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sv_main.pas
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sv_main.pas
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// ------------------------------------------------------------------------------
// DelphiQuake, Copyright (C) 2005-2011 by Jim Valavanis
// E-Mail: jimmyvalavanis@yahoo.gr
//
// 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.
//
// ------------------------------------------------------------------------------
{$I dquake.inc}
{$Z4}
unit sv_main;
// sv_main.c -- server main program
interface
uses
q_delphi,
q_vector,
progs_h,
server_h,
gl_planes,
common;
procedure SV_Init;
procedure SV_StartParticle(org, dir: PVector3f; const color, count: integer);
procedure SV_StartSound(entity: Pedict_t; channel: integer; sample: PChar; volume: integer; attenuation: single);
procedure SV_SendServerinfo(client: Pclient_t);
procedure SV_ConnectClient(clientnum: integer);
procedure SV_CheckForNewClients;
procedure SV_ClearDatagram;
procedure SV_AddToFatPVS(org: PVector3f; node: Pmnode_t);
function SV_FatPVS(org: PVector3f): PByteArray;
procedure SV_WriteEntitiesToClient(clent: Pedict_t; msg: Psizebuf_t);
procedure SV_CleanupEnts;
procedure SV_WriteClientdataToMessage(ent: Pedict_t; msg: Psizebuf_t);
function SV_SendClientDatagram(client: Pclient_t): qboolean;
procedure SV_UpdateToReliableMessages;
procedure SV_SendNop(client: Pclient_t);
procedure SV_SendClientMessages;
function SV_ModelIndex(name: PChar): integer;
procedure SV_CreateBaseline;
procedure SV_SendReconnect;
procedure SV_SaveSpawnparms;
procedure SV_SpawnServer(server: PChar);
var
sv: server_t;
svs: server_static_t;
implementation
uses
quakedef,
bspconst,
cvar,
sv_phys,
sv_user,
pr_cmds,
protocol,
sys_win,
console,
sound,
pr_edict,
host_h,
net,
net_main,
pr_exec,
gl_model,
gl_model_h,
mathlib,
host,
cl_main_h,
client,
cmd,
gl_screen,
host_cmd,
zone,
world;
var
localmodels: array[0..MAX_MODELS - 1] of array[0..4] of char; // inline model names for precache
(*
==================
SV_StartParticle
Make sure the event gets sent to all clients
==================
*)
procedure SV_StartParticle(org, dir: PVector3f; const color, count: integer);
var
i, v: integer;
begin
if sv.datagram.cursize > MAX_DATAGRAM - 16 then
exit;
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 to 2 do
begin
v := intval(dir[i] * 16);
if v > 127 then v := 127 else
if v < -128 then v := -128;
MSG_WriteChar(@sv.datagram, v);
end;
MSG_WriteByte(@sv.datagram, count);
MSG_WriteByte(@sv.datagram, color);
end;
(*
==================
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)
==================
*)
procedure SV_StartSound(entity: Pedict_t; channel: integer; sample: PChar;
volume: integer; attenuation: single);
var
sound_num: integer;
field_mask: integer;
i: integer;
ent: integer;
begin
if (volume < 0) or (volume > 255) then Sys_Error('SV_StartSound: volume = %d', [volume]);
if (attenuation < 0) or (attenuation > 4) then Sys_Error('SV_StartSound: attenuation = %f', [attenuation]);
if (channel < 0) or (channel > 7) then Sys_Error('SV_StartSound: channel = %d', [channel]);
if sv.datagram.cursize > MAX_DATAGRAM - 16 then
exit;
// find precache number for sound
sound_num := 1;
while (sound_num < MAX_SOUNDS) and (sv.sound_precache[sound_num] <> nil) do
begin
if strcmp(sample, sv.sound_precache[sound_num]) = 0 then
break;
inc(sound_num);
end;
if (sound_num = MAX_SOUNDS) or not (sv.sound_precache[sound_num] <> nil) then
begin
Con_Printf('SV_StartSound: %s not precacheed'#10, [sample]);
exit;
end;
ent := NUM_FOR_EDICT(entity);
channel := (ent shl 3) or channel;
field_mask := 0;
if volume <> DEFAULT_SOUND_PACKET_VOLUME then
field_mask := field_mask or SND_VOLUME;
if attenuation <> DEFAULT_SOUND_PACKET_ATTENUATION then
field_mask := field_mask or SND_ATTENUATION;
// 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 and SND_VOLUME <> 0 then MSG_WriteByte(@sv.datagram, volume);
if field_mask and SND_ATTENUATION <> 0 then MSG_WriteByte(@sv.datagram, intval(attenuation * 64));
MSG_WriteShort(@sv.datagram, channel);
MSG_WriteByte(@sv.datagram, sound_num);
for i := 0 to 2 do
MSG_WriteCoord(@sv.datagram, entity.v.origin[i] + 0.5 * (entity.v.mins[i] + entity.v.maxs[i]));
end;
(*
==============================================================================
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.
