libretro-tyrquake/NQ/sv_main.c
Kevin Shanahan 81ee58ae41 model: separate brush model data from model_t
Create a new structure "brushmodel_t" which contains all the brush
model specific parts of model_t and shrink model_t down to size.

This makes the alias cache nice and small, so we can afford to have
lots of slots by default.  I expect I'll do something similar for
separating alias and sprite model data too, but (hopefully!) the
changes will be far less wide ranging.

Lightly tested on a few maps, but there could still be bugs lurking...

Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
2013-04-16 20:45:33 +09:30

1384 lines
34 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 "bspfile.h"
#include "cmd.h"
#include "console.h"
#include "cvar.h"
#include "host.h"
#include "model.h"
#include "net.h"
#include "protocol.h"
#include "quakedef.h"
#include "screen.h"
#include "server.h"
#include "sound.h"
#include "sys.h"
#include "world.h"
server_t sv;
server_static_t svs;
/* inline model names for precache */
#define MODSTRLEN (sizeof("*" stringify(MAX_MODELS)) / sizeof(char))
static char localmodels[MAX_MODELS][MODSTRLEN];
//============================================================================
typedef struct {
int version;
const char *name;
const char *description;
} sv_protocol_t;
#define PROT(v, n, d) { .version = v, .name = n, .description = d }
static sv_protocol_t sv_protocols[] = {
PROT(PROTOCOL_VERSION_NQ, "nq", "Standard NetQuake protocol"),
PROT(PROTOCOL_VERSION_FITZ, "fitz", "FitzQuake protocol"),
PROT(PROTOCOL_VERSION_BJP, "bjp", "BJP protocol (v1)"),
PROT(PROTOCOL_VERSION_BJP2, "bjp2", "BJP protocol (v2)"),
PROT(PROTOCOL_VERSION_BJP3, "bjp3", "BJP protocol (v3)"),
};
static int sv_protocol = PROTOCOL_VERSION_NQ;
static void
SV_Protocol_f(void)
{
const char *name = "unknown";
int i;
if (Cmd_Argc() == 1) {
for (i = 0; i < ARRAY_SIZE(sv_protocols); i++) {
if (sv_protocols[i].version == sv_protocol) {
name = sv_protocols[i].name;
break;
}
}
Con_Printf("sv_protocol is %d (%s)\n"
" use 'sv_protocol list' to list available protocols\n",
sv_protocol, name);
} else if (Cmd_Argc() == 2) {
if (!strcasecmp(Cmd_Argv(1), "list")) {
Con_Printf("Version Name Description\n"
"------- ---- -----------\n");
for (i = 0; i < ARRAY_SIZE(sv_protocols); i++) {
Con_Printf("%7d %-4s %s\n", sv_protocols[i].version,
sv_protocols[i].name, sv_protocols[i].description);
}
} else {
int v = Q_atoi(Cmd_Argv(1));
for (i = 0; i < ARRAY_SIZE(sv_protocols); i++) {
if (sv_protocols[i].version == v)
break;
if (!strcasecmp(sv_protocols[i].name, Cmd_Argv(1)))
break;
}
if (i == ARRAY_SIZE(sv_protocols)) {
Con_Printf("sv_protocol: unknown protocol version\n");
return;
}
if (sv_protocol != sv_protocols[i].version) {
sv_protocol = sv_protocols[i].version;
if (sv.active)
Con_Printf("change will not take effect until the next "
"level load.\n");
}
}
} else {
Con_Printf("Usage: sv_protocol [<version> | <name> | 'list']\n");
}
}
static struct stree_root *
SV_Protocol_Arg_f(const char *arg)
{
int i, arg_len;
char digits[10];
struct stree_root *root;
root = Z_Malloc(sizeof(struct stree_root));
if (root) {
*root = STREE_ROOT;
STree_AllocInit();
arg_len = arg ? strlen(arg) : 0;
for (i = 0; i < ARRAY_SIZE(sv_protocols); i++) {
if (!arg || !strncasecmp(sv_protocols[i].name, arg, arg_len))
STree_InsertAlloc(root, sv_protocols[i].name, false);
snprintf(digits, sizeof(digits), "%d", sv_protocols[i].version);
if (arg_len && !strncmp(digits, arg, arg_len))
STree_InsertAlloc(root, digits, true);
}
}
return root;
}
/*
===============
SV_Init
===============
*/
void
SV_Init(void)
{
int i;
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);
Cmd_AddCommand("sv_protocol", SV_Protocol_f);
Cmd_SetCompletion("sv_protocol", SV_Protocol_Arg_f);
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;
/*
* Drop silently if there is no room
* FIXME - does not take into account MTU...
