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engine: server: static-ize sv_phys functions, set GAME_EXPORT attribute for PhysicAPI functions

pull/2/head
Alibek Omarov 2 years ago
parent
commit
57499dea33
  1. 5
      engine/common/dedicated.c
  2. 6
      engine/common/mod_bmodel.c
  3. 6
      engine/server/server.h
  4. 2
      engine/server/sv_game.c
  5. 2
      engine/server/sv_init.c
  6. 87
      engine/server/sv_phys.c
  7. 27
      engine/server/sv_world.c

5
engine/common/dedicated.c

@ -218,11 +218,6 @@ void GAME_EXPORT Con_NXPrintf( struct con_nprint_s *info, const char *fmt, ...
} }
const byte *GL_TextureData( unsigned int texnum )
{
return NULL;
}
void SCR_CheckStartupVids( void ) void SCR_CheckStartupVids( void )
{ {

6
engine/common/mod_bmodel.c

@ -3174,7 +3174,7 @@ Mod_CheckLump
check lump for existing check lump for existing
================== ==================
*/ */
int Mod_CheckLump( const char *filename, const int lump, int *lumpsize ) int GAME_EXPORT Mod_CheckLump( const char *filename, const int lump, int *lumpsize )
{ {
file_t *f = FS_Open( filename, "rb", false ); file_t *f = FS_Open( filename, "rb", false );
byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )]; byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )];
@ -3233,7 +3233,7 @@ Mod_ReadLump
reading random lump by user request reading random lump by user request
================== ==================
*/ */
int Mod_ReadLump( const char *filename, const int lump, void **lumpdata, int *lumpsize ) int GAME_EXPORT Mod_ReadLump( const char *filename, const int lump, void **lumpdata, int *lumpsize )
{ {
file_t *f = FS_Open( filename, "rb", false ); file_t *f = FS_Open( filename, "rb", false );
byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )]; byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )];
@ -3315,7 +3315,7 @@ writing lump by user request
only empty lumps is allows only empty lumps is allows
================== ==================
*/ */
int Mod_SaveLump( const char *filename, const int lump, void *lumpdata, int lumpsize ) int GAME_EXPORT Mod_SaveLump( const char *filename, const int lump, void *lumpdata, int lumpsize )
{ {
byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )]; byte buffer[sizeof( dheader_t ) + sizeof( dextrahdr_t )];
size_t prefetch_size = sizeof( buffer ); size_t prefetch_size = sizeof( buffer );

6
engine/server/server.h

@ -516,14 +516,10 @@ void SV_DeactivateServer( void );
void SV_Physics( void ); void SV_Physics( void );
qboolean SV_InitPhysicsAPI( void ); qboolean SV_InitPhysicsAPI( void );
void SV_CheckVelocity( edict_t *ent ); void SV_CheckVelocity( edict_t *ent );
qboolean SV_CheckWater( edict_t *ent );
qboolean SV_RunThink( edict_t *ent );
qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time ); qboolean SV_PlayerRunThink( edict_t *ent, float frametime, double time );
qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker ); qboolean SV_TestEntityPosition( edict_t *ent, edict_t *blocker );
void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace ); void SV_Impact( edict_t *e1, edict_t *e2, trace_t *trace );
qboolean SV_CanPushed( edict_t *ent );
void SV_FreeOldEntities( void ); void SV_FreeOldEntities( void );
void SV_CheckAllEnts( void );
// //
// sv_move.c // sv_move.c
@ -693,7 +689,6 @@ void SV_CustomClipMoveToEntity( edict_t *ent, const vec3_t start, vec3_t mins, v
trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end ); trace_t SV_TraceHull( edict_t *ent, int hullNum, const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end );
trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e, qboolean monsterclip ); trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e, qboolean monsterclip );
trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ); trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
trace_t SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e );
const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end ); const char *SV_TraceTexture( edict_t *ent, const vec3_t start, const vec3_t end );
msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end ); msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end );
trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore ); trace_t SV_MoveToss( edict_t *tossent, edict_t *ignore );
@ -703,7 +698,6 @@ int SV_TruePointContents( const vec3_t p );
int SV_PointContents( const vec3_t p ); int SV_PointContents( const vec3_t p );
void SV_RunLightStyles( void ); void SV_RunLightStyles( void );
void SV_SetLightStyle( int style, const char* s, float f ); void SV_SetLightStyle( int style, const char* s, float f );
const char *SV_GetLightStyle( int style );
int SV_LightForEntity( edict_t *pEdict ); int SV_LightForEntity( edict_t *pEdict );
// //

