qboolean SV_NewGame( const char *mapName, qboolean loadGame ) { if( !loadGame ) { if( !SV_MapIsValid( mapName, GI->sp_entity, NULL )) { return false; } SV_ClearSaveDir (); SV_Shutdown( true ); } else { S_StopAllSounds (); SV_DeactivateServer (); } sv.loadgame = loadGame; sv.background = false; sv.changelevel = false; if( !SV_SpawnServer( mapName, NULL )) return false; SV_LevelInit( mapName, NULL, NULL, loadGame ); sv.loadgame = loadGame; SV_ActivateServer(); if( sv.state != ss_active ) return false; return true; }
/* ================== SV_Map_f Goes directly to a given map without any savegame archiving. For development work ================== */ void SV_Map_f( void ) { char *spawn_entity; string mapname; int flags; if( Cmd_Argc() != 2 ) { Msg( "Usage: map <mapname>\n" ); return; } // hold mapname to other place Q_strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname )); // determine spawn entity classname if( sv_maxclients->integer == 1 ) spawn_entity = GI->sp_entity; else spawn_entity = GI->mp_entity; flags = SV_MapIsValid( mapname, spawn_entity, NULL ); if( flags & MAP_INVALID_VERSION ) { Msg( "SV_NewMap: map %s is invalid or not supported\n", mapname ); return; } if(!( flags & MAP_IS_EXIST )) { Msg( "SV_NewMap: map %s doesn't exist\n", mapname ); return; } if(!( flags & MAP_HAS_SPAWNPOINT )) { Msg( "SV_NewMap: map %s doesn't have a valid spawnpoint\n", mapname ); return; } // init network stuff NET_Config(( sv_maxclients->integer > 1 )); // changing singleplayer to multiplayer or back. refresh the player count if(( sv_maxclients->modified ) || ( deathmatch->modified ) || ( coop->modified ) || ( teamplay->modified )) Host_ShutdownServer(); SCR_BeginLoadingPlaque( false ); sv.changelevel = false; sv.background = false; sv.loadgame = false; // set right state SV_ClearSaveDir (); // delete all temporary *.hl files SV_DeactivateServer(); SV_SpawnServer( mapname, NULL ); SV_LevelInit( mapname, NULL, NULL, false ); SV_ActivateServer (); }
/* ================== SV_Map_f Goes directly to a given map without any savegame archiving. For development work ================== */ void SV_Map_f( void ) { char *spawn_entity; string mapname; int flags; if( Cmd_Argc() != 2 ) { Msg( "Usage: map <mapname>\n" ); return; } // hold mapname to other place Q_strncpy( mapname, Cmd_Argv( 1 ), sizeof( mapname )); // determine spawn entity classname if( sv_maxclients->integer == 1 ) spawn_entity = GI->sp_entity; else spawn_entity = GI->mp_entity; flags = SV_MapIsValid( mapname, spawn_entity, NULL ); if( flags & MAP_INVALID_VERSION ) { Msg( "SV_NewMap: map %s is invalid or not supported\n", mapname ); return; } if(!( flags & MAP_IS_EXIST )) { Msg( "SV_NewMap: map %s doesn't exist\n", mapname ); return; } if(!( flags & MAP_HAS_SPAWNPOINT )) { Msg( "SV_NewMap: map %s doesn't have a valid spawnpoint\n", mapname ); return; } #ifndef _DEDICATED SCR_BeginLoadingPlaque( false ); #endif sv.background = false; sv.loadgame = false; // set right state SV_ClearSaveDir (); // delete all temporary *.hl files SV_DeactivateServer(); SV_SpawnServer( mapname, NULL ); SV_LevelInit( mapname, NULL, NULL, false ); SV_ActivateServer (); }
