// server.h

#define	QW_SERVER

#define	MAX_MASTERS	8				// max recipients for heartbeat packets

#define	MAX_SIGNON_BUFFERS	8

typedef enum {
	ss_dead,			// no map loaded
	ss_loading,			// spawning level edicts
	ss_active			// actively running
} server_state_t;
// some qc commands are only valid before the server has finished
// initializing (precache commands, static sounds / objects, etc)

typedef struct
{
	qboolean		active;				// false when server is going down
	server_state_t	state;			// precache commands are only valid during load

	double		time;
	
	int			lastcheck;			// used by PF_checkclient
	double		lastchecktime;		// for monster ai 
	double		next_PIV_time;		// Last Player In View time
	
	char		name[64];			// map name
	char		midi_name[128];     // midi file name
	byte		cd_track;			// cd track number
	int			current_skill;

	char		startspot[64];
	char		modelname[MAX_QPATH];		// maps/<name>.bsp, for model_precache[0]
	struct model_s 	*worldmodel;
	char		*model_precache[MAX_MODELS];	// NULL terminated
	char		*sound_precache[MAX_SOUNDS];	// NULL terminated
	char		*lightstyles[MAX_LIGHTSTYLES];
	struct model_s		*models[MAX_MODELS];

	struct EffectT Effects[MAX_EFFECTS];

	int			num_edicts;			// increases towards MAX_EDICTS
	edict_t		*edicts;			// can NOT be array indexed, because
									// edict_t is variable sized, but can
									// be used to reference the world ent

	byte		*pvs, *phs;			// fully expanded and decompressed

	// added to every client's unreliable buffer each frame, then cleared
	sizebuf_t	datagram;
	byte		datagram_buf[MAX_DATAGRAM];

	// added to every client's reliable buffer each frame, then cleared
	sizebuf_t	reliable_datagram;
	byte		reliable_datagram_buf[MAX_MSGLEN];

	// the multicast buffer is used to send a message to a set of clients
	sizebuf_t	multicast;
	byte		multicast_buf[MAX_MSGLEN];

	// the master buffer is used for building log packets
	sizebuf_t	master;
	byte		master_buf[MAX_DATAGRAM];

	// the signon buffer will be sent to each client as they connect
	// includes the entity baselines, the static entities, etc
	// large levels will have >MAX_DATAGRAM sized signons, so 
	// multiple signon messages are kept
	sizebuf_t	signon;
	int			num_signon_buffers;
	int			signon_buffer_size[MAX_SIGNON_BUFFERS];
	byte		signon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM];
} server_t;


#define	NUM_SPAWN_PARMS			16

typedef enum
{
	cs_free,		// can be reused for a new connection
	cs_zombie,		// client has been disconnected, but don't reuse
					// connection for a couple seconds
	cs_connected,	// has been assigned to a client_t, but not in game yet
	cs_spawned		// client is fully in game
} client_state_t;

typedef struct
{
	// received from client

	// reply
	double				senttime;
	float				ping_time;
	packet_entities_t	entities;
} client_frame_t;

typedef struct client_s
{
	client_state_t	state;

	int				spectator;			// non-interactive

	qboolean		sendinfo;			// at end of frame, send info to all
										// this prevents malicious multiple broadcasts
	qboolean		portals;			// They have portals mission pack installed
	int				userid;							// identifying number
	char			userinfo[MAX_INFO_STRING];		// infostring

	usercmd_t		lastcmd;			// for filling in big drops and partial predictions
	double			localtime;			// of last message
	int				oldbuttons;

	float			maxspeed;			// localized maxspeed
	float			entgravity;			// localized ent gravity

	edict_t			*edict;				// EDICT_NUM(clientnum+1)
	char			name[32];			// for printing to other people
										// extracted from userinfo
	int				playerclass;
	int				siege_team;
	int				next_playerclass;
	int				messagelevel;		// for filtering printed messages

	// the datagram is written to after every frame, but only cleared
	// when it is sent out to the client.  overflow is tolerated.
	sizebuf_t		datagram;
	byte			datagram_buf[MAX_DATAGRAM];

	double			connection_started;	// or time of disconnect for zombies
	qboolean		send_message;		// set on frames a datagram arived on

// spawn parms are carried from level to level
	float			spawn_parms[NUM_SPAWN_PARMS];

// client known data for deltas	
	int				old_frags;
	
	int				stats[MAX_CL_STATS];

	client_frame_t	frames[UPDATE_BACKUP];	// updates can be deltad from here

	FILE			*download;			// file being downloaded
	int				downloadsize;		// total bytes
	int				downloadcount;		// bytes sent

	int				spec_track;			// entnum of player tracking

	double			whensaid[10];       // JACK: For floodprots
 	int				whensaidhead;       // Head value for floodprots
 	double			lockedtill;
 
