void PR1_GamePutClientInServer(int spec) { if (spec) { // none... } else { PR_ExecuteProgram(PR_GLOBAL(PutClientInServer)); } }
/* ================== SV_Kill_f ================== */ static void SV_Kill_f (void) { if (sv_player->v.health <= 0 && sv_player->v.deadflag != DEAD_NO) { SV_ClientPrintf (host_client, PRINT_HIGH, "Can't suicide -- already dead!\n"); return; } pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(sv_player); PR_ExecuteProgram (pr_global_struct->ClientKill); }
/* ===================== SV_DropClient Called when the player is getting totally kicked off the host if (crash = true), don't bother sending signofs ===================== */ void SV_DropClient(qboolean crash) { int saveSelf; int i; client_t *client; if (!crash) { // send any final messages (don't check for errors) if (NET_CanSendMessage(host_client->netconnection)) { MSG_WriteByte(&host_client->message, svc_disconnect); NET_SendMessage(host_client->netconnection, &host_client->message); } if (host_client->edict && host_client->spawned) { // call the prog function for removing a client // this will set the body to a dead frame, among other things saveSelf = pr_global_struct->self; pr_global_struct->self = EDICT_TO_PROG(host_client->edict); PR_ExecuteProgram(pr_global_struct->ClientDisconnect); pr_global_struct->self = saveSelf; } Sys_Printf("Client %s removed\n", host_client->name); } // break the net connection NET_Close(host_client->netconnection); host_client->netconnection = NULL; // free the client (the body stays around) host_client->active = false; host_client->name[0] = 0; host_client->old_frags = -999999; net_activeconnections--; // send notification to all clients for (i = 0, client = svs.clients; i < svs.maxclients; i++, client++) { if (!client->active) continue; MSG_WriteByte(&client->message, svc_updatename); MSG_WriteByte(&client->message, host_client - svs.clients); MSG_WriteString(&client->message, ""); MSG_WriteByte(&client->message, svc_updatefrags); MSG_WriteByte(&client->message, host_client - svs.clients); MSG_WriteShort(&client->message, 0); MSG_WriteByte(&client->message, svc_updatecolors); MSG_WriteByte(&client->message, host_client - svs.clients); MSG_WriteByte(&client->message, 0); } }
/* ================ SV_ConnectClient Initializes a client_t for a new net connection. This will only be called once for a player each game, not once for each level change. ================ */ void SV_ConnectClient (int clientnum) { edict_t *ent; client_t *client; int edictnum; struct qsocket_s *netconnection; int i; float spawn_parms[NUM_SPAWN_PARMS]; client = svs.clients + clientnum; Con_DPrintf ("Client %s connected\n", client->netconnection->address); edictnum = clientnum+1; ent = EDICT_NUM(edictnum); // set up the client_t netconnection = client->netconnection; if (sv.loadgame) memcpy (spawn_parms, client->spawn_parms, sizeof(spawn_parms)); memset (client, 0, sizeof(*client)); client->netconnection = netconnection; strcpy (client->name, "unconnected"); client->active = true; client->spawned = false; client->edict = ent; client->message.data = client->msgbuf; client->message.maxsize = sizeof(client->msgbuf); client->message.allowoverflow = true; // we can catch it #ifdef IDGODS client->privileged = IsID(&client->netconnection->addr); #else client->privileged = false; #endif if (sv.loadgame) memcpy (client->spawn_parms, spawn_parms, sizeof(spawn_parms)); else { // call the progs to get default spawn parms for the new client PR_ExecuteProgram (pr_global_struct->SetNewParms); for (i=0 ; i<NUM_SPAWN_PARMS ; i++) client->spawn_parms[i] = (&pr_global_struct->parm1)[i]; } SV_SendServerinfo (client); }
