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Diffstat (limited to 'apps/plugins/sdl/progs/quake/sv_main.c')
-rw-r--r--apps/plugins/sdl/progs/quake/sv_main.c1209
1 files changed, 1209 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/sv_main.c b/apps/plugins/sdl/progs/quake/sv_main.c
new file mode 100644
index 0000000..dd345dc
--- /dev/null
+++ b/apps/plugins/sdl/progs/quake/sv_main.c
@@ -0,0 +1,1209 @@
+/*
+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
+ printf("progs 1");
+ PR_LoadProgs ();
+ printf("progs 2");
+
+// 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;
+
+ printf("progs 3");
+// 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
+//
+ printf("progs 4");
+ SV_ClearWorld ();
+ printf("progs 5");
+
+ 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
+//
+ printf("progs 6");
+ ent = EDICT_NUM(0);
+ memset (&ent->v, 0, progs->entityfields * 4);
+ printf("progs 7");
+ 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;
+
+ printf("progs 8");
+ ED_LoadFromFile (sv.worldmodel->entities);
+
+ printf("progs 9");
+ 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");
+}
+