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.
29 struct client_s *clients;
30 // episode completion information
32 // cleared when at SV_SpawnServer
33 qboolean changelevel_issued;
36 //=============================================================================
38 typedef enum {ss_loading, ss_active} server_state_t;
42 // false if only a net client
46 // handle connections specially
53 // used by PF_checkclient
59 // maps/<name>.bsp, for model_precache[0]
61 struct model_s *worldmodel;
63 char *model_precache[MAX_MODELS];
64 struct model_s *models[MAX_MODELS];
66 char *sound_precache[MAX_SOUNDS];
67 char *lightstyles[MAX_LIGHTSTYLES];
70 // can NOT be array indexed, because edict_t is variable sized, but can be used to reference the world ent
72 // can be array indexed
73 edict_t **edictstable;
74 // some actions are only valid during load
78 qbyte datagram_buf[MAX_DATAGRAM];
80 // copied to all clients at end of frame
81 sizebuf_t reliable_datagram;
82 qbyte reliable_datagram_buf[MAX_DATAGRAM];
85 // LordHavoc: increased signon message buffer from 8192 to 32768
86 qbyte signon_buf[32768];
90 #define NUM_PING_TIMES 16
91 #define NUM_SPAWN_PARMS 16
93 typedef struct client_s
95 // false = client is free
97 // false = don't send datagrams
99 // has been told to go to another level
101 // only valid before spawned
105 // LordHavoc: to make netquake protocol get through NAT routers, have to wait for client to ack
106 // waiting for connect from client (stage 1)
107 qboolean waitingforconnect;
108 // send server info in next datagram (stage 2)
109 qboolean sendserverinfo;
112 // reliable messages must be sent periodically
115 // communications handle
116 struct qsocket_s *netconnection;
120 // intended motion calced from cmd
123 // can be added to at any time, copied and clear once per frame
125 qbyte msgbuf[MAX_MSGLEN];
126 // EDICT_NUM(clientnum+1)
128 // for printing to other people
132 float ping_times[NUM_PING_TIMES];
133 // ping_times[num_pings%NUM_PING_TIMES]
135 // LordHavoc: can be used for prediction or whatever...
137 // LordHavoc: specifically used for prediction, accounts for sys_ticrate too
140 // spawn parms are carried from level to level
141 float spawn_parms[NUM_SPAWN_PARMS];
143 // client known data for deltas
148 // delta compression state
149 float nextfullupdate[MAX_EDICTS];
152 float visibletime[MAX_EDICTS];
154 #ifndef QUAKEENTITIES
155 entity_database_t entitydatabase;
156 int entityframenumber; // incremented each time an entity frame is sent
161 //=============================================================================
163 // edict->movetype values
164 #define MOVETYPE_NONE 0 // never moves
165 #define MOVETYPE_ANGLENOCLIP 1
166 #define MOVETYPE_ANGLECLIP 2
167 #define MOVETYPE_WALK 3 // gravity
168 #define MOVETYPE_STEP 4 // gravity, special edge handling
169 #define MOVETYPE_FLY 5
170 #define MOVETYPE_TOSS 6 // gravity
171 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
172 #define MOVETYPE_NOCLIP 8
173 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
174 #define MOVETYPE_BOUNCE 10
175 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
176 #define MOVETYPE_FOLLOW 12 // track movement of aiment
178 // edict->solid values
179 #define SOLID_NOT 0 // no interaction with other objects
180 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
181 #define SOLID_BBOX 2 // touch on edge, block
182 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
183 #define SOLID_BSP 4 // bsp clip, touch on edge, block
184 // LordHavoc: corpse code
185 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
187 // edict->deadflag values
199 #define FL_CONVEYOR 4
201 #define FL_INWATER 16
202 #define FL_MONSTER 32
203 #define FL_GODMODE 64
204 #define FL_NOTARGET 128
206 #define FL_ONGROUND 512
207 #define FL_PARTIALGROUND 1024 // not all corners are valid
208 #define FL_WATERJUMP 2048 // player jumping out of water
209 #define FL_JUMPRELEASED 4096 // for jump debouncing
213 #define EF_BRIGHTFIELD 1
214 #define EF_MUZZLEFLASH 2
215 #define EF_BRIGHTLIGHT 4
216 #define EF_DIMLIGHT 8
217 // added EF_ effects:
219 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
223 #define SPAWNFLAG_NOT_EASY 256
224 #define SPAWNFLAG_NOT_MEDIUM 512
225 #define SPAWNFLAG_NOT_HARD 1024
226 #define SPAWNFLAG_NOT_DEATHMATCH 2048
228 //============================================================================
230 extern cvar_t teamplay;
232 extern cvar_t deathmatch;
234 extern cvar_t fraglimit;
235 extern cvar_t timelimit;
236 extern cvar_t pausable;
237 extern cvar_t sv_deltacompress;
238 extern cvar_t sv_maxvelocity;
239 extern cvar_t sv_gravity;
240 extern cvar_t sv_nostep;
241 extern cvar_t sv_friction;
242 extern cvar_t sv_edgefriction;
243 extern cvar_t sv_stopspeed;
244 extern cvar_t sv_maxspeed;
245 extern cvar_t sv_accelerate;
246 extern cvar_t sv_idealpitchscale;
247 extern cvar_t sv_aim;
248 extern cvar_t sv_predict;
249 extern cvar_t sv_stepheight;
250 extern cvar_t sv_jumpstep;
252 // persistant server info
253 extern server_static_t svs;
257 extern client_t *host_client;
259 extern jmp_buf host_abortserver;
261 extern edict_t *sv_player;
263 //===========================================================
267 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
268 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
269 void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
271 void SV_DropClient (qboolean crash);
273 void SV_SendClientMessages (void);
274 void SV_ClearDatagram (void);
276 int SV_ModelIndex (const char *name);
278 void SV_SetIdealPitch (void);
280 void SV_AddUpdates (void);
282 void SV_ClientThink (void);
283 void SV_AddClientToServer (struct qsocket_s *ret);
285 void SV_ClientPrintf (const char *fmt, ...);
286 void SV_BroadcastPrintf (const char *fmt, ...);
288 void SV_Physics (void);
290 qboolean SV_CheckBottom (edict_t *ent);
291 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
293 void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
295 void SV_MoveToGoal (void);
297 void SV_CheckForNewClients (void);
298 void SV_RunClients (void);
299 void SV_SaveSpawnparms (void);
300 void SV_SpawnServer (const char *server);
302 void SV_SetMaxClients(int n);