/*
 * 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"

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;

    Cvar_Register (&sv_maxvelocity);
    Cvar_Register (&sv_gravity);
    Cvar_Register (&sv_friction);
    Cvar_Register (&sv_edgefriction);
    Cvar_Register (&sv_stopspeed);
    Cvar_Register (&sv_maxspeed);
    Cvar_Register (&sv_accelerate);
    Cvar_Register (&sv_idealpitchscale);
    Cvar_Register (&sv_aim);
    Cvar_Register (&sv_nostep);

    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 - 16)
        return;

    MSG_WriteByte (&sv.datagram, svc_particle);
    MSG_WriteCoord (&sv.datagram, org[0]);
    MSG_WriteCoord (&sv.datagram, org[1]);
    MSG_WriteCoord (&sv.datagram, org[2]);
    for (i = 0; i < 3; i++) {
        v = dir[i] * 16;
        if (v > 127)
            v = 127;
        else if (v < -128)
            v = -128;
        MSG_WriteChar (&sv.datagram, v);
    }
    MSG_WriteByte (&sv.datagram, count);
    MSG_WriteByte (&sv.datagram, 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, char *sample, int volume, float attenuation) {
    int           sound_num, field_mask, i, 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 - 16)
        return;

    // find precache number for sound
    for (sound_num = 1; sound_num < MAX_SOUNDS && sv.sound_precache[sound_num]; sound_num++)
        if (!strcmp (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
    MSG_WriteByte (&sv.datagram, svc_sound);
    MSG_WriteByte (&sv.datagram, field_mask);
    if (field_mask & SND_VOLUME)
        MSG_WriteByte (&sv.datagram, volume);
    if (field_mask & SND_ATTENUATION)
        MSG_WriteByte (&sv.datagram, attenuation * 64);
    MSG_WriteShort (&sv.datagram, channel);
    MSG_WriteByte (&sv.datagram, sound_num);
    for (i = 0; i < 3; i++)
        MSG_WriteCoord (&sv.datagram, 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) {
    char        **s, message[2048];

    MSG_WriteByte (&client->message, svc_print);
    sprintf (message, "%c\nVERSION %4.2f SERVER (%i CRC)", 2, SERVER_VERSION, pr_crc);
    MSG_WriteString (&client->message, message);

    MSG_WriteByte (&client->message, svc_serverinfo);
    MSG_WriteLong (&client->message, PROTOCOL_VERSION);
    MSG_WriteByte (&client->message, svs.maxclients);

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

    sprintf (message, pr_strings + sv.edicts->v.message);

    MSG_WriteString (&client->message, message);

    for (s = sv.model_precache + 1; *s; s++)
        MSG_WriteString (&client->message, *s);
    MSG_WriteByte (&client->message, 0);

    for (s = sv.sound_precache + 1; *s; s++)
        MSG_WriteString (&client->message, *s);
    MSG_WriteByte (&client->message, 0);

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

    // set view
    MSG_WriteByte (&client->message, svc_setview);
    MSG_WriteShort (&client->message, NUM_FOR_EDICT (client->edict));

    MSG_WriteByte (&client->message, svc_signonnum);
    MSG_WriteByte (&client->message, 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) {
    int           i, edictnum;
    float         spawn_parms[NUM_SPAWN_PARMS];
    edict_t      *ent;
    client_t     *client;
    struct qsocket_s *netconnection;

    client = svs.clients + clientnum;

    if (client->netconnection->mod == MOD_ENGINE)
        Con_DPrintf ("%s Client %s connected\n", ENGINE_NAME, client->netconnection->address);
    else
        Con_DPrintf ("Client %s connected\n", client->netconnection->address);

    edictnum = clientnum + 1;

    ent = EDICT_NUM (edictnum);

    // set up the client_t
    netconnection = client->netconnection;

    if (sv.loadgame)
        memcpy (spawn_parms, client->spawn_parms, sizeof (spawn_parms));
    memset (client, 0, sizeof (*client));
    client->netconnection = netconnection;

    strcpy (client->name, "unconnected");
    client->active = true;
    client->spawned = false;
    client->edict = ent;
    client->message.data = client->msgbuf;
    client->message.maxsize = sizeof (client->msgbuf);
    client->message.allowoverflow = true;       // we can catch it

    if (sv.loadgame) {
        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) {
        if (!(ret = NET_CheckNewConnections ()))
            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 ("SV_CheckForNewClients: no free clients");

        svs.clients[i].netconnection = ret;
        SV_ConnectClient (i);

        net_activeconnections++;
    }
}

/*
 *
 *
 * FRAME UPDATES
 *
 *
 */

/*
 * SV_ClearDatagram
 */
void SV_ClearDatagram (void) {
    SZ_Clear (&sv.datagram);
}