/* ================ SV_Physics ================ */ void SV_Physics (void) { int i; edict_t *ent; // let the progs know that a new frame has started pr_global_struct->self = EDICT_TO_PROG(sv.edicts); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); pr_global_struct->time = sv.time; PR_ExecuteProgram (pr_global_struct->StartFrame); //SV_CheckAllEnts (); // // treat each object in turn // ent = sv.edicts; for (i=0 ; i<sv.num_edicts ; i++, ent = NEXT_EDICT(ent)) { if (ent->free) continue; if (pr_global_struct->force_retouch) { SV_LinkEdict (ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients) SV_Physics_Client (ent, i); else if (ent->v.movetype == MOVETYPE_PUSH) SV_Physics_Pusher (ent); else if (ent->v.movetype == MOVETYPE_NONE) SV_Physics_None (ent); else if (ent->v.movetype == MOVETYPE_NOCLIP) SV_Physics_Noclip (ent); else if (ent->v.movetype == MOVETYPE_STEP) SV_Physics_Step (ent); else if (ent->v.movetype == MOVETYPE_TOSS || ent->v.movetype == MOVETYPE_BOUNCE || ent->v.movetype == MOVETYPE_FLY || ent->v.movetype == MOVETYPE_FLYMISSILE) SV_Physics_Toss (ent); else Sys_Error ("SV_Physics: bad movetype %i", (int)ent->v.movetype); } if (pr_global_struct->force_retouch) pr_global_struct->force_retouch--; sv.time += host_frametime; }
/* ================== SV_Impact Two entities have touched, so run their touch functions ================== */ void SV_Impact(edict_t * e1, edict_t * e2) { int old_self, old_other; old_self = pr_global_struct->self; old_other = pr_global_struct->other; pr_global_struct->time = sv.time; if (e1->v.touch && e1->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e1); pr_global_struct->other = EDICT_TO_PROG(e2); PR_ExecuteProgram(e1->v.touch); } if (e2->v.touch && e2->v.solid != SOLID_NOT) { pr_global_struct->self = EDICT_TO_PROG(e2); pr_global_struct->other = EDICT_TO_PROG(e1); PR_ExecuteProgram(e2->v.touch); } pr_global_struct->self = old_self; pr_global_struct->other = old_other; }
/* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; vec3_t oldorg, move; float l; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + sv_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = sv_frametime; if (movetime) { if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) SV_PushRotate (ent, sv_frametime); else SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { VectorCopy (ent->v.origin, oldorg); ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); if (!ent->inuse) return; VectorSubtract (ent->v.origin, oldorg, move); l = VectorLength(move); if (l > 1.0/64) { // Com_Printf ("**** snap: %f\n", Length (l)); VectorCopy (oldorg, ent->v.origin); SV_Push (ent, move); } } }
/* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; int oldcount; thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v.nextthink = 0; PR_GLOBAL(time) = thinktime; PR_GLOBAL(self) = EDICT_TO_PROG(ent); PR_GLOBAL(other) = EDICT_TO_PROG(sv.edicts); // JDH: the extra 1 added to total_monsters by monster_fish happens // in swimmonster_start_go, during the first frame (sv.time = 1). // But fix it only if total_monsters was increased when fish were // spawned (ie. if sv.fish_counted is true) if ((sv.time == 1.0) && sv_fishfix.value && sv.fish_counted && !strcmp(pr_strings + ent->v.classname, "monster_fish") && !strcmp(pr_functions[ent->v.think].s_name, "swimmonster_start_go")) { oldcount = PR_GLOBAL(total_monsters); } else oldcount = -1; PR_ExecuteProgram (ent->v.think); if (oldcount != -1) { if ((int)PR_GLOBAL(total_monsters) - oldcount == 1) { PR_GLOBAL(total_monsters) -= 1; if (sv.fish_counted == 1) { Con_Print ("Detected fish-count bug in progs.dat; monster count has been adjusted\n"); sv.fish_counted++; } } } return !ent->free; }
qbool PR_ConsoleCmd(void) { if (mod_ConsoleCmd) { if (sv_redirected != RD_MOD) { pr_global_struct->time = sv.time; pr_global_struct->self = 0; } PR_ExecuteProgram (mod_ConsoleCmd); return (int) G_FLOAT(OFS_RETURN); } return false; }
void Menu_Enter () { if (!top_menu) { Key_SetKeyDest (key_console); return; } Key_SetKeyDest (key_menu); menu = Hash_Find (menu_hash, top_menu); if (menu && menu->enter_hook) { run_menu_pre (); PR_ExecuteProgram (&menu_pr_state, menu->enter_hook); run_menu_post (); } }
