2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
25 typedef struct server_static_s
27 // number of svs.clients slots (updated by maxplayers command)
30 struct client_s *clients;
31 // episode completion information
33 // cleared when at SV_SpawnServer
34 qboolean changelevel_issued;
36 char serverinfo[MAX_SERVERINFO_STRING];
39 //=============================================================================
41 typedef enum server_state_e {ss_loading, ss_active} server_state_t;
43 typedef struct server_s
45 // false if only a net client
49 // handle connections specially
52 // one of the PROTOCOL_ values
53 protocolversion_t protocol;
59 // used by PF_checkclient
65 // maps/<name>.bsp, for model_precache[0]
67 struct model_s *worldmodel;
69 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
70 // updated by SV_ModelIndex
71 char model_precache[MAX_MODELS][MAX_QPATH];
72 struct model_s *models[MAX_MODELS];
74 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
75 // updated by SV_SoundIndex
76 char sound_precache[MAX_SOUNDS][MAX_QPATH];
77 char lightstyles[MAX_LIGHTSTYLES][64];
78 // PushMove sometimes has to move entities back from a failed move
79 // (dynamically resized)
80 prvm_edict_t **moved_edicts;
81 // some actions are only valid during load
85 unsigned char datagram_buf[NET_MAXMESSAGE];
87 // copied to all clients at end of frame
88 sizebuf_t reliable_datagram;
89 unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
92 // LordHavoc: increased signon message buffer from 8192
93 unsigned char signon_buf[NET_MAXMESSAGE];
96 // if defined this does ping smoothing, otherwise it does not
97 //#define NUM_PING_TIMES 16
99 #define NUM_SPAWN_PARMS 16
101 typedef struct client_s
103 // false = empty client slot
105 // false = don't do ClientDisconnect on drop
106 qboolean clientconnectcalled;
107 // false = don't send datagrams
110 // requested rate in bytes per second
113 // realtime this client connected
116 // keepalive messages must be sent periodically during signon
117 double keepalivetime;
119 // communications handle
120 netconn_t *netconnection;
125 // intended motion calced from cmd
128 // PRVM_EDICT_NUM(clientnum+1)
131 #ifdef NUM_PING_TIMES
132 float ping_times[NUM_PING_TIMES];
133 // ping_times[num_pings%NUM_PING_TIMES]
136 // LordHavoc: can be used for prediction or whatever...
139 // this is used by sv_clmovement_minping code
140 double clmovement_disabletimeout;
141 // this is used by sv_clmvoement_waitforinput code
142 int clmovement_skipphysicsframes;
144 // spawn parms are carried from level to level
145 float spawn_parms[NUM_SPAWN_PARMS];
147 // properties that are sent across the network only when changed
148 char name[64], old_name[64];
149 int colors, old_colors;
150 int frags, old_frags;
151 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
152 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
155 float visibletime[MAX_EDICTS];
157 // prevent animated names
160 // latest received clc_ackframe (used to detect packet loss)
163 // cache weaponmodel name lookups
164 char weaponmodel[MAX_QPATH];
165 int weaponmodelindex;
167 entityframe_database_t *entitydatabase;
168 entityframe4_database_t *entitydatabase4;
169 entityframe5_database_t *entitydatabase5;
173 //=============================================================================
175 // edict->movetype values
176 #define MOVETYPE_NONE 0 // never moves
177 #define MOVETYPE_ANGLENOCLIP 1
178 #define MOVETYPE_ANGLECLIP 2
179 #define MOVETYPE_WALK 3 // gravity
180 #define MOVETYPE_STEP 4 // gravity, special edge handling
181 #define MOVETYPE_FLY 5
182 #define MOVETYPE_TOSS 6 // gravity
183 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
184 #define MOVETYPE_NOCLIP 8
185 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
186 #define MOVETYPE_BOUNCE 10
187 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
188 #define MOVETYPE_FOLLOW 12 // track movement of aiment
189 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
191 // edict->solid values
192 #define SOLID_NOT 0 // no interaction with other objects
