/* ================ SV_ActivateServer activate server on changed map, run physics ================ */ void SV_ActivateServer( void ) { int i, numFrames; if( !svs.initialized ) return; // custom muzzleflashes pfnPrecacheModel( "sprites/muzzleflash.spr" ); pfnPrecacheModel( "sprites/muzzleflash1.spr" ); pfnPrecacheModel( "sprites/muzzleflash2.spr" ); pfnPrecacheModel( "sprites/muzzleflash3.spr" ); // rocket flare pfnPrecacheModel( "sprites/animglow01.spr" ); // ricochet sprite pfnPrecacheModel( "sprites/richo1.spr" ); // Activate the DLL server code svgame.dllFuncs.pfnServerActivate( svgame.edicts, svgame.numEntities, svgame.globals->maxClients ); // create a baseline for more efficient communications SV_CreateBaseline(); // check and count all files that marked by user as unmodified (typically is a player models etc) sv.num_consistency_resources = SV_TransferConsistencyInfo(); // send serverinfo to all connected clients for( i = 0; i < sv_maxclients->integer; i++ ) { if( svs.clients[i].state >= cs_connected ) { Netchan_Clear( &svs.clients[i].netchan ); svs.clients[i].delta_sequence = -1; } } numFrames = (sv.loadgame) ? 1 : 2; if( !sv.loadgame || svgame.globals->changelevel ) host.frametime = 0.1f; // GoldSrc rules // NOTE: this stuff is breaking sound from func_rotating in multiplayer // e.g. ambience\boomer.wav on snark_pit.bsp numFrames *= sv_maxclients->integer; // run some frames to allow everything to settle for( i = 0; i < numFrames; i++ ) { SV_Physics(); } // invoke to refresh all movevars Q_memset( &svgame.oldmovevars, 0, sizeof( movevars_t )); svgame.globals->changelevel = false; // changelevel ends here // setup hostflags sv.hostflags = 0; // tell what kind of server has been started. if( svgame.globals->maxClients > 1 ) { MsgDev( D_INFO, "%i player server started\n", svgame.globals->maxClients ); Cvar_Reset( "clockwindow" ); } else { // clear the ugly moving delay in singleplayer Cvar_SetFloat( "clockwindow", 0.0f ); MsgDev( D_INFO, "Game started\n" ); } if( host.type == HOST_DEDICATED ) { Mod_FreeUnused (); } sv.state = ss_active; physinfo->modified = true; sv.changelevel = false; sv.paused = false; Host_SetServerState( sv.state ); if( sv_maxclients->integer > 1 && public_server->integer ) { MsgDev( D_INFO, "Add your server, to master server list\n" ); Master_Add( ); } }
/* ================ SV_SpawnServer Change the server to a new map, taking all connected clients along with it. ================ */ qboolean SV_SpawnServer( const char *mapname, const char *startspot ) { int i, current_skill; qboolean loadgame, paused; qboolean background, changelevel; // save state loadgame = sv.loadgame; background = sv.background; changelevel = sv.changelevel; paused = sv.paused; if( sv.state == ss_dead ) SV_InitGame(); // the game is just starting else if( !sv_maxclients->modified ) Cmd_ExecuteString( "latch\n", src_command ); else MsgDev( D_ERROR, "SV_SpawnServer: while 'maxplayers' was modified.\n" ); sv_maxclients->modified = false; deathmatch->modified = false; teamplay->modified = false; coop->modified = false; if( !svs.initialized ) return false; svgame.globals->changelevel = false; // will be restored later if needed svs.timestart = Sys_DoubleTime(); svs.spawncount++; // any partially connected client will be restarted if( startspot ) { MsgDev( D_INFO, "Spawn Server: %s [%s]\n", mapname, startspot ); } else { MsgDev( D_INFO, "Spawn Server: %s\n", mapname ); } sv.state = ss_dead; Host_SetServerState( sv.state ); Q_memset( &sv, 0, sizeof( sv )); // wipe the entire per-level structure // restore state sv.paused = paused; sv.loadgame = loadgame; sv.background = background; sv.changelevel = changelevel; sv.time = 1.0f; // server spawn time it's always 1.0 second svgame.globals->time = sv.time; // initialize buffers BF_Init( &sv.datagram, "Datagram", sv.datagram_buf, sizeof( sv.datagram_buf )); BF_Init( &sv.reliable_datagram, "Datagram R", sv.reliable_datagram_buf, sizeof( sv.reliable_datagram_buf )); BF_Init( &sv.multicast, "Multicast", sv.multicast_buf, sizeof( sv.multicast_buf )); BF_Init( &sv.signon, "Signon", sv.signon_buf, sizeof( sv.signon_buf )); BF_Init( &sv.spectator_datagram, "Spectator Datagram", sv.spectator_buf, sizeof( sv.spectator_buf )); // leave slots at start for clients only for( i = 0; i < sv_maxclients->integer; i++ ) { // needs to reconnect if( svs.clients[i].state > cs_connected ) svs.clients[i].state = cs_connected; } // make cvars consistant if( Cvar_VariableInteger( "coop" )) Cvar_SetFloat( "deathmatch", 0 ); current_skill = (int)(Cvar_VariableValue( "skill" ) + 0.5f); current_skill = bound( 0, current_skill, 3 ); Cvar_SetFloat( "skill", (float)current_skill ); if( sv.background ) // tell the game parts about background state Cvar_FullSet( "sv_background", "1", CVAR_READ_ONLY ); else Cvar_FullSet( "sv_background", "0", CVAR_READ_ONLY ); // make sure what server name doesn't contain path and extension FS_FileBase( mapname, sv.name ); if( startspot ) Q_strncpy( sv.startspot, startspot, sizeof( sv.startspot )); else sv.startspot[0] = '\0'; Q_snprintf( sv.model_precache[1], sizeof( sv.model_precache[0] ), "maps/%s.bsp", sv.name ); Mod_LoadWorld( sv.model_precache[1], &sv.checksum, false ); sv.worldmodel = Mod_Handle( 1 ); // get world pointer for( i = 1; i < sv.worldmodel->numsubmodels; i++ ) { Q_sprintf( sv.model_precache[i+1], "*%i", i ); Mod_RegisterModel( sv.model_precache[i+1], i+1 ); } // precache and static commands can be issued during map initialization sv.state = ss_loading; Host_SetServerState( sv.state ); // clear physics interaction links SV_ClearWorld(); // tell dlls about new level started svgame.dllFuncs.pfnParmsNewLevel(); return true; }
/* ================= SCR_SizeUp_f Keybinding command ================= */ void SCR_SizeUp_f( void ) { Cvar_SetFloat( "viewsize", min( scr_viewsize->value + 10, 120 )); }
/* ================= SCR_SizeDown_f Keybinding command ================= */ void SCR_SizeDown_f( void ) { Cvar_SetFloat( "viewsize", max( scr_viewsize->value - 10, 30 )); }
void CEngineSurface :: setWindowedMode( void ) { Cvar_SetFloat( "fullscreen", 0.0f ); }
/* =============== R_ShowTextures Draw all the images to the screen, on top of whatever was there. This is used to test for texture thrashing. =============== */ void R_ShowTextures( void ) { gltexture_t *image; float x, y, w, h; int i, j, k, base_w, base_h; int total, start, end; rgba_t color = { 192, 192, 192, 255 }; int charHeight, numTries = 0; static qboolean showHelp = true; string shortname; if( !gl_showtextures->integer ) return; if( showHelp ) { CL_CenterPrint( "use '<-' and '->' keys for view all the textures", 0.25f ); showHelp = false; } pglClear( GL_COLOR_BUFFER_BIT ); pglFinish(); base_w = 8; base_h = 6; rebuild_page: total = base_w * base_h; start = total * (gl_showtextures->integer - 1); end = total * gl_showtextures->integer; if( end > MAX_TEXTURES ) end = MAX_TEXTURES; w = glState.width / base_w; h = glState.height / base_h; Con_DrawStringLen( NULL, NULL, &charHeight ); for( i = j = 0; i < MAX_TEXTURES; i++ ) { image = R_GetTexture( i ); if( j == start ) break; // found start if( pglIsTexture( image->texnum )) j++; } if( i == MAX_TEXTURES && gl_showtextures->integer != 1 ) { // bad case, rewind to one and try again Cvar_SetFloat( "r_showtextures", max( 1, gl_showtextures->integer - 1 )); if( ++numTries < 2 ) goto rebuild_page; // to prevent infinite loop } for( k = 0; i < MAX_TEXTURES; i++ ) { if( j == end ) break; // page is full image = R_GetTexture( i ); if( !pglIsTexture( image->texnum )) continue; x = k % base_w * w; y = k / base_w * h; pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); GL_Bind( GL_TEXTURE0, i ); // NOTE: don't use image->texnum here, because skybox has a 'wrong' indexes if(( image->flags & TF_DEPTHMAP ) && !