/* Copyright (C) 1996-1997 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_main.c -- server main program #include "quakedef.h" server_t sv; server_static_t svs; char localmodels[MAX_MODELS][5]; // inline model names for precache //============================================================================ /* =============== SV_Init =============== */ void SV_Init (void) { int i; extern cvar_t sv_maxvelocity; extern cvar_t sv_gravity; extern cvar_t sv_nostep; extern cvar_t sv_friction; extern cvar_t sv_edgefriction; extern cvar_t sv_stopspeed; extern cvar_t sv_maxspeed; extern cvar_t sv_accelerate; extern cvar_t sv_idealpitchscale; extern cvar_t sv_aim; Cvar_RegisterVariable (&sv_maxvelocity); Cvar_RegisterVariable (&sv_gravity); Cvar_RegisterVariable (&sv_friction); Cvar_RegisterVariable (&sv_edgefriction); Cvar_RegisterVariable (&sv_stopspeed); Cvar_RegisterVariable (&sv_maxspeed); Cvar_RegisterVariable (&sv_accelerate); Cvar_RegisterVariable (&sv_idealpitchscale); Cvar_RegisterVariable (&sv_aim); Cvar_RegisterVariable (&sv_nostep); for (i=0 ; i MAX_DATAGRAM-16) return; MSG_WriteByte (&sv.datagram, svc_particle); MSG_WriteCoord (&sv.datagram, org[0]); MSG_WriteCoord (&sv.datagram, org[1]); MSG_WriteCoord (&sv.datagram, org[2]); for (i=0 ; i<3 ; i++) { v = dir[i]*16; if (v > 127) v = 127; else if (v < -128) v = -128; MSG_WriteChar (&sv.datagram, v); } MSG_WriteByte (&sv.datagram, count); MSG_WriteByte (&sv.datagram, color); } /* ================== SV_StartSound Each entity can have eight independant sound sources, like voice, weapon, feet, etc. Channel 0 is an auto-allocate channel, the others override anything allready running on that entity/channel pair. An attenuation of 0 will play full volume everywhere in the level. Larger attenuations will drop off. (max 4 attenuation) ================== */ void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation) { int sound_num; int field_mask; int i; int ent; if (volume < 0 || volume > 255) Sys_Error ("SV_StartSound: volume = %i", volume); if (attenuation < 0 || attenuation > 4) Sys_Error ("SV_StartSound: attenuation = %f", attenuation); if (channel < 0 || channel > 7) Sys_Error ("SV_StartSound: channel = %i", channel); if (sv.datagram.cursize > MAX_DATAGRAM-16) return; // find precache number for sound for (sound_num=1 ; sound_numv.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i])); } /* ============================================================================== CLIENT SPAWNING ============================================================================== */ /* ================ SV_SendServerinfo Sends the first message from the server to a connected client. This will be sent on the initial connection and upon each server load. ================ */ void SV_SendServerinfo (client_t *client) { char **s; char message[2048]; MSG_WriteByte (&client->message, svc_print); sprintf (message, "%c\nVERSION %4.2f SERVER (%i CRC)", 2, VERSION, pr_crc); MSG_WriteString (&client->message,message); MSG_WriteByte (&client->message, svc_serverinfo); MSG_WriteLong (&client->message, PROTOCOL_VERSION); MSG_WriteByte (&client->message, svs.maxclients); if (!coop.value && deathmatch.value) MSG_WriteByte (&client->message, GAME_DEATHMATCH); else MSG_WriteByte (&client->message, GAME_COOP); sprintf (message, pr_strings+sv.edicts->v.message); MSG_WriteString (&client->message,message); for (s = sv.model_precache+1 ; *s ; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); for (s = sv.sound_precache+1 ; *s ; s++) MSG_WriteString (&client->message, *s); MSG_WriteByte (&client->message, 0); // send music MSG_WriteByte (&client->message, svc_cdtrack); MSG_WriteByte (&client->message, sv.edicts->v.sounds); MSG_WriteByte (&client->message, sv.edicts->v.sounds); // set view MSG_WriteByte (&client->message, svc_setview); MSG_WriteShort (&client->message, NUM_FOR_EDICT(client->edict)); MSG_WriteByte (&client->message, svc_signonnum); MSG_WriteByte (&client->message, 1); client->sendsignon = true; client->spawned = false; // need prespawn, spawn, etc } /* ================ 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 ; ispawn_parms[i] = (&pr_global_struct->parm1)[i]; } SV_SendServerinfo (client); } /* =================== SV_CheckForNewClients =================== */ void SV_CheckForNewClients (void) { struct qsocket_s *ret; int i; // // check for new connections // while (1) { ret = NET_CheckNewConnections (); if (!ret) break; // // init a new client structure // for (i=0 ; icontents < 0) { if (node->contents != CONTENTS_SOLID) { pvs = Mod_LeafPVS ( (mleaf_t *)node, sv.worldmodel); for (i=0 ; iplane; d = DotProduct (org, plane->normal) - plane->dist; if (d > 8) node = node->children[0]; else if (d < -8) node = node->children[1]; else { // go down both SV_AddToFatPVS (org, node->children[0]); node = node->children[1]; } } } /* ============= SV_FatPVS Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the given point. ============= */ byte *SV_FatPVS (vec3_t org) { fatbytes = (sv.worldmodel->numleafs+31)>>3; Q_memset (fatpvs, 0, fatbytes); SV_AddToFatPVS (org, sv.worldmodel->nodes); return fatpvs; } //============================================================================= /* ============= SV_WriteEntitiesToClient ============= */ void SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg) { int e, i; int bits; byte *pvs; vec3_t org; float miss; edict_t *ent; // find the client's PVS VectorAdd (clent->v.origin, clent->v.view_ofs, org); pvs = SV_FatPVS (org); // send over all entities (excpet the client) that touch the pvs ent = NEXT_EDICT(sv.edicts); for (e=1 ; ev.effects == EF_NODRAW) continue; #endif // ignore if not touching a PV leaf if (ent != clent) // clent is ALLWAYS sent { // ignore ents without visible models if (!ent->v.modelindex || !pr_strings[ent->v.model]) continue; for (i=0 ; i < ent->num_leafs ; i++) if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) )) break; if (i == ent->num_leafs) continue; // not visible } if (msg->maxsize - msg->cursize < 16) { Con_Printf ("packet overflow\n"); return; } // send an update bits = 0; for (i=0 ; i<3 ; i++) { miss = ent->v.origin[i] - ent->baseline.origin[i]; if ( miss < -0.1 || miss > 0.1 ) bits |= U_ORIGIN1<v.angles[0] != ent->baseline.angles[0] ) bits |= U_ANGLE1; if ( ent->v.angles[1] != ent->baseline.angles[1] ) bits |= U_ANGLE2; if ( ent->v.angles[2] != ent->baseline.angles[2] ) bits |= U_ANGLE3; if (ent->v.movetype == MOVETYPE_STEP) bits |= U_NOLERP; // don't mess up the step animation if (ent->baseline.colormap != ent->v.colormap) bits |= U_COLORMAP; if (ent->baseline.skin != ent->v.skin) bits |= U_SKIN; if (ent->baseline.frame != ent->v.frame) bits |= U_FRAME; if (ent->baseline.effects != ent->v.effects) bits |= U_EFFECTS; if (ent->baseline.modelindex != ent->v.modelindex) bits |= U_MODEL; if (e >= 256) bits |= U_LONGENTITY; if (bits >= 256) bits |= U_MOREBITS; // // write the message // MSG_WriteByte (msg,bits | U_SIGNAL); if (bits & U_MOREBITS) MSG_WriteByte (msg, bits>>8); if (bits & U_LONGENTITY) MSG_WriteShort (msg,e); else MSG_WriteByte (msg,e); if (bits & U_MODEL) MSG_WriteByte (msg, ent->v.modelindex); if (bits & U_FRAME) MSG_WriteByte (msg, ent->v.frame); if (bits & U_COLORMAP) MSG_WriteByte (msg, ent->v.colormap); if (bits & U_SKIN) MSG_WriteByte (msg, ent->v.skin); if (bits & U_EFFECTS) MSG_WriteByte (msg, ent->v.effects); if (bits & U_ORIGIN1) MSG_WriteCoord (msg, ent->v.origin[0]); if (bits & U_ANGLE1) MSG_WriteAngle(msg, ent->v.angles[0]); if (bits & U_ORIGIN2) MSG_WriteCoord (msg, ent->v.origin[1]); if (bits & U_ANGLE2) MSG_WriteAngle(msg, ent->v.angles[1]); if (bits & U_ORIGIN3) MSG_WriteCoord (msg, ent->v.origin[2]); if (bits & U_ANGLE3) MSG_WriteAngle(msg, ent->v.angles[2]); } } /* ============= SV_CleanupEnts ============= */ void SV_CleanupEnts (void) { int e; edict_t *ent; ent = NEXT_EDICT(sv.edicts); for (e=1 ; ev.effects = (int)ent->v.effects & ~EF_MUZZLEFLASH; } } /* ================== SV_WriteClientdataToMessage ================== */ /* ================== SV_WriteClientdataToMessage ================== */ void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg) { int bits; int i; // // send the current viewpos offset from the view entity // SV_SetIdealPitch (); // how much to look up / down ideally // a fixangle might get lost in a dropped packet. Oh well. if ( ent->v.fixangle ) { MSG_WriteByte (msg, svc_setangle); for (i=0 ; i < 3 ; i++) MSG_WriteAngle (msg, ent->v.angles[i] ); ent->v.fixangle = 0; } bits = 0; if (ent->v.view_ofs[2] != DEFAULT_VIEWHEIGHT) bits |= SU_VIEWHEIGHT; if (ent->v.idealpitch) bits |= SU_IDEALPITCH; if (ent->v.perks) bits |= SU_PERKS; if ( (int)ent->v.flags & FL_ONGROUND) bits |= SU_ONGROUND; if ( ent->v.waterlevel >= 2) bits |= SU_INWATER; for (i=0 ; i<3 ; i++) { if (ent->v.punchangle[i]) bits |= (SU_PUNCH1<v.velocity[i]) bits |= (SU_VELOCITY1<v.weaponframe) bits |= SU_WEAPONFRAME; if (ent->v.weaponskin) bits |= SU_WEAPONSKIN; if (ent->v.weapon) bits |= SU_WEAPON; //if (ent->v.perks) // bits |= SU_PERKS; if (ent->v.primary_grenades) bits |= SU_PRIGRENADES; //Think this is out of range of a short //if (ent->v.secondary_grenades) // bits |= SU_SECGRENADES; if (ent->v.grenades) bits |= SU_GRENADES; // send the data MSG_WriteByte (msg, svc_clientdata); MSG_WriteShort (msg, bits); if (bits & SU_VIEWHEIGHT) MSG_WriteChar (msg, ent->v.view_ofs[2]); if (bits & SU_IDEALPITCH) MSG_WriteChar (msg, ent->v.idealpitch); if (bits & SU_PERKS) MSG_WriteLong (msg, ent->v.perks); for (i=0 ; i<3 ; i++) { if (bits & (SU_PUNCH1<v.punchangle[i]); if (bits & (SU_VELOCITY1<v.velocity[i]/16); } if (bits & SU_WEAPONFRAME) MSG_WriteByte (msg, ent->v.weaponframe); if (bits & SU_WEAPONSKIN) MSG_WriteByte (msg, ent->v.weaponskin); if (bits & SU_WEAPON) MSG_WriteByte (msg, SV_ModelIndex(pr_strings+ent->v.weaponmodel)); if (bits & SU_GRENADES) MSG_WriteLong (msg, ent->v.grenades); MSG_WriteShort (msg, ent->v.primary_grenades); MSG_WriteShort (msg, ent->v.secondary_grenades); MSG_WriteShort (msg, ent->v.health); MSG_WriteShort (msg, ent->v.currentammo); MSG_WriteByte (msg, ent->v.currentmag); MSG_WriteByte (msg, ent->v.zoom); MSG_WriteByte (msg, ent->v.weapon); MSG_WriteByte (msg, pr_global_struct->rounds); MSG_WriteByte (msg, pr_global_struct->rounds_change); MSG_WriteByte (msg, ent->v.x2_icon); MSG_WriteByte (msg, ent->v.insta_icon); MSG_WriteByte (msg, ent->v.progress_bar); MSG_WriteByte (msg, SV_ModelIndex(pr_strings+ent->v.weapon2model)); MSG_WriteByte (msg, ent->v.weapon2skin); MSG_WriteByte (msg, ent->v.weapon2frame); MSG_WriteByte (msg, ent->v.currentmag2); } /* ======================= SV_SendClientDatagram ======================= */ qboolean SV_SendClientDatagram (client_t *client) { byte buf[MAX_DATAGRAM]; sizebuf_t msg; msg.data = buf; msg.maxsize = sizeof(buf); msg.cursize = 0; MSG_WriteByte (&msg, svc_time); MSG_WriteFloat (&msg, sv.time); // add the client specific data to the datagram SV_WriteClientdataToMessage (client->edict, &msg); SV_WriteEntitiesToClient (client->edict, &msg); // copy the server datagram if there is space if (msg.cursize + sv.datagram.cursize < msg.maxsize) SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize); // send the datagram if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) { SV_DropClient (true);// if the message couldn't send, kick off return false; } return