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WarpQuakeSrc
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sv_main.c
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2000-03-02
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/*
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_MODELS ; i++)
sprintf (localmodels[i], "*%i", i);
}
/*
=============================================================================
EVENT MESSAGES
=============================================================================
*/
/*
==================
SV_StartParticle
Make sure the event gets sent to all clients
==================
*/
void SV_StartParticle (vec3_t org, 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_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_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(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);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord (&sv.datagram, entity->v.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 ; i<NUM_SPAWN_PARMS ; i++)
client->spawn_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 ; 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
===============================================================================
*/
/*
==================
SV_ClearDatagram
==================
*/
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];
void SV_AddToFatPVS (vec3_t org, mnode_t *node)
{
int i;
byte *pvs;
mplane_t *plane;
float d;
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.
=============
*/
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 ; e<sv.num_edicts ; e++, ent = NEXT_EDICT(ent))
{
#ifdef QUAKE2
// don't send if flagged for NODRAW and there are no lighting effects
if (ent->v.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<<i;
}
if ( ent->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 ; e<sv.num_edicts ; e++, ent = NEXT_EDICT(ent))
{
ent->v.effects = (int)ent->v.effects & ~EF_MUZZLEFLASH;
}
}
/*
==================
SV_WriteClientdataToMessage
==================
*/
void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg)
{
int bits;
int i;
edict_t *other;
int items;
#ifndef QUAKE2
eval_t *val;
#endif
//
// send a damage message
//
if (ent->v.dmg_take || ent->v.dmg_save)
{
other = PROG_TO_EDICT(ent->v.dmg_inflictor);
MSG_WriteByte (msg, svc_damage);
MSG_WriteByte (msg, ent->v.dmg_save);
MSG_WriteByte (msg, ent->v.dmg_take);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord (msg, other->v.origin[i] + 0.5*(other->v.mins[i] + other->v.maxs[i]));
ent->v.dmg_take = 0;
ent->v.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 ( 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;
// stuff the sigil bits into the high bits of items for sbar, or else
// mix in items2
#ifdef QUAKE2
items = (int)ent->v.items | ((int)ent->v.items2 << 23);
#else
val = GetEdictFieldValue(ent, "items2");
if (val)
items = (int)ent->v.items | ((int)val->_float << 23);
else
items = (int)ent->v.items | ((int)pr_global_struct->serverflags << 28);
#endif
bits |= SU_ITEMS;
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<<i);
if (ent->v.velocity[i])
bits |= (SU_VELOCITY1<<i);
}
if (ent->v.weaponframe)
bits |= SU_WEAPONFRAME;
if (ent->v.armorvalue)
bits |= SU_ARMOR;
// if (ent->v.weapon)
bits |= SU_WEAPON;
// 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);
for (i=0 ; i<3 ; i++)
{
if (bits & (SU_PUNCH1<<i))
MSG_WriteChar (msg, ent->v.punchangle[i]);
if (bits & (SU_VELOCITY1<<i))
MSG_WriteChar (msg, ent->v.velocity[i]/16);
}
// [always sent] if (bits & SU_ITEMS)
MSG_WriteLong (msg, items);
if (bits & SU_WEAPONFRAME)
MSG_WriteByte (msg, ent->v.weaponframe);
if (bits & SU_ARMOR)
MSG_WriteByte (msg, ent->v.armorvalue);
if (bits & SU_WEAPON)
MSG_WriteByte (msg, SV_ModelIndex(pr_strings+ent->v.weaponmodel));
MSG_WriteShort (msg, ent->v.health);
MSG_WriteByte (msg, ent->v.currentammo);
MSG_WriteByte (msg, ent->v.ammo_shells);
MSG_WriteByte (msg, ent->v.ammo_nails);
MSG_WriteByte (msg, ent->v.ammo_rockets);
MSG_WriteByte (msg, ent->v.ammo_cells);
if (standard_quake)
{
MSG_WriteByte (msg, ent->v.weapon);
}
else
{
for(i=0;i<32;i++)
{
if ( ((int)ent->v.weapon) & (1<<i) )
{
MSG_WriteByte (msg, i);
break;
}
}
}
}
/*
=======================
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 ; i<svs.maxclients ; i++, host_client++)
{
if (host_client->old_frags != host_client->edict->v.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, host_client->edict->v.frags);
}
host_client->old_frags = host_client->edict->v.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
=======================
*/
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 ; i<svs.maxclients ; i++, host_client++)
{
if (!host_client->active)
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 ; 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;
}
/*
================
SV_CreateBaseline
================
*/
void SV_CreateBaseline (void)
{
int i;
edict_t *svent;
int entnum;
for (entnum = 0; entnum < sv.num_edicts ; entnum++)
{
// get the current server version
svent = EDICT_NUM(entnum);
if (svent->free)
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("progs/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 ; i<svs.maxclients ; i++, host_client++)
{
if (!host_client->active)
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 ; j<NUM_SPAWN_PARMS ; j++)
host_client->spawn_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 ; i<svs.maxclients ; i++)
{
ent = EDICT_NUM(i+1);
svs.clients[i].edict = ent;
}
sv.state = ss_loading;
sv.paused = false;
sv.time = 1.0;
strcpy (sv.name, server);
sprintf (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] = pr_strings;
sv.model_precache[0] = 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(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 ; i<svs.maxclients ; i++, host_client++)
if (host_client->active)
SV_SendServerinfo (host_client);
Con_DPrintf ("Server spawned.\n");
}