( image->flags & TF_NOCOMPARE )) pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE ); pglBegin( GL_QUADS ); pglTexCoord2f( 0, 0 ); pglVertex2f( x, y ); if( image->flags & TF_TEXTURE_RECTANGLE ) pglTexCoord2f( image->width, 0 ); else pglTexCoord2f( 1, 0 ); pglVertex2f( x + w, y ); if( image->flags & TF_TEXTURE_RECTANGLE ) pglTexCoord2f( image->width, image->height ); else pglTexCoord2f( 1, 1 ); pglVertex2f( x + w, y + h ); if( image->flags & TF_TEXTURE_RECTANGLE ) pglTexCoord2f( 0, image->height ); else pglTexCoord2f( 0, 1 ); pglVertex2f( x, y + h ); pglEnd(); if(( image->flags & TF_DEPTHMAP ) && !( image->flags & TF_NOCOMPARE )) pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); FS_FileBase( image->name, shortname ); if( Q_strlen( shortname ) > 18 ) { // cutoff too long names, it looks ugly shortname[16] = '.'; shortname[17] = '.'; shortname[18] = '\0'; } Con_DrawString( x + 1, y + h - charHeight, shortname, color ); j++, k++; } CL_DrawCenterPrint (); pglFinish(); }
/* ================== CL_ParseServerData ================== */ void CL_ParseServerData( sizebuf_t *msg ) { string gamefolder; qboolean background; int i; MsgDev( D_NOTE, "Serverdata packet received.\n" ); cls.demowaiting = false; // server is changed clgame.load_sequence++; // now all hud sprites are invalid // wipe the client_t struct if( !cls.changelevel && !cls.changedemo ) CL_ClearState (); cls.state = ca_connected; // parse protocol version number i = BF_ReadLong( msg ); cls.serverProtocol = i; if( i != PROTOCOL_VERSION ) Host_Error( "Server use invalid protocol (%i should be %i)\n", i, PROTOCOL_VERSION ); cl.servercount = BF_ReadLong( msg ); cl.checksum = BF_ReadLong( msg ); cl.playernum = BF_ReadByte( msg ); cl.maxclients = BF_ReadByte( msg ); clgame.maxEntities = BF_ReadWord( msg ); clgame.maxEntities = bound( 600, clgame.maxEntities, 4096 ); Q_strncpy( clgame.mapname, BF_ReadString( msg ), MAX_STRING ); Q_strncpy( clgame.maptitle, BF_ReadString( msg ), MAX_STRING ); background = BF_ReadOneBit( msg ); Q_strncpy( gamefolder, BF_ReadString( msg ), MAX_STRING ); host.features = (uint)BF_ReadLong( msg ); if( cl.maxclients > 1 && host.developer < 1 ) host.developer++; // set the background state if( cls.demoplayback && ( cls.demonum != -1 )) { // re-init mouse host.mouse_visible = false; cl.background = true; } else cl.background = background; if( cl.background ) // tell the game parts about background state Cvar_FullSet( "cl_background", "1", CVAR_READ_ONLY ); else Cvar_FullSet( "cl_background", "0", CVAR_READ_ONLY ); if( !cls.changelevel ) { // continue playing if we are changing level S_StopBackgroundTrack (); } #if 0 // NOTE: this is not tested as well. Use with precaution CL_ChangeGame( gamefolder, false ); #endif if( !cls.changedemo ) UI_SetActiveMenu( cl.background ); else if( !cls.demoplayback ) Key_SetKeyDest( key_menu ); cl.refdef.viewentity = cl.playernum + 1; // always keep viewent an actual menu.globals->maxClients = cl.maxclients; Q_strncpy( menu.globals->maptitle, clgame.maptitle, sizeof( menu.globals->maptitle )); if( !cls.changelevel && !cls.changedemo ) CL_InitEdicts (); // re-arrange edicts // get splash name if( cls.demoplayback && ( cls.demonum != -1 )) Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", cls.demoname, glState.wideScreen ? "16x9" : "4x3" )); else Cvar_Set( "cl_levelshot_name", va( "levelshots/%s_%s", clgame.mapname, glState.wideScreen ? "16x9" : "4x3" )); Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar if(( cl_allow_levelshots->integer && !cls.changelevel ) || cl.background ) { if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true )) Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen cls.scrshot_request = scrshot_plaque; // request levelshot even if exist (check filetime) } if( scr_dark->integer ) { screenfade_t *sf = &clgame.fade; client_textmessage_t *title; title = CL_TextMessageGet( "GAMETITLE" ); if( title ) { // get settings from titles.txt sf->fadeEnd = title->holdtime + title->fadeout; sf->fadeReset = title->fadeout; } else sf->fadeEnd = sf->fadeReset = 4.0f; sf->fadeFlags = FFADE_IN; sf->fader = sf->fadeg = sf->fadeb = 0; sf->fadealpha = 255; sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset; sf->fadeReset += cl.time; sf->fadeEnd += sf->fadeReset; Cvar_SetFloat( "v_dark", 0.0f ); } // need to prep refresh at next oportunity cl.video_prepped = false; cl.audio_prepped = false; Q_memset( &clgame.movevars, 0, sizeof( clgame.movevars )); Q_memset( &clgame.oldmovevars, 0, sizeof( clgame.oldmovevars )); }
/* ===================== CL_ParseServerMessage ===================== */ void CL_ParseServerMessage( sizebuf_t *msg ) { char *s; int i, j, cmd; int param1, param2; int bufStart; cls_message_debug.parsing = true; // begin parsing starting_count = BF_GetNumBytesRead( msg ); // updates each frame // parse the message while( 1 ) { if( BF_CheckOverflow( msg )) { Host_Error( "CL_ParseServerMessage: overflow!\n" ); return; } // mark start position bufStart = BF_GetNumBytesRead( msg ); // end of message if( BF_GetNumBitsLeft( msg ) < 8 ) break; cmd = BF_ReadByte( msg ); // record command for debugging spew on parse problem CL_Parse_RecordCommand( cmd, bufStart ); // other commands switch( cmd ) { case svc_bad: Host_Error( "svc_bad\n" ); break; case svc_nop: // this does nothing break; case svc_disconnect: CL_Drop (); Host_AbortCurrentFrame (); break; case svc_changing: if( BF_ReadOneBit( msg )) { cls.changelevel = true; S_StopAllSounds(); if( cls.demoplayback ) { SCR_BeginLoadingPlaque( cl.background ); cls.changedemo = true; } } else MsgDev( D_INFO, "Server disconnected, reconnecting\n" ); CL_ClearState (); CL_InitEdicts (); // re-arrange edicts if( cls.demoplayback ) { cl.background = (cls.demonum != -1) ? true : false; cls.state = ca_connected; } else cls.state = ca_connecting; cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately break; case svc_setview: cl.refdef.viewentity = BF_ReadWord( msg ); break; case svc_sound: CL_ParseSoundPacket( msg, false ); break; case svc_time: // shuffle timestamps cl.mtime[1] = cl.mtime[0]; cl.mtime[0] = BF_ReadFloat( msg ); break; case svc_print: i = BF_ReadByte( msg ); MsgDev( D_INFO, "^6%s", BF_ReadString( msg )); if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav", VOL_NORM, false ); break; case svc_stufftext: s = BF_ReadString( msg ); Cbuf_AddText( s ); break; case svc_lightstyle: CL_ParseLightStyle( msg ); break; case svc_setangle: CL_ParseSetAngle( msg ); break; case svc_serverdata: Cbuf_Execute(); // make sure any stuffed commands are done CL_ParseServerData( msg ); break; case svc_addangle: CL_ParseAddAngle( msg ); break; case svc_clientdata: CL_ParseClientData( msg ); break; case svc_packetentities: CL_ParsePacketEntities( msg, false ); break; case svc_deltapacketentities: CL_ParsePacketEntities( msg, true ); break; case svc_updatepings: CL_UpdateUserPings( msg ); break; case svc_usermessage: CL_RegisterUserMessage( msg ); break; case svc_particle: CL_ParseParticles( msg ); break; case svc_restoresound: CL_ParseRestoreSoundPacket( msg ); break; case svc_spawnstatic: CL_ParseStaticEntity( msg ); break; case svc_ambientsound: CL_ParseSoundPacket( msg, true ); break; case svc_crosshairangle: CL_ParseCrosshairAngle( msg ); break; case svc_spawnbaseline: CL_ParseBaseline( msg ); break; case svc_temp_entity: CL_ParseTempEntity( msg ); break; case svc_setpause: cl.refdef.paused = ( BF_ReadOneBit( msg ) != 0 ); break; case svc_deltamovevars: CL_ParseMovevars( msg ); break; case svc_customization: CL_ParseCustomization( msg ); break; case svc_centerprint: CL_CenterPrint( BF_ReadString( msg ), 0.25f ); break; case svc_event: CL_ParseEvent( msg ); break; case svc_event_reliable: CL_ParseReliableEvent( msg ); break; case svc_updateuserinfo: CL_UpdateUserinfo( msg ); break; case svc_intermission: cl.refdef.intermission = true; break; case svc_modelindex: CL_PrecacheModel( msg ); break; case svc_soundindex: CL_PrecacheSound( msg ); break; case svc_soundfade: CL_ParseSoundFade( msg ); break; case svc_cdtrack: param1 = BF_ReadByte( msg ); param1 = bound( 1, param1, MAX_CDTRACKS ); // tracknum param2 = BF_ReadByte( msg ); param2 = bound( 1, param2, MAX_CDTRACKS ); // loopnum S_StartBackgroundTrack( clgame.cdtracks[param1-1], clgame.cdtracks[param2-1], 0 ); break; case svc_serverinfo: CL_ServerInfo( msg ); break; case svc_eventindex: CL_PrecacheEvent( msg ); break; case svc_deltatable: Delta_ParseTableField( msg ); break; case svc_weaponanim: param1 = BF_ReadByte( msg ); // iAnim param2 = BF_ReadByte( msg ); // body CL_WeaponAnim( param1, param2 ); break; case svc_bspdecal: CL_ParseStaticDecal( msg ); break; case svc_roomtype: param1 = BF_ReadShort( msg ); Cvar_SetFloat( "room_type", param1 ); break; case svc_chokecount: i = BF_ReadByte( msg ); j = cls.netchan.incoming_acknowledged - 1; for( ; i > 0 && j > cls.netchan.outgoing_sequence - CL_UPDATE_BACKUP; j-- ) { if( cl.frames[j & CL_UPDATE_MASK].receivedtime != -3.0 ) { cl.frames[j & CL_UPDATE_MASK].receivedtime = -2.0; i--; } } break; case svc_resourcelist: CL_ParseResourceList( msg ); break; case svc_director: CL_ParseDirector( msg ); break; case svc_studiodecal: CL_ParseStudioDecal( msg ); break; case svc_querycvarvalue: CL_ParseCvarValue( msg ); break; case svc_querycvarvalue2: CL_ParseCvarValue2( msg ); break; default: CL_ParseUserMessage( msg, cmd ); break; } } cls_message_debug.parsing = false; // done // we don't know if it is ok to save a demo message until // after we have parsed the frame if( !cls.demoplayback ) { if( cls.demorecording && !cls.demowaiting ) { CL_WriteDemoMessage( false, starting_count, msg ); } else if( cls.state != ca_active ) { CL_WriteDemoMessage( true, starting_count, msg ); } } }
/* ============================== Netchan_UpdateProgress ============================== */ void Netchan_UpdateProgress( netchan_t *chan ) { fragbuf_t *p; int i, c = 0; int total = 0; float bestpercent = 0.0; if ( net_drawslider->integer != 1 ) { // do show slider for file downloads. if( !chan->incomingbufs[FRAG_FILE_STREAM] ) { return; } } for( i = MAX_STREAMS - 1; i >= 0; i-- ) { // receiving data if( chan->incomingbufs[i] ) { p = chan->incomingbufs[i]; total = FRAG_GETCOUNT( p->bufferid ); while( p ) { c++; p = p->next; } if( total ) { float percent; percent = 100.0f * ( float )c / ( float )total; if( percent > bestpercent ) { bestpercent = percent; } } p = chan->incomingbufs[i]; if( i == FRAG_FILE_STREAM ) { char sz[MAX_SYSPATH]; char *in, *out; int len = 0; in = (char *)BF_GetData( &p->frag_message ); out = sz; while( *in ) { *out++ = *in++; len++; if( len > 128 ) break; } *out = '\0'; } } else if( chan->fragbufs[i] ) // Sending data { if( chan->fragbufcount[i] ) { float percent; percent = 100.0f * (float)chan->fragbufs[i]->bufferid / (float)chan->fragbufcount[i]; if( percent > bestpercent ) { bestpercent = percent; } } } } if( bestpercent ) Cvar_SetFloat( "scr_download", bestpercent ); }