WritePos (&sv.multicast, pos);}
void PF_WriteDir (vec3_t dir) {MSG_WriteDir (&sv.multicast, dir);}
void PF_WriteAngle (float f) {MSG_WriteAngle (&sv.multicast, f);}
void
PF_WriteChar ( int c ) { MSG_WriteChar( &sv.multicast, c ); }
void
PF_WriteByte ( int c ) { MSG_WriteByte( &sv.multicast, c ); }
void
PF_WriteShort ( int c ) { MSG_WriteShort( &sv.multicast, c ); }
void
PF_WriteLong ( int c ) { MSG_WriteLong( &sv.multicast, c ); }
void
PF_WriteFloat ( float f ) { MSG_WriteFloat( &sv.multicast, f ); }
void
PF_WriteString ( char *s ) { MSG_WriteString( &sv.multicast, s ); }
void
PF_WritePos ( vec3_t pos ) { MSG_WritePos( &sv.multicast, pos ); }
void
PF_WriteDir ( vec3_t dir ) { MSG_WriteDir( &sv.multicast, dir ); }
void
PF_WriteAngle ( float f ) { MSG_WriteAngle( &sv.multicast, f ); }
/*
=================
PF_inPVS
Also checks portalareas so that doors block sight
=================
*/
qboolean PF_inPVS (vec3_t p1, vec3_t p2)
* Also checks portalareas so that doors block sight
*/
qboolean
PF_inPVS ( vec3_t p1, vec3_t p2 )
{
int leafnum;
int cluster;
int area1, area2;
byte *mask;
int leafnum;
int cluster;
int area1, area2;
byte *mask;
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPVS (cluster);
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)) ) ) )
return false;
if (!CM_AreasConnected (area1, area2))
return false; // a door blocks sight
return true;
leafnum = CM_PointLeafnum( p2 );
cluster = CM_LeafCluster( leafnum );
area2 = CM_LeafArea( leafnum );
if ( mask && ( !( mask [ cluster >> 3 ] & ( 1 << ( cluster & 7 ) ) ) ) )
{
return ( false );
}
if ( !CM_AreasConnected( area1, area2 ) )
{
return ( false ); /* a door blocks sight */
}
return ( true );
}
/*
=================
PF_inPHS
Also checks portalareas so that doors block sound
=================
*/
qboolean PF_inPHS (vec3_t p1, vec3_t p2)
* Also checks portalareas so that doors block sound
*/
qboolean
PF_inPHS ( vec3_t p1, vec3_t p2 )
{
int leafnum;
int cluster;
int area1, area2;
byte *mask;
int leafnum;
int cluster;
int area1, area2;
byte *mask;
leafnum = CM_PointLeafnum (p1);
cluster = CM_LeafCluster (leafnum);
area1 = CM_LeafArea (leafnum);
mask = CM_ClusterPHS (cluster);
leafnum = CM_PointLeafnum( p1 );
cluster = CM_LeafCluster( leafnum );
area1 = CM_LeafArea( leafnum );
mask = CM_ClusterPHS( cluster );
leafnum = CM_PointLeafnum (p2);
cluster = CM_LeafCluster (leafnum);
area2 = CM_LeafArea (leafnum);
if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
return false; // more than one bounce away
if (!CM_AreasConnected (area1, area2))
return false; // a door blocks hearing
leafnum = CM_PointLeafnum( p2 );
cluster = CM_LeafCluster( leafnum );
area2 = CM_LeafArea( leafnum );
return true;
if ( mask && ( !( mask [ cluster >> 3 ] & ( 1 << ( cluster & 7 ) ) ) ) )
{
return ( false ); /* more than one bounce away */
}
if ( !CM_AreasConnected( area1, area2 ) )
{
return ( false ); /* a door blocks hearing */
}
return ( true );
}
void PF_StartSound (edict_t *entity, int channel, int sound_num, float volume,
float attenuation, float timeofs)
void
PF_StartSound ( edict_t *entity, int channel, int sound_num, float volume, float attenuation, float timeofs )
{
if (!entity)
if ( !entity )
{
return;
SV_StartSound (NULL, entity, channel, sound_num, volume, attenuation, timeofs);
}
SV_StartSound( NULL, entity, channel, sound_num, volume, attenuation, timeofs );
}
//==============================================
/*
===============
SV_ShutdownGameProgs
Called when either the entire server is being killed, or
it is changing to a different game directory.
===============
*/
void SV_ShutdownGameProgs (void)
* Called when either the entire server is being killed, or
* it is changing to a different game directory.
*/
void
SV_ShutdownGameProgs ( void )
{
if (!ge)
if ( !ge )
{
return;
ge->Shutdown ();
Sys_UnloadGame ();
}
ge->Shutdown();
Sys_UnloadGame();
ge = NULL;
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
* Init the game subsystem for a new map
*/
#ifndef DEDICATED_ONLY
void SCR_DebugGraph (float value, int color);
void SCR_DebugGraph ( float value, int color );
#endif
void SV_InitGameProgs (void)
void
SV_InitGameProgs ( void )
{
game_import_t import;
game_import_t import;
// unload anything we have now
if (ge)
SV_ShutdownGameProgs ();
/* unload anything we have now */
if ( ge )
{
SV_ShutdownGameProgs();
}
Com_Printf( "-------- game initialization -------\n" );
// load a new game dll
/* load a new game dll */
import.multicast = SV_Multicast;
import.unicast = PF_Unicast;
import.bprintf = SV_BroadcastPrintf;
@ -386,20 +400,25 @@ void SV_InitGameProgs (void)
#ifndef DEDICATED_ONLY
import.DebugGraph = SCR_DebugGraph;
#endif
import.SetAreaPortalState = CM_SetAreaPortalState;
import.AreasConnected = CM_AreasConnected;
ge = (game_export_t *)Sys_GetGameAPI (&import);
ge = (game_export_t *) Sys_GetGameAPI( &import );
if (!ge)
Com_Error (ERR_DROP, "failed to load game DLL");
if (ge->apiversion != GAME_API_VERSION)
Com_Error (ERR_DROP, "game is version %i, not %i", ge->apiversion,
GAME_API_VERSION);
if ( !ge )
{
Com_Error( ERR_DROP, "failed to load game DLL" );
}
ge->Init ();
if ( ge->apiversion != GAME_API_VERSION )
{
Com_Error( ERR_DROP, "game is version %i, not %i", ge->apiversion,
GAME_API_VERSION );
}
Com_Printf("------------------------------------\n\n");
ge->Init();
Com_Printf( "------------------------------------\n\n" );
}