#include "qwsvdef.h" server_static_t svs; // persistant server info server_t sv; // local server char localmodels[MAX_MODELS][5]; // inline model names for precache char localinfo[MAX_LOCALINFO_STRING+1]; // local game info /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i=0 ; ifree) continue; // create baselines for all player slots, // and any other edict that has a visible model if (entnum > MAX_CLIENTS && !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.skinnum = svent->v.skin; if (entnum > 0 && entnum <= MAX_CLIENTS) { svent->baseline.colormap = entnum; // svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl"); svent->baseline.modelindex = SV_ModelIndex("models/paladin.mdl"); } else { svent->baseline.colormap = 0; svent->baseline.modelindex = SV_ModelIndex(pr_strings + svent->v.model); } svent->baseline.scale = (int)(svent->v.scale*100.0)&255; svent->baseline.drawflags = svent->v.drawflags; svent->baseline.abslight = (int)(svent->v.abslight*255.0)&255; // // flush the signon message out to a seperate buffer if // nearly full // SV_FlushSignon (); // // add to the message // MSG_WriteByte (&sv.signon,svc_spawnbaseline); MSG_WriteShort (&sv.signon,entnum); MSG_WriteShort (&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.skinnum); MSG_WriteByte (&sv.signon, svent->baseline.scale); MSG_WriteByte (&sv.signon, svent->baseline.drawflags); MSG_WriteByte (&sv.signon, svent->baseline.abslight); for (i=0 ; i<3 ; i++) { MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]); MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]); } } } /* ================ SV_SaveSpawnparms Grabs the current state of the progs serverinfo flags and each client for saving across the transition to another level ================ */ void SV_SaveSpawnparms (void) { int i, j; if (!sv.state) return; // no progs loaded yet // serverflags is the only game related thing maintained svs.serverflags = pr_global_struct->serverflags; for (i=0, host_client = svs.clients ; istate != cs_spawned) continue; // needs to reconnect host_client->state = cs_connected; // 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 ; jspawn_parms[j] = (&pr_global_struct->parm1)[j]; } } /* ================ SV_CalcPHS Expands the PVS and calculates the PHS (Potentially Hearable Set) ================ */ void SV_CalcPHS (void) { int rowbytes, rowwords; int i, j, k, l, index, num; int bitbyte; unsigned *dest, *src; byte *scan; int count, vcount; Con_Printf ("Building PHS...\n"); num = sv.worldmodel->numleafs; rowwords = (num+31)>>5; rowbytes = rowwords*4; sv.pvs = Hunk_Alloc (rowbytes*num); scan = sv.pvs; vcount = 0; for (i=0 ; ileafs+i, sv.worldmodel), rowbytes); if (i == 0) continue; for (j=0 ; j>3] & (1<<(j&7)) ) { vcount++; } } } sv.phs = Hunk_Alloc (rowbytes*num); count = 0; scan = sv.pvs; dest = (unsigned *)sv.phs; for (i=0 ; i= num) continue; src = (unsigned *)sv.pvs + index*rowwords; for (l=0 ; l>3] & (1<<(j&7)) ) count++; } Con_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n" , vcount/num, count/num, num); } /* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. This is only called from the SV_Map_f() function. ================ */ void SV_SpawnServer (char *server, char *startspot) { edict_t *ent; int i; Con_DPrintf ("SpawnServer: %s\n",server); SV_SaveSpawnparms (); svs.spawncount++; // any partially connected client will be // restarted sv.state = ss_dead; Mod_ClearAll (); Hunk_FreeToLowMark (host_hunklevel); // wipe the entire per-level structure memset (&sv, 0, sizeof(sv)); sv.datagram.maxsize = sizeof(sv.datagram_buf); sv.datagram.data = sv.datagram_buf; sv.datagram.allowoverflow = true; sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf); sv.reliable_datagram.data = sv.reliable_datagram_buf; sv.multicast.maxsize = sizeof(sv.multicast_buf); sv.multicast.data = sv.multicast_buf; sv.master.maxsize = sizeof(sv.master_buf); sv.master.data = sv.master_buf; sv.signon.maxsize = sizeof(sv.signon_buffers[0]); sv.signon.data = sv.signon_buffers[0]; sv.num_signon_buffers = 1; strcpy (sv.name, server); if (startspot) { strcpy(sv.startspot, startspot); } // load progs to get entity field count // which determines how big each edict is PR_LoadProgs (); PR_LoadStrings(); // allocate edicts sv.edicts = Hunk_AllocName (MAX_EDICTS*pr_edict_size, "edicts"); // leave slots at start for clients only sv.num_edicts = MAX_CLIENTS+1+max_temp_edicts.value; for (i=0 ; inumsubmodels ; i++) { sv.model_precache[1+i] = localmodels[i]; sv.models[i+1] = Mod_ForName (localmodels[i], false); } // // spawn the rest of the entities on the map // // precache and static commands can be issued during // map initialization sv.state = ss_loading; ent = EDICT_NUM(0); 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) Cvar_SetValue ("deathmatch", 0); pr_global_struct->coop = coop.value; pr_global_struct->deathmatch = deathmatch.value; pr_global_struct->randomclass = randomclass.value; pr_global_struct->damageScale = damageScale.value; pr_global_struct->shyRespawn = shyRespawn.value; pr_global_struct->spartanPrint = spartanPrint.value; pr_global_struct->meleeDamScale = meleeDamScale.value; pr_global_struct->manaScale = manaScale.value; pr_global_struct->tomeMode = tomeMode.value; pr_global_struct->tomeRespawn = tomeRespawn.value; pr_global_struct->w2Respawn = w2Respawn.value; pr_global_struct->altRespawn = altRespawn.value; pr_global_struct->fixedLevel = fixedLevel.value; pr_global_struct->autoItems = autoItems.value; pr_global_struct->dmMode = dmMode.value; pr_global_struct->easyFourth = easyFourth.value; pr_global_struct->patternRunner = patternRunner.value; pr_global_struct->max_players = maxclients.value; pr_global_struct->startspot = sv.startspot - pr_strings; sv.current_skill = (int)(skill.value + 0.5); if (sv.current_skill < 0) sv.current_skill = 0; if (sv.current_skill > 3) sv.current_skill = 3; Cvar_SetValue ("skill", (float)sv.current_skill); pr_global_struct->mapname = sv.name - pr_strings; // serverflags are for cross level information (sigils) pr_global_struct->serverflags = svs.serverflags; // run the frame start qc function to let progs check cvars SV_ProgStartFrame (); // load and spawn all other entities ED_LoadFromFile (sv.worldmodel->entities); // look up some model indexes for specialized message compression SV_FindModelNumbers (); // all spawning is completed, any further precache statements // or prog writes to the signon message are errors sv.state = ss_active; // run two frames to allow everything to settle host_frametime = HX_FRAME_TIME; SV_Physics (); SV_Physics (); // save movement vars SV_SetMoveVars(); // create a baseline for more efficient communications SV_CreateBaseline (); sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize; Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING); Con_DPrintf ("Server spawned.\n"); svs.changelevel_issued = false; // now safe to issue another }