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
73 // maps/<name>.bsp, for model_precache[0]
75 struct model_s *worldmodel;
77 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
78 // updated by SV_ModelIndex
79 char model_precache[MAX_MODELS][MAX_QPATH];
80 struct model_s *models[MAX_MODELS];
82 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
83 // updated by SV_SoundIndex
84 char sound_precache[MAX_SOUNDS][MAX_QPATH];
85 char lightstyles[MAX_LIGHTSTYLES][64];
86 // PushMove sometimes has to move entities back from a failed move
87 // (dynamically resized)
88 prvm_edict_t **moved_edicts;
89 // some actions are only valid during load
93 unsigned char datagram_buf[NET_MAXMESSAGE];
95 // copied to all clients at end of frame
96 sizebuf_t reliable_datagram;
97 unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
100 // LordHavoc: increased signon message buffer from 8192
101 unsigned char signon_buf[NET_MAXMESSAGE];
103 // connection flood blocking
104 // note this is in server_t rather than server_static_t so that it is
105 // reset on each map command (such as New Game in singleplayer)
106 server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
109 // if defined this does ping smoothing, otherwise it does not
110 //#define NUM_PING_TIMES 16
112 #define NUM_SPAWN_PARMS 16
114 typedef struct client_s
116 // false = empty client slot
118 // false = don't do ClientDisconnect on drop
119 qboolean clientconnectcalled;
120 // false = don't send datagrams
123 // requested rate in bytes per second
126 // realtime this client connected
129 // keepalive messages must be sent periodically during signon
130 double keepalivetime;
132 // communications handle
133 netconn_t *netconnection;
138 // intended motion calced from cmd
141 // PRVM_EDICT_NUM(clientnum+1)
144 #ifdef NUM_PING_TIMES
145 float ping_times[NUM_PING_TIMES];
146 // ping_times[num_pings%NUM_PING_TIMES]
149 // LordHavoc: can be used for prediction or whatever...
152 // this is used by sv_clmovement_minping code
153 double clmovement_disabletimeout;
154 // this is used by sv_clmvoement_waitforinput code
155 int clmovement_skipphysicsframes;
157 // spawn parms are carried from level to level
158 float spawn_parms[NUM_SPAWN_PARMS];
160 // properties that are sent across the network only when changed
161 char name[64], old_name[64];
162 int colors, old_colors;
163 int frags, old_frags;
164 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
165 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
168 float visibletime[MAX_EDICTS];
170 // prevent animated names
173 // latest received clc_ackframe (used to detect packet loss)
176 // cache weaponmodel name lookups
177 char weaponmodel[MAX_QPATH];
178 int weaponmodelindex;
180 entityframe_database_t *entitydatabase;
181 entityframe4_database_t *entitydatabase4;
182 entityframe5_database_t *entitydatabase5;
186 //=============================================================================
188 // edict->movetype values
189 #define MOVETYPE_NONE 0 // never moves
190 #define MOVETYPE_ANGLENOCLIP 1
191 #define MOVETYPE_ANGLECLIP 2
192 #define MOVETYPE_WALK 3 // gravity
193 #define MOVETYPE_STEP 4 // gravity, special edge handling
194 #define MOVETYPE_FLY 5
195 #define MOVETYPE_TOSS 6 // gravity
196 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
197 #define MOVETYPE_NOCLIP 8
198 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
199 #define MOVETYPE_BOUNCE 10
200 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
201 #define MOVETYPE_FOLLOW 12 // track movement of aiment
202 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
204 // edict->solid values
205 #define SOLID_NOT 0 // no interaction with other objects
206 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
207 #define SOLID_BBOX 2 // touch on edge, block
208 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
209 #define SOLID_BSP 4 // bsp clip, touch on edge, block