================
*)
procedure SV_SendServerinfo(client: Pclient_t);
var
s: PPchar;
msg: array[0..2047] of char;
begin
MSG_WriteByte(@client._message, svc_print);
sprintf(msg, '%s'#10'VERSION %4.2f SERVER (%d CRC)', [Chr(2), VERSION, pr_crc]);
MSG_WriteString(@client._message, msg);
MSG_WriteByte(@client._message, svc_serverinfo);
MSG_WriteLong(@client._message, PROTOCOL_VERSION);
MSG_WriteByte(@client._message, svs.maxclients);
if (coop.value = 0) and (deathmatch.value <> 0) then
MSG_WriteByte(@client._message, GAME_DEATHMATCH)
else
MSG_WriteByte(@client._message, GAME_COOP);
sprintf(msg, PChar(@pr_strings[sv.edicts.v._message])); // JVAL sos
MSG_WriteString(@client._message, msg);
s := @sv.model_precache[1];
while s^ <> nil do
begin
MSG_WriteString(@client._message, s^);
inc(s);
end;
MSG_WriteByte(@client._message, 0);
s := @sv.sound_precache[1];
while s^ <> nil do
begin
MSG_WriteString(@client._message, s^);
inc(s);
end;
MSG_WriteByte(@client._message, 0);
// send music
MSG_WriteByte(@client._message, svc_cdtrack);
MSG_WriteByte(@client._message, intval(sv.edicts.v.sounds));
MSG_WriteByte(@client._message, intval(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
end;
(*
================
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.
================
*)
procedure SV_ConnectClient(clientnum: integer);
var
ent: Pedict_t;
client: Pclient_t;
edictnum: integer;
netconnection: Pqsocket_t;
i: integer;
spawn_parms: array[0..NUM_SPAWN_PARMS - 1] of single;
begin
client := @svs.clients[clientnum]; // JVAL check!
Con_DPrintf('Client %s connected'#10, [client.netconnection.address]);
edictnum := clientnum + 1;
ent := EDICT_NUM(edictnum);
// set up the client_t
netconnection := client.netconnection;
if sv.loadgame then
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
client.privileged := false;
if sv.loadgame then
memcpy(@client.spawn_parms, @spawn_parms, SizeOf(spawn_parms))
else
begin
// call the progs to get default spawn parms for the new client
PR_ExecuteProgram(pr_global_struct.SetNewParms);
for i := 0 to NUM_SPAWN_PARMS - 1 do
client.spawn_parms[i] := PFloatArray(@pr_global_struct.parm1)[i]; // JVAL ???
end;
SV_SendServerinfo(client);
end;
(*
===================
SV_CheckForNewClients
===================
*)
procedure SV_CheckForNewClients;
var
ret: Pqsocket_t;
i: integer;
begin
//
// check for new connections
//
while true do
begin
ret := NET_CheckNewConnections;
if ret = nil then
break;
//
// init a new client structure
//
i := 0;
while i < svs.maxclients do
begin
if not svs.clients[i].active then
break;
inc(i);
end;
if i = svs.maxclients then
Sys_Error('Host_CheckForNewClients: no free clients');
svs.clients[i].netconnection := ret;
SV_ConnectClient(i);
inc(net_activeconnections);
end;
end;
(*
===============================================================================
FRAME UPDATES
===============================================================================
*)
(*
==================
SV_ClearDatagram
==================
*)
procedure SV_ClearDatagram;
begin
SZ_Clear(@sv.datagram);
end;
(*
=============================================================================
The PVS must include a small area around the client to allow head bobbing
or other small motion on the client side. Otherwise, a bob might cause an
entity that should be visible to not show up, especially when the bob
crosses a waterline.
