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authorPaweł Redman <pawel.redman@gmail.com>2017-03-22 17:56:34 +0100
committerPaweł Redman <pawel.redman@gmail.com>2017-03-22 17:56:34 +0100
commit6a777afc079c2a8d3af3ecd2145fe8dd50567a39 (patch)
tree520f4489cebf8564ef6cb27064ceea45cbc005b3 /src/server/sv_game.c
Funko sources as released by Rotacak.HEADmaster
Diffstat (limited to 'src/server/sv_game.c')
-rw-r--r--src/server/sv_game.c599
1 files changed, 599 insertions, 0 deletions
diff --git a/src/server/sv_game.c b/src/server/sv_game.c
new file mode 100644
index 0000000..1f56ed0
--- /dev/null
+++ b/src/server/sv_game.c
@@ -0,0 +1,599 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous 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.
+
+Tremulous 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 Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// sv_game.c -- interface to the game dll
+
+#include "server.h"
+
+void SV_GameError( const char *string ) {
+ Com_Error( ERR_DROP, "%s", string );
+}
+
+void SV_GamePrint( const char *string ) {
+ Com_Printf( "%s", string );
+}
+
+// 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( sharedEntity_t *ent ) {
+ int num;
+
+ num = ( (byte *)ent - (byte *)sv.gentities ) / sv.gentitySize;
+
+ return num;
+}
+
+sharedEntity_t *SV_GentityNum( int num ) {
+ sharedEntity_t *ent;
+
+ ent = (sharedEntity_t *)((byte *)sv.gentities + sv.gentitySize*(num));
+
+ return ent;
+}
+
+playerState_t *SV_GameClientNum( int num ) {
+ playerState_t *ps;
+
+ ps = (playerState_t *)((byte *)sv.gameClients + sv.gameClientSize*(num));
+
+ return ps;
+}
+
+svEntity_t *SV_SvEntityForGentity( sharedEntity_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 ];
+}
+
+sharedEntity_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 *text ) {
+ if ( clientNum == -1 ) {
+ SV_SendServerCommand( NULL, "%s", text );
+ } else {
+ if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
+ return;
+ }
+ SV_SendServerCommand( svs.clients + clientNum, "%s", text );
+ }
+}
+
+
+/*
+===============
+SV_GameDropClient
+
+Disconnects the client with a message
+===============
+*/
+void SV_GameDropClient( int clientNum, const char *reason ) {
+ if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
+ return;
+ }
+ SV_DropClient( svs.clients + clientNum, reason );
+}
+
+
+/*
+=================
+SV_SetBrushModel
+
+sets mins and maxs for inline bmodels
+=================
+*/
+void SV_SetBrushModel( sharedEntity_t *ent, const char *name ) {
+ clipHandle_t h;
+ vec3_t mins, maxs;
+
+ if (!name) {
+ Com_Error( ERR_DROP, "SV_SetBrushModel: NULL" );
+ }
+
+ if (name[0] != '*') {
+ Com_Error( ERR_DROP, "SV_SetBrushModel: %s isn't a brush model", name );
+ }
+
+
+ ent->s.modelindex = atoi( name + 1 );
+
+ h = CM_InlineModel( ent->s.modelindex );
+ CM_ModelBounds( h, mins, maxs );
+ VectorCopy (mins, ent->r.mins);
+ VectorCopy (maxs, ent->r.maxs);
+ ent->r.bmodel = qtrue;
+
+ ent->r.contents = -1; // we don't know exactly what is in the brushes
+
+ SV_LinkEntity( ent ); // FIXME: remove
+}
+
+
+
+/*
+=================
