quakeforge/nq/source/sv_main.c

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/*
sv_main.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
*/
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static const char rcsid[] =
"$Id$";
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/console.h"
#include "QF/cmd.h"
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#include "QF/cvar.h"
#include "QF/msg.h"
#include "QF/sys.h"
#include "compat.h"
#include "host.h"
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#include "server.h"
#include "sv_progs.h"
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#include "world.h"
server_t sv;
server_static_t svs;
char localmodels[MAX_MODELS][5]; // inline model names for precache
entity_state_t baselines[MAX_EDICTS];
void
SV_Init (void)
{
int i;
sv_maxvelocity = Cvar_Get ("sv_maxvelocity", "2000", CVAR_NONE, NULL,
"None");
sv_gravity = Cvar_Get ("sv_gravity", "800", CVAR_SERVERINFO, Cvar_Info,
"None");
sv_friction = Cvar_Get ("sv_friction", "4", CVAR_SERVERINFO, Cvar_Info,
"None");
sv_edgefriction = Cvar_Get ("edgefriction", "2", CVAR_NONE, NULL, "None");
sv_stopspeed = Cvar_Get ("sv_stopspeed", "100", CVAR_NONE, NULL, "None");
sv_maxspeed = Cvar_Get ("sv_maxspeed", "320", CVAR_SERVERINFO, Cvar_Info,
"None");
sv_accelerate = Cvar_Get ("sv_accelerate", "10", CVAR_NONE, NULL, "None");
sv_idealpitchscale = Cvar_Get ("sv_idealpitchscale", "0.8", CVAR_NONE,
NULL, "None");
sv_aim = Cvar_Get ("sv_aim", "0.93", CVAR_NONE, NULL, "None");
sv_nostep = Cvar_Get ("sv_nostep", "0", CVAR_NONE, NULL, "None");
for (i = 0; i < MAX_MODELS; i++)
snprintf (localmodels[i], sizeof (localmodels[i]), "*%i", i);
}
// EVENT MESSAGES =============================================================
/*
SV_StartParticle
Make sure the event gets sent to all clients
*/
void
SV_StartParticle (const vec3_t org, const vec3_t dir, int color, int count)
{
int i, v;
if (sv.datagram.cursize > MAX_DATAGRAM - 16)
return;
MSG_WriteByte (&sv.datagram, svc_particle);
MSG_WriteCoordV (&sv.datagram, org);
for (i = 0; i < 3; i++) {
v = dir[i] * 16;
if (v > 127)
v = 127;
else if (v < -128)
v = -128;
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MSG_WriteByte (&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
already 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
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SV_StartSound (edict_t *entity, int channel, const char *sample, int volume,
float attenuation)
{
int ent, field_mask, sound_num, i;
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_num < MAX_SOUNDS
&& sv.sound_precache[sound_num]; sound_num++)
if (!strcmp (sample, sv.sound_precache[sound_num]))
break;
if (sound_num == MAX_SOUNDS || !sv.sound_precache[sound_num]) {
Con_Printf ("SV_StartSound: %s not precacheed\n", sample);
return;
}
ent = NUM_FOR_EDICT (&sv_pr_state, entity);
channel = (ent << 3) | channel;
field_mask = 0;
if (volume != DEFAULT_SOUND_PACKET_VOLUME)
field_mask |= SND_VOLUME;
if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION)
field_mask |= SND_ATTENUATION;
// directed messages go only to the entity the are targeted on
MSG_WriteByte (&sv.datagram, svc_sound);
MSG_WriteByte (&sv.datagram, field_mask);
if (field_mask & SND_VOLUME)
MSG_WriteByte (&sv.datagram, volume);
if (field_mask & SND_ATTENUATION)
MSG_WriteByte (&sv.datagram, attenuation * 64);
MSG_WriteShort (&sv.datagram, channel);
MSG_WriteByte (&sv.datagram, sound_num);
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for (i=0; i < 3; i++) // FIXME: replace with MSG_WriteCoordV?
MSG_WriteCoord (&sv.datagram, SVvector (entity, origin)[i] + 0.5 *
(SVvector (entity, mins)[i] +
SVvector (entity, 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.
