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;
55 // used for running multiple steps in one frame, etc
62 // used by PF_checkclient
68 // maps/<name>.bsp, for model_precache[0]
70 struct model_s *worldmodel;
72 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
73 // updated by SV_ModelIndex
74 char model_precache[MAX_MODELS][MAX_QPATH];
75 struct model_s *models[MAX_MODELS];
77 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
78 // updated by SV_SoundIndex
79 char sound_precache[MAX_SOUNDS][MAX_QPATH];
80 char lightstyles[MAX_LIGHTSTYLES][64];
83 // small edict_t structures which just contain pointers
84 // (allocated at server startup only)
86 // engine private edict information
87 // (dynamically resized - always access through edict_t!)
88 edict_engineprivate_t *edictsengineprivate;
89 // QuakeC fields array
90 // (dynamically resized - always access through edict_t!)
92 // PushMove sometimes has to move entities back from a failed move
93 // (dynamically resized)
94 edict_t **moved_edicts;
95 // some actions are only valid during load
99 qbyte datagram_buf[NET_MAXMESSAGE];
101 // copied to all clients at end of frame
102 sizebuf_t reliable_datagram;
103 qbyte reliable_datagram_buf[NET_MAXMESSAGE];
106 // LordHavoc: increased signon message buffer from 8192
107 qbyte signon_buf[NET_MAXMESSAGE];
111 #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 send datagrams
120 // has been told to go to another level
122 // only valid before spawned
125 // requested rate in bytes per second
128 // realtime this client connected
131 // reliable messages must be sent periodically
134 // communications handle
135 netconn_t *netconnection;
139 // intended motion calced from cmd
142 // can be added to at any time, copied and clear once per frame
144 qbyte msgbuf[NET_MAXMESSAGE];
145 // EDICT_NUM(clientnum+1)
148 float ping_times[NUM_PING_TIMES];
149 // ping_times[num_pings%NUM_PING_TIMES]
151 // LordHavoc: can be used for prediction or whatever...
154 // spawn parms are carried from level to level
155 float spawn_parms[NUM_SPAWN_PARMS];
157 // properties that are sent across the network only when changed
158 char name[64], old_name[64];
159 int colors, old_colors;
160 int frags, old_frags;
161 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
162 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
165 float visibletime[MAX_EDICTS];
167 // prevent animated names
170 // latest received clc_ackframe (used to detect packet loss)
173 entityframe_database_t *entitydatabase;
174 entityframe4_database_t *entitydatabase4;
175 entityframe5_database_t *entitydatabase5;
179 //=============================================================================
181 // edict->movetype values
182 #define MOVETYPE_NONE 0 // never moves
183 #define MOVETYPE_ANGLENOCLIP 1
184 #define MOVETYPE_ANGLECLIP 2
185 #define MOVETYPE_WALK 3 // gravity
186 #define MOVETYPE_STEP 4 // gravity, special edge handling
187 #define MOVETYPE_FLY 5
188 #define MOVETYPE_TOSS 6 // gravity
189 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
190 #define MOVETYPE_NOCLIP 8
191 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
192 #define MOVETYPE_BOUNCE 10
193 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
194 #define MOVETYPE_FOLLOW 12 // track movement of aiment
195 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
197 // edict->solid values
198 #define SOLID_NOT 0 // no interaction with other objects
199 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
200 #define SOLID_BBOX 2 // touch on edge, block
201 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
202 #define SOLID_BSP 4 // bsp clip, touch on edge, block
203 // LordHavoc: corpse code
204 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
206 // edict->deadflag values
218 #define FL_CONVEYOR 4
220 #define FL_INWATER 16
221 #define FL_MONSTER 32
222 #define FL_GODMODE 64
223 #define FL_NOTARGET 128
225 #define FL_ONGROUND 512
226 #define FL_PARTIALGROUND 1024 // not all corners are valid
227 #define FL_WATERJUMP 2048 // player jumping out of water
228 #define FL_JUMPRELEASED 4096 // for jump debouncing
232 #define EF_BRIGHTFIELD 1
233 #define EF_MUZZLEFLASH 2
234 #define EF_BRIGHTLIGHT 4
235 #define EF_DIMLIGHT 8
236 // added EF_ effects:
238 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
242 #define SPAWNFLAG_NOT_EASY 256
243 #define SPAWNFLAG_NOT_MEDIUM 512
244 #define SPAWNFLAG_NOT_HARD 1024
245 #define SPAWNFLAG_NOT_DEATHMATCH 2048
247 //============================================================================
249 extern cvar_t teamplay;
251 extern cvar_t deathmatch;
253 extern cvar_t fraglimit;
254 extern cvar_t timelimit;
255 extern cvar_t pausable;
256 extern cvar_t sv_deltacompress;
257 extern cvar_t sv_maxvelocity;
258 extern cvar_t sv_gravity;
259 extern cvar_t sv_nostep;
260 extern cvar_t sv_friction;
261 extern cvar_t sv_edgefriction;
262 extern cvar_t sv_stopspeed;
263 extern cvar_t sv_maxspeed;
264 extern cvar_t sv_accelerate;
265 extern cvar_t sv_idealpitchscale;
266 extern cvar_t sv_aim;
267 extern cvar_t sv_stepheight;
268 extern cvar_t sv_jumpstep;
269 extern cvar_t sv_public;
270 extern cvar_t sv_maxrate;
272 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
273 extern cvar_t sv_gameplayfix_noairborncorpse;
274 extern cvar_t sv_gameplayfix_stepdown;
275 extern cvar_t sv_gameplayfix_stepwhilejumping;
276 extern cvar_t sv_gameplayfix_swiminbmodels;
277 extern cvar_t sv_gameplayfix_setmodelrealbox;
278 extern cvar_t sv_gameplayfix_blowupfallenzombies;
279 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
281 extern mempool_t *sv_mempool;
283 // persistant server info
284 extern server_static_t svs;
288 extern client_t *host_client;
290 extern jmp_buf host_abortserver;
292 //===========================================================
296 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
297 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
298 void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume, float attenuation);
300 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
301 void SV_DropClient (qboolean crash);
303 void SV_SendClientMessages (void);
304 void SV_ClearDatagram (void);
306 void SV_ReadClientMessage(void);
308 // precachemode values:
309 // 0 = fail if not precached,
310 // 1 = warn if not found and precache if possible
312 int SV_ModelIndex(const char *s, int precachemode);
313 int SV_SoundIndex(const char *s, int precachemode);
315 void SV_SetIdealPitch (void);
317 void SV_AddUpdates (void);
319 void SV_ClientThink (void);
321 void SV_ClientPrint(const char *msg);
322 void SV_ClientPrintf(const char *fmt, ...);
323 void SV_BroadcastPrint(const char *msg);
324 void SV_BroadcastPrintf(const char *fmt, ...);
326 void SV_Physics (void);
328 qboolean SV_PlayerCheckGround (edict_t *ent);
329 qboolean SV_CheckBottom (edict_t *ent);
330 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
332 void SV_WriteClientdataToMessage (client_t *client, edict_t *ent, sizebuf_t *msg, int *stats);
334 void SV_MoveToGoal (void);
336 void SV_ApplyClientMove (void);
337 void SV_SaveSpawnparms (void);
338 void SV_SpawnServer (const char *server);
340 void SV_CheckVelocity (edict_t *ent);