2
engine/server/sv_game.c

@ -760,7 +760,7 @@ SV_BoxInPVS
check brush boxes in fat pvs check brush boxes in fat pvs
============== ==============
*/ */
qboolean SV_BoxInPVS( const vec3_t org, const vec3_t absmin, const vec3_t absmax ) qboolean GAME_EXPORT SV_BoxInPVS( const vec3_t org, const vec3_t absmin, const vec3_t absmax )
{ {
if( !Mod_BoxVisible( absmin, absmax, Mod_GetPVSForPoint( org ))) if( !Mod_BoxVisible( absmin, absmax, Mod_GetPVSForPoint( org )))
return false; return false;

2
engine/server/sv_init.c

@ -270,7 +270,7 @@ SV_ModelHandle
get model by handle get model by handle
================ ================
*/ */
model_t *SV_ModelHandle( int modelindex ) model_t *GAME_EXPORT SV_ModelHandle( int modelindex )
{ {
if( modelindex < 0 || modelindex >= MAX_MODELS ) if( modelindex < 0 || modelindex >= MAX_MODELS )
return NULL; return NULL;

87
engine/server/sv_phys.c

@ -65,7 +65,7 @@ Utility functions
SV_CheckAllEnts SV_CheckAllEnts
================ ================
*/ */
void SV_CheckAllEnts( void ) static void SV_CheckAllEnts( void )
{ {
static double nextcheck; static double nextcheck;
edict_t *e; edict_t *e;
@ -193,7 +193,7 @@ in a frame. Not used for pushmove objects, because they must be exact.
Returns false if the entity removed itself. Returns false if the entity removed itself.
============= =============
*/ */
qboolean SV_RunThink( edict_t *ent ) static qboolean SV_RunThink( edict_t *ent )
{ {
float thinktime; float thinktime;
@ -300,7 +300,7 @@ SV_AngularMove
may use friction for smooth stopping may use friction for smooth stopping
============= =============
*/ */
void SV_AngularMove( edict_t *ent, float frametime, float friction ) static void SV_AngularMove( edict_t *ent, float frametime, float friction )
{ {
float adjustment; float adjustment;
int i; int i;
@ -334,7 +334,7 @@ SV_LinearMove
use friction for smooth stopping use friction for smooth stopping
============= =============
*/ */
void SV_LinearMove( edict_t *ent, float frametime, float friction ) static void SV_LinearMove( edict_t *ent, float frametime, float friction )
{ {
int i; int i;
float adjustment; float adjustment;
@ -368,7 +368,7 @@ SV_RecursiveWaterLevel
recursively recalculating the middle recursively recalculating the middle
============= =============
*/ */
float SV_RecursiveWaterLevel( vec3_t origin, float out, float in, int count ) static float SV_RecursiveWaterLevel( vec3_t origin, float out, float in, int count )
{ {
vec3_t point; vec3_t point;
float offset; float offset;
@ -390,7 +390,7 @@ SV_Submerged
determine how deep the entity is determine how deep the entity is
============= =============
*/ */
float SV_Submerged( edict_t *ent ) static float SV_Submerged( edict_t *ent )
{ {
float start, bottom; float start, bottom;
vec3_t point; vec3_t point;
@ -423,7 +423,7 @@ float SV_Submerged( edict_t *ent )
SV_CheckWater SV_CheckWater
============= =============
*/ */
qboolean SV_CheckWater( edict_t *ent ) static qboolean SV_CheckWater( edict_t *ent )
{ {
int cont, truecont; int cont, truecont;
vec3_t point; vec3_t point;
@ -491,7 +491,7 @@ SV_CheckMover
test thing (applies the friction to pushables while standing on moving platform) test thing (applies the friction to pushables while standing on moving platform)
============= =============
*/ */
qboolean SV_CheckMover( edict_t *ent ) static qboolean SV_CheckMover( edict_t *ent )
{ {
edict_t *gnd = ent->v.groundentity; edict_t *gnd = ent->v.groundentity;
@ -514,7 +514,7 @@ SV_ClipVelocity
Slide off of the impacting object Slide off of the impacting object
================== ==================
*/ */
int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce ) static int SV_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce )
{ {
float backoff; float backoff;
float change; float change;
@ -557,7 +557,7 @@ Returns the clipflags if the velocity was modified (hit something solid)
4 = dead stop 4 = dead stop
============ ============
*/ */
int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace ) static int SV_FlyMove( edict_t *ent, float time, trace_t *steptrace )
{ {
