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/*
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.

*/

// Created on 14.01.2004 by RST.
// $Id: SV_GAME.java,v 1.5 2004-07-09 06:50:49 hzi Exp $

package jake2.server;

import jake2.*;
import jake2.client.*;
import jake2.game.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.sys.Sys;

public class SV_GAME extends SV_INIT {

	// sv_game.c -- interface to the game dll

	public static game_export_t ge;

	/*
	===============
	PF_Unicast
	
	Sends the contents of the mutlicast buffer to a single client
	===============
	*/
	public static void PF_Unicast(edict_t ent, boolean reliable) {
		int p;
		client_t client;

		if (ent == null)
			return;

		//p = NUM_FOR_EDICT(ent);
		p = ent.index;
		if (p < 1 || p > SV_MAIN.maxclients.value)
			return;

		client = SV_INIT.svs.clients[p - 1];

		if (reliable)
			SZ.Write(client.netchan.message, SV_INIT.sv.multicast.data, SV_INIT.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
	===============
	*/
	public static void PF_dprintf(String fmt) {
		/*
		char		msg[1024];
		va_list		argptr;
		
		va_start (argptr,fmt);
		vsprintf (msg, fmt, argptr);
		va_end (argptr);
		
		*/

		Com.Printf(fmt);
	}

	/*
	===============
	PF_cprintf
	
	Print to a single client
	===============
	*/
	public static void PF_cprintf(edict_t ent, int level, String fmt) {
		//char		msg[1024];
		//va_list		argptr;
		int n = 0;

		if (ent != null) {

			//n = NUM_FOR_EDICT(ent);
			n = ent.index;
			if (n < 1 || n > SV_MAIN.maxclients.value)
				Com.Error(ERR_DROP, "cprintf to a non-client");
		}

		//		va_start (argptr,fmt);
		//		vsprintf (msg, fmt, argptr);
		//		va_end (argptr);

		if (ent != null)
			SV_SEND.SV_ClientPrintf(svs.clients[n - 1], level, fmt);
		else
			Com.Printf(fmt);
	}

	/*
	===============
	PF_centerprintf
	
	centerprint to a single client
	===============
	*/
	public static void PF_centerprintf(edict_t ent, String fmt) {
		//char		msg[1024];
		//va_list		argptr;
		int n;

		//TODO:  NUM_FOR_EDICT
		//n = NUM_FOR_EDICT(ent);
		n = ent.index;
		if (n < 1 || n > SV_MAIN.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, fmt);
		PF_Unicast(ent, true);
	}

	/*
	===============
	PF_error
	
	Abort the server with a game error
	===============
	*/
	public static void PF_error(String fmt) {
		Com.Error(ERR_DROP, "Game Error: " + fmt);
	}

	public static void PF_error(int level, String fmt) {
		Com.Error(level, fmt);
	}

	/*
	=================
	PF_setmodel
	
	Also sets mins and maxs for inline bmodels
	=================
	*/
	public static void PF_setmodel(edict_t ent, String name) {
		int i;
		cmodel_t mod;

		if (name == null)
			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.startsWith("*")) {
			mod = CM.InlineModel(name);
			VectorCopy(mod.mins, ent.mins);
			VectorCopy(mod.maxs, ent.maxs);
			SV_WORLD.SV_LinkEdict(ent);
		}
	}

	/*
	===============
	PF_Configstring
	
	===============
	*/
	public static void PF_Configstring(int index, String val) {
		if (index < 0 || index >= MAX_CONFIGSTRINGS)
			Com.Error(ERR_DROP, "configstring: bad index " + index + "\n");

		if (val == null)
			val = "";