/*
 *
 *
 * 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.
 *
 *
 */

int           fatbytes;
byte          fatpvs[MAX_MAP_LEAFS / 8];

void SV_AddToFatPVS (vec3_t org, mnode_t * node) {
    int           i;
    byte         *pvs;
    mplane_t     *plane;
    float         d;

    while (1) {
        // if this is a leaf, accumulate the pvs bits
        if (node->contents < 0) {
            if (node->contents != CONTENTS_SOLID) {
                pvs = Mod_LeafPVS ((mleaf_t *) node, sv.worldmodel);
                for (i = 0; i < fatbytes; i++)
                    fatpvs[i] |= pvs[i];
            }
            return;
        }

        plane = node->plane;
        d = PlaneDiff (org, plane);
        if (d > 8)
            node = node->children[0];
        else if (d < -8)
            node = node->children[1];
        else {                         // go down both
            SV_AddToFatPVS (org, node->children[0]);
            node = node->children[1];
        }
    }
}

/*
 * 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) {
    fatbytes = (sv.worldmodel->numleafs + 31) >> 3;
    memset (fatpvs, 0, fatbytes);
    SV_AddToFatPVS (org, sv.worldmodel->nodes);
    return fatpvs;
}

// 

/*
 * SV_WriteEntitiesToClient
 */
void SV_WriteEntitiesToClient (edict_t * clent, sizebuf_t * msg, qboolean nomap) {
    int           e, i, bits;
    float         miss;
    byte         *pvs;
    vec3_t        org;
    edict_t      *ent;
#ifdef GLQUAKE
    float         alpha, fullbright;
    eval_t       *val;
#endif

    // 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 ALWAYS sent
        {
            // ignore ents without visible models
            if (!ent->v.modelindex || !pr_strings[ent->v.model])
                continue;

            for (i = 0; i < ent->num_leafs; i++)
                if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i] & 7)))
                    break;

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

            // joe, from ProQuake: don't send updates if the client doesn't
            // have the map
            if (nomap)
                continue;
        }

        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.skin != 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;

#ifdef GLQUAKE
        // nehahra: model alpha
        if ((val = GETEDICTFIELDVALUE (ent, eval_alpha)))
            alpha = val->_float;
        else
            alpha = 1;

        if ((val = GETEDICTFIELDVALUE (ent, eval_fullbright)))
            fullbright = val->_float;
        else
            fullbright = 0;

        if ((alpha < 1 && alpha > 0) || fullbright)
            bits |= U_TRANS;
#endif

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

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

        // write the message
        MSG_WriteByte (msg, bits | U_SIGNAL);

        if (bits & U_MOREBITS)
            MSG_WriteByte (msg, bits >> 8);
        if (bits & U_LONGENTITY)
            MSG_WriteShort (msg, e);
        else
            MSG_WriteByte (msg, e);
        if (bits & U_MODEL)
            MSG_WriteByte (msg, ent->v.modelindex);
        if (bits & U_FRAME)
            MSG_WriteByte (msg, ent->v.frame);
        if (bits & U_COLORMAP)
            MSG_WriteByte (msg, ent->v.colormap);
        if (bits & U_SKIN)
            MSG_WriteByte (msg, ent->v.skin);
        if (bits & U_EFFECTS)
            MSG_WriteByte (msg, ent->v.effects);
        if (bits & U_ORIGIN1)
            MSG_WriteCoord (msg, ent->v.origin[0]);
        if (bits & U_ANGLE1)
            MSG_WriteAngle (msg, ent->v.angles[0]);
        if (bits & U_ORIGIN2)
            MSG_WriteCoord (msg, ent->v.origin[1]);
        if (bits & U_ANGLE2)
            MSG_WriteAngle (msg, ent->v.angles[1]);
        if (bits & U_ORIGIN3)
            MSG_WriteCoord (msg, ent->v.origin[2]);
        if (bits & U_ANGLE3)
            MSG_WriteAngle (msg, ent->v.angles[2]);
#ifdef GLQUAKE
        if (bits & U_TRANS) {
            MSG_WriteFloat (msg, 2);
            MSG_WriteFloat (msg, alpha);
            MSG_WriteFloat (msg, fullbright);
        }
#endif
    }
}

