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Xash3DArchive/engine/server/sv_game.c

414 lines
9.2 KiB
C

/*
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
#include <windows.h>
#include "engine.h"
#include "server.h"
game_export_t *ge;
extern HINSTANCE game_library;
/*
===============
PF_Unicast
Sends the contents of the mutlicast buffer to a single client
===============
*/
void PF_Unicast (edict_t *ent, bool reliable)
{
int p;
client_t *client;
if (!ent)
return;
p = NUM_FOR_EDICT(ent);
if (p < 1 || p > maxclients->value)
return;
client = svs.clients + (p-1);
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_Clear (&sv.multicast);
}
/*
===============
PF_dprintf
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);
Com_Printf ("%s", msg);
}
/*
===============
PF_cprintf
Print to a single client
===============
*/
void PF_cprintf (edict_t *ent, int level, char *fmt, ...)
{
char msg[1024];
va_list argptr;
int n;
if (ent)
{
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);
if (ent)
SV_ClientPrintf (svs.clients+(n-1), level, "%s", msg);
else
Com_Printf ("%s", msg);
}
/*
===============
PF_centerprintf
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");
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, ...)
{
char msg[1024];
va_list argptr;
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)
{
int i;
cmodel_t *mod;
stmodel_t *stmod;
if (!name) Com_Error (ERR_DROP, "PF_setmodel: NULL");
i = SV_ModelIndex (name);
// ent->model = name;
ent->s.modelindex = i;
// 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);
}
else if(!stricmp(COM_FileExtension(name), "mdl" ))
{
if(stmod = CM_StudioModel(name))
{
VectorCopy (stmod->mins, ent->mins);
VectorCopy (stmod->maxs, ent->maxs);
SV_LinkEdict (ent);
}
}
else if(!stricmp(COM_FileExtension(name), "spr" ))
{
if(stmod = CM_SpriteModel(name))
{
VectorCopy (stmod->mins, ent->mins);
VectorCopy (stmod->maxs, ent->maxs);
SV_LinkEdict (ent);
}
}
}
/*
===============
PF_Configstring
===============
*/
void PF_Configstring (int index, char *val)
{
if (index < 0 || index >= MAX_CONFIGSTRINGS)
Com_Error (ERR_DROP, "configstring: bad index %i value %s\n", index, val);
if (!val) 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);
SV_Multicast (vec3_origin, MSG_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);}
/*
=================
PF_inPVS
Also checks portalareas so that doors block sight
=================
*/
bool PF_inPVS (vec3_t p1, 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 false;
if (!CM_AreasConnected (area1, area2))
return false; // a door blocks sight
return true;
}
/*
=================
PF_inPHS
Also checks portalareas so that doors block sound
=================
*/
bool PF_inPHS (vec3_t p1, 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_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
return true;
}
void PF_StartSound (edict_t *entity, int channel, int sound_num, float volume, float attenuation, float timeofs)
{
if (!entity)
return;
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)
{
if (!ge) return;
ge->Shutdown ();
Sys_UnloadGame ();
ge = NULL;
}
/*
===============
SV_InitGameProgs
Init the game subsystem for a new map
===============
*/
void SCR_DebugGraph (float value, int color);
void SV_InitGameProgs (void)
{
game_import_t import;
// unload anything we have now
if (ge) SV_ShutdownGameProgs ();
// load a new game dll
import.Fs = pi->Fs;
import.VFs = pi->VFs;
import.Mem = pi->Mem;
import.Script = pi->Script;
import.Compile = pi->Compile;
import.multicast = SV_Multicast;
import.unicast = PF_Unicast;
import.bprintf = SV_BroadcastPrintf;
import.dprintf = PF_dprintf;
import.cprintf = PF_cprintf;
import.centerprintf = PF_centerprintf;
import.error = PF_error;
import.linkentity = SV_LinkEdict;
import.unlinkentity = SV_UnlinkEdict;
import.BoxEdicts = SV_AreaEdicts;
import.trace = SV_Trace;
import.pointcontents = SV_PointContents;
import.setmodel = PF_setmodel;
import.inPVS = PF_inPVS;
import.inPHS = PF_inPHS;
import.Pmove = Pmove;
import.getmodelhdr = SV_GetModelPtr;
import.modelindex = SV_ModelIndex;
import.soundindex = SV_SoundIndex;
import.imageindex = SV_ImageIndex;
import.configstring = PF_Configstring;
import.sound = PF_StartSound;
import.positioned_sound = SV_StartSound;
import.WriteChar = PF_WriteChar;
import.WriteByte = PF_WriteByte;
import.WriteShort = PF_WriteShort;
import.WriteLong = PF_WriteLong;
import.WriteFloat = PF_WriteFloat;
import.WriteString = PF_WriteString;
import.WritePosition = PF_WritePos;
import.WriteDir = PF_WriteDir;
import.WriteAngle = PF_WriteAngle;
import.cvar = Cvar_Get;
import.cvar_set = Cvar_Set;
import.cvar_forceset = Cvar_ForceSet;
import.argc = Cmd_Argc;
import.argv = Cmd_Argv;
import.args = Cmd_Args;
import.AddCommandString = Cbuf_AddText;
import.DebugGraph = SCR_DebugGraph;
import.SetAreaPortalState = CM_SetAreaPortalState;
import.AreasConnected = CM_AreasConnected;
//find server.dll
ge = (game_export_t *)Sys_GetGameAPI ("ServerAPI", &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);
ge->Init ();
}