/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// sv_main.c -- server main program

#include "quakedef.h"
#include "../core/file_formats/bsp29.h"

server_t		sv;
server_static_t	svs;

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

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

/*
===============
SV_Init
===============
*/
void SV_Init (void)
{
	int		i;
	extern	Cvar*	sv_maxvelocity;
	extern	Cvar*	sv_gravity;
	extern	Cvar*	sv_nostep;
	extern	Cvar*	sv_friction;
	extern	Cvar*	sv_edgefriction;
	extern	Cvar*	sv_stopspeed;
	extern	Cvar*	sv_maxspeed;
	extern	Cvar*	sv_accelerate;
	extern	Cvar*	sv_idealpitchscale;
	extern	Cvar*	sv_aim;


	sv_maxvelocity = Cvar_Get("sv_maxvelocity", "2000", 0);
	sv_gravity = Cvar_Get("sv_gravity", "800", CVAR_SERVERINFO);
	sv_friction = Cvar_Get("sv_friction", "4", CVAR_SERVERINFO);
	sv_edgefriction = Cvar_Get("edgefriction", "2", 0);
	sv_stopspeed = Cvar_Get("sv_stopspeed","100", 0);
	sv_maxspeed = Cvar_Get("sv_maxspeed", "320", CVAR_SERVERINFO);
	sv_accelerate = Cvar_Get("sv_accelerate", "10", 0);
	sv_idealpitchscale = Cvar_Get("sv_idealpitchscale", "0.8", 0);
	sv_aim = Cvar_Get("sv_aim", "0.93", 0);
	sv_nostep = Cvar_Get("sv_nostep", "0", 0);

	for (i=0 ; i<MAX_MODELS ; i++)
		sprintf (localmodels[i], "*%i", i);
}

/*
=============================================================================

EVENT MESSAGES

=============================================================================
*/

/*  
==================
SV_StartParticle

Make sure the event gets sent to all clients
==================
*/
void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count)
{
	int		i, v;

	if (sv.datagram.cursize > MAX_DATAGRAM_Q1-16)
		return;	
	sv.datagram.WriteByte(svc_particle);
	sv.datagram.WriteCoord(org[0]);
	sv.datagram.WriteCoord(org[1]);
	sv.datagram.WriteCoord(org[2]);
	for (i=0 ; i<3 ; i++)
	{
		v = dir[i]*16;
		if (v > 127)
			v = 127;
		else if (v < -128)
			v = -128;
		sv.datagram.WriteChar(v);
	}
	sv.datagram.WriteByte(count);
	sv.datagram.WriteByte(color);
}           

/*  
==================
SV_StartSound

Each entity can have eight independant sound sources, like voice,
weapon, feet, etc.

Channel 0 is an auto-allocate channel, the others override anything
allready running on that entity/channel pair.

An attenuation of 0 will play full volume everywhere in the level.
Larger attenuations will drop off.  (max 4 attenuation)

==================
*/  
void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume,
    float attenuation)
{       
    int         sound_num;
    int field_mask;
    int			i;
	int			ent;
	
	if (volume < 0 || volume > 255)
		Sys_Error ("SV_StartSound: volume = %i", volume);

	if (attenuation < 0 || attenuation > 4)
		Sys_Error ("SV_StartSound: attenuation = %f", attenuation);

	if (channel < 0 || channel > 7)
		Sys_Error ("SV_StartSound: channel = %i", channel);

	if (sv.datagram.cursize > MAX_DATAGRAM_Q1-16)
		return;	

// find precache number for sound
    for (sound_num=1 ; sound_num<MAX_SOUNDS
        && sv.sound_precache[sound_num] ; sound_num++)
        if (!String::Cmp(sample, sv.sound_precache[sound_num]))
            break;
    
    if ( sound_num == MAX_SOUNDS || !sv.sound_precache[sound_num] )
    {
        Con_Printf ("SV_StartSound: %s not precacheed\n", sample);
        return;
    }
    
	ent = NUM_FOR_EDICT(entity);

	channel = (ent<<3) | channel;

	field_mask = 0;
	if (volume != DEFAULT_SOUND_PACKET_VOLUME)
		field_mask |= SND_VOLUME;
	if (attenuation != DEFAULT_SOUND_PACKET_ATTENUATION)
		field_mask |= SND_ATTENUATION;

