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;
188 // information on an active download if any
189 qfile_t *download_file;
190 int download_expectedposition; // next position the client should ack
191 qboolean download_started;
192 char download_name[MAX_QPATH];
196 //=============================================================================
198 // edict->movetype values
199 #define MOVETYPE_NONE 0 // never moves
200 #define MOVETYPE_ANGLENOCLIP 1
201 #define MOVETYPE_ANGLECLIP 2
202 #define MOVETYPE_WALK 3 // gravity
203 #define MOVETYPE_STEP 4 // gravity, special edge handling
204 #define MOVETYPE_FLY 5
205 #define MOVETYPE_TOSS 6 // gravity
206 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
207 #define MOVETYPE_NOCLIP 8
208 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
209 #define MOVETYPE_BOUNCE 10
210 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
211 #define MOVETYPE_FOLLOW 12 // track movement of aiment
212 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
214 // edict->solid values
215 #define SOLID_NOT 0 // no interaction with other objects
216 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
217 #define SOLID_BBOX 2 // touch on edge, block
218 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
219 #define SOLID_BSP 4 // bsp clip, touch on edge, block
220 // LordHavoc: corpse code
221 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
223 // edict->deadflag values
235 #define FL_CONVEYOR 4
237 #define FL_INWATER 16
238 #define FL_MONSTER 32
239 #define FL_GODMODE 64
240 #define FL_NOTARGET 128
242 #define FL_ONGROUND 512
243 #define FL_PARTIALGROUND 1024 // not all corners are valid
244 #define FL_WATERJUMP 2048 // player jumping out of water
245 #define FL_JUMPRELEASED 4096 // for jump debouncing
249 #define EF_BRIGHTFIELD 1
250 #define EF_MUZZLEFLASH 2
251 #define EF_BRIGHTLIGHT 4
252 #define EF_DIMLIGHT 8
253 // added EF_ effects:
255 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
259 #define SPAWNFLAG_NOT_EASY 256
260 #define SPAWNFLAG_NOT_MEDIUM 512
261 #define SPAWNFLAG_NOT_HARD 1024
262 #define SPAWNFLAG_NOT_DEATHMATCH 2048
264 //============================================================================
266 extern cvar_t teamplay;
268 extern cvar_t deathmatch;
270 extern cvar_t fraglimit;
271 extern cvar_t timelimit;
272 extern cvar_t pausable;
273 extern cvar_t sv_maxvelocity;
274 extern cvar_t sv_gravity;
275 extern cvar_t sv_nostep;
276 extern cvar_t sv_friction;
277 extern cvar_t sv_waterfriction;
278 extern cvar_t sv_edgefriction;
279 extern cvar_t sv_stopspeed;
280 extern cvar_t sv_maxspeed;
281 extern cvar_t sv_maxairspeed;
282 extern cvar_t sv_accelerate;
283 extern cvar_t sv_airaccelerate;
284 extern cvar_t sv_wateraccelerate;
285 extern cvar_t sv_idealpitchscale;
286 extern cvar_t sv_aim;
287 extern cvar_t sv_stepheight;
288 extern cvar_t sv_jumpstep;
289 extern cvar_t sv_public;
290 extern cvar_t sv_maxrate;
292 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
293 extern cvar_t sv_gameplayfix_noairborncorpse;
294 extern cvar_t sv_gameplayfix_stepdown;
295 extern cvar_t sv_gameplayfix_stepwhilejumping;
296 extern cvar_t sv_gameplayfix_swiminbmodels;
297 extern cvar_t sv_gameplayfix_setmodelrealbox;
298 extern cvar_t sv_gameplayfix_blowupfallenzombies;
299 extern cvar_t sv_gameplayfix_findradiusdistancetobox;
300 extern cvar_t sv_gameplayfix_qwplayerphysics;
301 extern cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag;
303 extern cvar_t sys_ticrate;
304 extern cvar_t sv_fixedframeratesingleplayer;
306 extern mempool_t *sv_mempool;
308 // persistant server info
309 extern server_static_t svs;
313 extern client_t *host_client;
315 //===========================================================
319 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
320 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
321 void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation);
323 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
324 void SV_DropClient (qboolean crash);
326 void SV_SendClientMessages (void);
327 void SV_ClearDatagram (void);
329 void SV_ReadClientMessage(void);
331 // precachemode values:
332 // 0 = fail if not precached,
333 // 1 = warn if not found and precache if possible
335 int SV_ModelIndex(const char *s, int precachemode);
336 int SV_SoundIndex(const char *s, int precachemode);
338 void SV_SetIdealPitch (void);
340 void SV_AddUpdates (void);
342 void SV_ClientThink (void);
344 void SV_ClientPrint(const char *msg);
345 void SV_ClientPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
346 void SV_BroadcastPrint(const char *msg);
347 void SV_BroadcastPrintf(const char *fmt, ...) DP_FUNC_PRINTF(1);
349 void SV_Physics (void);
350 void SV_Physics_ClientEntity (prvm_edict_t *ent);
352 qboolean SV_PlayerCheckGround (prvm_edict_t *ent);
353 qboolean SV_CheckBottom (prvm_edict_t *ent);
354 qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink);
356 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);
358 void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
360 void SV_MoveToGoal (void);
362 void SV_ApplyClientMove (void);
363 void SV_SaveSpawnparms (void);
364 void SV_SpawnServer (const char *server);
366 void SV_CheckVelocity (prvm_edict_t *ent);
368 void SV_SetupVM(void);
370 void SV_VM_Begin(void);
371 void SV_VM_End(void);