static void quit_f (void) { int ret; if (confirm_quit->int_val && menu_quit) { run_menu_pre (); PR_ExecuteProgram (&menu_pr_state, menu_quit); ret = R_INT (&menu_pr_state); run_menu_post (); if (!ret) return; } bi_Menu_Quit (&menu_pr_state); }
/* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; #ifdef _DEBUG if (!ent->v.classname && ent->v.think) movetime = 0; #endif thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { #ifdef HEXEN2_SUPPORT if (hexen2 && (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2])) { SV_PushRotate (ent, movetime); } else #endif SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; PR_GLOBAL(time) = sv.time; PR_GLOBAL(self) = EDICT_TO_PROG(ent); PR_GLOBAL(other) = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } }
static void Host_Kill_f (void) { if (cmd_source == src_command) { CL_Cmd_ForwardToServer (); return; } if (SVfloat (sv_player, health) <= 0) { SV_ClientPrintf ("Can't suicide -- already dead!\n"); return; } *sv_globals.time = sv.time; *sv_globals.self = EDICT_TO_PROG (&sv_pr_state, sv_player); PR_ExecuteProgram (&sv_pr_state, sv_funcs.ClientKill); }
int main (int argc, char **argv) { dfunction_t *dfunc; func_t main_func = 0; const char *name = "progs.dat"; string_t *pr_argv; int pr_argc = 1, i; i = parse_options (argc, argv); argc -= i; argv += i; init_qf (); if (argc > 0) name = argv[0]; if (!load_progs (name)) Sys_Error ("couldn't load %s", name); PR_PushFrame (&pr); if (argc > 2) pr_argc = argc - 1; pr_argv = PR_Zone_Malloc (&pr, (pr_argc + 1) * 4); pr_argv[0] = PR_SetTempString (&pr, name); for (i = 1; i < pr_argc; i++) pr_argv[i] = PR_SetTempString (&pr, argv[1 + i]); pr_argv[i] = 0; if ((dfunc = PR_FindFunction (&pr, ".main")) || (dfunc = PR_FindFunction (&pr, "main"))) main_func = dfunc - pr.pr_functions; else PR_Undefined (&pr, "function", "main"); PR_RESET_PARAMS (&pr); P_INT (&pr, 0) = pr_argc; P_POINTER (&pr, 1) = PR_SetPointer (&pr, pr_argv); PR_ExecuteProgram (&pr, main_func); PR_PopFrame (&pr); if (options.flote) return R_FLOAT (&pr); return R_INT (&pr); }
static void bi_Menu_Leave (progs_t *pr) { if (menu) { if (menu->leave_hook) { run_menu_pre (); PR_ExecuteProgram (&menu_pr_state, menu->leave_hook); run_menu_post (); } menu = menu->parent; if (!menu) { if (con_data.force_commandline) { Key_SetKeyDest (key_console); } else { Key_SetKeyDest (key_game); } } } }
/* ================== Host_QC_Exec Execute QC commands from the console ================== */ void Host_QC_Exec (void) { dfunction_t *f; if (cmd_source == src_command) { Cmd_ForwardToServer (); return; } if (!developer.value) return; f = 0; if ((f = ED_FindFunction(Cmd_Argv(1))) != NULL) { pr_global_struct->self = EDICT_TO_PROG(sv_player); PR_ExecuteProgram ((func_t)(f - pr_functions)); } else Con_Printf("bad function\n"); }
/* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = ((int)EDICT_TO_PROG(ent)); pr_global_struct->other = ((int)EDICT_TO_PROG(sv.edicts)); PR_ExecuteProgram (ent->v.think); return !ent->free; }
void Menu_Leave () { if (menu) { if (menu->leave_hook) { run_menu_pre (); PR_ExecuteProgram (&menu_pr_state, menu->leave_hook); run_menu_post (); } menu = menu->parent; if (!menu) { if (con_data.force_commandline) { Key_SetKeyDest (key_console); } else { Key_SetKeyDest (key_game); } } } r_data->vid->recalc_refdef = true; }
static void RestoreClients (int ClientsMode) { int i, j; edict_t *ent; double time_diff; if (LoadGamestate(NULL, NULL, 1) != 0) return; /* O.S. -- mode 3 is only in response to the single player game "restart restore" * command issued by progs.dat::client.hc::respawn() function. No level change, * just respawning in the same map with the same playtime from when clients.gip * was saved, therefore there _CANNOT_ be a time_diff. See uhexen2 bug #2176023: * http://sourceforge.net/tracker/?group_id=124987&atid=701006&aid=2176023&func=detail */ time_diff = (ClientsMode == 3) ? 