// directed messages go only to the entity the are targeted on
	sv.datagram.WriteByte(svc_sound);
	sv.datagram.WriteByte(field_mask);
	if (field_mask & SND_VOLUME)
		sv.datagram.WriteByte(volume);
	if (field_mask & SND_ATTENUATION)
		sv.datagram.WriteByte(attenuation*64);
	sv.datagram.WriteShort(channel);
	sv.datagram.WriteByte(sound_num);
	for (i=0 ; i<3 ; i++)
		sv.datagram.WriteCoord(entity->v.origin[i]+0.5*(entity->v.mins[i]+entity->v.maxs[i]));
}           

/*
==============================================================================

CLIENT SPAWNING

==============================================================================
*/

/*
================
SV_SendServerinfo

Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each server load.
================
*/
void SV_SendServerinfo (client_t *client)
{
	const char			**s;
	char			message[2048];

	client->message.WriteByte(svc_print);
	sprintf (message, "%c\nVERSION %4.2f SERVER (%i CRC)", 2, VERSION, pr_crc);
	client->message.WriteString2(message);

	client->message.WriteByte(svc_serverinfo);
	client->message.WriteLong(PROTOCOL_VERSION);
	client->message.WriteByte(svs.maxclients);

	if (!coop->value && deathmatch->value)
		client->message.WriteByte(GAME_DEATHMATCH);
	else
		client->message.WriteByte(GAME_COOP);

	String::Cpy(message, PR_GetString(sv.edicts->v.message));

	client->message.WriteString2(message);

	for (s = sv.model_precache+1 ; *s ; s++)
		client->message.WriteString2(*s);
	client->message.WriteByte(0);

	for (s = sv.sound_precache+1 ; *s ; s++)
		client->message.WriteString2(*s);
	client->message.WriteByte(0);

// send music
	client->message.WriteByte(svc_cdtrack);
	client->message.WriteByte(sv.edicts->v.sounds);
	client->message.WriteByte(sv.edicts->v.sounds);

// set view	
	client->message.WriteByte(svc_setview);
	client->message.WriteShort(NUM_FOR_EDICT(client->edict));

	client->message.WriteByte(svc_signonnum);
	client->message.WriteByte(1);

	client->sendsignon = true;
	client->spawned = false;		// need prespawn, spawn, etc
}

/*
================
SV_ConnectClient

Initializes a client_t for a new net connection.  This will only be called
once for a player each game, not once for each level change.
================
*/
void SV_ConnectClient (int clientnum)
{
	edict_t			*ent;
	client_t		*client;
	int				edictnum;
	struct qsocket_s *netconnection;
	int				i;
	float			spawn_parms[NUM_SPAWN_PARMS];

	client = svs.clients + clientnum;

	Con_DPrintf ("Client %s connected\n", client->netconnection->address);

	edictnum = clientnum+1;

	ent = EDICT_NUM(edictnum);
	
// set up the client_t
	netconnection = client->netconnection;
	netchan_t netchan = client->netchan;

	if (sv.loadgame)
		Com_Memcpy(spawn_parms, client->spawn_parms, sizeof(spawn_parms));
	Com_Memset(client, 0, sizeof(*client));
	client->netconnection = netconnection;
	client->netchan = netchan;

	String::Cpy(client->name, "unconnected");
	client->active = true;
	client->spawned = false;
	client->edict = ent;
	client->message.InitOOB(client->msgbuf, sizeof(client->msgbuf));
	client->message.allowoverflow = true;		// we can catch it

#ifdef IDGODS
	client->privileged = IsID(&client->netconnection->addr);
#else	
	client->privileged = false;				
#endif

	if (sv.loadgame)
		Com_Memcpy(client->spawn_parms, spawn_parms, sizeof(spawn_parms));
	else
	{
	// call the progs to get default spawn parms for the new client
		PR_ExecuteProgram (pr_global_struct->SetNewParms);
		for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
			client->spawn_parms[i] = (&pr_global_struct->parm1)[i];
	}

	SV_SendServerinfo (client);
}


/*
===================
SV_CheckForNewClients

===================
*/
void SV_CheckForNewClients (void)
{
	struct qsocket_s	*ret;
	int				i;
		
//
// check for new connections
//
	while (1)
	{
		netadr_t addr;
		ret = NET_CheckNewConnections (&addr);
		if (!ret)
			break;

	// 
	// init a new client structure
	//	
		for (i=0 ; i<svs.maxclients ; i++)
			if (!svs.clients[i].active)
				break;
		if (i == svs.maxclients)
			Sys_Error ("Host_CheckForNewClients: no free clients");
		
