📄 sv_game.c
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; 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"
#include "../game/botlib.h"
botlib_export_t *botlib_export;
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, int capsule ) {
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, capsule );
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
====================
*/
//rcg010207 - see my comments in VM_DllSyscall(), in qcommon/vm.c ...
#if ((defined __linux__) && (defined __powerpc__))
#define VMA(x) ((void *) args[x])
#else
#define VMA(x) VM_ArgPtr(args[x])
#endif
#define VMF(x) ((float *)args)[x]
int SV_GameSystemCalls( int *args ) {
switch( args[0] ) {
case G_PRINT:
Com_Printf( "%s", VMA(1) );
return 0;
case G_ERROR:
Com_Error( ERR_DROP, "%s", 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), /*int capsule*/ qfalse );
case G_ENTITY_CONTACTCAPSULE:
return SV_EntityContact( VMA(1), VMA(2), VMA(3), /*int capsule*/ qtrue );
case G_TRACE:
SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
return 0;
case G_TRACECAPSULE:
SV_Trace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
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_BOT_ALLOCATE_CLIENT:
return SV_BotAllocateClient();
case G_BOT_FREE_CLIENT:
SV_BotFreeClient( args[1] );
return 0;
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_DEBUG_POLYGON_CREATE:
return BotImport_DebugPolygonCreate( args[1], args[2], VMA(3) );
case G_DEBUG_POLYGON_DELETE:
BotImport_DebugPolygonDelete( args[1] );
return 0;
case G_REAL_TIME:
return Com_RealTime( VMA(1) );
case G_SNAPVECTOR:
Sys_SnapVector( VMA(1) );
return 0;
//====================================
case BOTLIB_SETUP:
return SV_BotLibSetup();
case BOTLIB_SHUTDOWN:
return SV_BotLibShutdown();
case BOTLIB_LIBVAR_SET:
return botlib_export->BotLibVarSet( VMA(1), VMA(2) );
case BOTLIB_LIBVAR_GET:
return botlib_export->BotLibVarGet( VMA(1), VMA(2), args[3] );
case BOTLIB_PC_ADD_GLOBAL_DEFINE:
return botlib_export->PC_AddGlobalDefine( VMA(1) );
case BOTLIB_PC_LOAD_SOURCE:
return botlib_export->PC_LoadSourceHandle( VMA(1) );
case BOTLIB_PC_FREE_SOURCE:
return botlib_export->PC_FreeSourceHandle( args[1] );
case BOTLIB_PC_READ_TOKEN:
return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
case BOTLIB_PC_SOURCE_FILE_AND_LINE:
return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
case BOTLIB_START_FRAME:
return botlib_export->BotLibStartFrame( VMF(1) );
case BOTLIB_LOAD_MAP:
return botlib_export->BotLibLoadMap( VMA(1) );
case BOTLIB_UPDATENTITY:
return botlib_export->BotLibUpdateEntity( args[1], VMA(2) );
case BOTLIB_TEST:
return botlib_export->Test( args[1], VMA(2), VMA(3), VMA(4) );
case BOTLIB_GET_SNAPSHOT_ENTITY:
return SV_BotGetSnapshotEntity( args[1], args[2] );
case BOTLIB_GET_CONSOLE_MESSAGE:
return SV_BotGetConsoleMessage( args[1], VMA(2), args[3] );
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