*/
if (sv.datagram.cursize > MAX_DATAGRAM - 12)
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);
}
static void
SV_WriteSoundNum(sizebuf_t *sb, int c, unsigned int bits)
{
switch (sv.protocol) {
case PROTOCOL_VERSION_NQ:
case PROTOCOL_VERSION_BJP:
MSG_WriteByte(sb, c);
break;
case PROTOCOL_VERSION_BJP2:
case PROTOCOL_VERSION_BJP3:
MSG_WriteShort(sb, c);
break;
case PROTOCOL_VERSION_FITZ:
if (bits & SND_FITZ_LARGESOUND)
MSG_WriteShort(sb, c);
else
MSG_WriteByte(sb, c);
break;
default:
Host_Error("%s: Unknown protocol version (%d)\n", __func__,
sv.protocol);
}
}
/*
==================
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, const char *sample, int volume,
float attenuation)
{
int sound_num;
int field_mask;
int i;
int ent;
float coord;
if (volume < 0 || volume > 255)
Sys_Error("%s: volume = %i", __func__, volume);
if (attenuation < 0 || attenuation > 4)
Sys_Error("%s: attenuation = %f", __func__, attenuation);
if (channel < 0 || channel > 7)
Sys_Error("%s: channel = %i", __func__, channel);
/*
* Drop silently if there is no room
* FIXME - does not take into account MTU...
*/
if (sv.datagram.cursize > MAX_DATAGRAM - 14)
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("%s: %s not precacheed\n", __func__, sample);
return;
}
ent = NUM_FOR_EDICT(entity);
field_mask = 0;
if (volume != DEFAULT_SOUND_PACKET_VOLUME)
field_mask |= SND_VOLUME;
if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION)
field_mask |= SND_ATTENUATION;
if (ent >= 8192) {
if (sv.protocol != PROTOCOL_VERSION_FITZ)
return; /* currently no other protocols can encode these */
field_mask |= SND_FITZ_LARGEENTITY;
}
if (sound_num >= 256 || channel >= 8) {
if (sv.protocol != PROTOCOL_VERSION_FITZ)
return; /* currently no other protocols can encode these */
field_mask |= SND_FITZ_LARGESOUND;
}
// 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);
if (field_mask & SND_FITZ_LARGEENTITY) {
MSG_WriteShort(&sv.datagram, ent);
MSG_WriteByte(&sv.datagram, channel);
} else {
MSG_WriteShort(&sv.datagram, (ent << 3) | channel);
}
SV_WriteSoundNum(&sv.datagram, sound_num, field_mask);
for (i = 0; i < 3; i++) {
coord = entity->v.origin[i];
coord += 0.5 * (entity->v.mins[i] + entity->v.maxs[i]);
MSG_WriteCoord(&sv.datagram, coord);
}
}
/*
==============================================================================
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)
{
const char **s;
MSG_WriteByte(&client->message, svc_print);
MSG_WriteStringf(&client->message,
"%c\nVERSION TyrQuake-%s SERVER (%i CRC)",
2, stringify(TYR_VERSION), pr_crc);
MSG_WriteByte(&client->message, svc_serverinfo);
MSG_WriteLong(&client->message, sv.protocol);
MSG_WriteByte(&client->message, svs.maxclients);
if (!coop.value && deathmatch.value)
MSG_WriteByte(&client->message, GAME_DEATHMATCH);
else
MSG_WriteByte(&client->message, GAME_COOP);
MSG_WriteString(&client->message, PR_GetString(sv.edicts->v.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
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 *sock;
int i;
//
// check for new connections
//
while (1) {
sock = NET_CheckNewConnections();
if (!sock)
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("%s: no free clients", __func__);
svs.clients[i].netconnection = sock;
SV_ConnectClient(i);
net_activeconnections++;
}
}
/*
===============================================================================
FRAME UPDATES