		Com_Memset(&svs.clients[i].netchan, 0, sizeof(svs.clients[i].netchan));
		svs.clients[i].netchan.sock = NS_SERVER;
		svs.clients[i].netchan.remoteAddress = addr;
		svs.clients[i].netchan.lastReceived = net_time * 1000;
		svs.clients[i].netconnection = ret;
		SV_ConnectClient (i);	
	
		net_activeconnections++;
	}
}



/*
===============================================================================

FRAME UPDATES

===============================================================================
*/

/*
==================
SV_ClearDatagram

==================
*/
void SV_ClearDatagram (void)
{
	sv.datagram.Clear();
}

/*
=============================================================================

The PVS must include a small area around the client to allow head bobbing
or other small motion on the client side.  Otherwise, a bob might cause an
entity that should be visible to not show up, especially when the bob
crosses a waterline.

=============================================================================
*/

static byte		fatpvs[BSP29_MAX_MAP_LEAFS/8];

/*
=============
SV_FatPVS

Calculates a PVS that is the inclusive or of all leafs within 8 pixels of the
given point.
=============
*/
byte *SV_FatPVS (vec3_t org)
{
	vec3_t mins, maxs;
	for (int i = 0; i < 3; i++)
	{
		mins[i] = org[i] - 8;
		maxs[i] = org[i] + 8;
	}

	int leafs[64];
	int count = CM_BoxLeafnums(mins, maxs, leafs, 64);
	if (count < 1)
	{
		throw Exception("SV_FatPVS: count < 1");
	}

	// convert leafs to clusters
	for (int i = 0; i < count; i++)
	{
		leafs[i] = CM_LeafCluster(leafs[i]);
	}

	int fatbytes = (CM_NumClusters() + 31) >> 3;
	Com_Memcpy(fatpvs, CM_ClusterPVS(leafs[0]), fatbytes);
	// or in all the other leaf bits
	for (int i = 1; i < count; i++)
	{
		byte* pvs = CM_ClusterPVS(leafs[i]);
		for (int j = 0; j < fatbytes; j++)
		{
			fatpvs[j] |= pvs[j];
		}
	}
	return fatpvs;
}

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


/*
=============
SV_WriteEntitiesToClient

=============
*/
void SV_WriteEntitiesToClient (edict_t	*clent, QMsg *msg)
{
	int		e, i;
	int		bits;
	byte	*pvs;
	vec3_t	org;
	float	miss;
	edict_t	*ent;

// find the client's PVS
	VectorAdd (clent->v.origin, clent->v.view_ofs, org);
	pvs = SV_FatPVS (org);

// send over all entities (excpet the client) that touch the pvs
	ent = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, ent = NEXT_EDICT(ent))
	{
// ignore if not touching a PV leaf
		if (ent != clent)	// clent is ALLWAYS sent
		{
// ignore ents without visible models
			if (!ent->v.modelindex || !*PR_GetString(ent->v.model))
				continue;

			for (i=0 ; i < ent->num_leafs ; i++)
			{
				int l = CM_LeafCluster(ent->LeafNums[i]);
				if (pvs[l >> 3] & (1 << (l & 7)))
				{
					break;
				}
			}

			if (i == ent->num_leafs)
				continue;		// not visible
		}

		if (msg->maxsize - msg->cursize < 16)
		{
			Con_Printf ("packet overflow\n");
			return;
		}

// send an update
		bits = 0;
		
		for (i=0 ; i<3 ; i++)
		{
			miss = ent->v.origin[i] - ent->baseline.origin[i];
			if ( miss < -0.1 || miss > 0.1 )
				bits |= U_ORIGIN1<<i;
		}

		if ( ent->v.angles[0] != ent->baseline.angles[0] )
			bits |= U_ANGLE1;
			
		if ( ent->v.angles[1] != ent->baseline.angles[1] )
			bits |= U_ANGLE2;
			
		if ( ent->v.angles[2] != ent->baseline.angles[2] )
			bits |= U_ANGLE3;
			
		if (ent->v.movetype == MOVETYPE_STEP)
			bits |= U_NOLERP;	// don't mess up the step animation
	
		if (ent->baseline.colormap != ent->v.colormap)
			bits |= U_COLORMAP;
			
		if (ent->baseline.skinnum != ent->v.skin)
			bits |= U_SKIN;
			
		if (ent->baseline.frame != ent->v.frame)
			bits |= U_FRAME;
		
		if (ent->baseline.effects != ent->v.effects)
			bits |= U_EFFECTS;
		
		if (ent->baseline.modelindex != ent->v.modelindex)
			bits |= U_MODEL;

		if (e >= 256)
			bits |= U_LONGENTITY;
			
		if (bits >= 256)
			bits |= U_MOREBITS;

