Beispiel #1
0
static void set_active_state(void)
{
    cls.state = ca_active;

    cl.serverdelta = Q_align(cl.frame.number, CL_FRAMEDIV);
    cl.time = cl.servertime = 0; // set time, needed for demos
#if USE_FPS
    cl.keytime = cl.keyservertime = 0;
    cl.keyframe = cl.frame; // initialize keyframe to make sure it's valid
#endif

    // initialize oldframe so lerping doesn't hurt anything
    cl.oldframe.valid = false;
    cl.oldframe.ps = cl.frame.ps;
#if USE_FPS
    cl.oldkeyframe.valid = false;
    cl.oldkeyframe.ps = cl.keyframe.ps;
#endif

    cl.frameflags = 0;

    if (cls.netchan) {
        cl.initialSeq = cls.netchan->outgoing_sequence;
    }

    if (cls.demo.playback) {
        // init some demo things
        CL_FirstDemoFrame();
    } else {
        // set initial cl.predicted_origin and cl.predicted_angles
        VectorScale(cl.frame.ps.pmove.origin, 0.125f, cl.predicted_origin);
        VectorScale(cl.frame.ps.pmove.velocity, 0.125f, cl.predicted_velocity);
        if (cl.frame.ps.pmove.pm_type < PM_DEAD &&
            cls.serverProtocol > PROTOCOL_VERSION_DEFAULT) {
            // enhanced servers don't send viewangles
            CL_PredictAngles();
        } else {
            // just use what server provided
            VectorCopy(cl.frame.ps.viewangles, cl.predicted_angles);
        }
    }

    SCR_EndLoadingPlaque();     // get rid of loading plaque
    SCR_LagClear();
    Con_Close(false);           // get rid of connection screen

    CL_CheckForPause();

    CL_UpdateFrameTimes();

    if (!cls.demo.playback) {
        EXEC_TRIGGER(cl_beginmapcmd);
        Cmd_ExecTrigger("#cl_enterlevel");
    }
}
Beispiel #2
0
/*
================
SV_SpawnServer

Change the server to a new map, taking all connected
clients along with it.
================
*/
void SV_SpawnServer( cm_t *cm, const char *server, const char *spawnpoint ) {
    int         i;
    client_t    *client;

#if USE_CLIENT
    SCR_BeginLoadingPlaque();           // for local system
#endif

    Com_Printf( "------- Server Initialization -------\n" );
    Com_Printf( "SpawnServer: %s\n", server );

    // everyone needs to reconnect
    FOR_EACH_CLIENT( client ) {
        SV_ClientReset( client );
    }

    SV_BroadcastCommand( "changing map=%s\n", server );
    SV_SendClientMessages();
    SV_SendAsyncPackets();

    // free current level
    CM_FreeMap( &sv.cm );
    SV_FreeFile( sv.entitystring );
    
    // wipe the entire per-level structure
    memset( &sv, 0, sizeof( sv ) );
    sv.spawncount = ( rand() | ( rand() << 16 ) ) ^ Sys_Milliseconds();
    sv.spawncount &= 0x7FFFFFFF;

    // set legacy spawncounts
    FOR_EACH_CLIENT( client ) {
        client->spawncount = sv.spawncount;
    }

    // reset entity counter
    svs.next_entity = 0;

#if USE_FPS
    // set framerate parameters
    set_frame_time();
#endif

    // save name for levels that don't set message
    Q_strlcpy( sv.configstrings[CS_NAME], server, MAX_QPATH );
    Q_strlcpy( sv.name, server, sizeof( sv.name ) );
    
    if( Cvar_VariableInteger( "deathmatch" ) ) {
        sprintf( sv.configstrings[CS_AIRACCEL],
            "%d", sv_airaccelerate->integer );
    } else {
        strcpy( sv.configstrings[CS_AIRACCEL], "0" );
    }

#if !USE_CLIENT
    resolve_masters();
#endif

    override_entity_string( server );

    sv.cm = *cm;
    sprintf( sv.configstrings[CS_MAPCHECKSUM], "%d", ( int )cm->cache->checksum );

    // set inline model names
    Q_concat( sv.configstrings[CS_MODELS + 1], MAX_QPATH, "maps/", server, ".bsp", NULL );
    for( i = 1; i < cm->cache->nummodels; i++ ) {
        sprintf( sv.configstrings[ CS_MODELS + 1 + i ], "*%d", i );
    }

    //
    // clear physics interaction links
    //
    SV_ClearWorld();

    //
    // spawn the rest of the entities on the map
    //  

    // precache and static commands can be issued during
    // map initialization
    sv.state = ss_loading;

    X86_PUSH_FPCW;
    X86_SINGLE_FPCW;

    // load and spawn all other entities
    ge->SpawnEntities ( sv.name, sv.entitystring ?
        sv.entitystring : cm->cache->entitystring, spawnpoint );

    // run two frames to allow everything to settle
    ge->RunFrame (); sv.framenum++;
    ge->RunFrame (); sv.framenum++;

    X86_POP_FPCW;

    // make sure maxclients string is correct
    sprintf( sv.configstrings[CS_MAXCLIENTS], "%d", sv_maxclients->integer );

    // all precaches are complete
    sv.state = ss_game;

#if USE_MVD_SERVER
    // respawn dummy MVD client, set base states, etc
    SV_MvdMapChanged();
#endif

    // set serverinfo variable
    SV_InfoSet( "mapname", sv.name );
    SV_InfoSet( "port", net_port->string );

    Cvar_SetInteger( sv_running, ss_game, FROM_CODE );
    Cvar_Set( "sv_paused", "0" );
    Cvar_Set( "timedemo", "0" );

    EXEC_TRIGGER( sv_changemapcmd );

#if USE_SYSCON
    SV_SetConsoleTitle();
#endif

    SV_BroadcastCommand( "reconnect\n" );

    Com_Printf ("-------------------------------------\n");
}