===============================================================================
*/
/*
==================
SV_ClearDatagram
==================
*/
void
SV_ClearDatagram(void)
{
SZ_Clear(&sv.datagram);
}
//=============================================================================
void
SV_WriteModelIndex(sizebuf_t *sb, int c, unsigned int bits)
{
switch (sv.protocol) {
case PROTOCOL_VERSION_NQ:
MSG_WriteByte(sb, c);
break;
case PROTOCOL_VERSION_BJP:
case PROTOCOL_VERSION_BJP2:
case PROTOCOL_VERSION_BJP3:
MSG_WriteShort(sb, c);
break;
case PROTOCOL_VERSION_FITZ:
if (bits & B_FITZ_LARGEMODEL)
MSG_WriteShort(sb, c);
else
MSG_WriteByte(sb, c);
break;
default:
Host_Error("%s: Unknown protocol version (%d)\n", __func__,
sv.protocol);
}
}
/*
=============
SV_WriteEntitiesToClient
=============
*/
void
SV_WriteEntitiesToClient(edict_t *clent, sizebuf_t *msg)
{
int e, i;
int bits;
const leafbits_t *pvs;
vec3_t org;
float miss;
edict_t *ent;
// find the client's PVS
VectorAdd(clent->v.origin, clent->v.view_ofs, org);
pvs = Mod_FatPVS(sv.worldmodel, 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)) {
// clent is ALWAYS sent
if (ent != clent) {
// ignore ents without visible models
if (!ent->v.modelindex || !*PR_GetString(ent->v.model))
continue;
// ignore if not touching a PV leaf
for (i = 0; i < ent->num_leafs; i++)
if (Mod_TestLeafBit(pvs, ent->leafnums[i]))
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.skinnum != 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;
/* FIXME - TODO: add alpha stuff here */
if (sv.protocol == PROTOCOL_VERSION_FITZ) {
if ((bits & U_FRAME) && ((int)ent->v.frame & 0xff00))
bits |= U_FITZ_FRAME2;
if ((bits & U_MODEL) && ((int)ent->v.modelindex & 0xff00))
bits |= U_FITZ_MODEL2;
/* FIXME - Add the U_LERPFINISH bit */
if (bits & 0x00ff0000)
bits |= U_FITZ_EXTEND1;
if (bits & 0xff000000)
bits |= U_FITZ_EXTEND2;
}
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_FITZ_EXTEND1)
MSG_WriteByte(msg, bits >> 16);
if (bits & U_FITZ_EXTEND2)
MSG_WriteByte(msg, bits >> 24);
if (bits & U_LONGENTITY)
MSG_WriteShort(msg, e);
else
MSG_WriteByte(msg, e);
if (bits & U_MODEL)
SV_WriteModelIndex(msg, ent->v.modelindex, 0);
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]);
#if 0 /* FIXME */
if (bits & U_FITZ_ALPHA)
MSG_WriteByte(msg, ent->alpha);
#endif
if (bits & U_FITZ_FRAME2)
MSG_WriteByte(msg, (int)ent->v.frame >> 8);
if (bits & U_FITZ_MODEL2)
MSG_WriteByte(msg, (int)ent->v.modelindex >> 8);
#if 0 /* FIXME */
if (bits & U_FITZ_LERPFINISH)
MSG_WriteByte(msg, (byte)floorf(((ent->v.nextthink - sv.time) * 255.0f) + 0.5f));
#endif
}
}
/*
=============
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 *player, sizebuf_t *msg)
{
int bits;
int i;
edict_t *other;
int items;
eval_t *items2;
float coord;
//
// send a damage message
//
if (player->v.dmg_take || player->v.dmg_save) {
other = PROG_TO_EDICT(player->v.dmg_inflictor);
MSG_WriteByte(msg, svc_damage);
MSG_WriteByte(msg, player->v.dmg_save);
MSG_WriteByte(msg, player->v.dmg_take);
for (i = 0; i < 3; i++) {
coord = other->v.origin[i];
coord += 0.5 * (other->v.mins[i] + other->v.maxs[i]);
MSG_WriteCoord(msg, coord);
}
player->v.dmg_take = 0;
player->v.dmg_save = 0;
}
//
// send the current viewpos offset from the view entity
//
/* how much to look up / down ideally */
SV_SetIdealPitch(player);
// a fixangle might get lost in a dropped packet. Oh well.