	//
	// write the message
	//
		msg->WriteByte(bits | U_SIGNAL);
		
		if (bits & U_MOREBITS)
			msg->WriteByte(bits>>8);
		if (bits & U_LONGENTITY)
			msg->WriteShort(e);
		else
			msg->WriteByte(e);

		if (bits & U_MODEL)
			msg->WriteByte(ent->v.modelindex);
		if (bits & U_FRAME)
			msg->WriteByte(ent->v.frame);
		if (bits & U_COLORMAP)
			msg->WriteByte(ent->v.colormap);
		if (bits & U_SKIN)
			msg->WriteByte(ent->v.skin);
		if (bits & U_EFFECTS)
			msg->WriteByte(ent->v.effects);
		if (bits & U_ORIGIN1)
			msg->WriteCoord(ent->v.origin[0]);		
		if (bits & U_ANGLE1)
			msg->WriteAngle(ent->v.angles[0]);
		if (bits & U_ORIGIN2)
			msg->WriteCoord(ent->v.origin[1]);
		if (bits & U_ANGLE2)
			msg->WriteAngle(ent->v.angles[1]);
		if (bits & U_ORIGIN3)
			msg->WriteCoord(ent->v.origin[2]);
		if (bits & U_ANGLE3)
			msg->WriteAngle(ent->v.angles[2]);
	}
}

/*
=============
SV_CleanupEnts

=============
*/
void SV_CleanupEnts (void)
{
	int		e;
	edict_t	*ent;
	
	ent = NEXT_EDICT(sv.edicts);
	for (e=1 ; e<sv.num_edicts ; e++, ent = NEXT_EDICT(ent))
	{
		ent->v.effects = (int)ent->v.effects & ~EF_MUZZLEFLASH;
	}

}

/*
==================
SV_WriteClientdataToMessage

==================
*/
void SV_WriteClientdataToMessage (edict_t *ent, QMsg *msg)
{
	int		bits;
	int		i;
	edict_t	*other;
	int		items;
	eval_t	*val;

//
// send a damage message
//
	if (ent->v.dmg_take || ent->v.dmg_save)
	{
		other = PROG_TO_EDICT(ent->v.dmg_inflictor);
		msg->WriteByte(svc_damage);
		msg->WriteByte(ent->v.dmg_save);
		msg->WriteByte(ent->v.dmg_take);
		for (i=0 ; i<3 ; i++)
			msg->WriteCoord(other->v.origin[i] + 0.5*(other->v.mins[i] + other->v.maxs[i]));
	
		ent->v.dmg_take = 0;
		ent->v.dmg_save = 0;
	}

//
// send the current viewpos offset from the view entity
//
	SV_SetIdealPitch ();		// how much to look up / down ideally

// a fixangle might get lost in a dropped packet.  Oh well.
	if ( ent->v.fixangle )
	{
		msg->WriteByte(svc_setangle);
		for (i=0 ; i < 3 ; i++)
			msg->WriteAngle(ent->v.angles[i] );
		ent->v.fixangle = 0;
	}

	bits = 0;
	
	if (ent->v.view_ofs[2] != DEFAULT_VIEWHEIGHT)
		bits |= SU_VIEWHEIGHT;
		
	if (ent->v.idealpitch)
		bits |= SU_IDEALPITCH;

// stuff the sigil bits into the high bits of items for sbar, or else
// mix in items2
	val = GetEdictFieldValue(ent, "items2");

	if (val)
		items = (int)ent->v.items | ((int)val->_float << 23);
	else
		items = (int)ent->v.items | ((int)pr_global_struct->serverflags << 28);

	bits |= SU_ITEMS;
	
	if ( (int)ent->v.flags & FL_ONGROUND)
		bits |= SU_ONGROUND;
	
	if ( ent->v.waterlevel >= 2)
		bits |= SU_INWATER;
	
	for (i=0 ; i<3 ; i++)
	{
		if (ent->v.punchangle[i])
			bits |= (SU_PUNCH1<<i);
		if (ent->v.velocity[i])
			bits |= (SU_VELOCITY1<<i);
	}
	
	if (ent->v.weaponframe)
		bits |= SU_WEAPONFRAME;

	if (ent->v.armorvalue)
		bits |= SU_ARMOR;