0 : sv.time - old_svtime; for (i = 0, host_client = svs.clients; i < svs.maxclients; i++, host_client++) { if (host_client->active) { ent = host_client->edict; //ent->v.colormap = NUM_FOR_EDICT(ent); ent->v.team = (host_client->colors & 15) + 1; ent->v.netname = PR_SetEngineString(host_client->name); ent->v.playerclass = host_client->playerclass; // copy spawn parms out of the client_t for (j = 0; j < NUM_SPAWN_PARMS; j++) sv_globals.parm[j] = host_client->spawn_parms[j]; // call the spawn function *sv_globals.time = sv.time; *sv_globals.self = EDICT_TO_PROG(ent); G_FLOAT(OFS_PARM0) = time_diff; PR_ExecuteProgram (*sv_globals.ClientReEnter); } } SaveGamestate (true); }
/* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { //ROTATE START if ((ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) && ent->v.solid == SOLID_BSP) SV_PushRotate (ent, movetime); // was host_frametime else //ROTATE END SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } }
/* ================ SV_Physics_Pusher ================ */ void SV_Physics_Pusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { #ifdef QUAKE2 if (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) SV_PushRotate (ent, movetime); else #endif SV_PushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } }
/* ============= SV_RunThink Runs thinking code if time. There is some play in the exact time the think function will be called, because it is called before any movement is done in a frame. Not used for pushmove objects, because they must be exact. Returns false if the entity removed itself. ============= */ qboolean SV_RunThink (edict_t *ent) { float thinktime; float oldframe; //johnfitz int i; //johnfitz thinktime = ent->v.nextthink; if (thinktime <= 0 || thinktime > sv.time + host_frametime) return true; if (thinktime < sv.time) thinktime = sv.time; // don't let things stay in the past. // it is possible to start that way // by a trigger with a local time. oldframe = ent->v.frame; //johnfitz ent->v.nextthink = 0; pr_global_struct->time = thinktime; pr_global_struct->self = EDICT_TO_PROG(ent); pr_global_struct->other = EDICT_TO_PROG(sv.edicts); PR_ExecuteProgram (ent->v.think); //johnfitz -- PROTOCOL_FITZQUAKE //capture interval to nextthink here and send it to client for better //lerp timing, but only if interval is not 0.1 (which client assumes) ent->sendinterval = false; if (!ent->free && ent->v.nextthink && (ent->v.movetype == MOVETYPE_STEP || ent->v.frame != oldframe)) { i = Q_rint((ent->v.nextthink-thinktime)*255); if (i >= 0 && i < 256 && i != 25 && i != 26) //25 and 26 are close enough to 0.1 to not send ent->sendinterval = true; } //johnfitz return !ent->free; }
/* ================== SV_Smite_f ================== */ void SV_Smite_f (void) { int i; client_t *cl; int uid; int old_self; uid = atoi(Cmd_Argv(1)); for (i = 0, cl = svs.clients; i < MAX_CLIENTS; i++, cl++) { if (cl->state!=cs_spawned) continue; if (cl->userid == uid) { if (cl->old_v.health <= 0) { Con_Printf("%s is already dead!\n", cl->name); return; } SV_BroadcastPrintf (PRINT_HIGH, "%s was Smitten by GOD!\n", cl->name); //save this state old_self = pr_global_struct->self; //call the hc SmitePlayer function pr_global_struct->time = sv.time; pr_global_struct->self = EDICT_TO_PROG(cl->edict); PR_ExecuteProgram (pr_global_struct->SmitePlayer); //restore current state pr_global_struct->self = old_self; return; } } Con_Printf ("Couldn't find user number %i\n", uid); }
/* ================ SV_Physics_Pusher ================ */ void SV_Physics_FakePusher (edict_t *ent) { float thinktime; float oldltime; float movetime; oldltime = ent->v.ltime; thinktime = ent->v.nextthink; if (thinktime < ent->v.ltime + host_frametime) { movetime = thinktime - ent->v.ltime; if (movetime < 0) movetime = 0; } else movetime = host_frametime; if (movetime) { SV_FakePushMove (ent, movetime); // advances ent->v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent->v.ltime) { ent->v.nextthink = 0; pr_global_struct->time = sv.time; pr_global_struct->self = ((int)EDICT_TO_PROG(ent)); pr_global_struct->other = ((int)EDICT_TO_PROG(sv.edicts)); PR_ExecuteProgram (ent->v.think); if (ent->free) return; } }