=============================================================================
*)
var
fatbytes: integer;
fatpvs: array[0..MAX_MAP_LEAFS div 8] of byte;
procedure SV_AddToFatPVS(org: PVector3f; node: Pmnode_t);
var
i: integer;
pvs: PByteArray;
plane: Pmplane_t;
d: single;
begin
while true do
begin
// if this is a leaf, accumulate the pvs bits
if node.contents < 0 then
begin
if node.contents <> CONTENTS_SOLID then
begin
pvs := Mod_LeafPVS(Pmleaf_t(node), sv.worldmodel);
for i := 0 to fatbytes - 1 do
fatpvs[i] := fatpvs[i] or pvs[i];
end;
exit;
end;
plane := node.plane;
d := VectorDotProduct(org, @plane.normal) - plane.dist;
if d > 8 then
node := node.children[0]
else if d < -8 then
node := node.children[1]
else
begin // go down both
SV_AddToFatPVS(org, node.children[0]);
node := node.children[1];
end;
end;
end;
(*
=============
SV_FatPVS
Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the
given point.
=============
*)
function SV_FatPVS(org: PVector3f): PByteArray;
begin
fatbytes := (sv.worldmodel.numleafs + 31) shr 3;
ZeroMemory(@fatpvs, fatbytes);
SV_AddToFatPVS(org, sv.worldmodel.nodes);
result := @fatpvs;
end;
//=============================================================================
(*
=============
SV_WriteEntitiesToClient
=============
*)
procedure SV_WriteEntitiesToClient(clent: Pedict_t; msg: Psizebuf_t);
label
continue1;
var
e, i: integer;
bits: integer;
pvs: PByteArray;
org: TVector3f;
miss: single;
ent: Pedict_t;
begin
// find the client's PVS
VectorAdd(@clent.v.origin, @clent.v.view_ofs, @org);
pvs := SV_FatPVS(@org);
// send over all entities (excpet the client) that touch the pvs
ent := NEXT_EDICT(sv.edicts);
for e := 1 to sv.num_edicts - 1 do
begin
// ignore if not touching a PV leaf
if ent <> clent then // clent is ALLWAYS sent
begin
// ignore ents without visible models
if (ent.v.modelindex = 0) or not boolval(pr_strings[ent.v.model]) then
goto continue1;
i := 0;
while i < ent.num_leafs do
begin
if pvs[ent.leafnums[i] shr 3] and ((1 shl (ent.leafnums[i] and 7))) <> 0 then
break;
inc(i);
end;
if i = ent.num_leafs then
goto continue1; // not visible
end;
if msg.maxsize - msg.cursize < 16 then
begin
Con_Printf('packet overflow'#10);
exit;
end;
// send an update
bits := 0;
for i := 0 to 2 do
begin
miss := ent.v.origin[i] - ent.baseline.origin[i];
if (miss < -0.1) or (miss > 0.1) then bits := bits or (U_ORIGIN1 shl i);
end;
if ent.v.angles[0] <> ent.baseline.angles[0] then bits := bits or U_ANGLE1;
if ent.v.angles[1] <> ent.baseline.angles[1] then bits := bits or U_ANGLE2;
if ent.v.angles[2] <> ent.baseline.angles[2] then bits := bits or U_ANGLE3;
if ent.v.movetype = MOVETYPE_STEP then bits := bits or U_NOLERP; // don't mess up the step animation
if ent.baseline.colormap <> ent.v.colormap then bits := bits or U_COLORMAP;
if ent.baseline.skin <> ent.v.skin then bits := bits or U_SKIN;
if ent.baseline.frame <> ent.v.frame then bits := bits or U_FRAME;
if ent.baseline.effects <> ent.v.effects then bits := bits or U_EFFECTS;
if ent.baseline.modelindex <> ent.v.modelindex then bits := bits or U_MODEL;
if e >= 256 then bits := bits or U_LONGENTITY;
if bits >= 256 then bits := bits or U_MOREBITS;
//
// write the message
//
MSG_WriteByte(msg, bits or U_SIGNAL);
if bits and U_MOREBITS <> 0 then MSG_WriteByte(msg, bits shr 8);
if bits and U_LONGENTITY <> 0 then MSG_WriteShort(msg, e)
else MSG_WriteByte(msg, e);
if bits and U_MODEL <> 0 then MSG_WriteShort(msg, intval(ent.v.modelindex)); //SV !!