//===== NETWORK ============
	int				chokecount;
	int				delta_sequence;		// -1 = no compression
	netchan_t		netchan;

	entvars_t		old_v;
	qboolean        send_all_v;

	unsigned		PIV, LastPIV;		// people in view
	qboolean		skipsend;			// Skip sending this frame, guaranteed to send next frame
} client_t;

// a client can leave the server in one of four ways:
// dropping properly by quiting or disconnecting
// timing out if no valid messages are received for timeout.value seconds
// getting kicked off by the server operator
// a program error, like an overflowed reliable buffer

//=============================================================================


#define	STATFRAMES	100
typedef struct
{
	double	active;
	double	idle;
	int		count;
	int		packets;

	double	latched_active;
	double	latched_idle;
	int		latched_packets;
} svstats_t;


typedef struct
{
	int			spawncount;			// number of servers spawned since start,
									// used to check late spawns
	client_t	clients[MAX_CLIENTS];
	int			serverflags;		// episode completion information
	qboolean	changelevel_issued;	// cleared when at SV_SpawnServer
	
	double		last_heartbeat;
	int			heartbeat_sequence;
	svstats_t	stats;

	char		info[MAX_SERVERINFO_STRING];

	// log messages are used so that fraglog processes can get stats
	int			logsequence;	// the message currently being filled
	double		logtime;		// time of last swap
	sizebuf_t	log[2];
	byte		log_buf[2][MAX_DATAGRAM];
} server_static_t;

//=============================================================================

// edict->movetype values
#define	MOVETYPE_NONE			0		// never moves
#define	MOVETYPE_ANGLENOCLIP	1
#define	MOVETYPE_ANGLECLIP		2
#define	MOVETYPE_WALK			3		// gravity
#define	MOVETYPE_STEP			4		// gravity, special edge handling
#define	MOVETYPE_FLY			5
#define	MOVETYPE_TOSS			6		// gravity
#define	MOVETYPE_PUSH			7		// no clip to world, push and crush
#define	MOVETYPE_NOCLIP			8
#define	MOVETYPE_FLYMISSILE		9		// extra size to monsters
#define	MOVETYPE_BOUNCE			10
//#ifdef QUAKE2
#define MOVETYPE_BOUNCEMISSILE	11		// bounce w/o gravity
#define MOVETYPE_FOLLOW			12		// track movement of aiment
//#endif
#define MOVETYPE_PUSHPULL		13		// pushable/pullable object
#define MOVETYPE_SWIM			14		// should keep the object in water


// edict->solid values
#define	SOLID_NOT				0		// no interaction with other objects
#define	SOLID_TRIGGER			1		// touch on edge, but not blocking
#define	SOLID_BBOX				2		// touch on edge, block
#define	SOLID_SLIDEBOX			3		// touch on edge, but not an onground
#define	SOLID_BSP				4		// bsp clip, touch on edge, block
#define	SOLID_PHASE				5		// won't slow down when hitting entities flagged as FL_MONSTER

// edict->deadflag values
#define	DEAD_NO					0
#define	DEAD_DYING				1
#define	DEAD_DEAD				2

#define	DAMAGE_NO				0
#define	DAMAGE_YES				1
#define	DAMAGE_AIM				2

// edict->flags
#define	FL_FLY					1
#define	FL_SWIM					2
#define	FL_CONVEYOR				4
#define	FL_CLIENT				8
#define	FL_INWATER				16
#define	FL_MONSTER				32
#define	FL_GODMODE				64
#define	FL_NOTARGET				128
#define	FL_ITEM					256
#define	FL_ONGROUND				512
#define	FL_PARTIALGROUND		1024	// not all corners are valid
#define	FL_WATERJUMP			2048	// player jumping out of water
#define	FL_JUMPRELEASED			4096	// for jump debouncing
#define FL_FLASHLIGHT			8192
#define FL_ARCHIVE_OVERRIDE		1048576
#define	FL_ARTIFACTUSED			16384
#define FL_MOVECHAIN_ANGLE		32768    // when in a move chain, will update the angle
#define FL_CLASS_DEPENDENT		2097152  // model will appear different to each player
#define FL_SPECIAL_ABILITY1		4194304  // has 1st special ability
#define FL_SPECIAL_ABILITY2		8388608  // has 2nd special ability

#define	FL2_CROUCHED			4096

// Built-in Spawn Flags
#define SPAWNFLAG_NOT_PALADIN       256
#define SPAWNFLAG_NOT_CLERIC		512
#define SPAWNFLAG_NOT_NECROMANCER	1024
#define SPAWNFLAG_NOT_THEIF			2048
#define	SPAWNFLAG_NOT_EASY			4096
#define	SPAWNFLAG_NOT_MEDIUM		8192
#define	SPAWNFLAG_NOT_HARD		    16384
#define	SPAWNFLAG_NOT_DEATHMATCH	32768
#define SPAWNFLAG_NOT_COOP			65536
#define SPAWNFLAG_NOT_SINGLE		131072

