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
71 // crc of clientside progs at time of level start
72 int csqc_progcrc; // -1 = no progs
73 char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
77 // maps/<name>.bsp, for model_precache[0]
79 struct model_s *worldmodel;
81 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
82 // updated by SV_ModelIndex
83 char model_precache[MAX_MODELS][MAX_QPATH];
84 struct model_s *models[MAX_MODELS];
86 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
87 // updated by SV_SoundIndex
88 char sound_precache[MAX_SOUNDS][MAX_QPATH];
89 char lightstyles[MAX_LIGHTSTYLES][64];
90 // PushMove sometimes has to move entities back from a failed move
91 // (dynamically resized)
92 prvm_edict_t **moved_edicts;
93 // some actions are only valid during load
97 unsigned char datagram_buf[NET_MAXMESSAGE];
99 // copied to all clients at end of frame
100 sizebuf_t reliable_datagram;
101 unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
104 // LordHavoc: increased signon message buffer from 8192
105 unsigned char signon_buf[NET_MAXMESSAGE];
107 // connection flood blocking
108 // note this is in server_t rather than server_static_t so that it is
109 // reset on each map command (such as New Game in singleplayer)
110 server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
113 // if defined this does ping smoothing, otherwise it does not
114 //#define NUM_PING_TIMES 16
116 #define NUM_SPAWN_PARMS 16
118 typedef struct client_s
120 // false = empty client slot
122 // false = don't do ClientDisconnect on drop
123 qboolean clientconnectcalled;
124 // false = don't send datagrams
127 // requested rate in bytes per second
130 // realtime this client connected
133 // keepalive messages must be sent periodically during signon
134 double keepalivetime;
136 // communications handle
137 netconn_t *netconnection;
142 // intended motion calced from cmd
145 // PRVM_EDICT_NUM(clientnum+1)
148 #ifdef NUM_PING_TIMES
149 float ping_times[NUM_PING_TIMES];
150 // ping_times[num_pings%NUM_PING_TIMES]
153 // LordHavoc: can be used for prediction or whatever...
156 // this is used by sv_clmovement_minping code
157 double clmovement_disabletimeout;
158 // this is used by sv_clmvoement_waitforinput code
159 int clmovement_skipphysicsframes;
161 // spawn parms are carried from level to level
162 float spawn_parms[NUM_SPAWN_PARMS];
164 // properties that are sent across the network only when changed
165 char name[64], old_name[64];
166 int colors, old_colors;
167 int frags, old_frags;
168 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
169 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
172 float visibletime[MAX_EDICTS];
174 // prevent animated names
177 // latest received clc_ackframe (used to detect packet loss)
180 // cache weaponmodel name lookups
181 char weaponmodel[MAX_QPATH];
182 int weaponmodelindex;
184 entityframe_database_t *entitydatabase;
185 entityframe4_database_t *entitydatabase4;
186 entityframe5_database_t *entitydatabase5;
190 //=============================================================================
192 // edict->movetype values
193 #define MOVETYPE_NONE 0 // never moves
194 #define MOVETYPE_ANGLENOCLIP 1
195 #define MOVETYPE_ANGLECLIP 2
196 #define MOVETYPE_WALK 3 // gravity
197 #define MOVETYPE_STEP 4 // gravity, special edge handling
198 #define MOVETYPE_FLY 5
199 #define MOVETYPE_TOSS 6 // gravity
200 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
201 #define MOVETYPE_NOCLIP 8
202 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
203 #define MOVETYPE_BOUNCE 10
204 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
205 #define MOVETYPE_FOLLOW 12 // track movement of aiment
206 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
208 // edict->solid values
209 #define SOLID_NOT 0 // no interaction with other objects
210 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
211 #define SOLID_BBOX 2 // touch on edge, block
212 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