if bits and U_FRAME <> 0 then MSG_WriteByte(msg, intval(ent.v.frame));
if bits and U_COLORMAP <> 0 then MSG_WriteByte(msg, intval(ent.v.colormap));
if bits and U_SKIN <> 0 then MSG_WriteByte(msg, intval(ent.v.skin));
if bits and U_EFFECTS <> 0 then MSG_WriteByte(msg, intval(ent.v.effects));
if bits and U_ORIGIN1 <> 0 then MSG_WriteCoord(msg, ent.v.origin[0]);
if bits and U_ANGLE1 <> 0 then MSG_WriteAngle(msg, ent.v.angles[0]);
if bits and U_ORIGIN2 <> 0 then MSG_WriteCoord(msg, ent.v.origin[1]);
if bits and U_ANGLE2 <> 0 then MSG_WriteAngle(msg, ent.v.angles[1]);
if bits and U_ORIGIN3 <> 0 then MSG_WriteCoord(msg, ent.v.origin[2]);
if bits and U_ANGLE3 <> 0 then MSG_WriteAngle(msg, ent.v.angles[2]);
continue1:
ent := NEXT_EDICT(ent);
end;
end;
(*
=============
SV_CleanupEnts
=============
*)
procedure SV_CleanupEnts;
var
e: integer;
ent: Pedict_t;
begin
ent := NEXT_EDICT(sv.edicts);
for e := 1 to sv.num_edicts - 1 do
begin
ent.v.effects := intval(ent.v.effects) and (not EF_MUZZLEFLASH);
ent := NEXT_EDICT(ent)
end;
end;
(*
==================
SV_WriteClientdataToMessage
==================
*)
procedure SV_WriteClientdataToMessage(ent: Pedict_t; msg: Psizebuf_t);
var
bits: integer;
i: integer;
other: Pedict_t;
items: integer;
val: Peval_t;
begin
//
// send a damage message
//
if (ent.v.dmg_take <> 0) or (ent.v.dmg_save <> 0) then
begin
other := PROG_TO_EDICT(ent.v.dmg_inflictor);
MSG_WriteByte(msg, svc_damage);
MSG_WriteByte(msg, intval(ent.v.dmg_save));
MSG_WriteByte(msg, intval(ent.v.dmg_take));
for i := 0 to 2 do
MSG_WriteCoord(msg, other.v.origin[i] + 0.5 * (other.v.mins[i] + other.v.maxs[i]));
ent.v.dmg_take := 0;
ent.v.dmg_save := 0;
end;
//
// send the current viewpos offset from the view entity
//
SV_SetIdealPitch; // how much to look up / down ideally
// a fixangle might get lost in a dropped packet. Oh well.
if ent.v.fixangle <> 0 then
begin
MSG_WriteByte(msg, svc_setangle);
for i := 0 to 2 do
MSG_WriteAngle(msg, ent.v.angles[i]);
ent.v.fixangle := 0;
end;
bits := 0;
if ent.v.view_ofs[2] <> DEFAULT_VIEWHEIGHT then
bits := bits or SU_VIEWHEIGHT;
if ent.v.idealpitch <> 0 then
bits := bits or SU_IDEALPITCH;
// stuff the sigil bits into the high bits of items for sbar, or else
// mix in items2
val := GetEdictFieldValue(ent, 'items2');
if val <> nil then
items := intval(ent.v.items) or (intval(val._float) shl 23)
else
items := intval(ent.v.items) or (intval(pr_global_struct.serverflags) shl 28);
bits := bits or SU_ITEMS;
if intval(ent.v.flags) and FL_ONGROUND <> 0 then
bits := bits or SU_ONGROUND;
if ent.v.waterlevel >= 2 then
bits := bits or SU_INWATER;
for i := 0 to 2 do
begin
if ent.v.punchangle[i] <> 0 then
bits := bits or (SU_PUNCH1 shl i);
if ent.v.velocity[i] <> 0 then
bits := bits or (SU_VELOCITY1 shl i);
end;
if ent.v.weaponframe <> 0 then
bits := bits or SU_WEAPONFRAME;
if ent.v.armorvalue <> 0 then
bits := bits or SU_ARMOR;
// if (ent->v.weapon) // JVAL check!