*/
static void
SV_SendServerinfo (client_t *client)
{
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const char **s;
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char message[2048];
MSG_WriteByte (&client->message, svc_print);
snprintf (message, sizeof (message), "%c\nVersion %s server (%i CRC)", 2,
NQ_VERSION, sv_pr_state.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->int_val && deathmatch->int_val)
MSG_WriteByte (&client->message, GAME_DEATHMATCH);
else
MSG_WriteByte (&client->message, GAME_COOP);
snprintf (message, sizeof (message),
PR_GetString (&sv_pr_state, SVstring (sv.edicts, 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, SVfloat (sv.edicts, sounds));
MSG_WriteByte (&client->message, SVfloat (sv.edicts, sounds));
// set view
MSG_WriteByte (&client->message, svc_setview);
MSG_WriteShort (&client->message,
NUM_FOR_EDICT (&sv_pr_state, 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.
*/
static 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 (&sv_pr_state, 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
client->privileged = false;
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 (&sv_pr_state, sv_funcs.SetNewParms);
for (i = 0; i < NUM_SPAWN_PARMS; i++)
client->spawn_parms[i] = sv_globals.parms[i];
}
SV_SendServerinfo (client);
}
void
SV_CheckForNewClients (void)
{
int i;
struct qsocket_s *ret;
// check for new connections
while (1) {
ret = NET_CheckNewConnections ();
if (!ret)
break;
// init a new client structure
for (i = 0; i < svs.maxclients; i++)
if (!svs.clients[i].active)
break;
if (i == svs.maxclients)
Sys_Error ("Host_CheckForNewClients: no free clients");
svs.clients[i].netconnection = ret;
SV_ConnectClient (i);
net_activeconnections++;
}
}
// FRAME UPDATES ==============================================================
void
SV_ClearDatagram (void)
{
SZ_Clear (&sv.datagram);
}
/*
The PVS must include a small area around the client to allow head bobbing
or other small motion on the client side. Otherwise, a bob might cause an
entity that should be visible to not show up, especially when the bob
crosses a waterline.
*/
int fatbytes;
byte fatpvs[MAX_MAP_LEAFS / 8];
static void
SV_AddToFatPVS (vec3_t org, mnode_t *node)
{
int i;
float d;
byte *pvs;
mplane_t *plane;
while (1) {
// if this is a leaf, accumulate the pvs bits
if (node->contents < 0) {
if (node->contents != CONTENTS_SOLID) {
pvs = Mod_LeafPVS ((mleaf_t *) node, sv.worldmodel);
for (i = 0; i < fatbytes; i++)
fatpvs[i] |= pvs[i];
}
return;
}
plane = node->plane;
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.
*/
static byte *
SV_FatPVS (vec3_t org)
{
fatbytes = (sv.worldmodel->numleafs + 31) >> 3;
memset (fatpvs, 0, fatbytes);
SV_AddToFatPVS (org, sv.worldmodel->nodes);
return fatpvs;
}
//=============================================================================
static void
SV_WriteEntitiesToClient (edict_t *clent, sizebuf_t *msg)
{
int bits, e, i;
byte *pvs;
float miss;
vec3_t org;
edict_t *ent;
// find the client's PVS
VectorAdd (SVvector (clent, origin), SVvector (clent, view_ofs), org);
pvs = SV_FatPVS (org);
// send over all entities (excpet the client) that touch the pvs
ent = NEXT_EDICT (&sv_pr_state, sv.edicts);
for (e = 1; e < sv.num_edicts; e++, ent = NEXT_EDICT (&sv_pr_state, ent)) {
// ignore if not touching a PV leaf
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if (ent != clent) { // clent is ALLWAYS sent
// ignore ents without visible models
if (!SVfloat (ent, modelindex) ||
!*PR_GetString (&sv_pr_state, SVstring (ent, 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 = SVvector (ent, origin)[i] -
((entity_state_t*)ent->data)->origin[i];
if (miss < -0.1 || miss > 0.1)
bits |= U_ORIGIN1 << i;
}
if (SVvector (ent, angles)[0] !=
((entity_state_t*)ent->data)->angles[0])
bits |= U_ANGLE1;
if (SVvector (ent, angles)[1] !=
((entity_state_t*)ent->data)->angles[1])
bits |= U_ANGLE2;
if (SVvector (ent, angles)[2] !=
