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 int csqc_progsize; // -1 = no progs
74 char csqc_progname[MAX_QPATH]; // copied from csqc_progname at level start
76 // collision culling data
81 // maps/<name>.bsp, for model_precache[0]
83 struct model_s *worldmodel;
85 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
86 // updated by SV_ModelIndex
87 char model_precache[MAX_MODELS][MAX_QPATH];
88 struct model_s *models[MAX_MODELS];
90 // LordHavoc: precaches are now MAX_QPATH rather than a pointer
91 // updated by SV_SoundIndex
92 char sound_precache[MAX_SOUNDS][MAX_QPATH];
93 char lightstyles[MAX_LIGHTSTYLES][64];
94 // PushMove sometimes has to move entities back from a failed move
95 // (dynamically resized)
96 prvm_edict_t **moved_edicts;
97 // some actions are only valid during load
101 unsigned char datagram_buf[NET_MAXMESSAGE];
103 // copied to all clients at end of frame
104 sizebuf_t reliable_datagram;
105 unsigned char reliable_datagram_buf[NET_MAXMESSAGE];
108 // LordHavoc: increased signon message buffer from 8192
109 unsigned char signon_buf[NET_MAXMESSAGE];
111 // connection flood blocking
112 // note this is in server_t rather than server_static_t so that it is
113 // reset on each map command (such as New Game in singleplayer)
114 server_connectfloodaddress_t connectfloodaddresses[MAX_CONNECTFLOODADDRESSES];
117 // if defined this does ping smoothing, otherwise it does not
118 //#define NUM_PING_TIMES 16
120 #define NUM_SPAWN_PARMS 16
122 typedef struct client_s
124 // false = empty client slot
126 // false = don't do ClientDisconnect on drop
127 qboolean clientconnectcalled;
128 // false = don't send datagrams
131 // requested rate in bytes per second
134 // realtime this client connected
137 // keepalive messages must be sent periodically during signon
138 double keepalivetime;
140 // communications handle
141 netconn_t *netconnection;
146 // intended motion calced from cmd
149 // PRVM_EDICT_NUM(clientnum+1)
152 #ifdef NUM_PING_TIMES
153 float ping_times[NUM_PING_TIMES];
154 // ping_times[num_pings%NUM_PING_TIMES]
157 // LordHavoc: can be used for prediction or whatever...
160 // this is used by sv_clmovement_minping code
161 double clmovement_disabletimeout;
162 // this is used by sv_clmvoement_waitforinput code
163 int clmovement_skipphysicsframes;
165 // spawn parms are carried from level to level
166 float spawn_parms[NUM_SPAWN_PARMS];
168 // properties that are sent across the network only when changed
169 char name[64], old_name[64];
170 int colors, old_colors;
171 int frags, old_frags;
172 char playermodel[MAX_QPATH], old_model[MAX_QPATH];
173 char playerskin[MAX_QPATH], old_skin[MAX_QPATH];
176 float visibletime[MAX_EDICTS];
178 // prevent animated names
181 // latest received clc_ackframe (used to detect packet loss)
184 // cache weaponmodel name lookups
185 char weaponmodel[MAX_QPATH];
186 int weaponmodelindex;
188 entityframe_database_t *entitydatabase;
189 entityframe4_database_t *entitydatabase4;
190 entityframe5_database_t *entitydatabase5;
192 // information on an active download if any
193 qfile_t *download_file;
194 int download_expectedposition; // next position the client should ack
195 qboolean download_started;
196 char download_name[MAX_QPATH];
200 //=============================================================================
202 // edict->movetype values
203 #define MOVETYPE_NONE 0 // never moves
204 #define MOVETYPE_ANGLENOCLIP 1
205 #define MOVETYPE_ANGLECLIP 2
206 #define MOVETYPE_WALK 3 // gravity
207 #define MOVETYPE_STEP 4 // gravity, special edge handling
208 #define MOVETYPE_FLY 5
209 #define MOVETYPE_TOSS 6 // gravity
210 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
211 #define MOVETYPE_NOCLIP 8
212 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
213 #define MOVETYPE_BOUNCE 10
214 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
215 #define MOVETYPE_FOLLOW 12 // track movement of aiment
216 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
218 // edict->solid values
219 #define SOLID_NOT 0 // no interaction with other objects
220 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
221 #define SOLID_BBOX 2 // touch on edge, block
222 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
223 #define SOLID_BSP 4 // bsp clip, touch on edge, block
224 // LordHavoc: corpse code
225 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
227 // edict->deadflag values
239 #define FL_CONVEYOR 4
241 #define FL_INWATER 16
242 #define FL_MONSTER 32
243 #define FL_GODMODE 64
244 #define FL_NOTARGET 128
246 #define FL_ONGROUND 512
247 #define FL_PARTIALGROUND 1024 // not all corners are valid
248 #define FL_WATERJUMP 2048 // player jumping out of water
249 #define FL_JUMPRELEASED 4096 // for jump debouncing