bits := bits or SU_WEAPON;
// send the data
MSG_WriteByte(msg, svc_clientdata);
MSG_WriteShort(msg, bits);
if bits and SU_VIEWHEIGHT <> 0 then
MSG_WriteChar(msg, intval(ent.v.view_ofs[2]));
if bits and SU_IDEALPITCH <> 0 then
MSG_WriteChar(msg, intval(ent.v.idealpitch));
for i := 0 to 2 do
begin
if bits and (SU_PUNCH1 shl i) <> 0 then
MSG_WriteChar(msg, intval(ent.v.punchangle[i]));
if bits and (SU_VELOCITY1 shl i) <> 0 then
MSG_WriteChar(msg, intval(ent.v.velocity[i] / 16));
end;
// [always sent] if (bits & SU_ITEMS)
MSG_WriteLong(msg, items);
if bits and SU_WEAPONFRAME <> 0 then
MSG_WriteByte(msg, intval(ent.v.weaponframe));
if bits and SU_ARMOR <> 0 then
MSG_WriteByte(msg, intval(ent.v.armorvalue));
if bits and SU_WEAPON <> 0 then
MSG_WriteByte(msg, SV_ModelIndex(@pr_strings[ent.v.weaponmodel])); // JVAL check!
MSG_WriteShort(msg, intval(ent.v.health));
MSG_WriteByte(msg, intval(ent.v.currentammo));
MSG_WriteByte(msg, intval(ent.v.ammo_shells));
MSG_WriteByte(msg, intval(ent.v.ammo_nails));
MSG_WriteByte(msg, intval(ent.v.ammo_rockets));
MSG_WriteByte(msg, intval(ent.v.ammo_cells));
if standard_quake then
begin
MSG_WriteByte(msg, intval(ent.v.weapon));
end
else
begin
for i := 0 to 31 do
begin
if intval(ent.v.weapon) and (1 shl i) <> 0 then
begin
MSG_WriteByte(msg, i);
break;
end;
end;
end;
end;
(*
=======================
SV_SendClientDatagram
=======================
*)
function SV_SendClientDatagram(client: Pclient_t): qboolean;
var
buf: array[0..MAX_DATAGRAM - 1] of byte;
msg: sizebuf_t;
begin
msg.data := @buf;
msg.maxsize := SizeOf(buf);
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 then
SZ_Write(@msg, sv.datagram.data, sv.datagram.cursize);
// send the datagram
if NET_SendUnreliableMessage(client.netconnection, @msg) = -1 then
begin
SV_DropClient(true); // if the message couldn't send, kick off
result := false;
exit;
end;
result := true;
end;
(*
=======================
SV_UpdateToReliableMessages
=======================
*)
procedure SV_UpdateToReliableMessages;
var
i, j: integer;
client: Pclient_t;
begin
// check for changes to be sent over the reliable streams
for i := 0 to svs.maxclients - 1 do
begin host_client := @svs.clients[i];
if host_client.old_frags <> host_client.edict.v.frags then
begin
for j := 0 to svs.maxclients - 1 do
begin client := @svs.clients[j];
if client.active then
begin
MSG_WriteByte(@client._message, svc_updatefrags);
MSG_WriteByte(@client._message, i);
MSG_WriteShort(@client._message, intval(host_client.edict.v.frags));
end;
end;
host_client.old_frags := intval(host_client.edict.v.frags);
end;
end;
for j := 0 to svs.maxclients - 1 do
begin client := @svs.clients[j];
if client.active then
SZ_Write(@client._message, sv.reliable_datagram.data, sv.reliable_datagram.cursize);
end;
SZ_Clear(@sv.reliable_datagram);
end;
(*
=======================
SV_SendNop
Send a nop message without trashing or sending the accumulated client
message buffer
=======================
*)
procedure SV_SendNop(client: Pclient_t);
var
msg: sizebuf_t;
buf: array[0..3] of byte;
begin
msg.data := @buf;
msg.maxsize := SizeOf(buf);
msg.cursize := 0;
MSG_WriteChar(@msg, svc_nop);
if NET_SendUnreliableMessage(client.netconnection, @msg) = -1 then
SV_DropClient(true); // if the message couldn't send, kick off
client.last_message := realtime;
end;
(*
=======================
SV_SendClientMessages
=======================
