/* sv_init.c (description) 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "crc.h" #include "msg.h" #include "quakefs.h" #include "server.h" #include "world.h" #include "va.h" server_t sv; // local server char localmodels[MAX_MODELS][5]; // inline model names for precache char localinfo[MAX_LOCALINFO_STRING + 1]; // local game info /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i = 0; i < MAX_MODELS && sv.model_precache[i]; i++) if (!strcmp (sv.model_precache[i], name)) return i; if (i == MAX_MODELS || !sv.model_precache[i]) SV_Error ("SV_ModelIndex: model %s not precached", name); return i; } /* ================ SV_FlushSignon Moves to the next signon buffer if needed ================ */ void SV_FlushSignon (void) { if (sv.signon.cursize < sv.signon.maxsize - 512) return; if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS - 1) SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1"); sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize; sv.signon.data = sv.signon_buffers[sv.num_signon_buffers]; sv.num_signon_buffers++; sv.signon.cursize = 0; } /* ================ SV_CreateBaseline Entity baselines are used to compress the update messages to the clients -- only the fields that differ from the baseline will be transmitted ================ */ void SV_CreateBaseline (void) { int i; edict_t *svent; int entnum; for (entnum = 0; entnum < sv.num_edicts; entnum++) { svent = EDICT_NUM (&sv_pr_state, entnum); if (svent->free) continue; // create baselines for all player slots, // and any other edict that has a visible model if (entnum > MAX_CLIENTS && !svent->v.v.modelindex) continue; // // create entity baseline // VectorCopy (svent->v.v.origin, svent->baseline.origin); VectorCopy (svent->v.v.angles, svent->baseline.angles); svent->baseline.frame = svent->v.v.frame; svent->baseline.skinnum = svent->v.v.skin; if (entnum > 0 && entnum <= MAX_CLIENTS) { svent->baseline.colormap = entnum; svent->baseline.modelindex = SV_ModelIndex ("progs/player.mdl"); } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex (PR_GetString (&sv_pr_state, svent->v.v.model)); } // LordHavoc: setup baseline to include new effects svent->baseline.alpha = 255; svent->baseline.scale = 16; svent->baseline.glowsize = 0; svent->baseline.glowcolor = 254; svent->baseline.colormap = 255; // // flush the signon message out to a seperate buffer if // nearly full // SV_FlushSignon (); // // 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.skinnum); for (i = 0; i < 3; i++) { MSG_WriteCoord (&sv.signon, svent->baseline.origin[i]); MSG_WriteAngle (&sv.signon, svent->baseline.angles[i]); } } } /* ================ 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 = sv_pr_state.pr_global_struct->serverflags; for (i = 0, host_client = svs.clients; i < MAX_CLIENTS; i++, host_client++) { if (host_client->state != cs_spawned) continue; // needs to reconnect host_client->state = cs_connected; // call the progs to get default spawn parms for the new client sv_pr_state.pr_global_struct->self = EDICT_TO_PROG (&sv_pr_state, host_client->edict); PR_ExecuteProgram (&sv_pr_state, sv_pr_state.pr_global_struct->SetChangeParms); for (j = 0; j < NUM_SPAWN_PARMS; j++) host_client->spawn_parms[j] = (&sv_pr_state.pr_global_struct->parm1)[j]; } } /* ================ SV_CalcPHS Expands the PVS and calculates the PHS (Potentially Hearable Set) ================ */ void SV_CalcPHS (void) { int rowbytes, rowwords; int i, j, k, l, index, num; int bitbyte; unsigned int *dest, *src; byte *scan; int count, vcount; Con_Printf ("Building PHS...\n"); num = sv.worldmodel->numleafs; rowwords = (num + 31) >> 5; rowbytes = rowwords * 4; sv.pvs = Hunk_Alloc (rowbytes * num); scan = sv.pvs; vcount = 0; for (i = 0; i < num; i++, scan += rowbytes) { memcpy (scan, Mod_LeafPVS (sv.worldmodel->leafs + i, sv.worldmodel), rowbytes); if (i == 0) continue; for (j = 0; j < num; j++) { if (scan[j >> 3] & (1 << (j & 7))) { vcount++; } } } sv.phs = Hunk_Alloc (rowbytes * num); count = 0; scan = sv.pvs; dest = (unsigned int *) sv.phs; for (i = 0; i < num; i++, dest += rowwords, scan += rowbytes) { memcpy (dest, scan, rowbytes); for (j = 0; j < rowbytes; j++) { bitbyte = scan[j]; if (!bitbyte) continue; for (k = 0; k < 8; k++) { if (!