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https://github.com/id-Software/Quake-2.git
synced 2026-03-20 00:49:31 +01:00
The original Quake 2 sources as originally released under the GPL license on December 21, 2001.
This commit is contained in:
465
server/sv_init.c
Normal file
465
server/sv_init.c
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@@ -0,0 +1,465 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "server.h"
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server_static_t svs; // persistant server info
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server_t sv; // local server
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/*
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================
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SV_FindIndex
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================
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*/
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int SV_FindIndex (char *name, int start, int max, qboolean create)
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{
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int i;
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if (!name || !name[0])
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return 0;
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for (i=1 ; i<max && sv.configstrings[start+i][0] ; i++)
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if (!strcmp(sv.configstrings[start+i], name))
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return i;
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if (!create)
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return 0;
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if (i == max)
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Com_Error (ERR_DROP, "*Index: overflow");
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strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
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if (sv.state != ss_loading)
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{ // send the update to everyone
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SZ_Clear (&sv.multicast);
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MSG_WriteChar (&sv.multicast, svc_configstring);
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MSG_WriteShort (&sv.multicast, start+i);
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MSG_WriteString (&sv.multicast, name);
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SV_Multicast (vec3_origin, MULTICAST_ALL_R);
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}
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return i;
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}
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int SV_ModelIndex (char *name)
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{
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return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
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}
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int SV_SoundIndex (char *name)
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{
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return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
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}
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int SV_ImageIndex (char *name)
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{
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return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress the update messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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void SV_CreateBaseline (void)
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{
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edict_t *svent;
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int entnum;
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for (entnum = 1; entnum < ge->num_edicts ; entnum++)
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{
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svent = EDICT_NUM(entnum);
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if (!svent->inuse)
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continue;
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if (!svent->s.modelindex && !svent->s.sound && !svent->s.effects)
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continue;
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
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VectorCopy (svent->s.origin, svent->s.old_origin);
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sv.baselines[entnum] = svent->s;
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}
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}
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/*
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=================
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SV_CheckForSavegame
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=================
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*/
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void SV_CheckForSavegame (void)
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{
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char name[MAX_OSPATH];
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FILE *f;
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int i;
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if (sv_noreload->value)
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return;
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if (Cvar_VariableValue ("deathmatch"))
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return;
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
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f = fopen (name, "rb");
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if (!f)
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return; // no savegame
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fclose (f);
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SV_ClearWorld ();
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// get configstrings and areaportals
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SV_ReadLevelFile ();
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if (!sv.loadgame)
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{ // coming back to a level after being in a different
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// level, so run it for ten seconds
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// rlava2 was sending too many lightstyles, and overflowing the
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// reliable data. temporarily changing the server state to loading
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// prevents these from being passed down.
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server_state_t previousState; // PGM
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previousState = sv.state; // PGM
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sv.state = ss_loading; // PGM
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for (i=0 ; i<100 ; i++)
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ge->RunFrame ();
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sv.state = previousState; // PGM
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}
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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================
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*/
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void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
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{
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int i;
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unsigned checksum;
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if (attractloop)
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Cvar_Set ("paused", "0");
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Com_Printf ("------- Server Initialization -------\n");
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Com_DPrintf ("SpawnServer: %s\n",server);
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if (sv.demofile)
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fclose (sv.demofile);
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svs.spawncount++; // any partially connected client will be
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// restarted
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sv.state = ss_dead;
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Com_SetServerState (sv.state);
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// wipe the entire per-level structure
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memset (&sv, 0, sizeof(sv));
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svs.realtime = 0;
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sv.loadgame = loadgame;
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sv.attractloop = attractloop;
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// save name for levels that don't set message
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strcpy (sv.configstrings[CS_NAME], server);
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if (Cvar_VariableValue ("deathmatch"))
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{
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sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value);
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pm_airaccelerate = sv_airaccelerate->value;
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}
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else
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{
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strcpy(sv.configstrings[CS_AIRACCEL], "0");
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pm_airaccelerate = 0;
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}
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SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf));
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strcpy (sv.name, server);
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// leave slots at start for clients only
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for (i=0 ; i<maxclients->value ; i++)
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{
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// needs to reconnect
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if (svs.clients[i].state > cs_connected)
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svs.clients[i].state = cs_connected;
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svs.clients[i].lastframe = -1;
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}
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sv.time = 1000;
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strcpy (sv.name, server);
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strcpy (sv.configstrings[CS_NAME], server);
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if (serverstate != ss_game)
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{
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sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
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}
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else
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{
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Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]),
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"maps/%s.bsp", server);
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sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum);
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}
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Com_sprintf (sv.configstrings[CS_MAPCHECKSUM],sizeof(sv.configstrings[CS_MAPCHECKSUM]),
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"%i", checksum);
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//
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// clear physics interaction links
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//
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SV_ClearWorld ();
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for (i=1 ; i< CM_NumInlineModels() ; i++)
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{
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Com_sprintf (sv.configstrings[CS_MODELS+1+i], sizeof(sv.configstrings[CS_MODELS+1+i]),
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"*%i", i);
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sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]);
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}
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//
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// spawn the rest of the entities on the map
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//
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// precache and static commands can be issued during
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// map initialization