((entity_state_t*)ent->data)->angles[2])
bits |= U_ANGLE3;
if (SVfloat (ent, movetype) == MOVETYPE_STEP)
bits |= U_NOLERP; // don't mess up the step animation
if (((entity_state_t*)ent->data)->colormap != SVfloat (ent, colormap))
bits |= U_COLORMAP;
if (((entity_state_t*)ent->data)->skin != SVfloat (ent, skin))
bits |= U_SKIN;
if (((entity_state_t*)ent->data)->frame != SVfloat (ent, frame))
bits |= U_FRAME;
if (((entity_state_t*)ent->data)->effects != SVfloat (ent, effects))
bits |= U_EFFECTS;
if (((entity_state_t*)ent->data)->modelindex != SVfloat (ent,
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, SVfloat (ent, modelindex));
if (bits & U_FRAME)
MSG_WriteByte (msg, SVfloat (ent, frame));
if (bits & U_COLORMAP)
MSG_WriteByte (msg, SVfloat (ent, colormap));
if (bits & U_SKIN)
MSG_WriteByte (msg, SVfloat (ent, skin));
if (bits & U_EFFECTS)
MSG_WriteByte (msg, SVfloat (ent, effects));
if (bits & U_ORIGIN1)
MSG_WriteCoord (msg, SVvector (ent, origin)[0]);
if (bits & U_ANGLE1)
MSG_WriteAngle (msg, SVvector (ent, angles)[0]);
if (bits & U_ORIGIN2)
MSG_WriteCoord (msg, SVvector (ent, origin)[1]);
if (bits & U_ANGLE2)
MSG_WriteAngle (msg, SVvector (ent, angles)[1]);
if (bits & U_ORIGIN3)
MSG_WriteCoord (msg, SVvector (ent, origin)[2]);
if (bits & U_ANGLE3)
MSG_WriteAngle (msg, SVvector (ent, angles)[2]);
}
}
static void
SV_CleanupEnts (void)
{
int e;
edict_t *ent;
ent = NEXT_EDICT (&sv_pr_state, sv.edicts);
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for (e = 1; e < sv.num_edicts; e++, ent = NEXT_EDICT (&sv_pr_state, ent))
SVfloat (ent, effects) = (int) SVfloat (ent, effects)
& ~EF_MUZZLEFLASH;
}
void
SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg)
{
int bits, items, i;
edict_t *other;
// send a damage message
if (SVfloat (ent, dmg_take) || SVfloat (ent, dmg_save)) {
other = PROG_TO_EDICT (&sv_pr_state, SVentity (ent, dmg_inflictor));
MSG_WriteByte (msg, svc_damage);
MSG_WriteByte (msg, SVfloat (ent, dmg_save));
MSG_WriteByte (msg, SVfloat (ent, dmg_take));
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for (i=0; i < 3; i++) // FIXME: replace with MSG_WriteCoordV
MSG_WriteCoord (msg, SVvector (other, origin)[i] + 0.5 *
(SVvector (other, mins)[i] +
SVvector (other, maxs)[i]));
SVfloat (ent, dmg_take) = 0;
SVfloat (ent, dmg_save) = 0;
}
// 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 (SVfloat (ent, fixangle)) {
MSG_WriteByte (msg, svc_setangle);
MSG_WriteAngleV (msg, SVvector (ent, angles));
SVfloat (ent, fixangle) = 0;
}
bits = 0;
if (SVvector (ent, view_ofs)[2] != DEFAULT_VIEWHEIGHT)
bits |= SU_VIEWHEIGHT;
if (SVfloat (ent, idealpitch))
bits |= SU_IDEALPITCH;
// stuff the sigil bits into the high bits of items for sbar, or else
// mix in items2
if (sv_fields.items2 != -1)
items = (int) SVfloat (ent, items) | ((int) SVfloat (ent, items2)
<< 23);
else
items = (int) SVfloat (ent, items) | ((int) *sv_globals.serverflags
<< 28);
bits |= SU_ITEMS;
if ((int) SVfloat (ent, flags) & FL_ONGROUND)
bits |= SU_ONGROUND;
if (SVfloat (ent, waterlevel) >= 2)
bits |= SU_INWATER;
for (i = 0; i < 3; i++) {
if (SVvector (ent, punchangle)[i])
bits |= (SU_PUNCH1 << i);
if (SVvector (ent, velocity)[i])
bits |= (SU_VELOCITY1 << i);
}
if (SVfloat (ent, weaponframe))
bits |= SU_WEAPONFRAME;
if (SVfloat (ent, armorvalue))
bits |= SU_ARMOR;
// if (SVfloat (ent, weapon))
bits |= SU_WEAPON;
// send the data
MSG_WriteByte (msg, svc_clientdata);
MSG_WriteShort (msg, bits);
if (bits & SU_VIEWHEIGHT)
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MSG_WriteByte (msg, SVvector (ent, view_ofs)[2]);
if (bits & SU_IDEALPITCH)
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MSG_WriteByte (msg, SVfloat (ent, idealpitch));
for (i = 0; i < 3; i++) {
if (bits & (SU_PUNCH1 << i))
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MSG_WriteByte (msg, SVvector (ent, punchangle)[i]);
if (bits & (SU_VELOCITY1 << i))
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MSG_WriteByte (msg, SVvector (ent, velocity)[i] / 16);