true; } /* ======================= SV_UpdateToReliableMessages ======================= */ void SV_UpdateToReliableMessages (void) { int i, j; client_t *client; // check for changes to be sent over the reliable streams for (i=0, host_client = svs.clients ; iold_points != host_client->edict->v.points) { for (j=0, client = svs.clients ; jactive) continue; MSG_WriteByte (&client->message, svc_updatepoints); MSG_WriteByte (&client->message, i); MSG_WriteLong (&client->message, host_client->edict->v.points); } host_client->old_points = host_client->edict->v.points; } } for (i=0, host_client = svs.clients ; iold_kills != host_client->edict->v.kills) { for (j=0, client = svs.clients ; jactive) continue; MSG_WriteByte (&client->message, svc_updatekills); MSG_WriteByte (&client->message, i); MSG_WriteShort (&client->message, host_client->edict->v.kills); } host_client->old_points = host_client->edict->v.points; } } for (j=0, client = svs.clients ; jactive) continue; SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize); } SZ_Clear (&sv.reliable_datagram); } /* ======================= SV_SendNop Send a nop message without trashing or sending the accumulated client message buffer ======================= */ void SV_SendNop (client_t *client) { sizebuf_t msg; byte buf[4]; msg.data = buf; msg.maxsize = sizeof(buf); msg.cursize = 0; MSG_WriteChar (&msg, svc_nop); if (NET_SendUnreliableMessage (client->netconnection, &msg) == -1) SV_DropClient (true); // if the message couldn't send, kick off client->last_message = realtime; } /* ======================= SV_SendClientMessages ======================= */ void SV_SendClientMessages (void) { int i; // update frags, names, etc SV_UpdateToReliableMessages (); // build individual updates for (i=0, host_client = svs.clients ; iactive) continue; if (host_client->spawned) { if (!SV_SendClientDatagram (host_client)) continue; } else { // the player isn't totally in the game yet // send small keepalive messages if too much time has passed // send a full message when the next signon stage has been requested // some other message data (name changes, etc) may accumulate // between signon stages if (!host_client->sendsignon) { if (realtime - host_client->last_message > 5) SV_SendNop (host_client); continue; // don't send out non-signon messages } } // check for an overflowed message. Should only happen // on a very fucked up connection that backs up a lot, then // changes level if (host_client->message.overflowed) { SV_DropClient (true); host_client->message.overflowed = false; continue; } if (host_client->message.cursize || host_client->dropasap) { if (!NET_CanSendMessage (host_client->netconnection)) { // I_Printf ("can't write\n"); continue; } if (host_client->dropasap) SV_DropClient (false); // went to another level else { if (NET_SendMessage (host_client->netconnection , &host_client->message) == -1) SV_DropClient (true); // if the message couldn't send, kick off SZ_Clear (&host_client->message); host_client->last_message = realtime; host_client->sendsignon = false; } } } // clear muzzle flashes SV_CleanupEnts (); } /* ============================================================================== SERVER SPAWNING ============================================================================== */ /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i=0 ; ifree) continue; if (entnum > svs.maxclients && !svent->v.modelindex) continue; // // create entity baseline // VectorCopy (svent->v.origin, svent->baseline.origin); VectorCopy (svent->v.angles, svent->baseline.angles); svent->baseline.frame = svent->v.frame; svent->baseline.skin = svent->v.skin; if (entnum > 0 && entnum <= svs.maxclients) { svent->baseline.colormap = entnum; svent->baseline.modelindex = SV_ModelIndex("models/player.mdl"); } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex(pr_strings + svent->v.model); } // // add to the message // MSG_WriteByte (&sv.signon,svc_spawnbaseline); MSG_WriteShort (&sv.signon,entnum); MSG_WriteByte (&sv.signon, svent->baseline.modelindex); MSG_WriteByte (&sv.signon, svent->baseline.frame); MSG_WriteByte (&sv.signon, svent->baseline.colormap); MSG_WriteByte (&sv.signon, svent->baseline.skin); for (i=0 ; i<3 ; i++) { MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]); MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]); } } } /* ================ SV_SendReconnect Tell all the clients that the server is changing levels ================ */ void SV_SendReconnect (void) { char data[128]; sizebuf_t msg; msg.data = data; msg.cursize = 0; msg.maxsize = sizeof(data); MSG_WriteChar (&msg, svc_stufftext); MSG_WriteString (&msg, "reconnect\n"); NET_SendToAll (&msg, 5); if (cls.state != ca_dedicated) #ifdef QUAKE2 Cbuf_InsertText ("reconnect\n"); #else Cmd_ExecuteString ("reconnect\n", src_command); #endif } /* ================ SV_SaveSpawnparms Grabs the current state of each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; svs.serverflags = pr_global_struct->serverflags; for (i=0, host_client = svs.clients ; iactive) continue; // call the progs to get default spawn parms for the new client pr_global_struct->self = EDICT_TO_PROG(host_client->edict); PR_ExecuteProgram (pr_global_struct->SetChangeParms); for (j=0 ; jspawn_parms[j] = (&pr_global_struct->parm1)[j]; } } /* ================ SV_SpawnServer This is called at the start of each level ================ */ extern float scr_centertime_off; #ifdef QUAKE2 void SV_SpawnServer (char *server, char *startspot) #else void SV_SpawnServer (char *server) #endif { edict_t *ent; int i; // let's not have any servers with no name if (hostname.string[0] == 0) Cvar_Set ("hostname", "UNNAMED"); scr_centertime_off = 0; Con_DPrintf ("SpawnServer: %s\n",server); svs.changelevel_issued = false; // now safe to issue another // // tell all connected clients that we are going to a new level // if (sv.active) { SV_SendReconnect (); } // // make cvars consistant // if (coop.value) Cvar_SetValue ("deathmatch", 0); current_skill = (int)(skill.value + 0.5); if (current_skill < 0) current_skill = 0; if (current_skill > 3) current_skill = 3; Cvar_SetValue ("skill", (float)current_skill); // // set up the new server // Host_ClearMemory (); memset (&sv, 0, sizeof(sv)); strcpy (sv.name, server); #ifdef QUAKE2 if (startspot) strcpy(sv.startspot, startspot); #endif // load progs to get entity field count PR_LoadProgs (); // allocate server memory sv.max_edicts = MAX_EDICTS; sv.edicts = Hunk_AllocName (sv.max_edicts*pr_edict_size, "edicts"); sv.datagram.maxsize = sizeof(sv.datagram_buf); sv.datagram.cursize = 0; sv.datagram.data = sv.datagram_buf; sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf); sv.reliable_datagram.cursize = 0; sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.signon.maxsize = sizeof(sv.signon_buf); sv.signon.cursize = 0; sv.signon.data = sv.signon_buf; // leave slots at start for clients only sv.num_edicts = svs.maxclients+1; for (i=0 ; inumsubmodels ; i++) { sv.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], false); } // // load the rest of the entities // ent = EDICT_NUM(0); memset (&ent->v, 0, progs->entityfields * 4); ent->free = false; ent->v.model = sv.worldmodel->name - pr_strings; ent->v.modelindex = 1; // world model ent->v.solid = SOLID_BSP; ent->v.movetype = MOVETYPE_PUSH; if (coop.value) pr_global_struct->coop = coop.value; else pr_global_struct->deathmatch = deathmatch.value; pr_global_struct->mapname = sv.name - pr_strings; #ifdef QUAKE2 pr_global_struct->startspot = sv.startspot - pr_strings; #endif // serverflags are for cross level information (sigils) pr_global_struct->serverflags = svs.serverflags; ED_LoadFromFile (sv.worldmodel->entities); sv.active = true; // all setup is completed, any further precache statements are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = 0.1; SV_Physics (); SV_Physics (); // create a baseline for more efficient communications SV_CreateBaseline (); // send serverinfo to all connected clients for (i=0,host_client = svs.clients ; iactive) SV_SendServerinfo (host_client); Con_DPrintf ("Server spawned.