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.
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 {ss_loading, ss_active} server_state_t;
43 // false if only a net client
47 // handle connections specially
50 // one of the PROTOCOL_ values
52 // this disables extensions when using PROTOCOL_QUAKE
53 qboolean netquakecompatible;
59 // used by PF_checkclient
65 // maps/<name>.bsp, for model_precache[0]
67 struct model_s *worldmodel;
69 char *model_precache[MAX_MODELS];
70 struct model_s *models[MAX_MODELS];
72 char *sound_precache[MAX_SOUNDS];
73 char *lightstyles[MAX_LIGHTSTYLES];
76 // small edict_t structures which just contain pointers
77 // (allocated at server startup only)
79 // engine private edict information
80 // (dynamically resized - always access through edict_t!)
81 edict_engineprivate_t *edictsengineprivate;
82 // QuakeC fields array
83 // (dynamically resized - always access through edict_t!)
85 // PushMove sometimes has to move entities back from a failed move
86 // (dynamically resized)
87 edict_t **moved_edicts;
88 // some actions are only valid during load
92 qbyte datagram_buf[NET_MAXMESSAGE];
94 // copied to all clients at end of frame
95 sizebuf_t reliable_datagram;
96 qbyte reliable_datagram_buf[NET_MAXMESSAGE];
99 // LordHavoc: increased signon message buffer from 8192
100 qbyte signon_buf[NET_MAXMESSAGE];
104 #define NUM_PING_TIMES 16
105 #define NUM_SPAWN_PARMS 16
107 typedef struct client_s
109 // false = empty client slot
111 // false = don't send datagrams
113 // has been told to go to another level
115 // only valid before spawned
117 // remove this client immediately
120 // requested rate in bytes per second
123 // realtime this client connected
126 // reliable messages must be sent periodically
129 // communications handle
130 netconn_t *netconnection;
134 // intended motion calced from cmd
137 // can be added to at any time, copied and clear once per frame
139 qbyte msgbuf[NET_MAXMESSAGE];
140 // EDICT_NUM(clientnum+1)
143 float ping_times[NUM_PING_TIMES];
144 // ping_times[num_pings%NUM_PING_TIMES]
146 // LordHavoc: can be used for prediction or whatever...
149 // spawn parms are carried from level to level
150 float spawn_parms[NUM_SPAWN_PARMS];
152 // properties that are sent across the network only when changed
153 char name[64], old_name[64];
154 int colors, old_colors;
155 int frags, old_frags;
158 float visibletime[MAX_EDICTS];
160 // prevent animated names
163 entityframe_database_t *entitydatabase;
164 entityframe4_database_t *entitydatabase4;
165 entityframe5_database_t *entitydatabase5;
169 //=============================================================================
171 // edict->movetype values
172 #define MOVETYPE_NONE 0 // never moves
173 #define MOVETYPE_ANGLENOCLIP 1
174 #define MOVETYPE_ANGLECLIP 2
175 #define MOVETYPE_WALK 3 // gravity
176 #define MOVETYPE_STEP 4 // gravity, special edge handling
177 #define MOVETYPE_FLY 5
178 #define MOVETYPE_TOSS 6 // gravity
179 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
180 #define MOVETYPE_NOCLIP 8
181 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
182 #define MOVETYPE_BOUNCE 10
183 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
184 #define MOVETYPE_FOLLOW 12 // track movement of aiment
185 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
187 // edict->solid values
188 #define SOLID_NOT 0 // no interaction with other objects
189 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
190 #define SOLID_BBOX 2 // touch on edge, block
191 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
192 #define SOLID_BSP 4 // bsp clip, touch on edge, block
193 // LordHavoc: corpse code
194 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
196 // edict->deadflag values
208 #define FL_CONVEYOR 4
210 #define FL_INWATER 16
211 #define FL_MONSTER 32
212 #define FL_GODMODE 64
213 #define FL_NOTARGET 128
215 #define FL_ONGROUND 512
216 #define FL_PARTIALGROUND 1024 // not all corners are valid
217 #define FL_WATERJUMP 2048 // player jumping out of water
218 #define FL_JUMPRELEASED 4096 // for jump debouncing
222 #define EF_BRIGHTFIELD 1
223 #define EF_MUZZLEFLASH 2
224 #define EF_BRIGHTLIGHT 4
225 #define EF_DIMLIGHT 8
226 // added EF_ effects:
228 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
232 #define SPAWNFLAG_NOT_EASY 256
233 #define SPAWNFLAG_NOT_MEDIUM 512
234 #define SPAWNFLAG_NOT_HARD 1024
235 #define SPAWNFLAG_NOT_DEATHMATCH 2048
237 //============================================================================
239 extern cvar_t teamplay;
241 extern cvar_t deathmatch;
243 extern cvar_t fraglimit;
244 extern cvar_t timelimit;
245 extern cvar_t pausable;
246 extern cvar_t sv_deltacompress;
247 extern cvar_t sv_maxvelocity;
248 extern cvar_t sv_gravity;
249 extern cvar_t sv_nostep;
250 extern cvar_t sv_friction;
251 extern cvar_t sv_edgefriction;
252 extern cvar_t sv_stopspeed;
253 extern cvar_t sv_maxspeed;
254 extern cvar_t sv_accelerate;
255 extern cvar_t sv_idealpitchscale;
256 extern cvar_t sv_aim;
257 extern cvar_t sv_stepheight;
258 extern cvar_t sv_jumpstep;
259 extern cvar_t sv_public;
260 extern cvar_t sv_maxrate;
262 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
263 extern cvar_t sv_gameplayfix_noairborncorpse;
264 extern cvar_t sv_gameplayfix_stepdown;
265 extern cvar_t sv_gameplayfix_stepwhilejumping;
266 extern cvar_t sv_gameplayfix_swiminbmodels;
268 extern mempool_t *sv_clients_mempool;
269 extern mempool_t *sv_edicts_mempool;
271 // persistant server info
272 extern server_static_t svs;
276 extern client_t *host_client;
278 extern jmp_buf host_abortserver;
280 //===========================================================
284 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
285 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
286 void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
288 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
289 void SV_DropClient (qboolean crash);
291 void SV_SendClientMessages (void);
292 void SV_ClearDatagram (void);
294 void SV_ReadClientMessage(void);
296 int SV_ModelIndex (const char *name);
298 void SV_SetIdealPitch (void);
300 void SV_AddUpdates (void);
302 void SV_ClientThink (void);
304 void SV_ClientPrint(const char *msg);
305 void SV_ClientPrintf(const char *fmt, ...);
306 void SV_BroadcastPrint(const char *msg);
307 void SV_BroadcastPrintf(const char *fmt, ...);
309 void SV_Physics (void);
311 qboolean SV_PlayerCheckGround (edict_t *ent);
312 qboolean SV_CheckBottom (edict_t *ent);
313 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
315 void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
317 void SV_MoveToGoal (void);
319 void SV_RunClients (void);
320 void SV_SaveSpawnparms (void);
321 void SV_SpawnServer (const char *server);
323 void SV_CheckVelocity (edict_t *ent);