//	if (ent->v.weapon)
		bits |= SU_WEAPON;

// send the data

	msg->WriteByte(svc_clientdata);
	msg->WriteShort(bits);

	if (bits & SU_VIEWHEIGHT)
		msg->WriteChar(ent->v.view_ofs[2]);

	if (bits & SU_IDEALPITCH)
		msg->WriteChar(ent->v.idealpitch);

	for (i=0 ; i<3 ; i++)
	{
		if (bits & (SU_PUNCH1<<i))
			msg->WriteChar(ent->v.punchangle[i]);
		if (bits & (SU_VELOCITY1<<i))
			msg->WriteChar(ent->v.velocity[i]/16);
	}

// [always sent]	if (bits & SU_ITEMS)
	msg->WriteLong(items);

	if (bits & SU_WEAPONFRAME)
		msg->WriteByte(ent->v.weaponframe);
	if (bits & SU_ARMOR)
		msg->WriteByte(ent->v.armorvalue);
	if (bits & SU_WEAPON)
		msg->WriteByte(SV_ModelIndex(PR_GetString(ent->v.weaponmodel)));
	
	msg->WriteShort(ent->v.health);
	msg->WriteByte(ent->v.currentammo);
	msg->WriteByte(ent->v.ammo_shells);
	msg->WriteByte(ent->v.ammo_nails);
	msg->WriteByte(ent->v.ammo_rockets);
	msg->WriteByte(ent->v.ammo_cells);

	if (standard_quake)
	{
		msg->WriteByte(ent->v.weapon);
	}
	else
	{
		for(i=0;i<32;i++)
		{
			if ( ((int)ent->v.weapon) & (1<<i) )
			{
				msg->WriteByte(i);
				break;
			}
		}
	}
}

/*
=======================
SV_SendClientDatagram
=======================
*/
qboolean SV_SendClientDatagram (client_t *client)
{
	byte		buf[MAX_DATAGRAM_Q1];
	QMsg		msg;
	
	msg.InitOOB(buf, sizeof(buf));

	msg.WriteByte(svc_time);
	msg.WriteFloat(sv.time);

// add the client specific data to the datagram
	SV_WriteClientdataToMessage (client->edict, &msg);

	SV_WriteEntitiesToClient (client->edict, &msg);

// copy the server datagram if there is space
	if (msg.cursize + sv.datagram.cursize < msg.maxsize)
		msg.WriteData(sv.datagram._data, sv.datagram.cursize);

// send the datagram
	if (NET_SendUnreliableMessage (client->netconnection, &client->netchan, &msg) == -1)
	{
		SV_DropClient (true);// if the message couldn't send, kick off
		return false;
	}
	
	return true;
}

/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void SV_UpdateToReliableMessages (void)
{
	int			i, j;
	client_t *client;

// check for changes to be sent over the reliable streams
	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (host_client->old_frags != host_client->edict->v.frags)
		{
			for (j=0, client = svs.clients ; j<svs.maxclients ; j++, client++)
			{
				if (!client->active)
					continue;
				client->message.WriteByte(svc_updatefrags);
				client->message.WriteByte(i);
				client->message.WriteShort(host_client->edict->v.frags);
			}

			host_client->old_frags = host_client->edict->v.frags;
		}
	}
	
	for (j=0, client = svs.clients ; j<svs.maxclients ; j++, client++)
	{
		if (!client->active)
			continue;
		client->message.WriteData(sv.reliable_datagram._data, sv.reliable_datagram.cursize);
	}

	sv.reliable_datagram.Clear();
}


/*
=======================
SV_SendNop

Send a nop message without trashing or sending the accumulated client
message buffer
=======================
*/
void SV_SendNop (client_t *client)
{
	QMsg		msg;
	byte		buf[4];

	msg.InitOOB(buf, sizeof(buf));

	msg.WriteChar(svc_nop);

	if (NET_SendUnreliableMessage (client->netconnection, &client->netchan, &msg) == -1)
		SV_DropClient (true);	// if the message couldn't send, kick off
	client->last_message = realtime;
}

/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages (void)
{
	int			i;
	