\n"); } //ZOMBIE AI THINGS BELOVE THIS!!! #define W_MAX_TEMPSTRING 2048 char *w_string_temp; waypoint_ai waypoints[MAX_WAYPOINTS]; void Load_Waypoint () { char temp[64]; int i, p, s; vec3_t d; int h = 0; h = W_fopen(); w_string_temp = Z_Malloc(128); if (h == -1) { Con_DPrintf("No waypoint file (%s/maps/%s.way) found\n", com_gamedir, sv.name); return; } for (i = 1; i < MAX_WAYPOINTS; i++) { waypoints[i].used = 0; } i = 1; Con_DPrintf("Loading waypoints\n"); while (1) { if (strncmp(W_fgets (h), "Waypoint", 8)) { Con_DPrintf("Last waypoint\n"); break; } else { if (i == MAX_WAYPOINTS) Sys_Error ("Maximum waypoints loaded {%i)\n", MAX_WAYPOINTS); W_fgets (h); W_stov (W_substring (W_fgets (h), 9, 20), d); strcpy(temp, W_substring (W_fgets (h), 5, 20)); i = atoi (temp); waypoints[i].id = atoi (temp); VectorCopy (d, waypoints[i].origin); strcpy(waypoints[i].special, W_substring (W_fgets (h), 10, 20)); if (waypoints[i].special[0]) waypoints[i].open = 0; else waypoints[i].open = 1; strcpy(temp, W_substring (W_fgets (h), 9, 20)); waypoints[i].target[0] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[1] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[2] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[3] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[4] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[5] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[6] = atoi (temp); strcpy(temp, W_substring (W_fgets (h), 10, 20)); waypoints[i].target[7] = atoi (temp); W_fgets (h); W_fgets (h); waypoints[i].used = 1; Con_DPrintf("Waypoint (%i) id: %i, tag: %s, open: %i, target: %i, target2: %i, target3: %i, target4: %i, target5: %i, target6: %i, target7: %i, target8: %i\n", i, waypoints[i].id, waypoints[i].special, waypoints[i].open, waypoints[i].target[0], waypoints[i].target[1], waypoints[i].target[2], waypoints[i].target[3], waypoints[i].target[4], waypoints[i].target[5], waypoints[i].target[6], waypoints[i].target[7]); } } Con_DPrintf("Total waypoints: %i\n", i); for (i = 1;i < MAX_WAYPOINTS; i++) //for sake of saving time later we are now going to save each targets array position and distace to each waypoint { for (p = 0;waypoints[i].target[p]; p++) { for (s = 1; s < MAX_WAYPOINTS; s++) { if (s == MAX_WAYPOINTS) Sys_Error ("Waypoint (%i) without a target!\n", s); if (waypoints[i].target[p] == waypoints[s].id) { waypoints[i].dist[p] = VecLength2(waypoints[s].origin, waypoints[i].origin); waypoints[i].target_id[p] = s; break; } } } Con_DPrintf("Waypoint (%i)target: %i (%i, %f), target2: %i (%i, %f), target3: %i (%i, %f), target4: %i (%i, %f), target5: %i (%i, %f), target6: %i (%i, %f), target7: %i (%i, %f), target8: %i (%i, %f)\n", waypoints[i].id, waypoints[i].target[0], waypoints[i].target_id[0], waypoints[i].dist[0], waypoints[i].target[1], waypoints[i].target_id[1], waypoints[i].dist[1], waypoints[i].target[2], waypoints[i].target_id[2], waypoints[i].dist[2], waypoints[i].target[3], waypoints[i].target_id[3], waypoints[i].dist[3], waypoints[i].target[4], waypoints[i].target_id[4], waypoints[i].dist[4], waypoints[i].target[5], waypoints[i].target_id[5], waypoints[i].dist[5], waypoints[i].target[6], waypoints[i].target_id[6], waypoints[i].dist[6], waypoints[i].target[7], waypoints[i].target_id[7], waypoints[i].dist[7]); } W_fclose(h); //Z_Free (w_string_temp); }