int i, j, numplanes, bumpcount, blocked; int i, j, numplanes, bumpcount, blocked;
vec3_t dir, end, planes[MAX_CLIP_PLANES]; vec3_t dir, end, planes[MAX_CLIP_PLANES];
@ -701,7 +701,7 @@ SV_AddGravity
============ ============
*/ */
void SV_AddGravity( edict_t *ent ) static void SV_AddGravity( edict_t *ent )
{ {
float ent_gravity; float ent_gravity;
@ -732,7 +732,7 @@ SV_AllowPushRotate
Allows to change entity yaw? Allows to change entity yaw?
============ ============
*/ */
qboolean SV_AllowPushRotate( edict_t *ent ) static qboolean SV_AllowPushRotate( edict_t *ent )
{ {
model_t *mod; model_t *mod;
@ -757,7 +757,7 @@ SV_PushEntity
Does not change the entities velocity at all Does not change the entities velocity at all
============ ============
*/ */
trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked, float flDamage ) static trace_t SV_PushEntity( edict_t *ent, const vec3_t lpush, const vec3_t apush, int *blocked, float flDamage )
{ {
trace_t trace; trace_t trace;
qboolean monsterBlock; qboolean monsterBlock;
@ -819,7 +819,7 @@ SV_CanPushed
filter entities for push filter entities for push
============ ============
*/ */
qboolean SV_CanPushed( edict_t *ent ) static qboolean SV_CanPushed( edict_t *ent )
{ {
// filter movetypes to collide with // filter movetypes to collide with
switch( ent->v.movetype ) switch( ent->v.movetype )
@ -1118,7 +1118,7 @@ SV_Physics_Pusher
================ ================
*/ */
void SV_Physics_Pusher( edict_t *ent ) static void SV_Physics_Pusher( edict_t *ent )
{ {
float oldtime, oldtime2; float oldtime, oldtime2;
float thinktime, movetime; float thinktime, movetime;
@ -1192,7 +1192,7 @@ SV_Physics_Follow
just copy angles and origin of parent just copy angles and origin of parent
============= =============
*/ */
void SV_Physics_Follow( edict_t *ent ) static void SV_Physics_Follow( edict_t *ent )
{ {
edict_t *parent; edict_t *parent;
@ -1220,7 +1220,7 @@ SV_Physics_Compound
a glue two entities together a glue two entities together
============= =============
*/ */
void SV_Physics_Compound( edict_t *ent ) static void SV_Physics_Compound( edict_t *ent )
{ {
edict_t *parent; edict_t *parent;
@ -1300,7 +1300,7 @@ SV_PhysicsNoclip
A moving object that doesn't obey physics A moving object that doesn't obey physics
============= =============
*/ */
void SV_Physics_Noclip( edict_t *ent ) static void SV_Physics_Noclip( edict_t *ent )
{ {
// regular thinking // regular thinking
if( !SV_RunThink( ent )) return; if( !SV_RunThink( ent )) return;
@ -1327,7 +1327,7 @@ SV_CheckWaterTransition
============= =============
*/ */
void SV_CheckWaterTransition( edict_t *ent ) static void SV_CheckWaterTransition( edict_t *ent )
{ {
vec3_t point; vec3_t point;
int cont; int cont;
@ -1400,7 +1400,7 @@ SV_Physics_Toss
Toss, bounce, and fly movement. When onground, do nothing. Toss, bounce, and fly movement. When onground, do nothing.
============= =============
*/ */
void SV_Physics_Toss( edict_t *ent ) static void SV_Physics_Toss( edict_t *ent )
{ {
trace_t trace; trace_t trace;
vec3_t move; vec3_t move;
@ -1546,7 +1546,7 @@ This is also used for objects that have become still on the ground, but
will fall if the floor is pulled out from under them. will fall if the floor is pulled out from under them.
============= =============
*/ */
void SV_Physics_Step( edict_t *ent ) static void SV_Physics_Step( edict_t *ent )
{ {
qboolean inwater; qboolean inwater;
qboolean wasonground; qboolean wasonground;
@ -1678,7 +1678,7 @@ SV_PhysicsNone
Non moving objects can only think Non moving objects can only think
============= =============
*/ */
void SV_Physics_None( edict_t *ent ) static void SV_Physics_None( edict_t *ent )
{ {
SV_RunThink( ent ); SV_RunThink( ent );
} }
@ -1801,7 +1801,7 @@ SV_GetServerTime
Inplementation for new physics interface Inplementation for new physics interface
================ ================
*/ */
double SV_GetServerTime( void ) static double GAME_EXPORT SV_GetServerTime( void )
{ {
return sv.time; return sv.time;
} }
@ -1813,7 +1813,7 @@ SV_GetFrameTime