210 // LordHavoc: corpse code
211 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
213 // edict->deadflag values
225 #define FL_CONVEYOR 4
227 #define FL_INWATER 16
228 #define FL_MONSTER 32
229 #define FL_GODMODE 64
230 #define FL_NOTARGET 128
232 #define FL_ONGROUND 512
233 #define FL_PARTIALGROUND 1024 // not all corners are valid
234 #define FL_WATERJUMP 2048 // player jumping out of water
235 #define FL_JUMPRELEASED 4096 // for jump debouncing
239 #define EF_BRIGHTFIELD 1
240 #define EF_MUZZLEFLASH 2
241 #define EF_BRIGHTLIGHT 4
242 #define EF_DIMLIGHT 8
243 // added EF_ effects:
245 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
249 #define SPAWNFLAG_NOT_EASY 256
250 #define SPAWNFLAG_NOT_MEDIUM 512
251 #define SPAWNFLAG_NOT_HARD 1024
252 #define SPAWNFLAG_NOT_DEATHMATCH 2048
254 //============================================================================
256 extern cvar_t teamplay;
258 extern cvar_t deathmatch;
260 extern cvar_t fraglimit;
261 extern cvar_t timelimit;
262 extern cvar_t pausable;
263 extern cvar_t sv_maxvelocity;
264 extern cvar_t sv_gravity;
265 extern cvar_t sv_nostep;
266 extern cvar_t sv_friction;
267 extern cvar_t sv_waterfriction;
268 extern cvar_t sv_edgefriction;
269 extern cvar_t sv_stopspeed;
270 extern cvar_t sv_maxspeed;
271 extern cvar_t sv_maxairspeed;
272 extern cvar_t sv_accelerate;
273 extern cvar_t sv_airaccelerate;
274 extern cvar_t sv_wateraccelerate;
275 extern cvar_t sv_idealpitchscale;
276 extern cvar_t sv_aim;
277 extern cvar_t sv_stepheight;
278 extern cvar_t sv_jumpstep;
279 extern cvar_t sv_public;
280 extern cvar_t sv_maxrate;
282 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
283 extern cvar_t sv_gameplayfix_noairborncorpse;
284 extern cvar_t sv_gameplayfix_stepdown;
285 extern cvar_t sv_gameplayfix_stepwhilejumping;
286 extern cvar_t sv_gameplayfix_swiminbmodels;
287 extern cvar_t sv_gameplayfix_setmodelrealbox;
288 extern cvar_t sv_gameplayfix_blowupfallenzombies;
289 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
290 extern cvar_t sv_gameplayfix_qwplayerphysics;
291 extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
293 extern cvar_t sys_ticrate;
294 extern cvar_t sv_fixedframeratesingleplayer;
296 extern mempool_t *sv_mempool;
298 // persistant server info
299 extern server_static_t svs;
303 extern client_t *host_client;
305 //===========================================================
309 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
310 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
311 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
313 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
314 void SV_DropClient (qboolean crash);
316 void SV_SendClientMessages (void);
317 void SV_ClearDatagram (void);
319 void SV_ReadClientMessage(void);
321 // precachemode values:
322 // 0 = fail if not precached,
323 // 1 = warn if not found and precache if possible
325 int SV_ModelIndex(const char *s, int precachemode);
326 int SV_SoundIndex(const char *s, int precachemode);
328 void SV_SetIdealPitch (void);
330 void SV_AddUpdates (void);
332 void SV_ClientThink (void);
334 void SV_ClientPrint(const char *msg);
335 void SV_ClientPrintf(const char *fmt, ...);
336 void SV_BroadcastPrint(const char *msg);
337 void SV_BroadcastPrintf(const char *fmt, ...);
339 void SV_Physics (void);
340 void SV_Physics_ClientEntity (prvm_edict_t *ent);
342 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
343 qboolean SV_CheckBottom (prvm_edict_t *ent);
344 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
346 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);
348 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
350 void SV_MoveToGoal (void);
352 void SV_ApplyClientMove (void);
353 void SV_SaveSpawnparms (void);
354 void SV_SpawnServer (const char *server);
356 void SV_CheckVelocity (prvm_edict_t *ent);
358 void SV_SetupVM(void);
360 void SV_VM_Begin(void);
361 void SV_VM_End(void);