}
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// if (bits & SU_ITEMS) // [always sent]
MSG_WriteLong (msg, items);
if (bits & SU_WEAPONFRAME)
MSG_WriteByte (msg, SVfloat (ent, weaponframe));
if (bits & SU_ARMOR)
MSG_WriteByte (msg, SVfloat (ent, armorvalue));
if (bits & SU_WEAPON)
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MSG_WriteByte (msg, SV_ModelIndex (PR_GetString (&sv_pr_state, SVstring
(ent, weaponmodel))));
MSG_WriteShort (msg, SVfloat (ent, health));
MSG_WriteByte (msg, SVfloat (ent, currentammo));
MSG_WriteByte (msg, SVfloat (ent, ammo_shells));
MSG_WriteByte (msg, SVfloat (ent, ammo_nails));
MSG_WriteByte (msg, SVfloat (ent, ammo_rockets));
MSG_WriteByte (msg, SVfloat (ent, ammo_cells));
if (standard_quake) {
MSG_WriteByte (msg, SVfloat (ent, weapon));
} else {
for (i = 0; i < 32; i++) {
if (((int) SVfloat (ent, weapon)) & (1 << i)) {
MSG_WriteByte (msg, i);
break;
}
}
}
}
static 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;
}
static 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; i < svs.maxclients;
i++, host_client++) {
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if (host_client->old_frags != (int) SVfloat (host_client->edict,
frags)) {
for (j = 0, client = svs.clients; j < svs.maxclients; j++,
client++) {
if (!client->active)
continue;
MSG_WriteByte (&client->message, svc_updatefrags);
MSG_WriteByte (&client->message, i);
MSG_WriteShort (&client->message,
SVfloat (host_client->edict, frags));
}
host_client->old_frags = SVfloat (host_client->edict, frags);
}
}
for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++) {
if (!client->active)
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
*/
static void
SV_SendNop (client_t *client)
{
sizebuf_t msg;
byte buf[4];
msg.data = buf;
msg.maxsize = sizeof (buf);
msg.cursize = 0;
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MSG_WriteByte (&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;
}
void
SV_SendClientMessages (void)
{
int i;
// update frags, names, etc
SV_UpdateToReliableMessages ();
// build individual updates
for (i = 0, host_client = svs.clients; i < svs.maxclients;
i++, host_client++) {
if (!host_client->active)
continue;
if (host_client->spawned) {
if (!SV_SendClientDatagram (host_client))
continue;
} else {
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// 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
}
}
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// 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 ============================================================
int
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SV_ModelIndex (const 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])
Sys_Error ("SV_ModelIndex: model %s not precached", name);
return i;
}
static void
SV_CreateBaseline (void)
{
int entnum;
edict_t *svent;
for (entnum = 0; entnum < sv.num_edicts; entnum++) {
// get the current server version
svent = EDICT_NUM (&sv_pr_state, entnum);
if (svent->free)
continue;
if (entnum > svs.maxclients && !SVfloat (svent, modelindex))
continue;
// create entity baseline
VectorCopy (SVvector (svent, origin),
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((entity_state_t *) svent->data)->origin);
VectorCopy (SVvector (svent, angles),
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((entity_state_t *) svent->data)->angles);
((entity_state_t *) svent->data)->frame = SVfloat (svent, frame);
((entity_state_t *) svent->data)->skin = SVfloat (svent, skin);
if (entnum > 0 && entnum <= svs.maxclients) {
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((entity_state_t *) svent->data)->colormap = entnum;
((entity_state_t *) svent->data)->modelindex = SV_ModelIndex
("progs/player.mdl");
} else {
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((entity_state_t *) svent->data)->colormap = 0;
((entity_state_t *) svent->data)->modelindex =