Inplementation for new physics interface Inplementation for new physics interface
================ ================
*/ */
double SV_GetFrameTime( void ) static double GAME_EXPORT SV_GetFrameTime( void )
{ {
return sv.frametime; return sv.frametime;
} }
@ -1825,7 +1825,7 @@ SV_GetHeadNode
Inplementation for new physics interface Inplementation for new physics interface
================ ================
*/ */
areanode_t *SV_GetHeadNode( void ) static areanode_t *GAME_EXPORT SV_GetHeadNode( void )
{ {
return sv_areanodes; return sv_areanodes;
} }
@ -1837,7 +1837,7 @@ SV_ServerState
Inplementation for new physics interface Inplementation for new physics interface
================ ================
*/ */
int SV_ServerState( void ) static int GAME_EXPORT SV_ServerState( void )
{ {
return sv.state; return sv.state;
} }
@ -1897,7 +1897,23 @@ void SV_DrawOrthoTriangles( void )
} }
} }
void SV_UpdateFogSettings( unsigned int packed_fog ) /*
==================
SV_GetLightStyle
needs to get correct working SV_LightPoint
==================
*/
const char *GAME_EXPORT SV_GetLightStyle( int style )
{
if( style < 0 ) style = 0;
if( style >= MAX_LIGHTSTYLES )
Host_Error( "SV_GetLightStyle: style: %i >= %d", style, MAX_LIGHTSTYLES );
return sv.lightstyles[style].pattern;
}
static void GAME_EXPORT SV_UpdateFogSettings( unsigned int packed_fog )
{ {
svgame.movevars.fog_settings = packed_fog; svgame.movevars.fog_settings = packed_fog;
host.movevars_changed = true; // force to transmit host.movevars_changed = true; // force to transmit
@ -1909,7 +1925,7 @@ pfnGetFilesList
========= =========
*/ */
static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly ) static char **GAME_EXPORT pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
{ {
static search_t *t = NULL; static search_t *t = NULL;
@ -1927,12 +1943,12 @@ static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamediron
return t->filenames; return t->filenames;
} }
static void *pfnMem_Alloc( size_t cb, const char *filename, const int fileline ) static void *GAME_EXPORT pfnMem_Alloc( size_t cb, const char *filename, const int fileline )
{ {
return _Mem_Alloc( svgame.mempool, cb, true, filename, fileline ); return _Mem_Alloc( svgame.mempool, cb, true, filename, fileline );
} }
static void pfnMem_Free( void *mem, const char *filename, const int fileline ) static void GAME_EXPORT pfnMem_Free( void *mem, const char *filename, const int fileline )
{ {
if( !mem ) return; if( !mem ) return;
_Mem_Free( mem, filename, fileline ); _Mem_Free( mem, filename, fileline );
@ -1958,6 +1974,11 @@ static int GAME_EXPORT pfnPointContents( const float *pos, int groupmask )
return cont; return cont;
} }
static trace_t GAME_EXPORT SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
{
return SV_Move( start, mins, maxs, end, type, e, false );
}
/* /*
============= =============
pfnWriteBytes pfnWriteBytes
@ -1971,7 +1992,7 @@ static void GAME_EXPORT pfnWriteBytes( const byte *bytes, int count )
svgame.msg_realsize += count; svgame.msg_realsize += count;
} }
const byte *pfnLoadImagePixels( const char *filename, int *width, int *height ) static const byte *GAME_EXPORT pfnLoadImagePixels( const char *filename, int *width, int *height )
{ {
rgbdata_t *pic = FS_LoadImage( filename, NULL, 0 ); rgbdata_t *pic = FS_LoadImage( filename, NULL, 0 );
byte *buffer; byte *buffer;
@ -1987,14 +2008,14 @@ const byte *pfnLoadImagePixels( const char *filename, int *width, int *height )
return buffer; return buffer;
} }
const char* pfnGetModelName( int modelindex ) static const char *GAME_EXPORT pfnGetModelName( int modelindex )
{ {
if( modelindex < 0 || modelindex >= MAX_MODELS ) if( modelindex < 0 || modelindex >= MAX_MODELS )
return NULL; return NULL;
return sv.model_precache[modelindex]; return sv.model_precache[modelindex];
} }
static const byte *GL_TextureData( unsigned int texnum ) static const byte *GAME_EXPORT GL_TextureData( unsigned int texnum )
{ {
#if !XASH_DEDICATED #if !XASH_DEDICATED
return Host_IsDedicated() ? NULL : ref.dllFuncs.GL_TextureData( texnum ); return Host_IsDedicated() ? NULL : ref.dllFuncs.GL_TextureData( texnum );