// update frags, names, etc
	SV_UpdateToReliableMessages ();

// build individual updates
	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (!host_client->active)
			continue;

		if (host_client->spawned)
		{
			if (!SV_SendClientDatagram (host_client))
				continue;
		}
		else
		{
		// the player isn't totally in the game yet
		// send small keepalive messages if too much time has passed
		// send a full message when the next signon stage has been requested
		// some other message data (name changes, etc) may accumulate 
		// between signon stages
			if (!host_client->sendsignon)
			{
				if (realtime - host_client->last_message > 5)
					SV_SendNop (host_client);
				continue;	// don't send out non-signon messages
			}
		}

		// check for an overflowed message.  Should only happen
		// on a very fucked up connection that backs up a lot, then
		// changes level
		if (host_client->message.overflowed)
		{
			SV_DropClient (true);
			host_client->message.overflowed = false;
			continue;
		}
			
		if (host_client->message.cursize || host_client->dropasap)
		{
			if (!NET_CanSendMessage (host_client->netconnection, &host_client->netchan))
			{
//				I_Printf ("can't write\n");
				continue;
			}

			if (host_client->dropasap)
				SV_DropClient (false);	// went to another level
			else
			{
				if (NET_SendMessage (host_client->netconnection
				, &host_client->netchan, &host_client->message) == -1)
					SV_DropClient (true);	// if the message couldn't send, kick off
				host_client->message.Clear();
				host_client->last_message = realtime;
				host_client->sendsignon = false;
			}
		}
	}
	
	
// clear muzzle flashes
	SV_CleanupEnts ();
}


/*
==============================================================================

SERVER SPAWNING

==============================================================================
*/

/*
================
SV_ModelIndex

================
*/
int SV_ModelIndex (const char *name)
{
	int		i;
	
	if (!name || !name[0])
		return 0;

	for (i=0 ; i<MAX_MODELS && sv.model_precache[i] ; i++)
		if (!String::Cmp(sv.model_precache[i], name))
			return i;
	if (i==MAX_MODELS || !sv.model_precache[i])
		Sys_Error ("SV_ModelIndex: model %s not precached", name);
	return i;
}

/*
================
SV_CreateBaseline

================
*/
void SV_CreateBaseline (void)
{
	int			i;
	edict_t			*svent;
	int				entnum;	
		
	for (entnum = 0; entnum < sv.num_edicts ; entnum++)
	{
	// get the current server version
		svent = EDICT_NUM(entnum);
		if (svent->free)
			continue;
		if (entnum > svs.maxclients && !svent->v.modelindex)
			continue;

	//
	// create entity baseline
	//
		VectorCopy (svent->v.origin, svent->baseline.origin);
		VectorCopy (svent->v.angles, svent->baseline.angles);
		svent->baseline.frame = svent->v.frame;
		svent->baseline.skinnum = svent->v.skin;
		if (entnum > 0 && entnum <= svs.maxclients)
		{
			svent->baseline.colormap = entnum;
			svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");
		}
		else
		{
			svent->baseline.colormap = 0;
			svent->baseline.modelindex =
				SV_ModelIndex(PR_GetString(svent->v.model));
		}
		
	//
	// add to the message
	//
		sv.signon.WriteByte(svc_spawnbaseline);		
		sv.signon.WriteShort(entnum);

		sv.signon.WriteByte(svent->baseline.modelindex);
		sv.signon.WriteByte(svent->baseline.frame);
		sv.signon.WriteByte(svent->baseline.colormap);
		sv.signon.WriteByte(svent->baseline.skinnum);
		for (i=0 ; i<3 ; i++)
		{
			sv.signon.WriteCoord(svent->baseline.origin[i]);
			sv.signon.WriteAngle(svent->baseline.angles[i]);
		}
	}
}


/*
================
SV_SendReconnect

Tell all the clients that the server is changing levels
================
*/
void SV_SendReconnect (void)
{
	byte	data[128];
	QMsg	msg;

	msg.InitOOB(data, sizeof(data));

	msg.WriteChar(svc_stufftext);
	msg.WriteString2("reconnect\n");
	NET_SendToAll (&msg, 5);
	
	if (cls.state != ca_dedicated)
		Cmd_ExecuteString ("reconnect\n", src_command);
}


/*
================
SV_SaveSpawnparms

Grabs the current state of each client for saving across the
transition to another level
================
*/
void SV_SaveSpawnparms (void)
{
	int		i, j;

	svs.serverflags = pr_global_struct->serverflags;

	for (i=0, host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
	{
		if (!host_client->active)
			continue;