253 #define EF_BRIGHTFIELD 1
254 #define EF_MUZZLEFLASH 2
255 #define EF_BRIGHTLIGHT 4
256 #define EF_DIMLIGHT 8
257 // added EF_ effects:
259 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
263 #define SPAWNFLAG_NOT_EASY 256
264 #define SPAWNFLAG_NOT_MEDIUM 512
265 #define SPAWNFLAG_NOT_HARD 1024
266 #define SPAWNFLAG_NOT_DEATHMATCH 2048
268 //============================================================================
270 extern cvar_t teamplay;
272 extern cvar_t deathmatch;
274 extern cvar_t fraglimit;
275 extern cvar_t timelimit;
276 extern cvar_t pausable;
277 extern cvar_t sv_maxvelocity;
278 extern cvar_t sv_gravity;
279 extern cvar_t sv_nostep;
280 extern cvar_t sv_friction;
281 extern cvar_t sv_waterfriction;
282 extern cvar_t sv_edgefriction;
283 extern cvar_t sv_stopspeed;
284 extern cvar_t sv_maxspeed;
285 extern cvar_t sv_maxairspeed;
286 extern cvar_t sv_accelerate;
287 extern cvar_t sv_airaccelerate;
288 extern cvar_t sv_wateraccelerate;
289 extern cvar_t sv_idealpitchscale;
290 extern cvar_t sv_aim;
291 extern cvar_t sv_stepheight;
292 extern cvar_t sv_jumpstep;
293 extern cvar_t sv_public;
294 extern cvar_t sv_maxrate;
296 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
297 extern cvar_t sv_gameplayfix_noairborncorpse;
298 extern cvar_t sv_gameplayfix_stepdown;
299 extern cvar_t sv_gameplayfix_stepwhilejumping;
300 extern cvar_t sv_gameplayfix_swiminbmodels;
301 extern cvar_t sv_gameplayfix_setmodelrealbox;
302 extern cvar_t sv_gameplayfix_blowupfallenzombies;
303 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
304 extern cvar_t sv_gameplayfix_qwplayerphysics;
305 extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
306 extern cvar_t sv_gameplayfix_droptofloorstartsolid;
308 extern cvar_t sys_ticrate;
309 extern cvar_t sv_fixedframeratesingleplayer;
311 extern mempool_t *sv_mempool;
313 // persistant server info
314 extern server_static_t svs;
318 extern client_t *host_client;
320 //===========================================================
324 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
325 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
326 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
328 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
329 void SV_DropClient (qboolean crash);
331 void SV_SendClientMessages (void);
332 void SV_ClearDatagram (void);
334 void SV_ReadClientMessage(void);
336 // precachemode values:
337 // 0 = fail if not precached,
338 // 1 = warn if not found and precache if possible
340 int SV_ModelIndex(const char *s, int precachemode);
341 int SV_SoundIndex(const char *s, int precachemode);
343 void SV_SetIdealPitch (void);
345 void SV_AddUpdates (void);
347 void SV_ClientThink (void);
349 void SV_ClientPrint(const char *msg);
350 void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
351 void SV_BroadcastPrint(const char *msg);
352 void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
354 void SV_Physics (void);
355 void SV_Physics_ClientEntity (prvm_edict_t *ent);
357 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
358 qboolean SV_CheckBottom (prvm_edict_t *ent);
359 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
361 // Needs to be called any time an entity changes origin, mins, maxs, or solid
362 // sets ent->v.absmin and ent->v.absmax
363 // if touchtriggers, calls prog functions for the intersected triggers
364 void SV_LinkEdict (prvm_edict_t *ent, qboolean touch_triggers);
366 // traces a box move against a single entity
367 // mins and maxs are relative
369 // if the entire move stays in a single solid brush, trace.allsolid will be set
371 // if the starting point is in a solid, it will be allowed to move out to an
372 // open area, and trace.startsolid will be set
374 // type is one of the MOVE_ values such as MOVE_NOMONSTERS which skips box
375 // entities, only colliding with SOLID_BSP entities (doors, lifts)
377 // passedict is excluded from clipping checks
378 struct trace_s SV_Move_ClipToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents);
380 // traces a box move against worldmodel and all entities in the specified area
381 trace_t SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int type, prvm_edict_t *passedict);
383 #define SV_PointSuperContents(point) (SV_Move((point), vec3_origin, vec3_origin, (point), sv_gameplayfix_swiminbmodels.integer ? MOVE_NOMONSTERS : MOVE_WORLDONLY, NULL).startsupercontents)
385 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
387 void SV_MoveToGoal (void);
389 void SV_ApplyClientMove (void);
390 void SV_SaveSpawnparms (void);
391 void SV_SpawnServer (const char *server);
393 void SV_CheckVelocity (prvm_edict_t *ent);
395 void SV_SetupVM(void);
397 void SV_VM_Begin(void);
398 void SV_VM_End(void);