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
51 protocolversion_t protocol;
53 // used for running multiple steps in one frame, etc
60 // used by PF_checkclient
66 // maps/<name>.bsp, for model_precache[0]
68 struct model_s *worldmodel;
70 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
71 // updated by SV_ModelIndex
72 char model_precache[MAX_MODELS][MAX_QPATH];
73 struct model_s *models[MAX_MODELS];
75 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
76 // updated by SV_SoundIndex
77 char sound_precache[MAX_SOUNDS][MAX_QPATH];
78 char lightstyles[MAX_LIGHTSTYLES][64];
81 // small edict_t structures which just contain pointers
82 // (allocated at server startup only)
84 // engine private edict information
85 // (dynamically resized - always access through edict_t!)
86 edict_engineprivate_t *edictsengineprivate;
87 // QuakeC fields array
88 // (dynamically resized - always access through edict_t!)
90 // PushMove sometimes has to move entities back from a failed move
91 // (dynamically resized)
92 edict_t **moved_edicts;
93 // some actions are only valid during load
97 qbyte datagram_buf[NET_MAXMESSAGE];
99 // copied to all clients at end of frame
100 sizebuf_t reliable_datagram;
101 qbyte reliable_datagram_buf[NET_MAXMESSAGE];
104 // LordHavoc: increased signon message buffer from 8192
105 qbyte signon_buf[NET_MAXMESSAGE];
109 #define NUM_PING_TIMES 16
110 #define NUM_SPAWN_PARMS 16
112 typedef struct client_s
114 // false = empty client slot
116 // false = don't do ClientDisconnect on drop
117 qboolean clientconnectcalled;
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;
140 // intended motion calced from cmd
143 // can be added to at any time, copied and clear once per frame
145 qbyte msgbuf[NET_MAXMESSAGE];
146 // EDICT_NUM(clientnum+1)
149 float ping_times[NUM_PING_TIMES];
150 // ping_times[num_pings%NUM_PING_TIMES]
152 // LordHavoc: can be used for prediction or whatever...
155 // spawn parms are carried from level to level
156 float spawn_parms[NUM_SPAWN_PARMS];
158 // properties that are sent across the network only when changed
159 char name[64], old_name[64];
160 int colors, old_colors;
161 int frags, old_frags;
162 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
163 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
166 float visibletime[MAX_EDICTS];
168 // prevent animated names
171 // latest received clc_ackframe (used to detect packet loss)
174 entityframe_database_t *entitydatabase;
175 entityframe4_database_t *entitydatabase4;
176 entityframe5_database_t *entitydatabase5;
180 //=============================================================================
182 // edict->movetype values
183 #define MOVETYPE_NONE 0 // never moves
184 #define MOVETYPE_ANGLENOCLIP 1
185 #define MOVETYPE_ANGLECLIP 2
186 #define MOVETYPE_WALK 3 // gravity
187 #define MOVETYPE_STEP 4 // gravity, special edge handling
188 #define MOVETYPE_FLY 5
189 #define MOVETYPE_TOSS 6 // gravity
190 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
191 #define MOVETYPE_NOCLIP 8
192 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
193 #define MOVETYPE_BOUNCE 10
194 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
195 #define MOVETYPE_FOLLOW 12 // track movement of aiment
196 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
198 // edict->solid values
199 #define SOLID_NOT 0 // no interaction with other objects
200 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
201 #define SOLID_BBOX 2 // touch on edge, block
202 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
203 #define SOLID_BSP 4 // bsp clip, touch on edge, block
204 // LordHavoc: corpse code
205 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
207 // edict->deadflag values
219 #define FL_CONVEYOR 4
221 #define FL_INWATER 16
222 #define FL_MONSTER 32
223 #define FL_GODMODE 64
224 #define FL_NOTARGET 128
226 #define FL_ONGROUND 512
227 #define FL_PARTIALGROUND 1024 // not all corners are valid
228 #define FL_WATERJUMP 2048 // player jumping out of water
229 #define FL_JUMPRELEASED 4096 // for jump debouncing
233 #define EF_BRIGHTFIELD 1
234 #define EF_MUZZLEFLASH 2
235 #define EF_BRIGHTLIGHT 4
236 #define EF_DIMLIGHT 8
237 // added EF_ effects:
239 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
243 #define SPAWNFLAG_NOT_EASY 256
244 #define SPAWNFLAG_NOT_MEDIUM 512
245 #define SPAWNFLAG_NOT_HARD 1024
246 #define SPAWNFLAG_NOT_DEATHMATCH 2048
248 //============================================================================
250 extern cvar_t teamplay;
252 extern cvar_t deathmatch;
254 extern cvar_t fraglimit;
255 extern cvar_t timelimit;
256 extern cvar_t pausable;
257 extern cvar_t sv_deltacompress;
258 extern cvar_t sv_maxvelocity;
259 extern cvar_t sv_gravity;
260 extern cvar_t sv_nostep;
261 extern cvar_t sv_friction;
262 extern cvar_t sv_edgefriction;
263 extern cvar_t sv_stopspeed;
264 extern cvar_t sv_maxspeed;
265 extern cvar_t sv_accelerate;
266 extern cvar_t sv_idealpitchscale;
267 extern cvar_t sv_aim;
268 extern cvar_t sv_stepheight;
269 extern cvar_t sv_jumpstep;
270 extern cvar_t sv_public;
271 extern cvar_t sv_maxrate;
273 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
274 extern cvar_t sv_gameplayfix_noairborncorpse;
275 extern cvar_t sv_gameplayfix_stepdown;
276 extern cvar_t sv_gameplayfix_stepwhilejumping;
277 extern cvar_t sv_gameplayfix_swiminbmodels;
278 extern cvar_t sv_gameplayfix_setmodelrealbox;
279 extern cvar_t sv_gameplayfix_blowupfallenzombies;
280 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
282 extern mempool_t *sv_mempool;
284 // persistant server info
285 extern server_static_t svs;
289 extern client_t *host_client;
291 extern jmp_buf host_abortserver;
293 //===========================================================
297 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
298 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
299 void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume, float attenuation);
301 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
302 void SV_DropClient (qboolean crash);
304 void SV_SendClientMessages (void);
305 void SV_ClearDatagram (void);
307 void SV_ReadClientMessage(void);
309 // precachemode values:
310 // 0 = fail if not precached,
311 // 1 = warn if not found and precache if possible
313 int SV_ModelIndex(const char *s, int precachemode);
314 int SV_SoundIndex(const char *s, int precachemode);
316 void SV_SetIdealPitch (void);
318 void SV_AddUpdates (void);
320 void SV_ClientThink (void);
322 void SV_ClientPrint(const char *msg);
323 void SV_ClientPrintf(const char *fmt, ...);
324 void SV_BroadcastPrint(const char *msg);
325 void SV_BroadcastPrintf(const char *fmt, ...);
327 void SV_Physics (void);
329 qboolean SV_PlayerCheckGround (edict_t *ent);
330 qboolean SV_CheckBottom (edict_t *ent);
331 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
333 void SV_WriteClientdataToMessage (client_t *client, edict_t *ent, sizebuf_t *msg, int *stats);
335 void SV_MoveToGoal (void);
337 void SV_ApplyClientMove (void);
338 void SV_SaveSpawnparms (void);
339 void SV_SpawnServer (const char *server);
341 void SV_CheckVelocity (edict_t *ent);