+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;
+
+ 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 qfalse;
+ if (!CM_AreasConnected (area1, area2))
+ return qfalse; // a door blocks sight
+ return qtrue;
+}
+
+
+/*
+=================
+SV_inPVSIgnorePortals
+
+Does NOT check portalareas
+=================
+*/
+qboolean SV_inPVSIgnorePortals( const vec3_t p1, const vec3_t p2)
+{
+ 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 (p2);
+ cluster = CM_LeafCluster (leafnum);
+ area2 = CM_LeafArea (leafnum);
+
+ if ( mask && (!(mask[cluster>>3] & (1<<(cluster&7)) ) ) )
+ return qfalse;
+
+ return qtrue;
+}
+
+
+/*
+========================
+SV_AdjustAreaPortalState
+========================
+*/
+void SV_AdjustAreaPortalState( sharedEntity_t *ent, qboolean open ) {
+ svEntity_t *svEnt;
+
+ svEnt = SV_SvEntityForGentity( ent );
+ if ( svEnt->areanum2 == -1 ) {
+ return;
+ }
+ CM_AdjustAreaPortalState( svEnt->areanum, svEnt->areanum2, open );
+}
+
+
+/*
+==================
+SV_GameAreaEntities
+==================
+*/
+qboolean SV_EntityContact( vec3_t mins, vec3_t maxs, const sharedEntity_t *gEnt, traceType_t type ) {
+ const float *origin, *angles;
+ clipHandle_t ch;
+ trace_t trace;
+
+ // check for exact collision
+ origin = gEnt->r.currentOrigin;
+ angles = gEnt->r.currentAngles;
+
+ ch = SV_ClipHandleForEntity( gEnt );
+ CM_TransformedBoxTrace ( &trace, vec3_origin, vec3_origin, mins, maxs,
+ ch, -1, origin, angles, type );
+
+ 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 );
+}
+
+/*
+===============
+SV_LocateGameData
+
+===============
+*/
+void SV_LocateGameData( sharedEntity_t *gEnts, int numGEntities, int sizeofGEntity_t,
+ playerState_t *clients, int sizeofGameClient ) {
+ sv.gentities = gEnts;
+ sv.gentitySize = sizeofGEntity_t;
+ sv.num_entities = numGEntities;
+
+ sv.gameClients = clients;
+ sv.gameClientSize = sizeofGameClient;
+}
+
+
+/*
+===============
+SV_GetUsercmd
+
+===============
+*/
+void SV_GetUsercmd( int clientNum, usercmd_t *cmd ) {
+ if ( clientNum < 0 || clientNum >= sv_maxclients->integer ) {
+ Com_Error( ERR_DROP, "SV_GetUsercmd: bad clientNum:%i", clientNum );
+ }
+ *cmd = svs.clients[clientNum].lastUsercmd;
+}
+
+//==============================================
+
+static int FloatAsInt( float f ) {
+ union
+ {
+ int i;
+ float f;
+ } temp;
+
+ temp.f = f;
+ return temp.i;
+}
+
+/*
+====================
+SV_GameSystemCalls
+
+The module is making a system call
+====================
+*/
+intptr_t SV_GameSystemCalls( intptr_t *args ) {
+ switch( args[0] ) {
+ case G_PRINT:
+ Com_Printf( "%s", (const char*)VMA(1) );
+ return 0;
+ case G_ERROR:
+ Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
+ return 0;
+ case G_MILLISECONDS:
+ return Sys_Milliseconds();
+ case G_CVAR_REGISTER:
+ Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] );
+ return 0;
+ case G_CVAR_UPDATE:
+ Cvar_Update( VMA(1) );
+ return 0;
+ case G_CVAR_SET:
+ Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) );
+ return 0;
+ case G_CVAR_VARIABLE_INTEGER_VALUE:
+ return Cvar_VariableIntegerValue( (const char *)VMA(1) );
