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 #define MAX_CONNECTFLOODADDRESSES 16
44 typedef struct server_connectfloodaddress_s
47 lhnetaddress_t address;
49 server_connectfloodaddress_t;
51 typedef struct server_s
53 // false if only a net client
57 // handle connections specially
60 // one of the PROTOCOL_ values
61 protocolversion_t protocol;
67 // used by PF_checkclient
71 // crc of clientside progs at time of level start
72 int csqc_progcrc; // -1 = no progs
73 int csqc_progsize; // -1 = no progs
74 char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
78 // maps/<name>.bsp, for model_precache[0]
80 struct model_s *worldmodel;
82 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
83 // updated by SV_ModelIndex
84 char model_precache[MAX_MODELS][MAX_QPATH];
85 struct model_s *models[MAX_MODELS];
87 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
88 // updated by SV_SoundIndex
89 char sound_precache[MAX_SOUNDS][MAX_QPATH];
90 char lightstyles[MAX_LIGHTSTYLES][64];
91 // PushMove sometimes has to move entities back from a failed move
92 // (dynamically resized)
93 prvm_edict_t **moved_edicts;
94 // some actions are only valid during load
98 unsigned char datagram_buf[NET_MAXMESSAGE];
100 // copied to all clients at end of frame
101 sizebuf_t reliable_datagram;
102 unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
105 // LordHavoc: increased signon message buffer from 8192
106 unsigned char signon_buf[NET_MAXMESSAGE];
108 // connection flood blocking
109 // note this is in server_t rather than server_static_t so that it is
110 // reset on each map command (such as New Game in singleplayer)
111 server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
114 // if defined this does ping smoothing, otherwise it does not
115 //#define NUM_PING_TIMES 16
117 #define NUM_SPAWN_PARMS 16
119 typedef struct client_s
121 // false = empty client slot
123 // false = don't do ClientDisconnect on drop
124 qboolean clientconnectcalled;
125 // false = don't send datagrams
128 // requested rate in bytes per second
131 // realtime this client connected
134 // keepalive messages must be sent periodically during signon
135 double keepalivetime;
137 // communications handle
138 netconn_t *netconnection;
143 // intended motion calced from cmd
146 // PRVM_EDICT_NUM(clientnum+1)
149 #ifdef NUM_PING_TIMES
150 float ping_times[NUM_PING_TIMES];
151 // ping_times[num_pings%NUM_PING_TIMES]
154 // LordHavoc: can be used for prediction or whatever...
157 // this is used by sv_clmovement_minping code
158 double clmovement_disabletimeout;
159 // this is used by sv_clmvoement_waitforinput code
160 int clmovement_skipphysicsframes;
162 // spawn parms are carried from level to level
163 float spawn_parms[NUM_SPAWN_PARMS];
165 // properties that are sent across the network only when changed
166 char name[64], old_name[64];
167 int colors, old_colors;
168 int frags, old_frags;
169 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
170 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
173 float visibletime[MAX_EDICTS];
175 // prevent animated names
178 // latest received clc_ackframe (used to detect packet loss)
181 // cache weaponmodel name lookups
182 char weaponmodel[MAX_QPATH];
183 int weaponmodelindex;
185 entityframe_database_t *entitydatabase;
186 entityframe4_database_t *entitydatabase4;
187 entityframe5_database_t *entitydatabase5;
189 // information on an active download if any
190 qfile_t *download_file;
191 int download_expectedposition; // next position the client should ack
192 qboolean download_started;
193 char download_name[MAX_QPATH];
197 //=============================================================================
199 // edict->movetype values
200 #define MOVETYPE_NONE 0 // never moves
201 #define MOVETYPE_ANGLENOCLIP 1
202 #define MOVETYPE_ANGLECLIP 2
203 #define MOVETYPE_WALK 3 // gravity
204 #define MOVETYPE_STEP 4 // gravity, special edge handling
205 #define MOVETYPE_FLY 5
206 #define MOVETYPE_TOSS 6 // gravity
207 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
208 #define MOVETYPE_NOCLIP 8
209 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
210 #define MOVETYPE_BOUNCE 10
211 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
212 #define MOVETYPE_FOLLOW 12 // track movement of aiment
213 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
