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
52 // this disables extensions when using PROTOCOL_QUAKE
53 qboolean netquakecompatible;
55 // used for running multiple steps in one frame, etc
62 // used by PF_checkclient
68 // maps/<name>.bsp, for model_precache[0]
70 struct model_s *worldmodel;
72 char *model_precache[MAX_MODELS];
73 struct model_s *models[MAX_MODELS];
75 char *sound_precache[MAX_SOUNDS];
76 char *lightstyles[MAX_LIGHTSTYLES];
79 // small edict_t structures which just contain pointers
80 // (allocated at server startup only)
82 // engine private edict information
83 // (dynamically resized - always access through edict_t!)
84 edict_engineprivate_t *edictsengineprivate;
85 // QuakeC fields array
86 // (dynamically resized - always access through edict_t!)
88 // PushMove sometimes has to move entities back from a failed move
89 // (dynamically resized)
90 edict_t **moved_edicts;
91 // some actions are only valid during load
95 qbyte datagram_buf[NET_MAXMESSAGE];
97 // copied to all clients at end of frame
98 sizebuf_t reliable_datagram;
99 qbyte reliable_datagram_buf[NET_MAXMESSAGE];
102 // LordHavoc: increased signon message buffer from 8192
103 qbyte signon_buf[NET_MAXMESSAGE];
107 #define NUM_PING_TIMES 16
108 #define NUM_SPAWN_PARMS 16
110 typedef struct client_s
112 // false = empty client slot
114 // false = don't send datagrams
116 // has been told to go to another level
118 // only valid before spawned
120 // remove this client immediately
123 // requested rate in bytes per second
126 // realtime this client connected
129 // reliable messages must be sent periodically
132 // communications handle
133 netconn_t *netconnection;
137 // intended motion calced from cmd
140 // can be added to at any time, copied and clear once per frame
142 qbyte msgbuf[NET_MAXMESSAGE];
143 // EDICT_NUM(clientnum+1)
146 float ping_times[NUM_PING_TIMES];
147 // ping_times[num_pings%NUM_PING_TIMES]
149 // LordHavoc: can be used for prediction or whatever...
152 // spawn parms are carried from level to level
153 float spawn_parms[NUM_SPAWN_PARMS];
155 // properties that are sent across the network only when changed
156 char name[64], old_name[64];
157 int colors, old_colors;
158 int frags, old_frags;
161 float visibletime[MAX_EDICTS];
163 // prevent animated names
166 entityframe_database_t *entitydatabase;
167 entityframe4_database_t *entitydatabase4;
168 entityframe5_database_t *entitydatabase5;
172 //=============================================================================
174 // edict->movetype values
175 #define MOVETYPE_NONE 0 // never moves
176 #define MOVETYPE_ANGLENOCLIP 1
177 #define MOVETYPE_ANGLECLIP 2
178 #define MOVETYPE_WALK 3 // gravity
179 #define MOVETYPE_STEP 4 // gravity, special edge handling
180 #define MOVETYPE_FLY 5
181 #define MOVETYPE_TOSS 6 // gravity
182 #define MOVETYPE_PUSH 7 // no clip to world, push and crush
183 #define MOVETYPE_NOCLIP 8
184 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters
185 #define MOVETYPE_BOUNCE 10
186 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
187 #define MOVETYPE_FOLLOW 12 // track movement of aiment
188 #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push
190 // edict->solid values
191 #define SOLID_NOT 0 // no interaction with other objects
192 #define SOLID_TRIGGER 1 // touch on edge, but not blocking
193 #define SOLID_BBOX 2 // touch on edge, block
194 #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
195 #define SOLID_BSP 4 // bsp clip, touch on edge, block
196 // LordHavoc: corpse code
197 #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters)
199 // edict->deadflag values
211 #define FL_CONVEYOR 4
213 #define FL_INWATER 16
214 #define FL_MONSTER 32
215 #define FL_GODMODE 64
216 #define FL_NOTARGET 128
218 #define FL_ONGROUND 512
219 #define FL_PARTIALGROUND 1024 // not all corners are valid
220 #define FL_WATERJUMP 2048 // player jumping out of water
221 #define FL_JUMPRELEASED 4096 // for jump debouncing
225 #define EF_BRIGHTFIELD 1
226 #define EF_MUZZLEFLASH 2
227 #define EF_BRIGHTLIGHT 4
228 #define EF_DIMLIGHT 8
229 // added EF_ effects:
231 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering
235 #define SPAWNFLAG_NOT_EASY 256
236 #define SPAWNFLAG_NOT_MEDIUM 512
237 #define SPAWNFLAG_NOT_HARD 1024
238 #define SPAWNFLAG_NOT_DEATHMATCH 2048
240 //============================================================================
242 extern cvar_t teamplay;
244 extern cvar_t deathmatch;
246 extern cvar_t fraglimit;
247 extern cvar_t timelimit;
248 extern cvar_t pausable;
249 extern cvar_t sv_deltacompress;
250 extern cvar_t sv_maxvelocity;
251 extern cvar_t sv_gravity;
252 extern cvar_t sv_nostep;
253 extern cvar_t sv_friction;
254 extern cvar_t sv_edgefriction;
255 extern cvar_t sv_stopspeed;
256 extern cvar_t sv_maxspeed;
257 extern cvar_t sv_accelerate;
258 extern cvar_t sv_idealpitchscale;
259 extern cvar_t sv_aim;
260 extern cvar_t sv_stepheight;
261 extern cvar_t sv_jumpstep;
262 extern cvar_t sv_public;
263 extern cvar_t sv_maxrate;
265 extern cvar_t sv_gameplayfix_grenadebouncedownslopes;
266 extern cvar_t sv_gameplayfix_noairborncorpse;
267 extern cvar_t sv_gameplayfix_stepdown;
268 extern cvar_t sv_gameplayfix_stepwhilejumping;
269 extern cvar_t sv_gameplayfix_swiminbmodels;
271 extern mempool_t *sv_clients_mempool;
272 extern mempool_t *sv_edicts_mempool;
274 // persistant server info
275 extern server_static_t svs;
279 extern client_t *host_client;
281 extern jmp_buf host_abortserver;
283 //===========================================================
287 void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
288 void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate);
289 void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation);
291 void SV_ConnectClient (int clientnum, netconn_t *netconnection);
292 void SV_DropClient (qboolean crash);
294 void SV_SendClientMessages (void);
295 void SV_ClearDatagram (void);
297 void SV_ReadClientMessage(void);
299 int SV_ModelIndex (const char *name);
301 void SV_SetIdealPitch (void);
303 void SV_AddUpdates (void);
305 void SV_ClientThink (void);
307 void SV_ClientPrint(const char *msg);
308 void SV_ClientPrintf(const char *fmt, ...);
309 void SV_BroadcastPrint(const char *msg);
310 void SV_BroadcastPrintf(const char *fmt, ...);
312 void SV_Physics (void);
314 qboolean SV_PlayerCheckGround (edict_t *ent);
315 qboolean SV_CheckBottom (edict_t *ent);
316 qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
318 void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
320 void SV_MoveToGoal (void);
322 void SV_RunClients (void);
323 void SV_SaveSpawnparms (void);
324 void SV_SpawnServer (const char *server);
326 void SV_CheckVelocity (edict_t *ent);