/* ================ SV_SaveSpawnparms Grabs the current state of the progs serverinfo flags and each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; if (!sv.state) return; // no progs loaded yet // serverflags is the only game related thing maintained svs.serverflags = pr_global_struct->serverflags; for (i = 0, sv_client = svs.clients; i < MAX_CLIENTS; i++, sv_client++) { if (sv_client->state != cs_spawned) continue; // needs to reconnect sv_client->state = cs_connected; // call the progs to get default spawn parms for the new client pr_global_struct->self = EDICT_TO_PROG(sv_client->edict); PR_ExecuteProgram (pr_global_struct->SetChangeParms); for (j = 0; j < NUM_SPAWN_PARMS; j++) sv_client->spawn_parms[j] = (&pr_global_struct->parm1)[j]; } }
/* ============ SV_PushRotate ============ */ void SV_PushRotate (edict_t *pusher, float movetime) { int i, e; edict_t *check, *block; vec3_t move, a, amove; vec3_t entorig, pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; vec3_t org, org2; vec3_t forward, right, up; if (!pusher->v.avelocity[0] && !pusher->v.avelocity[1] && !pusher->v.avelocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) amove[i] = pusher->v.avelocity[i] * movetime; VectorSubtract (vec3_origin, amove, a); AngleVectors (a, forward, right, up); VectorCopy (pusher->v.angles, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.angles, amove, pusher->v.angles); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE #ifdef QUAKE2 || check->v.movetype == MOVETYPE_FOLLOW #endif || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= pusher->v.absmax[0] || check->v.absmin[1] >= pusher->v.absmax[1] || check->v.absmin[2] >= pusher->v.absmax[2] || check->v.absmax[0] <= pusher->v.absmin[0] || check->v.absmax[1] <= pusher->v.absmin[1] || check->v.absmax[2] <= pusher->v.absmin[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // calculate destination position VectorSubtract (check->v.origin, pusher->v.origin, org); org2[0] = DotProduct (org, forward); org2[1] = -DotProduct (org, right); org2[2] = DotProduct (org, up); VectorSubtract (org2, org, move); // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move); pusher->v.solid = SOLID_BSP; // if it is still inside the pusher, block block = SV_TestEntityPosition (check); if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.angles); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = ((int)EDICT_TO_PROG(pusher)); pr_global_struct->other = ((int)EDICT_TO_PROG(check)); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; i<num_moved ; i++) { VectorCopy (moved_from[i], moved_edict[i]->v.origin); VectorSubtract (moved_edict[i]->v.angles, amove, moved_edict[i]->v.angles); SV_LinkEdict (moved_edict[i], false); } return; } else { VectorAdd (check->v.angles, amove, check->v.angles); } } }
/* ============ SV_PushMove ============ */ void SV_PushMove (edict_t *pusher, float movetime) { int i, e; edict_t *check, *block; vec3_t mins, maxs, move; vec3_t entorig, pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; float solid_backup; //movetype_push error fix - Eradicator if (!pusher->v.velocity[0] && !pusher->v.velocity[1] && !pusher->v.velocity[2]) { pusher->v.ltime += movetime; return; } for (i=0 ; i<3 ; i++) { move[i] = pusher->v.velocity[i] * movetime; mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); pusher->v.ltime += movetime; SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE #ifdef QUAKE2 || check->v.movetype == MOVETYPE_FOLLOW #endif || check->v.movetype == MOVETYPE_NOCLIP) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } // remove the onground flag for non-players if (check->v.movetype != MOVETYPE_WALK) check->v.flags = (int)check->v.flags & ~FL_ONGROUND; VectorCopy (check->v.origin, entorig); VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; //START - movetype_push error fix - Eradicator solid_backup = pusher->v.solid; if ( solid_backup == SOLID_BSP || solid_backup == SOLID_BBOX || solid_backup == SOLID_SLIDEBOX ) { //END - movetype_push error fix - Eradicator // try moving the contacted entity pusher->v.solid = SOLID_NOT; SV_PushEntity (check, move); //pusher->v.solid = SOLID_BSP; //Old pusher->v.solid = solid_backup; //movetype_push error fix - Eradicator // if it is still inside the pusher, block block = SV_TestEntityPosition (check); } //movetype_push error fix - Eradicator else block = NULL; if (block) { // fail the move if (check->v.mins[0] == check->v.maxs[0]) continue; if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); continue; } VectorCopy (entorig, check->v.origin); SV_LinkEdict (check, true); VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); pusher->v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = ((int)EDICT_TO_PROG(pusher)); pr_global_struct->other = ((int)EDICT_TO_PROG(check)); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; i<num_moved ; i++) { VectorCopy (moved_from[i], moved_edict[i]->v.origin); SV_LinkEdict (moved_edict[i], false); } return; } } }
/* ================ SV_Physics_Client Player character actions ================ */ void SV_Physics_Client (edict_t *ent, int num) { if ( ! svs.clients[num-1].active ) return; // unconnected slot // // call standard client pre-think // pr_global_struct->time = sv.time; pr_global_struct->self = ((int)EDICT_TO_PROG(ent)); PR_ExecuteProgram (pr_global_struct->PlayerPreThink); // // do a move // SV_CheckVelocity (ent); // // decide which move function to call // switch ((int)ent->v.movetype) { case MOVETYPE_NONE: if (!SV_RunThink (ent)) return; break; case MOVETYPE_WALK: if (!SV_RunThink (ent)) return; if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP) ) SV_AddGravity (ent); SV_CheckStuck (ent); #ifdef QUAKE2 VectorAdd (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif SV_WalkMove (ent); #ifdef QUAKE2 VectorSubtract (ent->v.velocity, ent->v.basevelocity, ent->v.velocity); #endif break; case MOVETYPE_TOSS: case MOVETYPE_BOUNCE: SV_Physics_Toss (ent); break; case MOVETYPE_FLY: if (!SV_RunThink (ent)) return; SV_FlyMove (ent, host_frametime, NULL); break; case MOVETYPE_NOCLIP: if (!SV_RunThink (ent)) return; VectorMA (ent->v.origin, host_frametime, ent->v.velocity, ent->v.origin); break; default: Sys_Error ("SV_Physics_client: bad movetype %i", (int)ent->v.movetype); } // // call standard player post-think // SV_LinkEdict (ent, true); pr_global_struct->time = sv.time; pr_global_struct->self = ((int)EDICT_TO_PROG(ent)); PR_ExecuteProgram (pr_global_struct->PlayerPostThink); }
/* ============ SV_Push ============ */ qboolean SV_Push (edict_t *pusher, vec3_t move) { int i, e; edict_t *check, *block; vec3_t mins, maxs; vec3_t pushorig; int num_moved; edict_t *moved_edict[MAX_EDICTS]; vec3_t moved_from[MAX_EDICTS]; for (i=0 ; i<3 ; i++) { mins[i] = pusher->v.absmin[i] + move[i]; maxs[i] = pusher->v.absmax[i] + move[i]; } VectorCopy (pusher->v.origin, pushorig); // move the pusher to it's final position VectorAdd (pusher->v.origin, move, pusher->v.origin); SV_LinkEdict (pusher, false); // see if any solid entities are inside the final position num_moved = 0; check = NEXT_EDICT(sv.edicts); for (e=1 ; e<sv.num_edicts ; e++, check = NEXT_EDICT(check)) { if (check->free) continue; if (check->v.movetype == MOVETYPE_PUSH || check->v.movetype == MOVETYPE_NONE || check->v.movetype == MOVETYPE_NOCLIP) continue; pusher->v.solid = SOLID_NOT; block = SV_TestEntityPosition (check); pusher->v.solid = SOLID_BSP; if (block) continue; // if the entity is standing on the pusher, it will definately be moved if ( ! ( ((int)check->v.flags & FL_ONGROUND) && PROG_TO_EDICT(check->v.groundentity) == pusher) ) { if ( check->v.absmin[0] >= maxs[0] || check->v.absmin[1] >= maxs[1] || check->v.absmin[2] >= maxs[2] || check->v.absmax[0] <= mins[0] || check->v.absmax[1] <= mins[1] || check->v.absmax[2] <= mins[2] ) continue; // see if the ent's bbox is inside the pusher's final position if (!SV_TestEntityPosition (check)) continue; } VectorCopy (check->v.origin, moved_from[num_moved]); moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity VectorAdd (check->v.origin, move, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { // pushed ok SV_LinkEdict (check, false); continue; } // if it is ok to leave in the old position, do it VectorSubtract (check->v.origin, move, check->v.origin); block = SV_TestEntityPosition (check); if (!block) { num_moved--; continue; } // if it is still inside the pusher, block if (check->v.mins[0] == check->v.maxs[0]) { SV_LinkEdict (check, false); continue; } if (check->v.solid == SOLID_NOT || check->v.solid == SOLID_TRIGGER) { // corpse check->v.mins[0] = check->v.mins[1] = 0; VectorCopy (check->v.mins, check->v.maxs); SV_LinkEdict (check, false); continue; } VectorCopy (pushorig, pusher->v.origin); SV_LinkEdict (pusher, false); // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher->v.blocked) { pr_global_struct->self = EDICT_TO_PROG(pusher); pr_global_struct->other = EDICT_TO_PROG(check); PR_ExecuteProgram (pusher->v.blocked); } // move back any entities we already moved for (i=0 ; i<num_moved ; i++) { VectorCopy (moved_from[i], moved_edict[i]->v.origin); SV_LinkEdict (moved_edict[i], false); } return false; } return true; }
/* ================== SVC_DirectConnect A connection request that did not come from the master ================== */ void SVC_DirectConnect (void) { char userinfo[1024]; netadr_t adr; int i; client_t *cl, *newcl; edict_t *ent; int edictnum; char *s; int clients, spectators; qbool spectator; int qport; int version; int challenge; version = atoi(Cmd_Argv(1)); if (version != PROTOCOL_VERSION) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "%c\nServer is version %4.2f.\n", A2C_PRINT, QW_VERSION); Com_Printf ("* rejected connect from version %i\n", version); return; } qport = atoi(Cmd_Argv(2)); challenge = atoi(Cmd_Argv(3)); // note an extra byte is needed to replace spectator key strlcpy (userinfo, Cmd_Argv(4), sizeof(userinfo)-1); // see if the challenge is valid if (net_from.type != NA_LOOPBACK) { for (i=0 ; i<MAX_CHALLENGES ; i++) { if (NET_CompareBaseAdr (net_from, svs.challenges[i].adr)) { if (challenge == svs.challenges[i].challenge) break; // good Netchan_OutOfBandPrint (NS_SERVER, net_from, "%c\nBad challenge.\n", A2C_PRINT); return; } } if (i == MAX_CHALLENGES) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "%c\nNo challenge for address.\n", A2C_PRINT); return; } } // check for password or spectator_password s = Info_ValueForKey (userinfo, "spectator"); if (s[0] && strcmp(s, "0")) { if (sv_spectatorPassword.string[0] && Q_stricmp(sv_spectatorPassword.string, "none") && strcmp(sv_spectatorPassword.string, s) ) { // failed Com_Printf ("%s:spectator password failed\n", NET_AdrToString (net_from)); Netchan_OutOfBandPrint (NS_SERVER, net_from, "%c\nrequires a spectator password\n\n", A2C_PRINT); return; } Info_RemoveKey (userinfo, "spectator"); Info_SetValueForStarKey (userinfo, "*spectator", "1", MAX_INFO_STRING); spectator = true; } else { s = Info_ValueForKey (userinfo, "password"); if (sv_password.string[0] && Q_stricmp(sv_password.string, "none") && strcmp(sv_password.string, s) ) { Com_Printf ("%s:password failed\n", NET_AdrToString (net_from)); Netchan_OutOfBandPrint (NS_SERVER, net_from, "%c\nserver requires a password\n\n", A2C_PRINT); return; } spectator = false; Info_RemoveKey (userinfo, "password"); } #ifdef MAUTH // Check that the client is allowed to connect... if( net_from.type != NA_LOOPBACK && !COM_CheckParm("-nomauth") ) { authclient_t *authclient; // Try the auth token queue first... authclient = SV_AuthListFind(&authtokq, Info_ValueForKey(userinfo, "name")); if( authclient == NULL ) { // Fall back to checking if they had already connected and are in the // client queue already (i.e. were on here before a map change)... authclient = SV_AuthListFind(&authclientq, Info_ValueForKey(userinfo, "name")); if( authclient == NULL ) { // FIXME drop with reason Com_Printf ("MAUTH: Client %s not in a queue; connect refused.