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https://git.code.sf.net/p/quake/quakeforge-old
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446 lines
10 KiB
C
446 lines
10 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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Portions Copyright (C) 1999,2000 Nelson Rush.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <ctype.h>
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#include <quakedef.h>
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#include <qtypes.h>
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#include <net.h>
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#include <cmd.h>
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#include <sys.h>
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#include <console.h>
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#include <protocol.h>
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#include <server.h>
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#include <phys.h>
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#include <mathlib.h>
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#include <world.h>
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#include <crc.h>
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server_static_t svs; // persistant server info
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server_t sv; // local server
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char localmodels[MAX_MODELS][5]; // inline model names for precache
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char localinfo[MAX_LOCALINFO_STRING+1]; // local game info
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/*
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================
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SV_ModelIndex
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================
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*/
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int
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SV_ModelIndex ( char *name )
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{
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int i;
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if (!name || !name[0])
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return 0;
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for (i=0 ; i<MAX_MODELS && sv.model_precache[i] ; i++)
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if (!strcmp(sv.model_precache[i], name))
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return i;
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if (i==MAX_MODELS || !sv.model_precache[i])
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SV_Error ("SV_ModelIndex: model %s not precached", name);
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return i;
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}
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/*
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================
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SV_FlushSignon
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Moves to the next signon buffer if needed
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================
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*/
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void
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SV_FlushSignon ( void )
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{
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if (sv.signon.cursize < sv.signon.maxsize - 512)
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return;
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if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1)
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SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
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sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
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sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
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sv.num_signon_buffers++;
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sv.signon.cursize = 0;
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress the update messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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void
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SV_CreateBaseline ( void )
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{
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int i;
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edict_t *svent;
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int entnum;
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for (entnum = 0; entnum < sv.num_edicts ; entnum++)
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{
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svent = EDICT_NUM(entnum);
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if (svent->free)
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continue;
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// create baselines for all player slots,
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// and any other edict that has a visible model
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if (entnum > MAX_CLIENTS && !svent->v.modelindex)
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continue;
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//
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// create entity baseline
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//
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VectorCopy (svent->v.origin, svent->baseline.origin);
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VectorCopy (svent->v.angles, svent->baseline.angles);
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svent->baseline.frame = svent->v.frame;
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svent->baseline.skinnum = svent->v.skin;
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if (entnum > 0 && entnum <= MAX_CLIENTS)
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{
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svent->baseline.colormap = entnum;
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svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");
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}
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else
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{
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svent->baseline.colormap = 0;
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svent->baseline.modelindex =
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SV_ModelIndex(PR_GetString(svent->v.model));
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}
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//
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// flush the signon message out to a seperate buffer if
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// nearly full
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//
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SV_FlushSignon ();
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//
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// add to the message
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//
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MSG_WriteByte (&sv.signon,svc_spawnbaseline);
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MSG_WriteShort (&sv.signon,entnum);
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MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
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MSG_WriteByte (&sv.signon, svent->baseline.frame);
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MSG_WriteByte (&sv.signon, svent->baseline.colormap);
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MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
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for (i=0 ; i<3 ; i++)
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{
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MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
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MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
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}
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}
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}
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/*
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================
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SV_SaveSpawnparms
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Grabs the current state of the progs serverinfo flags
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and each client for saving across the
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transition to another level
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================
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*/
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void
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SV_SaveSpawnparms ( void )
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{
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int i, j;
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if (!sv.state)
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return; // no progs loaded yet
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// serverflags is the only game related thing maintained
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svs.serverflags = pr_global_struct->serverflags;
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for (i=0, host_client = svs.clients ; i<MAX_CLIENTS ; i++, host_client++)
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{
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if (host_client->state != cs_spawned)
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continue;
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// needs to reconnect
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host_client->state = cs_connected;
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// call the progs to get default spawn parms for the new client
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pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
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PR_ExecuteProgram (pr_global_struct->SetChangeParms);
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for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
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host_client->spawn_parms[j] = (&pr_global_struct->parm1)[j];
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}
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}
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/*
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================
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SV_CalcPHS
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Expands the PVS and calculates the PHS
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(Potentially Hearable Set)
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================
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*/
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void
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SV_CalcPHS ( void )
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{
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int rowbytes, rowwords;
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int i, j, k, l, index, num;
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int bitbyte;
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unsigned *dest, *src;
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byte *scan;
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int count, vcount;
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Con_Printf ("Building PHS...\n");
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num = sv.worldmodel->numleafs;
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rowwords = (num+31)>>5;
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rowbytes = rowwords*4;
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sv.pvs = Hunk_Alloc (rowbytes*num);
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scan = sv.pvs;
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vcount = 0;
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for (i=0 ; i<num ; i++, scan+=rowbytes)
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{
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memcpy (scan, Mod_LeafPVS(sv.worldmodel->leafs+i, sv.worldmodel),
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rowbytes);
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if (i == 0)
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continue;
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for (j=0 ; j<num ; j++)
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{
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if ( scan[j>>3] & (1<<(j&7)) )
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{
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vcount++;
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}
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}
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}
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sv.phs = Hunk_Alloc (rowbytes*num);
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count = 0;
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scan = sv.pvs;
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dest = (unsigned *)sv.phs;
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for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes)
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{
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memcpy (dest, scan, rowbytes);
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for (j=0 ; j<rowbytes ; j++)
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{
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bitbyte = scan[j];
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if (!bitbyte)
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continue;
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for (k=0 ; k<8 ; k++)
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{
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if (! (bitbyte & (1<<k)) )
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continue;
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// or this pvs row into the phs
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// +1 because pvs is 1 based
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index = ((j<<3)+k+1);
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if (index >= num)
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continue;
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src = (unsigned *)sv.pvs + index*rowwords;
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for (l=0 ; l<rowwords ; l++)
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dest[l] |= src[l];
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}
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}
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if (i == 0)
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continue;
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for (j=0 ; j<num ; j++)
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if ( ((byte *)dest)[j>>3] & (1<<(j&7)) )
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count++;
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}
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Con_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n"
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, vcount/num, count/num, num);
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}
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unsigned
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SV_CheckModel ( char *mdl )
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{
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byte stackbuf[1024]; // avoid dirtying the cache heap
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byte *buf;
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unsigned short crc;
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// int len;
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buf = (byte *)COM_LoadStackFile (mdl, stackbuf, sizeof(stackbuf));
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if (!buf)
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SV_Error ("SV_CheckModel: %s not found", mdl);
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crc = CRC_Block(buf, com_filesize);
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// for (len = com_filesize; len; len--, buf++)
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// CRC_ProcessByte(&crc, *buf);
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return crc;
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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This is only called from the SV_Map_f() function.
