From 6a777afc079c2a8d3af3ecd2145fe8dd50567a39 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Wed, 22 Mar 2017 17:56:34 +0100 Subject: Funko sources as released by Rotacak. --- src/server/sv_game.c | 599 +++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 599 insertions(+) create mode 100644 src/server/sv_game.c (limited to 'src/server/sv_game.c') 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 ); +} + -- cgit