game-source/klik/qw/sz_watch.qc

136 lines
2.8 KiB
C++

#include "common.qh"
#include "server.qh"
#include "protocol.qh"
#include "misc.qh"
/*
All this crap is to make sure we don't overflow the signon
buffer or message buffer, since Quake doesn't bother to
just split the messages for us.
And since, at best, it will crash with an error if the buffer
gets overflowed.
*/
// ========================================================================
// Don't change these unless you know what you're doing.
#define SV_SIGNON_BUFFERS 8
#define SV_SIGNON_BUFFER_SWAP 512
// QF == 1, twilight/stock == 0
#define SV_FLUSHSIGNON_BREAKS 1
#define SV_MAX_DATAGRAM 1450
#define SV_FRAME_OVERHEAD 725 /* Wild guess. */
#define SIZEOF_BASELINE 22
#define SIZEOF_AMBIENTSOUND 16
#define SIZEOF_MAKESTATIC 20
// ========================================================================
float sv_signon_buf_remaining;
float sv_signon_remaining;
float sv_frame_remaining;
// =================
float(float space) SZ_GetSpace_frame = {
if (sv_frame_remaining < space)
return FALSE;
sv_frame_remaining -= space;
return TRUE;
};
entity SZ_self;
float(float space) SZ_GetSpace_signon = {
if (sv_spawning || !SV_FLUSHSIGNON_BREAKS) {
if (self != SZ_self) {
SZ_self = self;
if (sv_signon_remaining < (SV_MAX_DATAGRAM - 512)) {
if (--sv_signon_buf_remaining <= 0)
return FALSE;
sv_signon_remaining = SV_MAX_DATAGRAM;
}
}
}
if (sv_signon_remaining < space)
return FALSE;
sv_signon_remaining -= space;
return TRUE;
};
// =================
void() SZ_init = {
sv_signon_buf_remaining = SV_SIGNON_BUFFERS;
sv_signon_remaining = SV_MAX_DATAGRAM;
while (self = nextent(self))
SZ_GetSpace_signon(SIZEOF_BASELINE);
self = world;
};
void() SZ_frame = {
sv_frame_remaining = SV_MAX_DATAGRAM - SV_FRAME_OVERHEAD;
};
// =================
void(entity e) makestatic = {
e.solid = SOLID_NOT;
e.movetype = MOVETYPE_NONE;
e.velocity = '0 0 0';
e.avelocity = '0 0 0';
e.nextthink = -1;
/* No more space? Just let it be... */
if (!SZ_GetSpace_signon(SIZEOF_MAKESTATIC))
return;
if (!sv_spawning) {
if (!SZ_GetSpace_frame(SIZEOF_MAKESTATIC)) {
self.think = SUB_makestatic;
self.nextthink = time + sv_mintic;
return;
}
WriteByte(MSG_ALL, SVC_MAKESTATIC);
WriteByte(MSG_ALL, e.modelindex);
WriteByte(MSG_ALL, e.frame);
WriteByte(MSG_ALL, e.colormap);
WriteByte(MSG_ALL, e.skin);
WriteCoord(MSG_ALL, e.origin_x);
WriteCoord(MSG_ALL, e.origin_y);
WriteCoord(MSG_ALL, e.origin_z);
WriteAngle(MSG_ALL, e.angles_x);
WriteAngle(MSG_ALL, e.angles_y);
WriteAngle(MSG_ALL, e.angles_z);
}
BUILTIN_makestatic(e);
};
void(vector pos, string samp, float vol, float atten) ambientsound = {
if (!sv_spawning)
error("ambientsound after spawn functions\n");
SZ_GetSpace_signon(SIZEOF_AMBIENTSOUND);
/* Do it anyway */
BUILTIN_ambientsound(pos, samp, vol, atten);
};