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;
37 //=============================================================================
39 typedef enum server_state_e {ss_loading, ss_active} server_state_t;
41 typedef struct server_s
43 // false if only a net client
47 // handle connections specially
50 // one of the PROTOCOL_ values
51 protocolversion_t protocol;
53 // used for running multiple steps in one frame, etc
60 // used by PF_checkclient
66 // maps/<name>.bsp, for model_precache[0]
68 struct model_s *worldmodel;
70 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
71 // updated by SV_ModelIndex
72 char model_precache[MAX_MODELS][MAX_QPATH];
73 struct model_s *models[MAX_MODELS];
75 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
76 // updated by SV_SoundIndex
77 char sound_precache[MAX_SOUNDS][MAX_QPATH];
78 char lightstyles[MAX_LIGHTSTYLES][64];
79 // PushMove sometimes has to move entities back from a failed move
80 // (dynamically resized)
81 prvm_edict_t **moved_edicts;
82 // some actions are only valid during load
86 qbyte datagram_buf[NET_MAXMESSAGE];
88 // copied to all clients at end of frame
89 sizebuf_t reliable_datagram;
90 qbyte reliable_datagram_buf[NET_MAXMESSAGE];
93 // LordHavoc: increased signon message buffer from 8192
94 qbyte signon_buf[NET_MAXMESSAGE];
97 // if defined this does ping smoothing, otherwise it does not
98 //#define NUM_PING_TIMES 16
100 #define NUM_SPAWN_PARMS 16
102 typedef struct client_s
104 // false = empty client slot
106 // false = don't do ClientDisconnect on drop
107 qboolean clientconnectcalled;
108 // false = don't send datagrams
110 // has been told to go to another level
112 // only valid before spawned
115 // requested rate in bytes per second
118 // realtime this client connected
121 // reliable messages must be sent periodically
124 // communications handle
125 netconn_t *netconnection;
130 // intended motion calced from cmd
133 // can be added to at any time, copied and clear once per frame
135 qbyte msgbuf[NET_MAXMESSAGE];
136 // PRVM_EDICT_NUM(clientnum+1)
139 #ifdef NUM_PING_TIMES
140 float ping_times[NUM_PING_TIMES];
141 // ping_times[num_pings%NUM_PING_TIMES]
144 // LordHavoc: can be used for prediction or whatever...
147 // spawn parms are carried from level to level
148 float spawn_parms[NUM_SPAWN_PARMS];
150 // properties that are sent across the network only when changed
151 char name[64], old_name[64];
152 int colors, old_colors;
153 int frags, old_frags;
154 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
155 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
158 float visibletime[MAX_EDICTS];
160 // prevent animated names
163 // latest received clc_ackframe (used to detect packet loss)
166 // cache weaponmodel name lookups
167 char weaponmodel[MAX_QPATH];
168 int weaponmodelindex;
170 entityframe_database_t *entitydatabase;
171 entityframe4_database_t *entitydatabase4;
172 entityframe5_database_t *entitydatabase5;
176 //=============================================================================
178 // edict->movetype values
179 #define MOVETYPE_NONE 0 // never moves
180 #define MOVETYPE_ANGLENOCLIP 1
181 #define MOVETYPE_ANGLECLIP 2
182 #define MOVETYPE_WALK 3 // gravity
183 #define MOVETYPE_STEP 4 // gravity, special edge handling
184 #define MOVETYPE_FLY 5
185 #define MOVETYPE_TOSS 6 // gravity
186 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
187 #define MOVETYPE_NOCLIP 8
188 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
189 #define MOVETYPE_BOUNCE 10
190 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
191 #define MOVETYPE_FOLLOW 12 // track movement of aiment
192 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
194 // edict->solid values
195 #define SOLID_NOT 0 // no interaction with other objects
196 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
197 #define SOLID_BBOX 2 // touch on edge, block
198 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
199 #define SOLID_BSP 4 // bsp clip, touch on edge, block
200 // LordHavoc: corpse code
201 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
203 // edict->deadflag values
215 #define FL_CONVEYOR 4
217 #define FL_INWATER 16
218 #define FL_MONSTER 32
219 #define FL_GODMODE 64
220 #define FL_NOTARGET 128
222 #define FL_ONGROUND 512
223 #define FL_PARTIALGROUND 1024 // not all corners are valid
224 #define FL_WATERJUMP 2048 // player jumping out of water
225 #define FL_JUMPRELEASED 4096 // for jump debouncing
229 #define EF_BRIGHTFIELD 1
230 #define EF_MUZZLEFLASH 2
231 #define EF_BRIGHTLIGHT 4
232 #define EF_DIMLIGHT 8
233 // added EF_ effects:
235 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
239 #define SPAWNFLAG_NOT_EASY 256
240 #define SPAWNFLAG_NOT_MEDIUM 512
241 #define SPAWNFLAG_NOT_HARD 1024
242 #define SPAWNFLAG_NOT_DEATHMATCH 2048
244 //============================================================================
246 extern cvar_t teamplay;
248 extern cvar_t deathmatch;
250 extern cvar_t fraglimit;
251 extern cvar_t timelimit;
252 extern cvar_t pausable;
253 extern cvar_t sv_deltacompress;
254 extern cvar_t sv_maxvelocity;
255 extern cvar_t sv_gravity;
256 extern cvar_t sv_nostep;
257 extern cvar_t sv_friction;
258 extern cvar_t sv_edgefriction;
259 extern cvar_t sv_stopspeed;
260 extern cvar_t sv_maxspeed;
261 extern cvar_t sv_maxairspeed;
262 extern cvar_t sv_accelerate;
263 extern cvar_t sv_idealpitchscale;
264 extern cvar_t sv_aim;
265 extern cvar_t sv_stepheight;
266 extern cvar_t sv_jumpstep;
267 extern cvar_t sv_public;
268 extern cvar_t sv_maxrate;
270 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
271 extern cvar_t sv_gameplayfix_noairborncorpse;
272 extern cvar_t sv_gameplayfix_stepdown;
273 extern cvar_t sv_gameplayfix_stepwhilejumping;
274 extern cvar_t sv_gameplayfix_swiminbmodels;
275 extern cvar_t sv_gameplayfix_setmodelrealbox;
276 extern cvar_t sv_gameplayfix_blowupfallenzombies;
277 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
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);