\n", Info_ValueForKey(userinfo, "name")); return; } } else { // They're valid, so move them to the main client queue from the // auth cache queue... SV_AuthListMove(&authtokq, &authclientq, authclient); } // Move to auth'd clients queue if they're valid... if( !authclient->valid ) { // FIXME drop with reason Com_Printf ("MAUTH: Client %s not validated yet; connect refused.\n", Info_ValueForKey(userinfo, "name")); return; } //SV_AuthListPrint(&authtokq); //SV_AuthListPrint(&authclientq); Com_Printf ("MAUTH: Client %s connection allowed.\n", Info_ValueForKey(userinfo, "name")); } else { Com_Printf("MAUTH: loopback or disabled; allowing client connection.\n"); } #endif adr = net_from; // if there is already a slot for this ip, reuse it for (i = 0, cl = svs.clients; i < MAX_CLIENTS; i++, cl++) { if (cl->state == cs_free) continue; if (NET_CompareBaseAdr (adr, cl->netchan.remote_address) && ( cl->netchan.qport == qport || adr.port == cl->netchan.remote_address.port )) { if (cl->state == cs_connected) { Com_Printf ("%s:dup connect\n", NET_AdrToString (adr)); return; } Com_Printf ("%s:reconnect\n", NET_AdrToString (adr)); if (cl->state == cs_spawned) { SV_DropClient (cl); SV_ClearReliable (cl); // don't send the disconnect } cl->state = cs_free; break; } } // count up the clients and spectators and find an empty client slot clients = spectators = 0; newcl = NULL; for (i = 0, cl = svs.clients; i < MAX_CLIENTS; i++,cl++) { if (cl->state == cs_free) { if (!newcl) newcl = cl; // grab first available slot continue; } if (cl->spectator) spectators++; else clients++; } // if at server limits, refuse connection if ( (spectator && spectators >= (int)maxspectators.value) || (!spectator && clients >= (int)maxclients.value) || !newcl) { Com_Printf ("%s:full connect\n", NET_AdrToString (adr)); Netchan_OutOfBandPrint (NS_SERVER, adr, "%c\nserver is full\n\n", A2C_PRINT); return; } // build a new connection // accept the new client // this is the only place a client_t is ever initialized memset (newcl, 0, sizeof(*newcl)); newcl->userid = SV_GenerateUserID(); strlcpy (newcl->userinfo, userinfo, sizeof(newcl->userinfo)); Netchan_OutOfBandPrint (NS_SERVER, adr, "%c", S2C_CONNECTION ); Netchan_Setup (NS_SERVER, &newcl->netchan, adr, qport); newcl->state = cs_connected; SZ_Init (&newcl->datagram, newcl->datagram_buf, sizeof(newcl->datagram_buf)); newcl->datagram.allowoverflow = true; // spectator mode can ONLY be set at join time newcl->spectator = spectator; // extract extensions bits newcl->extensions = atoi(Info_ValueForKey(newcl->userinfo, "*z_ext")); Info_RemoveKey (newcl->userinfo, "*z_ext"); #ifdef VWEP_TEST newcl->extensions |= atoi(Info_ValueForKey(newcl->userinfo, "*vwtest")) ? Z_EXT_VWEP : 0; Info_RemoveKey (newcl->userinfo, "*vwtest"); #endif // See if the client is using a proxy. The best test I can come up with for now... newcl->uses_proxy = *Info_ValueForKey(newcl->userinfo, "Qizmo") ? true : false; edictnum = (newcl - svs.clients) + 1; ent = EDICT_NUM(edictnum); ent->inuse = true; newcl->edict = ent; // parse some info from the info strings SV_ExtractFromUserinfo (newcl); // JACK: Init the floodprot stuff. for (i=0; i<10; i++) newcl->whensaid[i] = 0.0; newcl->whensaidhead = 0; newcl->lockedtill = 0; // call the progs to get default spawn parms for the new client PR_ExecuteProgram (pr_global_struct->SetNewParms); for (i=0 ; i<NUM_SPAWN_PARMS ; i++) newcl->spawn_parms[i] = (&pr_global_struct->parm1)[i]; if (newcl->spectator) Com_Printf ("Spectator %s connected\n", newcl->name); else Com_DPrintf ("Client %s connected\n", newcl->name); newcl->sendinfo = true; }