if (player->v.fixangle) {
MSG_WriteByte(msg, svc_setangle);
for (i = 0; i < 3; i++)
MSG_WriteAngle(msg, player->v.angles[i]);
player->v.fixangle = 0;
}
bits = 0;
if (player->v.view_ofs[2] != DEFAULT_VIEWHEIGHT)
bits |= SU_VIEWHEIGHT;
if (player->v.idealpitch)
bits |= SU_IDEALPITCH;
// stuff the sigil bits into the high bits of items for sbar, or else
// mix in items2
items = player->v.items;
items2 = GetEdictFieldValue(player, "items2");
if (items2)
items |= (int)items2->_float << 23;
else
items |= (int)pr_global_struct->serverflags << 28;
bits |= SU_ITEMS;
if ((int)player->v.flags & FL_ONGROUND)
bits |= SU_ONGROUND;
if (player->v.waterlevel >= 2)
bits |= SU_INWATER;
for (i = 0; i < 3; i++) {
if (player->v.punchangle[i])
bits |= (SU_PUNCH1 << i);
if (player->v.velocity[i])
bits |= (SU_VELOCITY1 << i);
}
if (player->v.weaponframe)
bits |= SU_WEAPONFRAME;
if (player->v.armorvalue)
bits |= SU_ARMOR;
//if (player->v.weapon)
bits |= SU_WEAPON;
if (sv.protocol == PROTOCOL_VERSION_FITZ) {
if ((bits & SU_WEAPON) &&
(SV_ModelIndex(pr_strings + player->v.weaponmodel) & 0xff00))
bits |= SU_FITZ_WEAPON2;
if ((int)player->v.armorvalue & 0xff00)
bits |= SU_FITZ_ARMOR2;
if ((int)player->v.currentammo & 0xff00)
bits |= SU_FITZ_AMMO2;
if ((int)player->v.ammo_shells & 0xff00)
bits |= SU_FITZ_SHELLS2;
if ((int)player->v.ammo_nails & 0xff00)
bits |= SU_FITZ_NAILS2;
if ((int)player->v.ammo_rockets & 0xff00)
bits |= SU_FITZ_ROCKETS2;
if ((int)player->v.ammo_cells & 0xff00)
bits |= SU_FITZ_CELLS2;
if ((bits & SU_WEAPONFRAME) &&
((int)player->v.weaponframe & 0xff00))
bits |= SU_FITZ_WEAPONFRAME2;
#if 0 /* FIXME - TODO */
if ((bits & SU_WEAPON) && player->alpha != ENTALPHA_DEFAULT)
// for now, weaponalpha = client entity alpha
bits |= SU_FITZ_WEAPONALPHA;
#endif
if (bits & 0x00ff0000)
bits |= SU_FITZ_EXTEND1;
if (bits & 0xff000000)
bits |= SU_FITZ_EXTEND2;
}
// send the data
MSG_WriteByte(msg, svc_clientdata);
MSG_WriteShort(msg, bits);
if (bits & SU_FITZ_EXTEND1)
MSG_WriteByte(msg, bits >> 16);
if (bits & SU_FITZ_EXTEND2)
MSG_WriteByte(msg, bits >> 24);
if (bits & SU_VIEWHEIGHT)
MSG_WriteChar(msg, player->v.view_ofs[2]);
if (bits & SU_IDEALPITCH)
MSG_WriteChar(msg, player->v.idealpitch);
for (i = 0; i < 3; i++) {
if (bits & (SU_PUNCH1 << i))
MSG_WriteChar(msg, player->v.punchangle[i]);
if (bits & (SU_VELOCITY1 << i))
MSG_WriteChar(msg, player->v.velocity[i] / 16);
}
// [always sent] if (bits & SU_ITEMS)
MSG_WriteLong(msg, items);
if (bits & SU_WEAPONFRAME)
MSG_WriteByte(msg, player->v.weaponframe);
if (bits & SU_ARMOR)
MSG_WriteByte(msg, player->v.armorvalue);
if (bits & SU_WEAPON)
SV_WriteModelIndex(msg, SV_ModelIndex(PR_GetString(player->v.weaponmodel)), 0);
MSG_WriteShort(msg, player->v.health);
MSG_WriteByte(msg, player->v.currentammo);
MSG_WriteByte(msg, player->v.ammo_shells);
MSG_WriteByte(msg, player->v.ammo_nails);
MSG_WriteByte(msg, player->v.ammo_rockets);
MSG_WriteByte(msg, player->v.ammo_cells);
if (standard_quake) {
MSG_WriteByte(msg, player->v.weapon);
} else {
for (i = 0; i < 32; i++) {
if (((int)player->v.weapon) & (1 << i)) {
MSG_WriteByte(msg, i);
break;
}
}
}
/* FITZ protocol stuff */