SV_ModelIndex (PR_GetString (&sv_pr_state, SVstring (svent,
model)));
}
// add to the message
MSG_WriteByte (&sv.signon, svc_spawnbaseline);
MSG_WriteShort (&sv.signon, entnum);
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MSG_WriteByte (&sv.signon,
((entity_state_t *) svent->data)->modelindex);
MSG_WriteByte (&sv.signon, ((entity_state_t *) svent->data)->frame);
MSG_WriteByte (&sv.signon, ((entity_state_t *) svent->data)->colormap);
MSG_WriteByte (&sv.signon, ((entity_state_t *) svent->data)->skin);
MSG_WriteCoordAngleV (&sv.signon,
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((entity_state_t *) svent->data)->origin,
((entity_state_t *) svent->data)->angles);
}
}
/*
SV_SendReconnect
Tell all the clients that the server is changing levels
*/
static void
SV_SendReconnect (void)
{
char data[128];
sizebuf_t msg;
msg.data = data;
msg.cursize = 0;
msg.maxsize = sizeof (data);
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MSG_WriteByte (&msg, svc_stufftext);
MSG_WriteString (&msg, "reconnect\n");
NET_SendToAll (&msg, 5);
if (cls.state != ca_dedicated)
Cmd_ExecuteString ("reconnect\n", src_command);
}
/*
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 = *sv_globals.serverflags;
for (i = 0, host_client = svs.clients; i < svs.maxclients;
i++, host_client++) {
if (!host_client->active)
continue;
// call the progs to get default spawn parms for the new client
*sv_globals.self =
EDICT_TO_PROG (&sv_pr_state, host_client->edict);
PR_ExecuteProgram (&sv_pr_state, sv_funcs.SetChangeParms);
for (j = 0; j < NUM_SPAWN_PARMS; j++)
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host_client->spawn_parms[j] = sv_globals.parms[j];
}
}
/*
SV_SpawnServer
This is called at the start of each level
*/
void
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SV_SpawnServer (const char *server)
{
int i;
edict_t *ent;
// 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->int_val)
Cvar_SetValue (deathmatch, 0);
current_skill = skill->int_val;
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);
// load progs to get entity field count
sv.max_edicts = MAX_EDICTS;
SV_LoadProgs ();
// init the data field of the edicts
for (i = 0; i < MAX_EDICTS; i++) {
ent = EDICT_NUM (&sv_pr_state, i);
ent->data = &baselines[i];
}
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; i < svs.maxclients; i++) {
ent = EDICT_NUM (&sv_pr_state, i + 1);
svs.clients[i].edict = ent;
}
sv.state = ss_loading;
sv.paused = false;
sv.time = 1.0;
strcpy (sv.name, server);
snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server);
sv.worldmodel = Mod_ForName (sv.modelname, false);
if (!sv.worldmodel) {
Con_Printf ("Couldn't spawn server %s\n", sv.modelname);
sv.active = false;
return;
}
sv.models[1] = sv.worldmodel;
// clear world 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;
for (i = 1; i < sv.worldmodel->numsubmodels; 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 (&sv_pr_state, 0);
memset (&ent->v, 0, sv_pr_state.progs->entityfields * 4);
ent->free = false;
SVstring (ent, model) = PR_SetString (&sv_pr_state, sv.worldmodel->name);
SVfloat (ent, modelindex) = 1; // world model
SVfloat (ent, solid) = SOLID_BSP;
SVfloat (ent, movetype) = MOVETYPE_PUSH;
if (coop->int_val)
*sv_globals.coop = coop->int_val;
else
*sv_globals.deathmatch = deathmatch->int_val;
*sv_globals.mapname = PR_SetString (&sv_pr_state, sv.name);
// serverflags are for cross level information (sigils)
*sv_globals.serverflags = svs.serverflags;
ED_LoadFromFile (&sv_pr_state, 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.time += host_frametime;
SV_Physics ();
sv.time += host_frametime;
// create a baseline for more efficient communications
SV_CreateBaseline ();
// send serverinfo to all connected clients
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for (i = 0, host_client = svs.clients; i < svs.maxclients; i++,
host_client++)
if (host_client->active)
SV_SendServerinfo (host_client);
Con_DPrintf ("Server spawned.\n");
}