rockbox/apps/plugins/sdl/progs/quake/sv_main.c
Franklin Wei 5d05b9d3e9 Quake!
This ports id Software's Quake to run on the SDL plugin runtime. The
source code originated from id under the GPLv2 license. I used
https://github.com/ahefner/sdlquake as the base of my port.

Performance is, unsurprisingly, not on par with what you're probably
used to on PC. I average about 10FPS on ipod6g, but it's still
playable.

Sound works well enough, but in-game music is not supported. I've
written ARM assembly routines for the inner sound loop. Make sure you
turn the "brightness" all the way down, or colors will look funky.

To run, extract Quake's data files to /.rockbox/quake. Have fun!

Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
2019-07-19 22:37:40 -04:00

1209 lines
27 KiB
C

/*
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");
}