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sv.state = ss_loading;
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Com_SetServerState (sv.state);
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// load and spawn all other entities
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ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
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// run two frames to allow everything to settle
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ge->RunFrame ();
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ge->RunFrame ();
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// all precaches are complete
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sv.state = serverstate;
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Com_SetServerState (sv.state);
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// create a baseline for more efficient communications
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SV_CreateBaseline ();
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// check for a savegame
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SV_CheckForSavegame ();
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// set serverinfo variable
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Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET);
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Com_Printf ("-------------------------------------\n");
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}
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/*
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==============
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SV_InitGame
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A brand new game has been started
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==============
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*/
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void SV_InitGame (void)
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{
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int i;
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edict_t *ent;
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char idmaster[32];
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if (svs.initialized)
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{
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// cause any connected clients to reconnect
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SV_Shutdown ("Server restarted\n", true);
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}
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else
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{
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// make sure the client is down
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CL_Drop ();
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SCR_BeginLoadingPlaque ();
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}
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// get any latched variable changes (maxclients, etc)
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Cvar_GetLatchedVars ();
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svs.initialized = true;
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if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch"))
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{
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Com_Printf("Deathmatch and Coop both set, disabling Coop\n");
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Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH);
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}
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// dedicated servers are can't be single player and are usually DM
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// so unless they explicity set coop, force it to deathmatch
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if (dedicated->value)
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{
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if (!Cvar_VariableValue ("coop"))
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Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
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}
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// init clients
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if (Cvar_VariableValue ("deathmatch"))
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{
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if (maxclients->value <= 1)
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Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
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else if (maxclients->value > MAX_CLIENTS)
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Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH);
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}
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else if (Cvar_VariableValue ("coop"))
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{
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if (maxclients->value <= 1 || maxclients->value > 4)
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Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
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#ifdef COPYPROTECT
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if (!sv.attractloop && !dedicated->value)
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Sys_CopyProtect ();
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#endif
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}
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else // non-deathmatch, non-coop is one player
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{
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Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
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#ifdef COPYPROTECT
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if (!sv.attractloop)
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Sys_CopyProtect ();
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#endif
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}
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svs.spawncount = rand();
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svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value);
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svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64;
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svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities);
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// init network stuff
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NET_Config ( (maxclients->value > 1) );
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// heartbeats will always be sent to the id master
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svs.last_heartbeat = -99999; // send immediately
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Com_sprintf(idmaster, sizeof(idmaster), "192.246.40.37:%i", PORT_MASTER);
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NET_StringToAdr (idmaster, &master_adr[0]);
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// init game
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SV_InitGameProgs ();
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for (i=0 ; i<maxclients->value ; i++)
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{
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ent = EDICT_NUM(i+1);
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ent->s.number = i+1;
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svs.clients[i].edict = ent;
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memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd));
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}
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}
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/*
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======================
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SV_Map
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the full syntax is:
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map [*]<map>$<startspot>+<nextserver>
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command from the console or progs.
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Map can also be a.cin, .pcx, or .dm2 file
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Nextserver is used to allow a cinematic to play, then proceed to
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another level:
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map tram.cin+jail_e3
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======================
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*/
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void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
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{
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char level[MAX_QPATH];
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char *ch;
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int l;
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char spawnpoint[MAX_QPATH];
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sv.loadgame = loadgame;
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sv.attractloop = attractloop;
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if (sv.state == ss_dead && !sv.loadgame)
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SV_InitGame (); // the game is just starting
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strcpy (level, levelstring);
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// if there is a + in the map, set nextserver to the remainder
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ch = strstr(level, "+");
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if (ch)
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{
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*ch = 0;
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Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1));
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}
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else
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Cvar_Set ("nextserver", "");
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//ZOID special hack for end game screen in coop mode
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if (Cvar_VariableValue ("coop") && !Q_stricmp(level, "victory.pcx"))
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Cvar_Set ("nextserver", "gamemap \"*base1\"");
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// if there is a $, use the remainder as a spawnpoint
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ch = strstr(level, "$");
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if (ch)
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{
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*ch = 0;
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strcpy (spawnpoint, ch+1);
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}
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else
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spawnpoint[0] = 0;
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// skip the end-of-unit flag if necessary
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if (level[0] == '*')
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strcpy (level, level+1);
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l = strlen(level);
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if (l > 4 && !strcmp (level+l-4, ".cin") )
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, ss_cinematic, attractloop, loadgame);
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}
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else if (l > 4 && !strcmp (level+l-4, ".dm2") )
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, ss_demo, attractloop, loadgame);
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}
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else if (l > 4 && !strcmp (level+l-4, ".pcx") )
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SpawnServer (level, spawnpoint, ss_pic, attractloop, loadgame);
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}
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else
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{
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SCR_BeginLoadingPlaque (); // for local system
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SV_BroadcastCommand ("changing\n");
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SV_SendClientMessages ();
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SV_SpawnServer (level, spawnpoint, ss_game, attractloop, loadgame);
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Cbuf_CopyToDefer ();
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}
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SV_BroadcastCommand ("reconnect\n");
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}
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