1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19*/
20// server.h
21
22typedef struct
23{
24	int			maxclients;
25	int			maxclientslimit;
26	struct client_s	*clients;		// [maxclients]
27	int			serverflags;		// episode completion information
28	qboolean	changelevel_issued;	// cleared when at SV_SpawnServer
29} server_static_t;
30
31//=============================================================================
32
33typedef enum {ss_loading, ss_active, server_state_t_max = 1 << 30} server_state_t;
34
35typedef struct
36{
37	qboolean	active;				// false if only a net client
38
39	qboolean	paused;
40	qboolean	loadgame;			// handle connections specially
41
42	double		time;
43
44	int			lastcheck;			// used by PF_checkclient
45	double		lastchecktime;
46
47	char		name[64];			// map name
48#ifdef QUAKE2
49	char		startspot[64];
50#endif
51	char		modelname[64];		// maps/<name>.bsp, for model_precache[0]
52	struct model_s 	*worldmodel;
53	char		*model_precache[MAX_MODELS];	// NULL terminated
54	struct model_s	*models[MAX_MODELS];
55	char		*sound_precache[MAX_SOUNDS];	// NULL terminated
56	char		*lightstyles[MAX_LIGHTSTYLES];
57	int			num_edicts;
58	int			max_edicts;
59	edict_t		*edicts;			// can NOT be array indexed, because
60									// edict_t is variable sized, but can
61									// be used to reference the world ent
62	server_state_t	state;			// some actions are only valid during load
63
64	sizebuf_t	datagram;
65	byte		datagram_buf[MAX_DATAGRAM];
66
67	sizebuf_t	reliable_datagram;	// copied to all clients at end of frame
68	byte		reliable_datagram_buf[MAX_DATAGRAM];
69
70	sizebuf_t	signon;
71	byte		signon_buf[8192];
72} server_t;
73
74
75#define	NUM_PING_TIMES		16
76#define	NUM_SPAWN_PARMS		16
77
78typedef struct client_s
79{
80	qboolean		active;				// false = client is free
81	qboolean		spawned;			// false = don't send datagrams
82	qboolean		dropasap;			// has been told to go to another level
83	qboolean		privileged;			// can execute any host command
84	qboolean		sendsignon;			// only valid before spawned
85
86	double			last_message;		// reliable messages must be sent
87										// periodically
88
89	struct qsocket_s *netconnection;	// communications handle
90
91	usercmd_t		cmd;				// movement
92	vec3_t			wishdir;			// intended motion calced from cmd
93
94	sizebuf_t		message;			// can be added to at any time,
95										// copied and clear once per frame
96	byte			msgbuf[MAX_MSGLEN];
97	edict_t			*edict;				// EDICT_NUM(clientnum+1)
98	char			name[32];			// for printing to other people
99	int				colors;
100
101	float			ping_times[NUM_PING_TIMES];
102	int				num_pings;			// ping_times[num_pings%NUM_PING_TIMES]
103
104// spawn parms are carried from level to level
105	float			spawn_parms[NUM_SPAWN_PARMS];
106
107// client known data for deltas
108	int				old_frags;
109} client_t;
110
111
112//=============================================================================
113
114// edict->movetype values
115#define	MOVETYPE_NONE			0		// never moves
116#define	MOVETYPE_ANGLENOCLIP	1
117#define	MOVETYPE_ANGLECLIP		2
118#define	MOVETYPE_WALK			3		// gravity
119#define	MOVETYPE_STEP			4		// gravity, special edge handling
120#define	MOVETYPE_FLY			5
121#define	MOVETYPE_TOSS			6		// gravity
122#define	MOVETYPE_PUSH			7		// no clip to world, push and crush
123#define	MOVETYPE_NOCLIP			8
124#define	MOVETYPE_FLYMISSILE		9		// extra size to monsters
125#define	MOVETYPE_BOUNCE			10
126#ifdef QUAKE2
127#define MOVETYPE_BOUNCEMISSILE	11		// bounce w/o gravity