+ case G_CVAR_VARIABLE_STRING_BUFFER:
+ Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
+ return 0;
+ case G_ARGC:
+ return Cmd_Argc();
+ case G_ARGV:
+ Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
+ return 0;
+ case G_SEND_CONSOLE_COMMAND:
+ Cbuf_ExecuteText( args[1], VMA(2) );
+ return 0;
+
+ case G_FS_FOPEN_FILE:
+ return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
+ case G_FS_READ:
+ FS_Read2( VMA(1), args[2], args[3] );
+ return 0;
+ case G_FS_WRITE:
+ FS_Write( VMA(1), args[2], args[3] );
+ return 0;
+ case G_FS_FCLOSE_FILE:
+ FS_FCloseFile( args[1] );
+ return 0;
+ case G_FS_GETFILELIST:
+ return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] );
+ case G_FS_SEEK:
+ return FS_Seek( args[1], args[2], args[3] );
+
+ case G_LOCATE_GAME_DATA:
+ SV_LocateGameData( VMA(1), args[2], args[3], VMA(4), args[5] );
+ return 0;
+ case G_DROP_CLIENT:
+ SV_GameDropClient( args[1], VMA(2) );
+ return 0;
+ case G_SEND_SERVER_COMMAND:
+ SV_GameSendServerCommand( args[1], VMA(2) );
+ return 0;
+ case G_LINKENTITY:
+ SV_LinkEntity( VMA(1) );
+ return 0;
+ case G_UNLINKENTITY:
+ SV_UnlinkEntity( VMA(1) );
+ return 0;
+ case G_ENTITIES_IN_BOX:
+ return SV_AreaEntities( VMA(1), VMA(2), VMA(3), args[4] );
+ case G_ENTITY_CONTACT:
+ return SV_EntityContact( VMA(1), VMA(2), VMA(3), TT_AABB );
+ case G_ENTITY_CONTACTCAPSULE:
+ return SV_EntityContact( VMA(1), VMA(2), VMA(3), TT_CAPSULE );
+ case G_TRACE:
+ SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB );
+ return 0;
+ case G_TRACECAPSULE:
+ SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE );
+ return 0;
+ case G_POINT_CONTENTS:
+ return SV_PointContents( VMA(1), args[2] );
+ case G_SET_BRUSH_MODEL:
+ SV_SetBrushModel( VMA(1), VMA(2) );
+ return 0;
+ case G_IN_PVS:
+ return SV_inPVS( VMA(1), VMA(2) );
+ case G_IN_PVS_IGNORE_PORTALS:
+ return SV_inPVSIgnorePortals( VMA(1), VMA(2) );
+
+ case G_SET_CONFIGSTRING:
+ SV_SetConfigstring( args[1], VMA(2) );
+ return 0;
+ case G_GET_CONFIGSTRING:
+ SV_GetConfigstring( args[1], VMA(2), args[3] );
+ return 0;
+ case G_SET_USERINFO:
+ SV_SetUserinfo( args[1], VMA(2) );
+ return 0;
+ case G_GET_USERINFO:
+ SV_GetUserinfo( args[1], VMA(2), args[3] );
+ return 0;
+ case G_GET_SERVERINFO:
+ SV_GetServerinfo( VMA(1), args[2] );
+ return 0;
+ case G_ADJUST_AREA_PORTAL_STATE:
+ SV_AdjustAreaPortalState( VMA(1), args[2] );
+ return 0;
+ case G_AREAS_CONNECTED:
+ return CM_AreasConnected( args[1], args[2] );
+
+ case G_GET_USERCMD:
+ SV_GetUsercmd( args[1], VMA(2) );
+ return 0;
+ case G_GET_ENTITY_TOKEN:
+ {
+ const char *s;
+
+ s = COM_Parse( &sv.entityParsePoint );
+ Q_strncpyz( VMA(1), s, args[2] );
+ if ( !sv.entityParsePoint && !s[0] ) {
+ return qfalse;
+ } else {
+ return qtrue;
+ }
+ }
+
+ case G_REAL_TIME:
+ return Com_RealTime( VMA(1) );
+ case G_SNAPVECTOR:
+ Sys_SnapVector( VMA(1) );
+ return 0;
+
+ case G_SEND_GAMESTAT:
+ SV_MasterGameStat( VMA(1) );
+ return 0;
+
+ //====================================
+
+ case G_PARSE_ADD_GLOBAL_DEFINE:
+ return Parse_AddGlobalDefine( VMA(1) );
+ case G_PARSE_LOAD_SOURCE:
+ return Parse_LoadSourceHandle( VMA(1) );
+ case G_PARSE_FREE_SOURCE:
+ return Parse_FreeSourceHandle( args[1] );
+ case G_PARSE_READ_TOKEN:
+ return Parse_ReadTokenHandle( args[1], VMA(2) );
+ case G_PARSE_SOURCE_FILE_AND_LINE:
+ return Parse_SourceFileAndLine( args[1], VMA(2), VMA(3) );
+
+ case TRAP_MEMSET:
+ Com_Memset( VMA(1), args[2], args[3] );
+ return 0;
+
+ case TRAP_MEMCPY:
+ Com_Memcpy( VMA(1), VMA(2), args[3] );
+ return 0;
+
+ case TRAP_STRNCPY:
+ strncpy( VMA(1), VMA(2), args[3] );
+ return args[1];
+
+ case TRAP_SIN:
+ return FloatAsInt( sin( VMF(1) ) );
+
+ case TRAP_COS:
+ return FloatAsInt( cos( VMF(1) ) );
+
+ case TRAP_ATAN2:
+ return FloatAsInt( atan2( VMF(1), VMF(2) ) );
+
+ case TRAP_SQRT:
+ return FloatAsInt( sqrt( VMF(1) ) );
+
+ case TRAP_MATRIXMULTIPLY:
+ MatrixMultiply( VMA(1), VMA(2), VMA(3) );
+ return 0;
+
+ case TRAP_ANGLEVECTORS:
+ AngleVectors( VMA(1), VMA(2), VMA(3), VMA(4) );
+ return 0;
+
+ case TRAP_PERPENDICULARVECTOR:
+ PerpendicularVector( VMA(1), VMA(2) );
+ return 0;
+
+ case TRAP_FLOOR:
+ return FloatAsInt( floor( VMF(1) ) );
+
+ case TRAP_CEIL:
+ return FloatAsInt( ceil( VMF(1) ) );
+
+
+ default:
+ Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] );
+ }
+ return -1;
+}
+
+/*
+===============
+SV_ShutdownGameProgs
+
+Called every time a map changes
+===============
+*/
+void SV_ShutdownGameProgs( void ) {
+ if ( !gvm ) {
+ return;
+ }
+ VM_Call( gvm, GAME_SHUTDOWN, qfalse );
+ VM_Free( gvm );
+ gvm = NULL;
+}
+
+/*
+==================
+SV_InitGameVM
+
+Called for both a full init and a restart
+==================
+*/
+static void SV_InitGameVM( qboolean restart ) {
+ int i;
+
+ // start the entity parsing at the beginning
+ sv.entityParsePoint = CM_EntityString();
+
+ // clear all gentity pointers that might still be set from
+ // a previous level
+ // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
+ // now done before GAME_INIT call
+ for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
+ svs.clients[i].gentity = NULL;
+ }
+
+ // use the current msec count for a random seed
+ // init for this gamestate
+ VM_Call (gvm, GAME_INIT, sv.time, Com_Milliseconds(), restart);
+}
+
+
+
+/*
+===================
+SV_RestartGameProgs
+
+Called on a map_restart, but not on a normal map change
+===================
+*/
+void SV_RestartGameProgs( void ) {
+ if ( !gvm ) {
+ return;
+ }
+ VM_Call( gvm, GAME_SHUTDOWN, qtrue );
+
+ // do a restart instead of a free
+ gvm = VM_Restart( gvm );
+ if ( !gvm ) { // bk001212 - as done below
+ Com_Error( ERR_FATAL, "VM_Restart on game failed" );
+ }
+
+ SV_InitGameVM( qtrue );
+}
+
+
+/*
+===============
+SV_InitGameProgs
+
+Called on a normal map change, not on a map_restart
+===============
+*/
+void SV_InitGameProgs( void ) {
+ // load the dll or bytecode
+ gvm = VM_Create( "game", SV_GameSystemCalls, Cvar_VariableValue( "vm_game" ) );
+ if ( !gvm ) {
+ Com_Error( ERR_FATAL, "VM_Create on game failed" );
+ }
+
+ SV_InitGameVM( qfalse );
+}
+
+
+/*
+====================
+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 VM_Call( gvm, GAME_CONSOLE_COMMAND );
+}
+