/* ================ SV_LevelInit Spawn all entities ================ */ void SV_LevelInit( const char *pMapName, char const *pOldLevel, char const *pLandmarkName, qboolean loadGame ) { if( !svs.initialized ) return; if( loadGame ) { if( !SV_LoadGameState( pMapName, 1 )) { SV_SpawnEntities( pMapName, SV_EntityScript( )); } if( pOldLevel ) { SV_LoadAdjacentEnts( pOldLevel, pLandmarkName ); } if( sv_newunit->integer ) { SV_ClearSaveDir(); } } else { svgame.dllFuncs.pfnResetGlobalState(); SV_SpawnEntities( pMapName, SV_EntityScript( )); svgame.globals->frametime = 0.0f; if( sv_newunit->integer ) { SV_ClearSaveDir(); } } // always clearing newunit variable Cvar_SetFloat( "sv_newunit", 0 ); // relese all intermediate entities SV_FreeOldEntities (); }
/* =============== SV_Init Only called at startup, not for each game =============== */ void SV_Init( void ) { SV_InitOperatorCommands(); skill = Cvar_Get ("skill", "1", CVAR_LATCH, "game skill level" ); deathmatch = Cvar_Get ("deathmatch", "0", CVAR_LATCH|CVAR_SERVERINFO, "displays deathmatch state" ); teamplay = Cvar_Get ("teamplay", "0", CVAR_LATCH|CVAR_SERVERINFO, "displays teamplay state" ); coop = Cvar_Get ("coop", "0", CVAR_LATCH|CVAR_SERVERINFO, "displays cooperative state" ); Cvar_Get ("protocol", va( "%i", PROTOCOL_VERSION ), CVAR_INIT, "displays server protocol version" ); Cvar_Get ("defaultmap", "", CVAR_SERVERNOTIFY, "holds the multiplayer mapname" ); Cvar_Get ("showtriggers", "0", CVAR_LATCH, "debug cvar shows triggers" ); Cvar_Get ("sv_aim", "0", CVAR_ARCHIVE, "enable auto-aiming" ); Cvar_Get ("mapcyclefile", "mapcycle.txt", 0, "name of multiplayer map cycle configuration file" ); Cvar_Get ("servercfgfile","server.cfg", 0, "name of dedicated server configuration file" ); Cvar_Get ("lservercfgfile","listenserver.cfg", 0, "name of listen server configuration file" ); Cvar_Get ("motdfile", "motd.txt", 0, "name of 'message of the day' file" ); Cvar_Get ("sv_language", "0", 0, "game language (currently unused)" ); Cvar_Get ("suitvolume", "0.25", CVAR_ARCHIVE, "HEV suit volume" ); Cvar_Get ("sv_background", "0", CVAR_READ_ONLY, "indicate what background map is running" ); Cvar_Get( "gamedir", GI->gamefolder, CVAR_SERVERINFO|CVAR_SERVERNOTIFY|CVAR_INIT, "game folder" ); Cvar_Get( "sv_alltalk", "1", 0, "allow to talking for all players (legacy, unused)" ); Cvar_Get( "sv_airmove", "1", CVAR_SERVERNOTIFY, "enable airmovement (legacy, unused)" ); Cvar_Get( "mp_autocrosshair", "0", 0, "allow auto crosshair in multiplayer (legacy, unused)" ); Cvar_Get( "sv_allow_PhysX", "1", CVAR_ARCHIVE, "allow XashXT to usage PhysX engine" ); //XashXT cvar Cvar_Get( "sv_precache_meshes", "1", CVAR_ARCHIVE, "cache SOLID_CUSTOM meshes before level loading" ); // Paranoia 2 cvar Cvar_Get( "mp_allowmonsters", "0", CVAR_SERVERNOTIFY | CVAR_LATCH, "allow auto monsters in multiplayer" ); // half-life shared variables sv_zmax = Cvar_Get ("sv_zmax", "4096", CVAR_PHYSICINFO, "zfar server value" ); sv_wateramp = Cvar_Get ("sv_wateramp", "0", CVAR_PHYSICINFO, "global water wave height" ); sv_skycolor_r = Cvar_Get ("sv_skycolor_r", "255", CVAR_PHYSICINFO, "skycolor red" ); sv_skycolor_g = Cvar_Get ("sv_skycolor_g", "255", CVAR_PHYSICINFO, "skycolor green" ); sv_skycolor_b = Cvar_Get ("sv_skycolor_b", "255", CVAR_PHYSICINFO, "skycolor blue" ); sv_skyvec_x = Cvar_Get ("sv_skyvec_x", "0", CVAR_PHYSICINFO, "skylight direction x" ); sv_skyvec_y = Cvar_Get ("sv_skyvec_y", "0", CVAR_PHYSICINFO, "skylight direction y" ); sv_skyvec_z = Cvar_Get ("sv_skyvec_z", "0", CVAR_PHYSICINFO, "skylight direction z" ); sv_skyname = Cvar_Get ("sv_skyname", "desert", CVAR_PHYSICINFO, "skybox name (can be dynamically changed in-game)" ); sv_skydir_x = Cvar_Get ("sv_skydir_x", "0", CVAR_PHYSICINFO, "sky rotation direction x" ); sv_skydir_y = Cvar_Get ("sv_skydir_y", "0", CVAR_PHYSICINFO, "sky rotation direction y" ); sv_skydir_z = Cvar_Get ("sv_skydir_z", "1", CVAR_PHYSICINFO, "sky rotation direction z" ); // g-cont. add default sky rotate direction sv_skyangle = Cvar_Get ("sv_skyangle", "0", CVAR_PHYSICINFO, "skybox rotational angle (in degrees)" ); sv_skyspeed = Cvar_Get ("sv_skyspeed", "0", 0, "skybox rotational speed" ); sv_footsteps = Cvar_Get ("mp_footsteps", "1", CVAR_PHYSICINFO, "can hear footsteps from other players" ); sv_wateralpha = Cvar_Get ("sv_wateralpha", "1", CVAR_PHYSICINFO, "world surfaces water transparency factor. 1.0 - solid, 0.0 - fully transparent" ); rcon_password = Cvar_Get( "rcon_password", "", 0, "remote connect password" ); sv_stepsize = Cvar_Get( "sv_stepsize", "18", CVAR_ARCHIVE|CVAR_PHYSICINFO, "how high you can step up" ); sv_newunit = Cvar_Get( "sv_newunit", "0", 0, "sets to 1 while new unit is loading" ); hostname = Cvar_Get( "hostname", "unnamed", CVAR_SERVERNOTIFY|CVAR_SERVERNOTIFY|CVAR_ARCHIVE, "host name" ); timeout = Cvar_Get( "timeout", "125", CVAR_SERVERNOTIFY, "connection timeout" ); zombietime = Cvar_Get( "zombietime", "2", CVAR_SERVERNOTIFY, "timeout for clients-zombie (who died but not respawned)" ); sv_pausable = Cvar_Get( "pausable", "1", CVAR_SERVERNOTIFY, "allow players to pause or not" ); sv_allow_studio_attachment_angles = Cvar_Get( "sv_allow_studio_attachment_angles", "0", CVAR_ARCHIVE, "enable calc angles for attachment points (on studio models)" ); sv_allow_rotate_pushables = Cvar_Get( "sv_allow_rotate_pushables", "0", CVAR_ARCHIVE, "let the pushers rotate pushables with included origin-brush" ); sv_validate_changelevel = Cvar_Get( "sv_validate_changelevel", "1", CVAR_ARCHIVE, "test change level for level-designer errors" ); sv_clienttrace = Cvar_Get( "sv_clienttrace", "1", CVAR_SERVERNOTIFY, "scaling factor for client hitboxes" ); sv_wallbounce = Cvar_Get( "sv_wallbounce", "1.0", CVAR_PHYSICINFO, "bounce factor for client with MOVETYPE_BOUNCE" ); sv_spectatormaxspeed = Cvar_Get( "sv_spectatormaxspeed", "500", CVAR_PHYSICINFO, "spectator maxspeed" ); sv_waterfriction = Cvar_Get( "sv_waterfriction", "1", CVAR_PHYSICINFO, "how fast you slow down in water" ); sv_wateraccelerate = Cvar_Get( "sv_wateraccelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed while in the water" ); sv_rollangle = Cvar_Get( "sv_rollangle", "0", CVAR_PHYSICINFO, "how much to tilt the view when strafing" ); sv_rollspeed = Cvar_Get( "sv_rollspeed", "200", CVAR_PHYSICINFO, "how much strafing is