128#define MOVETYPE_FOLLOW			12		// track movement of aiment
129#endif
130
131// edict->solid values
132#define	SOLID_NOT				0		// no interaction with other objects
133#define	SOLID_TRIGGER			1		// touch on edge, but not blocking
134#define	SOLID_BBOX				2		// touch on edge, block
135#define	SOLID_SLIDEBOX			3		// touch on edge, but not an onground
136#define	SOLID_BSP				4		// bsp clip, touch on edge, block
137
138// edict->deadflag values
139#define	DEAD_NO					0
140#define	DEAD_DYING				1
141#define	DEAD_DEAD				2
142
143#define	DAMAGE_NO				0
144#define	DAMAGE_YES				1
145#define	DAMAGE_AIM				2
146
147// edict->flags
148#define	FL_FLY					1
149#define	FL_SWIM					2
150//#define	FL_GLIMPSE				4
151#define	FL_CONVEYOR				4
152#define	FL_CLIENT				8
153#define	FL_INWATER				16
154#define	FL_MONSTER				32
155#define	FL_GODMODE				64
156#define	FL_NOTARGET				128
157#define	FL_ITEM					256
158#define	FL_ONGROUND				512
159#define	FL_PARTIALGROUND		1024	// not all corners are valid
160#define	FL_WATERJUMP			2048	// player jumping out of water
161#define	FL_JUMPRELEASED			4096	// for jump debouncing
162#ifdef QUAKE2
163#define FL_FLASHLIGHT			8192
164#define FL_ARCHIVE_OVERRIDE		1048576
165#endif
166
167// entity effects
168
169#define	EF_BRIGHTFIELD			1
170#define	EF_MUZZLEFLASH 			2
171#define	EF_BRIGHTLIGHT 			4
172#define	EF_DIMLIGHT 			8
173#ifdef QUAKE2
174#define EF_DARKLIGHT			16
175#define EF_DARKFIELD			32
176#define EF_LIGHT				64
177#define EF_NODRAW				128
178#endif
179
180#define	SPAWNFLAG_NOT_EASY			256
181#define	SPAWNFLAG_NOT_MEDIUM		512
182#define	SPAWNFLAG_NOT_HARD			1024
183#define	SPAWNFLAG_NOT_DEATHMATCH	2048
184
185#ifdef QUAKE2
186// server flags
187#define	SFL_EPISODE_1		1
188#define	SFL_EPISODE_2		2
189#define	SFL_EPISODE_3		4
190#define	SFL_EPISODE_4		8
191#define	SFL_NEW_UNIT		16
192#define	SFL_NEW_EPISODE		32
193#define	SFL_CROSS_TRIGGERS	65280
194#endif
195
196//============================================================================
197
198extern	cvar_t	teamplay;
199extern	cvar_t	skill;
200extern	cvar_t	deathmatch;
201extern	cvar_t	coop;
202extern	cvar_t	fraglimit;
203extern	cvar_t	timelimit;
204
205extern	server_static_t	svs;				// persistant server info
206extern	server_t		sv;					// local server
207
208extern	client_t	*host_client;
209
210extern	jmp_buf 	host_abortserver;
211
212extern	double		host_time;
213
214extern	edict_t		*sv_player;
215
216//===========================================================
217
218void SV_Init (void);
219
220void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
221void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume,
222    float attenuation);
223
224void SV_DropClient (qboolean crash);
225
226void SV_SendClientMessages (void);
227void SV_ClearDatagram (void);
228
229int SV_ModelIndex (const char *name);
230
231void SV_SetIdealPitch (void);
232
233void SV_AddUpdates (void);
234
235void SV_ClientThink (void);
236void SV_AddClientToServer (struct qsocket_s	*ret);
237
238void SV_ClientPrintf (const char *fmt, ...);
239void SV_BroadcastPrintf (const char *fmt, ...);
240
241void SV_Physics (void);
242
243qboolean SV_CheckBottom (edict_t *ent);
244qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
245
246void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
247
248void SV_MoveToGoal (void);
249
250void SV_CheckForNewClients (void);
251void SV_RunClients (void);
252void SV_SaveSpawnparms ();
253#ifdef QUAKE2
254void SV_SpawnServer (char *server, char *startspot);
255#else
256void SV_SpawnServer (char *server);
257#endif
258