27
engine/server/sv_world.c

@ -589,7 +589,7 @@ void SV_FindTouchedLeafs( edict_t *ent, mnode_t *node, int *headnode )
SV_LinkEdict SV_LinkEdict
=============== ===============
*/ */
void SV_LinkEdict( edict_t *ent, qboolean touch_triggers ) void GAME_EXPORT SV_LinkEdict( edict_t *ent, qboolean touch_triggers )
{ {
areanode_t *node; areanode_t *node;
int headnode; int headnode;
@ -1347,17 +1347,12 @@ trace_t SV_Move( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end,
return clip.trace; return clip.trace;
} }
trace_t SV_MoveNormal( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
{
return SV_Move( start, mins, maxs, end, type, e, false );
}
/* /*
================== ==================
SV_MoveNoEnts SV_MoveNoEnts
================== ==================
*/ */
trace_t SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e ) trace_t GAME_EXPORT SV_MoveNoEnts( const vec3_t start, vec3_t mins, vec3_t maxs, const vec3_t end, int type, edict_t *e )
{ {
moveclip_t clip; moveclip_t clip;
vec3_t trace_endpos; vec3_t trace_endpos;
@ -1404,7 +1399,7 @@ find the face where the traceline hit
assume pTextureEntity is valid assume pTextureEntity is valid
================== ==================
*/ */
msurface_t *SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end ) msurface_t *GAME_EXPORT SV_TraceSurface( edict_t *ent, const vec3_t start, const vec3_t end )
{ {
matrix4x4 matrix; matrix4x4 matrix;
model_t *bmodel; model_t *bmodel;
@ -1647,22 +1642,6 @@ void SV_SetLightStyle( int style, const char* s, float f )
MSG_WriteFloat( &sv.reliable_datagram, sv.lightstyles[style].time ); MSG_WriteFloat( &sv.reliable_datagram, sv.lightstyles[style].time );
} }
/*
==================
SV_GetLightStyle
needs to get correct working SV_LightPoint
==================
*/
const char *SV_GetLightStyle( int style )
{
if( style < 0 ) style = 0;
if( style >= MAX_LIGHTSTYLES )
Host_Error( "SV_GetLightStyle: style: %i >= %d", style, MAX_LIGHTSTYLES );
return sv.lightstyles[style].pattern;
}
/* /*
================== ==================
SV_LightForEntity SV_LightForEntity

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