/*
 * 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, sizebuf_t * msg) {
    int           bits, i, items;
    edict_t      *other;
    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 (msg, svc_damage);
        MSG_WriteByte (msg, ent->v.dmg_save);
        MSG_WriteByte (msg, ent->v.dmg_take);
        for (i = 0; i < 3; i++)
            MSG_WriteCoord (msg, 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 (msg, svc_setangle);
        for (i = 0; i < 3; i++)
            MSG_WriteAngle (msg, 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
    if ((val = GETEDICTFIELDVALUE (ent, eval_items2)))
        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 (msg, svc_clientdata);
    MSG_WriteShort (msg, bits);

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

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

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

    // [always sent] if (bits & SU_ITEMS)
    MSG_WriteLong (msg, items);

    if (bits & SU_WEAPONFRAME)
        MSG_WriteByte (msg, ent->v.weaponframe);
    if (bits & SU_ARMOR)
        MSG_WriteByte (msg, ent->v.armorvalue);
    if (bits & SU_WEAPON)
        MSG_WriteByte (msg, SV_ModelIndex (pr_strings + ent->v.weaponmodel));

    MSG_WriteShort (msg, ent->v.health);
    MSG_WriteByte (msg, ent->v.currentammo);
    MSG_WriteByte (msg, ent->v.ammo_shells);
    MSG_WriteByte (msg, ent->v.ammo_nails);
    MSG_WriteByte (msg, ent->v.ammo_rockets);
    MSG_WriteByte (msg, ent->v.ammo_cells);

    if (hipnotic || rogue) {
        for (i = 0; i < 32; i++) {
            if (((int) ent->v.weapon) & (1 << i)) {
                MSG_WriteByte (msg, i);
                break;
            }
        }
    } else {
        MSG_WriteByte (msg, ent->v.weapon);
    }
}

/*
 * SV_SendClientDatagram
 */
qboolean SV_SendClientDatagram (client_t * client) {
    byte          buf[MAX_DATAGRAM];
    sizebuf_t     msg;

    msg.data = buf;
    msg.maxsize = sizeof (buf);
    msg.cursize = 0;

    MSG_WriteByte (&msg, svc_time);
    MSG_WriteFloat (&msg, sv.time);

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

    SV_WriteEntitiesToClient (client->edict, &msg, client->nomap);

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

    // send the datagram
    if (NET_SendUnreliableMessage (client->netconnection, &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 != (int) host_client->edict->v.frags) {
            for (j = 0, client = svs.clients; j < svs.maxclients; j++, client++) {
                if (!client->active)
                    continue;
                MSG_WriteByte (&client->message, svc_updatefrags);
                MSG_WriteByte (&client->message, i);
                MSG_WriteShort (&client->message, 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;
        SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize);
    }

    SZ_Clear (&sv.reliable_datagram);
}

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

    msg.data = buf;
    msg.maxsize = sizeof (buf);
    msg.cursize = 0;

    MSG_WriteChar (&msg, svc_nop);

    if (NET_SendUnreliableMessage (client->netconnection, &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
            }
        }

        // joe: NAT fix from ProQuake
        if (host_client->netconnection->net_wait)
            continue;

        // 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))
                continue;

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

    // clear muzzle flashes
    SV_CleanupEnts ();
}

/*
 *
 *
 * SERVER SPAWNING
 *
 *
 */

/*
 * CheckModel
 */
unsigned CheckModel (char *mdl) {
    byte          stackbuf[1024];      // avoid dirtying the cache heap
    byte         *buf;
    unsigned short crc;

    if (!(buf = (byte *) COM_LoadStackFile (mdl, stackbuf, sizeof (stackbuf))))
        Host_Error ("CheckModel: could not load %s", mdl);
    crc = Security_CRC (buf, com_filesize);

    return crc;
}

/*
 * SV_ModelIndex
 */
int SV_ModelIndex (char *name) {
    int           i;

    if (!name || !name[0])
        return 0;

    for (i = 0; i < MAX_MODELS && sv.model_precache[i]; i++)
        if (!strcmp (sv.model_precache[i], name))
            return i;

    if (i == MAX_MODELS || !sv.model_precache[i])
        Host_Error ("SV_ModelIndex: model %s not precached", name);

    return i;
}

/*
 * SV_CreateBaseline
 */
void SV_CreateBaseline (void) {
    int           i, entnum;
    edict_t      *svent;