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================
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*/
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void
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SV_SpawnServer ( char *server )
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{
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edict_t *ent;
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int i;
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Con_DPrintf ("SpawnServer: %s\n",server);
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SV_SaveSpawnparms ();
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svs.spawncount++; // any partially connected client will be
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// restarted
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sv.state = ss_dead;
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Mod_ClearAll ();
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Hunk_FreeToLowMark (host_hunklevel);
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//
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// make cvars consistant
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//
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if (coop->value)
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Cvar_Set (deathmatch, "0");
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current_skill = (int)(skill->value + 0.5);
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if (current_skill < 0)
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current_skill = 0;
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if (current_skill > 3)
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current_skill = 3;
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Cvar_Set (skill, va("%d", (int)current_skill));
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// wipe the entire per-level structure
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memset (&sv, 0, sizeof(sv));
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sv.datagram.maxsize = sizeof(sv.datagram_buf);
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sv.datagram.data = sv.datagram_buf;
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sv.datagram.allowoverflow = true;
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sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
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sv.reliable_datagram.data = sv.reliable_datagram_buf;
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sv.multicast.maxsize = sizeof(sv.multicast_buf);
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sv.multicast.data = sv.multicast_buf;
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sv.master.maxsize = sizeof(sv.master_buf);
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sv.master.data = sv.master_buf;
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sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
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sv.signon.data = sv.signon_buffers[0];
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sv.num_signon_buffers = 1;
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strcpy (sv.name, server);
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// load progs to get entity field count
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// which determines how big each edict is
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PR_LoadProgs ();
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// allocate edicts
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sv.edicts = Hunk_AllocName (MAX_EDICTS*pr_edict_size, "edicts");
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// leave slots at start for clients only
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sv.num_edicts = MAX_CLIENTS+1;
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for (i=0 ; i<MAX_CLIENTS ; i++)
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{
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ent = EDICT_NUM(i+1);
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svs.clients[i].edict = ent;
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//ZOID - make sure we update frags right
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svs.clients[i].old_frags = 0;
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}
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sv.time = 1.0;
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strcpy (sv.name, server);
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snprintf(sv.modelname, sizeof(sv.modelname),"maps/%s.bsp", server);
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sv.worldmodel = Mod_ForName (sv.modelname, true);
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SV_CalcPHS ();
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//
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// clear physics interaction links
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//
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SV_ClearWorld ();
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sv.sound_precache[0] = pr_strings;
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sv.model_precache[0] = pr_strings;
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sv.model_precache[1] = sv.modelname;
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sv.models[1] = sv.worldmodel;
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for (i=1 ; i<sv.worldmodel->numsubmodels ; i++)
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{
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sv.model_precache[1+i] = localmodels[i];
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sv.models[i+1] = Mod_ForName (localmodels[i], false);
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}
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//check player/eyes models for hacks
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sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
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sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
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//
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// spawn the rest of the entities on the map
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//
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// precache and static commands can be issued during
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// map initialization
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sv.state = ss_loading;
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ent = EDICT_NUM(0);
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ent->free = false;
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ent->v.model = PR_SetString(sv.worldmodel->name);
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ent->v.modelindex = 1; // world model
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ent->v.solid = SOLID_BSP;
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ent->v.movetype = MOVETYPE_PUSH;
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pr_global_struct->mapname = PR_SetString(sv.name);
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// serverflags are for cross level information (sigils)
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pr_global_struct->serverflags = svs.serverflags;
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// run the frame start qc function to let progs check cvars
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SV_ProgStartFrame ();
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// load and spawn all other entities
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ED_LoadFromFile (sv.worldmodel->entities);
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// look up some model indexes for specialized message compression
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SV_FindModelNumbers ();
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// all spawning is completed, any further precache statements
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// or prog writes to the signon message are errors
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sv.state = ss_active;
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// run two frames to allow everything to settle
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host_frametime = 0.1;
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SV_Physics ();
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SV_Physics ();
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// save movement vars
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SV_SetMoveVars();
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// create a baseline for more efficient communications
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SV_CreateBaseline ();
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sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
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Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING);
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Con_DPrintf ("Server spawned.\n");
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}
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