necessary to tilt the view" ); sv_airaccelerate = Cvar_Get("sv_airaccelerate", "10", CVAR_PHYSICINFO, "player accellerate in air" ); sv_maxvelocity = Cvar_Get( "sv_maxvelocity", "2000", CVAR_PHYSICINFO, "max world velocity" ); sv_gravity = Cvar_Get( "sv_gravity", "800", CVAR_PHYSICINFO, "world gravity" ); sv_maxspeed = Cvar_Get( "sv_maxspeed", "320", CVAR_PHYSICINFO, "maximum speed a player can accelerate to when on ground"); sv_accelerate = Cvar_Get( "sv_accelerate", "10", CVAR_PHYSICINFO, "rate at which a player accelerates to sv_maxspeed" ); sv_friction = Cvar_Get( "sv_friction", "4", CVAR_PHYSICINFO, "how fast you slow down" ); sv_edgefriction = Cvar_Get( "edgefriction", "2", CVAR_PHYSICINFO, "how much you slow down when nearing a ledge you might fall off" ); sv_stopspeed = Cvar_Get( "sv_stopspeed", "100", CVAR_PHYSICINFO, "how fast you come to a complete stop" ); sv_maxclients = Cvar_Get( "maxplayers", "1", CVAR_LATCH|CVAR_SERVERNOTIFY, "server clients limit" ); sv_check_errors = Cvar_Get( "sv_check_errors", "0", CVAR_ARCHIVE, "check edicts for errors" ); physinfo = Cvar_Get( "@physinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only serverinfo = Cvar_Get( "@serverinfo", "0", CVAR_READ_ONLY, "" ); // use ->modified value only public_server = Cvar_Get ("public", "0", 0, "change server type from private to public" ); sv_lighting_modulate = Cvar_Get( "r_lighting_modulate", "0.6", CVAR_ARCHIVE, "lightstyles modulate scale" ); sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE, "max reconnect attempts" ); sv_failuretime = Cvar_Get( "sv_failuretime", "0.5", 0, "after this long without a packet from client, don't send any more until client starts sending again" ); sv_unlag = Cvar_Get( "sv_unlag", "1", 0, "allow lag compensation on server-side" ); sv_maxunlag = Cvar_Get( "sv_maxunlag", "0.5", 0, "max latency which can be interpolated" ); sv_unlagpush = Cvar_Get( "sv_unlagpush", "0.0", 0, "unlag push bias" ); sv_unlagsamples = Cvar_Get( "sv_unlagsamples", "1", 0, "max samples to interpolate" ); sv_allow_upload = Cvar_Get( "sv_allow_upload", "1", 0, "allow uploading custom resources from clients" ); sv_allow_download = Cvar_Get( "sv_allow_download", "1", 0, "allow download missed resources to clients" ); sv_send_logos = Cvar_Get( "sv_send_logos", "1", 0, "send custom player decals to other clients" ); sv_send_resources = Cvar_Get( "sv_send_resources", "1", 0, "send generic resources that specified in 'mapname.res'" ); sv_sendvelocity = Cvar_Get( "sv_sendvelocity", "1", CVAR_ARCHIVE, "force to send velocity for event_t structure across network" ); sv_quakehulls = Cvar_Get( "sv_quakehulls", "0", CVAR_ARCHIVE, "using quake style hull select instead of half-life style hull select" ); mp_consistency = Cvar_Get( "mp_consistency", "1", CVAR_SERVERNOTIFY, "enbale consistency check in multiplayer" ); clockwindow = Cvar_Get( "clockwindow", "0.5", 0, "timewindow to execute client moves" ); sv_novis = Cvar_Get( "sv_novis", "0", 0, "force to ignore server visibility" ); SV_ClearSaveDir (); // delete all temporary *.hl files BF_Init( &net_message, "NetMessage", net_message_buffer, sizeof( net_message_buffer )); }