	// call the progs to get default spawn parms for the new client
		pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
		PR_ExecuteProgram (pr_global_struct->SetChangeParms);
		for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
			host_client->spawn_parms[j] = (&pr_global_struct->parm1)[j];
	}
}


/*
================
SV_SpawnServer

This is called at the start of each level
================
*/
extern float		scr_centertime_off;

void SV_SpawnServer (char *server)
{
	edict_t		*ent;
	int			i;

	// let's not have any servers with no name
	if (!hostname || hostname->string[0] == 0)
		Cvar_Set ("hostname", "UNNAMED");
	scr_centertime_off = 0;

	Con_DPrintf ("SpawnServer: %s\n",server);
	svs.changelevel_issued = false;		// now safe to issue another

//
// tell all connected clients that we are going to a new level
//
	if (sv.active)
	{
		SV_SendReconnect ();
	}

//
// make cvars consistant
//
	if (coop->value)
		Cvar_SetValue ("deathmatch", 0);
	current_skill = (int)(skill->value + 0.5);
	if (current_skill < 0)
		current_skill = 0;
	if (current_skill > 3)
		current_skill = 3;

	Cvar_SetValue ("skill", (float)current_skill);
	
//
// set up the new server
//
	Host_ClearMemory ();

	Com_Memset(&sv, 0, sizeof(sv));

	String::Cpy(sv.name, server);

// load progs to get entity field count
	PR_LoadProgs ();

// allocate server memory
	sv.max_edicts = MAX_EDICTS_Q1;
	
	sv.edicts = (edict_t*)Hunk_AllocName (sv.max_edicts*pr_edict_size, "edicts");

	sv.datagram.InitOOB(sv.datagram_buf, sizeof(sv.datagram_buf));
	
	sv.reliable_datagram.InitOOB(sv.reliable_datagram_buf, sizeof(sv.reliable_datagram_buf));
	
	sv.signon.InitOOB(sv.signon_buf, sizeof(sv.signon_buf));
	
// leave slots at start for clients only
	sv.num_edicts = svs.maxclients+1;
	for (i=0 ; i<svs.maxclients ; i++)
	{
		ent = EDICT_NUM(i+1);
		svs.clients[i].edict = ent;
	}
	
	sv.state = ss_loading;
	sv.paused = false;

	sv.time = 1.0;
	
	String::Cpy(sv.name, server);
	sprintf (sv.modelname,"maps/%s.bsp", server);
	CM_LoadMap(sv.modelname, false, NULL);
	sv.models[1] = 0;
	
//
// clear world interaction links
//
	SV_ClearWorld ();
	
	sv.sound_precache[0] = PR_GetString(0);

	sv.model_precache[0] = PR_GetString(0);
	sv.model_precache[1] = sv.modelname;
	for (i = 1; i < CM_NumInlineModels(); i++)
	{
		sv.model_precache[1 + i] = localmodels[i];
		sv.models[i + 1] = CM_InlineModel(i);
	}

//
// load the rest of the entities
//	
	ent = EDICT_NUM(0);
	Com_Memset(&ent->v, 0, progs->entityfields * 4);
	ent->free = false;
	ent->v.model = PR_SetString(sv.modelname);
	ent->v.modelindex = 1;		// world model
	ent->v.solid = SOLID_BSP;
	ent->v.movetype = MOVETYPE_PUSH;

	if (coop->value)
		pr_global_struct->coop = coop->value;
	else
		pr_global_struct->deathmatch = deathmatch->value;

	pr_global_struct->mapname = PR_SetString(sv.name);

// serverflags are for cross level information (sigils)
	pr_global_struct->serverflags = svs.serverflags;
	
	ED_LoadFromFile(CM_EntityString());

	sv.active = true;

// all setup is completed, any further precache statements are errors
	sv.state = ss_active;
	
// run two frames to allow everything to settle
	host_frametime = 0.1;
	SV_Physics ();
	SV_Physics ();

// create a baseline for more efficient communications
	SV_CreateBaseline ();

// send serverinfo to all connected clients
	for (i=0,host_client = svs.clients ; i<svs.maxclients ; i++, host_client++)
		if (host_client->active)
			SV_SendServerinfo (host_client);
	
	Con_DPrintf ("Server spawned.\n");
}