    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.skin = 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_strings + svent->v.model);
        }

        // add to the message
        MSG_WriteByte (&sv.signon, svc_spawnbaseline);
        MSG_WriteShort (&sv.signon, entnum);

        MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
        MSG_WriteByte (&sv.signon, svent->baseline.frame);
        MSG_WriteByte (&sv.signon, svent->baseline.colormap);
        MSG_WriteByte (&sv.signon, svent->baseline.skin);
        for (i = 0; i < 3; i++) {
            MSG_WriteCoord (&sv.signon, svent->baseline.origin[i]);
            MSG_WriteAngle (&sv.signon, svent->baseline.angles[i]);
        }
    }
}

/*
 * SV_SendReconnect
 *
 * Tell all the clients that the server is changing levels
 */
void SV_SendReconnect (void) {
    byte          data[128];           // lxndr: char > byte
    sizebuf_t     msg;

    msg.data = data;
    msg.cursize = 0;
    msg.maxsize = sizeof (data);

    MSG_WriteChar (&msg, svc_stufftext);
    MSG_WriteString (&msg, "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) {
    int           i;
    edict_t      *ent;
    extern void   R_PreMapLoad (char *);

#ifdef GLQUAKE
    if (nehahra) {
        if (NehGameType == TYPE_DEMO) {
            M_Menu_Main_f ();
            return;
        }
    }
#endif

    // let's not have any servers with no name
    if (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);
    current_skill = bound (0, current_skill, 3);

    Cvar_SetValue (&skill, (float) current_skill);

    // set up the new server
    Host_ClearMemory ();

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

    strcpy (sv.name, server);

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

    // allocate server memory
    sv.max_edicts = MAX_EDICTS;

    sv.edicts = Hunk_AllocName (sv.max_edicts * pr_edict_size, "edicts");

    sv.datagram.maxsize = sizeof (sv.datagram_buf);
    sv.datagram.cursize = 0;
    sv.datagram.data = sv.datagram_buf;

    sv.reliable_datagram.maxsize = sizeof (sv.reliable_datagram_buf);
    sv.reliable_datagram.cursize = 0;
    sv.reliable_datagram.data = sv.reliable_datagram_buf;

    sv.signon.maxsize = sizeof (sv.signon_buf);
    sv.signon.cursize = 0;
    sv.signon.data = 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;

    R_PreMapLoad (server);

    strcpy (sv.name, server);
    sprintf (sv.modelname, "maps/%s.bsp", server);
    if (!(sv.worldmodel = Mod_ForName (sv.modelname, false))) {
        Con_Printf ("Couldn't spawn server %s\n", sv.modelname);
        sv.active = false;
        return;
    }
    sv.models[1] = sv.worldmodel;

    // clear world interaction links
    SV_ClearWorld ();

    sv.sound_precache[0] = pr_strings;

    sv.model_precache[0] = pr_strings;
    sv.model_precache[1] = sv.modelname;
    for (i = 1; i < sv.worldmodel->numsubmodels; i++) {
        sv.model_precache[i + 1] = localmodels[i];
        sv.models[i + 1] = Mod_ForName (localmodels[i], false);
    }

    // check player/eyes models for hacks
    if (security_loaded) {
        sv.player_model_crc = CheckModel ("progs/player.mdl");
        sv.eyes_model_crc = CheckModel ("progs/eyes.mdl");
    }
    // load the rest of the entities
    ent = EDICT_NUM (0);
    memset (&ent->v, 0, progs->entityfields * 4);
    ent->free = false;
    ent->v.model = sv.worldmodel->name - pr_strings;
    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 = sv.name - pr_strings;

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

    ED_LoadFromFile (sv.worldmodel->entities);

    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.time += 0.1;
    SV_Physics ();
    // sv.time += 0.1;

    // 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);

    // joe: this needs to be done here because after spawning a server it runs
    // an "empty" frame in which temporary entity updates gets screwed up
    CL_ClearTEnts ();

    Con_DPrintf ("Server spawned\n");
}