if (bits & SU_FITZ_WEAPON2)
MSG_WriteByte(msg, SV_ModelIndex(pr_strings + player->v.weaponmodel) >> 8);
if (bits & SU_FITZ_ARMOR2)
MSG_WriteByte(msg, (int)player->v.armorvalue >> 8);
if (bits & SU_FITZ_AMMO2)
MSG_WriteByte(msg, (int)player->v.currentammo >> 8);
if (bits & SU_FITZ_SHELLS2)
MSG_WriteByte(msg, (int)player->v.ammo_shells >> 8);
if (bits & SU_FITZ_NAILS2)
MSG_WriteByte(msg, (int)player->v.ammo_nails >> 8);
if (bits & SU_FITZ_ROCKETS2)
MSG_WriteByte(msg, (int)player->v.ammo_rockets >> 8);
if (bits & SU_FITZ_CELLS2)
MSG_WriteByte(msg, (int)player->v.ammo_cells >> 8);
if (bits & SU_FITZ_WEAPONFRAME2)
MSG_WriteByte(msg, (int)player->v.weaponframe >> 8);
#if 0 /* FIXME - TODO */
if (bits & SU_FITZ_WEAPONALPHA)
// for now, weaponalpha = client entity alpha
MSG_WriteByte(msg, player->alpha);
#endif
}
/*
=======================
SV_SendClientDatagram
=======================
*/
qboolean
SV_SendClientDatagram(client_t *client)
{
byte buf[MAX_DATAGRAM];
sizebuf_t msg;
int err;
msg.data = buf;
msg.maxsize = qmin(MAX_DATAGRAM, client->netconnection->mtu);
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
err = NET_SendUnreliableMessage(client->netconnection, &msg);
/* if the message couldn't send, kick the client off */
if (err == -1) {
SV_DropClient(client, true);
return false;
}
return true;
}
/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void
SV_UpdateToReliableMessages(void)
{
int i, j;
client_t *client, *recipient;
/* check for changes to be sent over the reliable streams */
client = svs.clients;
for (i = 0; i < svs.maxclients; i++, client++) {
if (client->old_frags != client->edict->v.frags) {
recipient = svs.clients;
for (j = 0; j < svs.maxclients; j++, recipient++) {
if (!recipient->active)
continue;
MSG_WriteByte(&recipient->message, svc_updatefrags);
MSG_WriteByte(&recipient->message, i);
MSG_WriteShort(&recipient->message, client->edict->v.frags);
}
client->old_frags = client->edict->v.frags;
}
}
recipient = svs.clients;
for (i = 0; i < svs.maxclients; i++, recipient++) {
if (!recipient->active)
continue;
SZ_Write(&recipient->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];
int err;
msg.data = buf;
msg.maxsize = sizeof(buf);
msg.cursize = 0;
MSG_WriteChar(&msg, svc_nop);
err = NET_SendUnreliableMessage(client->netconnection, &msg);
/* if the message couldn't send, kick the client off */
if (err == -1)
SV_DropClient(client, true);
client->last_message = realtime;
}
/*
=======================
SV_SendClientMessages
=======================
*/
void
SV_SendClientMessages(void)
{
int i, err;
client_t *client;
/* update frags, names, etc */
SV_UpdateToReliableMessages();
/* build individual updates */
client = svs.clients;
for (i = 0; i < svs.maxclients; i++, client++) {
if (!client->active)
continue;
if (client->spawned) {
if (!SV_SendClientDatagram(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 (!client->sendsignon) {
if (realtime - client->last_message > 5)
SV_SendNop(client);
/* don't send out non-signon messages */
continue;
}
}
/*
* Check for an overflowed message. Should only happen on a very
* fucked up connection that backs up a lot, then changes level.