193 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
194 #define SOLID_BBOX 2 // touch on edge, block
195 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
196 #define SOLID_BSP 4 // bsp clip, touch on edge, block
197 // LordHavoc: corpse code
198 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
200 // edict->deadflag values
212 #define FL_CONVEYOR 4
214 #define FL_INWATER 16
215 #define FL_MONSTER 32
216 #define FL_GODMODE 64
217 #define FL_NOTARGET 128
219 #define FL_ONGROUND 512
220 #define FL_PARTIALGROUND 1024 // not all corners are valid
221 #define FL_WATERJUMP 2048 // player jumping out of water
222 #define FL_JUMPRELEASED 4096 // for jump debouncing
226 #define EF_BRIGHTFIELD 1
227 #define EF_MUZZLEFLASH 2
228 #define EF_BRIGHTLIGHT 4
229 #define EF_DIMLIGHT 8
230 // added EF_ effects:
232 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
236 #define SPAWNFLAG_NOT_EASY 256
237 #define SPAWNFLAG_NOT_MEDIUM 512
238 #define SPAWNFLAG_NOT_HARD 1024
239 #define SPAWNFLAG_NOT_DEATHMATCH 2048
241 //============================================================================
243 extern cvar_t teamplay;
245 extern cvar_t deathmatch;
247 extern cvar_t fraglimit;
248 extern cvar_t timelimit;
249 extern cvar_t pausable;
250 extern cvar_t sv_maxvelocity;
251 extern cvar_t sv_gravity;
252 extern cvar_t sv_nostep;
253 extern cvar_t sv_friction;
254 extern cvar_t sv_waterfriction;
255 extern cvar_t sv_edgefriction;
256 extern cvar_t sv_stopspeed;
257 extern cvar_t sv_maxspeed;
258 extern cvar_t sv_maxairspeed;
259 extern cvar_t sv_accelerate;
260 extern cvar_t sv_airaccelerate;
261 extern cvar_t sv_wateraccelerate;
262 extern cvar_t sv_idealpitchscale;
263 extern cvar_t sv_aim;
264 extern cvar_t sv_stepheight;
265 extern cvar_t sv_jumpstep;
266 extern cvar_t sv_public;
267 extern cvar_t sv_maxrate;
269 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
270 extern cvar_t sv_gameplayfix_noairborncorpse;
271 extern cvar_t sv_gameplayfix_stepdown;
272 extern cvar_t sv_gameplayfix_stepwhilejumping;
273 extern cvar_t sv_gameplayfix_swiminbmodels;
274 extern cvar_t sv_gameplayfix_setmodelrealbox;
275 extern cvar_t sv_gameplayfix_blowupfallenzombies;
276 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
277 extern cvar_t sv_gameplayfix_qwplayerphysics;
279 extern cvar_t sys_ticrate;
280 extern cvar_t sv_fixedframeratesingleplayer;
282 extern mempool_t *sv_mempool;
284 // persistant server info
285 extern server_static_t svs;
289 extern client_t *host_client;
291 //===========================================================
295 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
296 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
297 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
299 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
300 void SV_DropClient (qboolean crash);
302 void SV_SendClientMessages (void);
303 void SV_ClearDatagram (void);
305 void SV_ReadClientMessage(void);
307 // precachemode values:
308 // 0 = fail if not precached,
309 // 1 = warn if not found and precache if possible
311 int SV_ModelIndex(const char *s, int precachemode);
312 int SV_SoundIndex(const char *s, int precachemode);
314 void SV_SetIdealPitch (void);
316 void SV_AddUpdates (void);
318 void SV_ClientThink (void);
320 void SV_ClientPrint(const char *msg);
321 void SV_ClientPrintf(const char *fmt, ...);
322 void SV_BroadcastPrint(const char *msg);
323 void SV_BroadcastPrintf(const char *fmt, ...);
325 void SV_Physics (void);
326 void SV_Physics_ClientEntity (prvm_edict_t *ent);
328 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
329 qboolean SV_CheckBottom (prvm_edict_t *ent);
330 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
332 struct trace_s SV_ClipMoveToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
334 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
336 void SV_MoveToGoal (void);
338 void SV_ApplyClientMove (void);
339 void SV_SaveSpawnparms (void);
340 void SV_SpawnServer (const char *server);
342 void SV_CheckVelocity (prvm_edict_t *ent);
344 void SV_SetupVM(void);
346 void SV_VM_Begin(void);
347 void SV_VM_End(void);