		// change the string in sv
		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_SEND.SV_Multicast(vec3_origin, MULTICAST_ALL_R);
		}
	}

	public static void PF_WriteChar(int c) {
		MSG.WriteChar(sv.multicast, c);
	}
	public static void PF_WriteByte(int c) {
		MSG.WriteByte(sv.multicast, c);
	}
	public static void PF_WriteShort(int c) {
		MSG.WriteShort(sv.multicast, c);
	}
	public static void PF_WriteLong(int c) {
		MSG.WriteLong(sv.multicast, c);
	}
	public static void PF_WriteFloat(float f) {
		MSG.WriteFloat(sv.multicast, f);
	}
	public static void PF_WriteString(String s) {
		MSG.WriteString(sv.multicast, s);
	}
	public static void PF_WritePos(float[] pos) {
		MSG.WritePos(sv.multicast, pos);
	}
	public static void PF_WriteDir(float[] dir) {
		MSG.WriteDir(sv.multicast, dir);
	}
	public static void PF_WriteAngle(float f) {
		MSG.WriteAngle(sv.multicast, f);
	}

	/*
	=================
	PF_inPVS
	
	Also checks portalareas so that doors block sight
	=================
	*/
	public static boolean PF_inPVS(float[] p1, float[] p2) {
		int leafnum;
		int cluster;
		int area1, area2;
		byte mask[];

		leafnum = CM.CM_PointLeafnum(p1);
		cluster = CM.CM_LeafCluster(leafnum);
		area1 = CM.CM_LeafArea(leafnum);
		mask = CM.CM_ClusterPVS(cluster);

		leafnum = CM.CM_PointLeafnum(p2);
		cluster = CM.CM_LeafCluster(leafnum);
		area2 = CM.CM_LeafArea(leafnum);

		// quake2 bugfix
		if (cluster == -1)
			return false;
		if (mask != null && (0 == (mask[cluster >>> 3] & (1 << (cluster & 7)))))
			return false;

		if (!CM.CM_AreasConnected(area1, area2))
			return false; // a door blocks sight

		return true;
	}

	/*
	=================
	PF_inPHS
	
	Also checks portalareas so that doors block sound
	=================
	*/
	public static boolean PF_inPHS(float[] p1, float[] p2) {
		int leafnum;
		int cluster;
		int area1, area2;
		byte mask[];

		leafnum = CM.CM_PointLeafnum(p1);
		cluster = CM.CM_LeafCluster(leafnum);
		area1 = CM.CM_LeafArea(leafnum);
		mask = CM.CM_ClusterPHS(cluster);

		leafnum = CM.CM_PointLeafnum(p2);
		cluster = CM.CM_LeafCluster(leafnum);
		area2 = CM.CM_LeafArea(leafnum);

		// quake2 bugfix
		if (cluster == -1)
			return false;
		if (mask != null && (0 == (mask[cluster >> 3] & (1 << (cluster & 7)))))
			return false; // more than one bounce away
		if (!CM.CM_AreasConnected(area1, area2))
			return false; // a door blocks hearing

		return true;
	}

	public static void PF_StartSound(edict_t entity, int channel, int sound_num, float volume, float attenuation, float timeofs) {
		
		if (null == entity)
			return;
		SV_SEND.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.
	===============
	*/
	public static void SV_ShutdownGameProgs() {
		if (ge == null)
			return;
		ge.Shutdown();
		Sys.UnloadGame();
		ge = null;
	}

	/*
	===============
	SV_InitGameProgs
	
	Init the game subsystem for a new map
	===============
	*/

	public static void SV_InitGameProgs() {

		// unload anything we have now
		if (ge != null)
			SV_ShutdownGameProgs();

		game_import_t gimport = new game_import_t();

		// all functions set in game_export_t (rst) 
		ge = GameBase.GetGameApi(gimport);

		if (ge == null)
			Com.Error(ERR_DROP, "failed to load game DLL");
		if (ge.apiversion != GAME_API_VERSION)
			Com.Error(ERR_DROP, "game is version " + ge.apiversion + " not " + GAME_API_VERSION);

		ge.Init();
	}
}