*)
procedure SV_SendClientMessages;
var
i: integer;
begin
// update frags, names, etc
SV_UpdateToReliableMessages;
// build individual updates
for i := 0 to svs.maxclients - 1 do
begin host_client := @svs.clients[i];
if not host_client.active then
continue;
if host_client.spawned then
begin
if not SV_SendClientDatagram(host_client) then
continue;
end
else
begin
// 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 not host_client.sendsignon then
begin
if realtime - host_client.last_message > 5 then
SV_SendNop(host_client);
continue; // don't send out non-signon messages
end;
end;
// check for an overflowed message. Should only happen
// on a very fucked up connection that backs up a lot, then
// changes level
if host_client._message.overflowed then
begin
SV_DropClient(true);
host_client._message.overflowed := false;
continue;
end;
if (host_client._message.cursize <> 0) or host_client.dropasap then
begin
if not NET_CanSendMessage(host_client.netconnection) then
begin
// I_Printf ("can't write\n");
continue;
end;
if host_client.dropasap then
SV_DropClient(false) // went to another level
else
begin
if NET_SendMessage(host_client.netconnection, @host_client._message) = -1 then
SV_DropClient(true); // if the message couldn't send, kick off
SZ_Clear(@host_client._message);
host_client.last_message := realtime;
host_client.sendsignon := false;
end;
end;
end;
// clear muzzle flashes
SV_CleanupEnts;
end;
(*
==============================================================================
SERVER SPAWNING
==============================================================================
*)
(*
================
SV_ModelIndex
================
*)
function SV_ModelIndex(name: PChar): integer;
var
i: integer;
begin
if (name = nil) or (name[0] = #0) then
begin
result := 0;
exit;
end;
i := 0;
while (i < MAX_MODELS) and (sv.model_precache[i] <> nil) do
begin
if strcmp(sv.model_precache[i], name) = 0 then
begin
result := i;
exit;
end;
inc(i);
end;
if (i = MAX_MODELS) or (sv.model_precache[i] = nil) then
Sys_Error('SV_ModelIndex: model %s not precached', [name]);
result := i;
end;
(*
================
SV_CreateBaseline
================
*)
procedure SV_CreateBaseline;
var
i: integer;
svent: Pedict_t;
entnum: integer;
begin
for entnum := 0 to sv.num_edicts - 1 do
begin
// get the current server version
svent := EDICT_NUM(entnum);
if svent.free then
continue;
if (entnum > svs.maxclients) and (svent.v.modelindex = 0) then
continue;
//
// create entity baseline
//
VectorCopy(@svent.v.origin, @svent.baseline.origin);
VectorCopy(@svent.v.angles, @svent.baseline.angles);
svent.baseline.frame := intval(svent.v.frame);
svent.baseline.skin := intval(svent.v.skin);
if (entnum > 0) and (entnum <= svs.maxclients) then
begin
svent.baseline.colormap := entnum;
svent.baseline.modelindex := SV_ModelIndex('progs/player.mdl');
end
else
begin
svent.baseline.colormap := 0;
svent.baseline.modelindex := SV_ModelIndex(@pr_strings[svent.v.model]); // JVAL check!
end;
//
// add to the message
//
MSG_WriteByte(@sv.signon, svc_spawnbaseline);
MSG_WriteShort(@sv.signon, entnum);
MSG_WriteByte(@sv.signon, svent.baseline.modelindex);
MSG_WriteByte(@sv.signon, svent.baseline.frame);
MSG_WriteByte(@sv.signon, svent.baseline.colormap);
MSG_WriteByte(@sv.signon, svent.baseline.skin);
for i := 0 to 2 do
begin
MSG_WriteCoord(@sv.signon, svent.baseline.origin[i]);