*/
if (client->message.overflowed) {
SV_DropClient(client, true);
client->message.overflowed = false;
continue;
}
if (!client->message.cursize && !client->dropasap)
continue;
if (!NET_CanSendMessage(client->netconnection))
continue;
if (client->dropasap) {
/* went to another level */
SV_DropClient(client, false);
continue;
}
err = NET_SendMessage(client->netconnection, &client->message);
if (err == -1)
SV_DropClient(client, true);
SZ_Clear(&client->message);
client->last_message = realtime;
client->sendsignon = false;
}
/* clear muzzle flashes */
SV_CleanupEnts();
}
/*
==============================================================================
SERVER SPAWNING
==============================================================================
*/
/*
================
SV_ModelIndex
================
*/
int
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("%s: model %s not precached", __func__, name);
return i;
}
/*
================
SV_CreateBaseline
================
*/
void
SV_CreateBaseline(void)
{
int i;
edict_t *svent;
int entnum;
unsigned int bits;
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.skinnum = 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_GetString(svent->v.model));
}
bits = 0;
if (sv.protocol == PROTOCOL_VERSION_FITZ) {
if (svent->baseline.modelindex & 0xff00)
bits |= B_FITZ_LARGEMODEL;
if (svent->baseline.frame & 0xff00)
bits |= B_FITZ_LARGEFRAME;
#if 0 /* FIXME - TODO */
if (svent->baseline.alpha != ENTALPHA_DEFAULT)
bits |= B_FITZ_ALPHA
#endif
}
//
// add to the message
//
if (bits) {
MSG_WriteByte(&sv.signon, svc_fitz_spawnbaseline2);
MSG_WriteShort(&sv.signon, entnum);
MSG_WriteByte(&sv.signon, bits);
} else {
MSG_WriteByte(&sv.signon, svc_spawnbaseline);
MSG_WriteShort(&sv.signon, entnum);
}
SV_WriteModelIndex(&sv.signon, svent->baseline.modelindex, bits);
if (bits & B_FITZ_LARGEFRAME)
MSG_WriteShort(&sv.signon, svent->baseline.frame);
else
MSG_WriteByte(&sv.signon, svent->baseline.frame);
MSG_WriteByte(&sv.signon, svent->baseline.colormap);
MSG_WriteByte(&sv.signon, svent->baseline.skinnum);
for (i = 0; i < 3; i++) {
MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
}
#if 0 /* FIXME - TODO */
if (bits & B_FITZ_ALPHA)
MSG_WriteByte(&sv.signon, svent->baseline.alpha);
#endif
}
}
/*
================
SV_SendReconnect
Tell all the clients that the server is changing levels
================
*/
void
SV_SendReconnect(void)
{
byte 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)
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;
client_t *client;
svs.serverflags = pr_global_struct->serverflags;
client = svs.clients;
for (i = 0; i < svs.maxclients; i++, client++) {
if (!client->active)
continue;
/* call the progs to get default spawn parms for the new client */
pr_global_struct->self = EDICT_TO_PROG(client->edict);
PR_ExecuteProgram(pr_global_struct->SetChangeParms);
for (j = 0; j < NUM_SPAWN_PARMS; j++)
client->spawn_parms[j] = (&pr_global_struct->parm1)[j];
}
}
/*
================
SV_SpawnServer
This is called at the start of each level
================
*/
void
SV_SpawnServer(char *server)
{
model_t *model;
client_t *client;
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);
sv.protocol = sv_protocol;
// 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);
model = Mod_ForName(sv.modelname, false);
if (!model) {
Con_Printf("Couldn't spawn server %s\n", sv.modelname);
sv.worldmodel = NULL;
sv.active = false;
return;
}
sv.worldmodel = BrushModel(model);
sv.models[1] = model;
//
// 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 = PR_SetString(sv.worldmodel->model.name);
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 = PR_SetString(sv.name);
// 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
/* FIXME - don't do this when loading a saved game */
host_frametime = 0.1;
SV_Physics();
SV_Physics();
// create a baseline for more efficient communications
SV_CreateBaseline();
// send serverinfo to all connected clients
client = svs.clients;
for (i = 0; i < svs.maxclients; i++, client++)
if (client->active)
SV_SendServerinfo(client);
Con_DPrintf("Server spawned.\n");
}