213 #define SOLID_BSP 4 // bsp clip, touch on edge, block
214 // LordHavoc: corpse code
215 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
217 // edict->deadflag values
229 #define FL_CONVEYOR 4
231 #define FL_INWATER 16
232 #define FL_MONSTER 32
233 #define FL_GODMODE 64
234 #define FL_NOTARGET 128
236 #define FL_ONGROUND 512
237 #define FL_PARTIALGROUND 1024 // not all corners are valid
238 #define FL_WATERJUMP 2048 // player jumping out of water
239 #define FL_JUMPRELEASED 4096 // for jump debouncing
243 #define EF_BRIGHTFIELD 1
244 #define EF_MUZZLEFLASH 2
245 #define EF_BRIGHTLIGHT 4
246 #define EF_DIMLIGHT 8
247 // added EF_ effects:
249 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
253 #define SPAWNFLAG_NOT_EASY 256
254 #define SPAWNFLAG_NOT_MEDIUM 512
255 #define SPAWNFLAG_NOT_HARD 1024
256 #define SPAWNFLAG_NOT_DEATHMATCH 2048
258 //============================================================================
260 extern cvar_t teamplay;
262 extern cvar_t deathmatch;
264 extern cvar_t fraglimit;
265 extern cvar_t timelimit;
266 extern cvar_t pausable;
267 extern cvar_t sv_maxvelocity;
268 extern cvar_t sv_gravity;
269 extern cvar_t sv_nostep;
270 extern cvar_t sv_friction;
271 extern cvar_t sv_waterfriction;
272 extern cvar_t sv_edgefriction;
273 extern cvar_t sv_stopspeed;
274 extern cvar_t sv_maxspeed;
275 extern cvar_t sv_maxairspeed;
276 extern cvar_t sv_accelerate;
277 extern cvar_t sv_airaccelerate;
278 extern cvar_t sv_wateraccelerate;
279 extern cvar_t sv_idealpitchscale;
280 extern cvar_t sv_aim;
281 extern cvar_t sv_stepheight;
282 extern cvar_t sv_jumpstep;
283 extern cvar_t sv_public;
284 extern cvar_t sv_maxrate;
286 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
287 extern cvar_t sv_gameplayfix_noairborncorpse;
288 extern cvar_t sv_gameplayfix_stepdown;
289 extern cvar_t sv_gameplayfix_stepwhilejumping;
290 extern cvar_t sv_gameplayfix_swiminbmodels;
291 extern cvar_t sv_gameplayfix_setmodelrealbox;
292 extern cvar_t sv_gameplayfix_blowupfallenzombies;
293 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
294 extern cvar_t sv_gameplayfix_qwplayerphysics;
295 extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
297 extern cvar_t sys_ticrate;
298 extern cvar_t sv_fixedframeratesingleplayer;
300 extern mempool_t *sv_mempool;
302 // persistant server info
303 extern server_static_t svs;
307 extern client_t *host_client;
309 //===========================================================
313 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
314 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
315 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
317 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
318 void SV_DropClient (qboolean crash);
320 void SV_SendClientMessages (void);
321 void SV_ClearDatagram (void);
323 void SV_ReadClientMessage(void);
325 // precachemode values:
326 // 0 = fail if not precached,
327 // 1 = warn if not found and precache if possible
329 int SV_ModelIndex(const char *s, int precachemode);
330 int SV_SoundIndex(const char *s, int precachemode);
332 void SV_SetIdealPitch (void);
334 void SV_AddUpdates (void);
336 void SV_ClientThink (void);
338 void SV_ClientPrint(const char *msg);
339 void SV_ClientPrintf(const char *fmt, ...);
340 void SV_BroadcastPrint(const char *msg);
341 void SV_BroadcastPrintf(const char *fmt, ...);
343 void SV_Physics (void);
344 void SV_Physics_ClientEntity (prvm_edict_t *ent);
346 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
347 qboolean SV_CheckBottom (prvm_edict_t *ent);
348 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
350 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);
352 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
354 void SV_MoveToGoal (void);
356 void SV_ApplyClientMove (void);
357 void SV_SaveSpawnparms (void);
358 void SV_SpawnServer (const char *server);
360 void SV_CheckVelocity (prvm_edict_t *ent);
362 void SV_SetupVM(void);
364 void SV_VM_Begin(void);
365 void SV_VM_End(void);