215 // edict->solid values
216 #define SOLID_NOT 0 // no interaction with other objects
217 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
218 #define SOLID_BBOX 2 // touch on edge, block
219 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
220 #define SOLID_BSP 4 // bsp clip, touch on edge, block
221 // LordHavoc: corpse code
222 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
224 // edict->deadflag values
236 #define FL_CONVEYOR 4
238 #define FL_INWATER 16
239 #define FL_MONSTER 32
240 #define FL_GODMODE 64
241 #define FL_NOTARGET 128
243 #define FL_ONGROUND 512
244 #define FL_PARTIALGROUND 1024 // not all corners are valid
245 #define FL_WATERJUMP 2048 // player jumping out of water
246 #define FL_JUMPRELEASED 4096 // for jump debouncing
250 #define EF_BRIGHTFIELD 1
251 #define EF_MUZZLEFLASH 2
252 #define EF_BRIGHTLIGHT 4
253 #define EF_DIMLIGHT 8
254 // added EF_ effects:
256 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
260 #define SPAWNFLAG_NOT_EASY 256
261 #define SPAWNFLAG_NOT_MEDIUM 512
262 #define SPAWNFLAG_NOT_HARD 1024
263 #define SPAWNFLAG_NOT_DEATHMATCH 2048
265 //============================================================================
267 extern cvar_t teamplay;
269 extern cvar_t deathmatch;
271 extern cvar_t fraglimit;
272 extern cvar_t timelimit;
273 extern cvar_t pausable;
274 extern cvar_t sv_maxvelocity;
275 extern cvar_t sv_gravity;
276 extern cvar_t sv_nostep;
277 extern cvar_t sv_friction;
278 extern cvar_t sv_waterfriction;
279 extern cvar_t sv_edgefriction;
280 extern cvar_t sv_stopspeed;
281 extern cvar_t sv_maxspeed;
282 extern cvar_t sv_maxairspeed;
283 extern cvar_t sv_accelerate;
284 extern cvar_t sv_airaccelerate;
285 extern cvar_t sv_wateraccelerate;
286 extern cvar_t sv_idealpitchscale;
287 extern cvar_t sv_aim;
288 extern cvar_t sv_stepheight;
289 extern cvar_t sv_jumpstep;
290 extern cvar_t sv_public;
291 extern cvar_t sv_maxrate;
293 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
294 extern cvar_t sv_gameplayfix_noairborncorpse;
295 extern cvar_t sv_gameplayfix_stepdown;
296 extern cvar_t sv_gameplayfix_stepwhilejumping;
297 extern cvar_t sv_gameplayfix_swiminbmodels;
298 extern cvar_t sv_gameplayfix_setmodelrealbox;
299 extern cvar_t sv_gameplayfix_blowupfallenzombies;
300 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
301 extern cvar_t sv_gameplayfix_qwplayerphysics;
302 extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
303 extern cvar_t sv_gameplayfix_droptofloorstartsolid;
305 extern cvar_t sys_ticrate;
306 extern cvar_t sv_fixedframeratesingleplayer;
308 extern mempool_t *sv_mempool;
310 // persistant server info
311 extern server_static_t svs;
315 extern client_t *host_client;
317 //===========================================================
321 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
322 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
323 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
325 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
326 void SV_DropClient (qboolean crash);
328 void SV_SendClientMessages (void);
329 void SV_ClearDatagram (void);
331 void SV_ReadClientMessage(void);
333 // precachemode values:
334 // 0 = fail if not precached,
335 // 1 = warn if not found and precache if possible
337 int SV_ModelIndex(const char *s, int precachemode);
338 int SV_SoundIndex(const char *s, int precachemode);
340 void SV_SetIdealPitch (void);
342 void SV_AddUpdates (void);
344 void SV_ClientThink (void);
346 void SV_ClientPrint(const char *msg);
347 void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
348 void SV_BroadcastPrint(const char *msg);
349 void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
351 void SV_Physics (void);
352 void SV_Physics_ClientEntity (prvm_edict_t *ent);
354 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
355 qboolean SV_CheckBottom (prvm_edict_t *ent);
356 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
358 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);
360 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
362 void SV_MoveToGoal (void);
364 void SV_ApplyClientMove (void);
365 void SV_SaveSpawnparms (void);
366 void SV_SpawnServer (const char *server);
368 void SV_CheckVelocity (prvm_edict_t *ent);
370 void SV_SetupVM(void);
372 void SV_VM_Begin(void);
373 void SV_VM_End(void);