(bitbyte & (1 << k))) continue; // or this pvs row into the phs // +1 because pvs is 1 based index = ((j << 3) + k + 1); if (index >= num) continue; src = (unsigned int *) sv.pvs + index * rowwords; for (l = 0; l < rowwords; l++) dest[l] |= src[l]; } } if (i == 0) continue; for (j = 0; j < num; j++) if (((byte *) dest)[j >> 3] & (1 << (j & 7))) count++; } Con_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n", vcount / num, count / num, num); } unsigned int SV_CheckModel (char *mdl) { byte stackbuf[1024]; // avoid dirtying the cache heap byte *buf; unsigned short crc = 0; // int len; buf = (byte *) COM_LoadStackFile (mdl, stackbuf, sizeof (stackbuf)); if (buf) { crc = CRC_Block (buf, com_filesize); } else { Con_Printf ("WARNING: cannot generate checksum for %s\n", mdl); } return crc; } /* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. This is only called from the SV_Map_f() function. ================ */ void SV_SpawnServer (char *server) { edict_t *ent; int i; Con_DPrintf ("SpawnServer: %s\n", server); SV_SaveSpawnparms (); svs.spawncount++; // any partially connected client // will be // restarted sv.state = ss_dead; sv_pr_state.null_bad = 0; Mod_ClearAll (); Hunk_FreeToLowMark (host_hunklevel); // wipe the entire per-level structure memset (&sv, 0, sizeof (sv)); sv.datagram.maxsize = sizeof (sv.datagram_buf); sv.datagram.data = sv.datagram_buf; sv.datagram.allowoverflow = true; sv.reliable_datagram.maxsize = sizeof (sv.reliable_datagram_buf); sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.multicast.maxsize = sizeof (sv.multicast_buf); sv.multicast.data = sv.multicast_buf; sv.master.maxsize = sizeof (sv.master_buf); sv.master.data = sv.master_buf; sv.signon.maxsize = sizeof (sv.signon_buffers[0]); sv.signon.data = sv.signon_buffers[0]; sv.num_signon_buffers = 1; strcpy (sv.name, server); // load progs to get entity field count // which determines how big each edict is SV_LoadProgs (); Info_SetValueForStarKey (svs.info, "*progs", va ("%i", sv_pr_state.crc), MAX_SERVERINFO_STRING); // allocate edicts sv.edicts = Hunk_AllocName (MAX_EDICTS * sv_pr_state.pr_edict_size, "edicts"); // leave slots at start for clients only sv.num_edicts = MAX_CLIENTS + 1; for (i = 0; i < MAX_CLIENTS; i++) { ent = EDICT_NUM (&sv_pr_state, i + 1); svs.clients[i].edict = ent; //ZOID - make sure we update frags right svs.clients[i].old_frags = 0; } sv.time = 1.0; strncpy (sv.name, server, sizeof (sv.name)); snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server); sv.worldmodel = Mod_ForName (sv.modelname, true); SV_CalcPHS (); // // clear physics interaction links // SV_ClearWorld (); sv.sound_precache[0] = sv_pr_state.pr_strings; sv.model_precache[0] = sv_pr_state.pr_strings; sv.model_precache[1] = sv.modelname; sv.models[1] = sv.worldmodel; for (i = 1; i < sv.worldmodel->numsubmodels; i++) { sv.model_precache[1 + i] = localmodels[i]; sv.models[i + 1] = Mod_ForName (localmodels[i], false); } // check player/eyes models for hacks sv.model_player_checksum = SV_CheckModel ("progs/player.mdl"); sv.eyes_player_checksum = SV_CheckModel ("progs/eyes.mdl"); // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; sv_pr_state.null_bad = 0; ent = EDICT_NUM (&sv_pr_state, 0); ent->free = false; ent->v.v.model = PR_SetString (&sv_pr_state, sv.worldmodel->name); ent->v.v.modelindex = 1; // world model ent->v.v.solid = SOLID_BSP; ent->v.v.movetype = MOVETYPE_PUSH; sv_pr_state.pr_global_struct->mapname = PR_SetString (&sv_pr_state, sv.name); // serverflags are for cross level information (sigils) sv_pr_state.pr_global_struct->serverflags = svs.serverflags; // run the frame start qc function to let progs check cvars SV_ProgStartFrame (); // load and spawn all other entities ED_LoadFromFile (&sv_pr_state, sv.worldmodel->entities); // look up some model indexes for specialized message compression SV_FindModelNumbers (); // all spawning is completed, any further precache statements // or prog writes to the signon message are errors sv.state = ss_active; sv_pr_state.null_bad = 1; // run two frames to allow everything to settle sv_frametime = 0.1; SV_Physics (); SV_Physics (); // save movement vars SV_SetMoveVars (); // create a baseline for more efficient communications SV_CreateBaseline (); sv.signon_buffer_size[sv.num_signon_buffers - 1] = sv.signon.cursize; Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING); Con_DPrintf ("Server spawned.\n"); }