#ifdef QUAKE2RJ
// server flags
#define	SFL_EPISODE_1		1
#define	SFL_EPISODE_2		2
#define	SFL_EPISODE_3		4
#define	SFL_EPISODE_4		8
#define	SFL_NEW_UNIT		16
#define	SFL_NEW_EPISODE		32
#define	SFL_CROSS_TRIGGERS	65280
#endif

#define	MULTICAST_ALL			0
#define	MULTICAST_PHS			1
#define	MULTICAST_PVS			2

#define	MULTICAST_ALL_R			3
#define	MULTICAST_PHS_R			4
#define	MULTICAST_PVS_R			5

//============================================================================

extern	cvar_t	sv_mintic, sv_maxtic;
extern	cvar_t	sv_maxspeed;

extern	netadr_t	master_adr[MAX_MASTERS];	// address of the master server

extern	cvar_t	spawn;
extern	cvar_t	teamplay;
extern  cvar_t  skill;
extern	cvar_t	deathmatch;
extern	cvar_t	coop;
extern	cvar_t	maxclients;
extern	cvar_t	randomclass;
extern	cvar_t	damageScale;
extern	cvar_t	meleeDamScale;
extern	cvar_t	shyRespawn;
extern	cvar_t	spartanPrint;
extern	cvar_t	manaScale;
extern	cvar_t	tomeMode;
extern	cvar_t	tomeRespawn;
extern	cvar_t	w2Respawn;
extern	cvar_t	altRespawn;
extern	cvar_t	fixedLevel;
extern	cvar_t	autoItems;
extern	cvar_t	dmMode;
extern	cvar_t	easyFourth;
extern	cvar_t	patternRunner;
extern	cvar_t	fraglimit;
extern	cvar_t	timelimit;
extern	cvar_t	noexit;

extern	server_static_t	svs;				// persistant server info
extern	server_t		sv;					// local server

extern	client_t	*host_client;

extern	edict_t		*sv_player;

extern	char		localmodels[MAX_MODELS][5];	// inline model names for precache

extern	char		localinfo[MAX_LOCALINFO_STRING+1];

extern	int			host_hunklevel;
extern	FILE		*sv_logfile;
extern	FILE		*sv_fraglogfile;

//===========================================================

//
// sv_main.c
//
void SV_Shutdown (void);
void SV_Frame (float time);
void SV_FinalMessage (char *message);
void SV_DropClient (client_t *drop);

int SV_CalcPing (client_t *cl);
void SV_FullClientUpdate (client_t *client, sizebuf_t *buf);

int SV_ModelIndex (char *name);

qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean set_trace);

void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg);

void SV_MoveToGoal (void);

void SV_SaveSpawnparms (void);

void SV_Physics_Client (edict_t	*ent);

void SV_ExecuteUserCommand (char *s);
void SV_InitOperatorCommands (void);

void SV_SendServerinfo (client_t *client);
void SV_ExtractFromUserinfo (client_t *cl);


void Master_Heartbeat (void);
void Master_Packet (void);

//
// sv_init.c
//
void SV_SpawnServer (char *server, char *startspot);


//
// sv_phys.c
//
void SV_ProgStartFrame (void);
void SV_Physics (void);
void SV_CheckVelocity (edict_t *ent);
void SV_AddGravity (edict_t *ent, float scale);
qboolean SV_RunThink (edict_t *ent);
void SV_Physics_Toss (edict_t *ent);
void SV_RunNewmis (void);
void SV_Impact (edict_t *e1, edict_t *e2);

//
// sv_send.c
//
extern unsigned clients_multicast;

void SV_SendClientMessages (void);

void SV_Multicast (vec3_t origin, int to);
void SV_MulticastSpecific (unsigned clients, qboolean reliable);
void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
    float attenuation);
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
void SV_StartParticle2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
void SV_StartParticle3 (vec3_t org, vec3_t box, int color, int effect, int count);
void SV_StartParticle4 (vec3_t org, float radius, int color, int effect, int count);
void SV_StartRainEffect (vec3_t org, vec3_t e_size, int x_dir, int y_dir, int color, int count);
void SV_ClientPrintf (client_t *cl, int level, char *fmt, ...);
void SV_BroadcastPrintf (int level, char *fmt, ...);
void SV_BroadcastCommand (char *fmt, ...);
void SV_SendMessagesToAll (void);
void SV_FindModelNumbers (void);

//
// sv_user.c
//
void SV_ExecuteClientMessage (client_t *cl);
void SV_UserInit (void);


//
// svonly.c
//
typedef enum {RD_NONE, RD_CLIENT, RD_PACKET} redirect_t;
void SV_BeginRedirect (redirect_t rd);
void SV_EndRedirect (void);

//
// sv_ccmds.c
//
void SV_Status_f (void);

//
// sv_ents.c
//
void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg);
