/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2013 Darklegion Development 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" // 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; byte *mask; 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)) ) ) ) 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_EntityContact ================== */ 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 ) { floatint_t fi; fi.f = f; return fi.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_SetSafe( (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_CONFIGSTRING_RESTRICTIONS: SV_SetConfigstringRestrictions( args[1], VMA(2) ); 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: Q_SnapVector( VMA(1) ); return 0; case G_SEND_GAMESTAT: 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 G_ADDCOMMAND: Cmd_AddCommand( VMA(1), NULL ); return 0; case G_REMOVECOMMAND: Cmd_RemoveCommand( VMA(1) ); return 0; 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 0; } /* =============== 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, qtrue); if ( !gvm ) { 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 ); }