/*
  Copyright (C) 2010-2011  Charles Pence <charles@charlespence.net>
  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 3 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, see <http://www.gnu.org/licenses/>.
*/
#include "pch.h"
#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_RegisterVariable("sv_maxvelocity", "2000");
    Cvar_RegisterVariable("sv_gravity", "800");
    Cvar_RegisterVariable("sv_friction", "4");
    Cvar_RegisterVariable("edgefriction", "2");
    Cvar_RegisterVariable("sv_stopspeed", "100");
    Cvar_RegisterVariable("sv_maxspeed", "320");
    Cvar_RegisterVariable("sv_accelerate", "10");
    Cvar_RegisterVariable("sv_idealpitchscale", "0.8");
    Cvar_RegisterVariable("sv_aim", "0.93");
    Cvar_RegisterVariable("sv_nostep", "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-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;
    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-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;
    char            message[2048];

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

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

    sprintf (message, "%s", 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)
{
    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;

    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
    client->privileged = false;

    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)
    {
        ret = NET_CheckNewConnections ();
        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");

        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 = DotProduct (org, plane->normal) - plane->dist;
        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)
{
    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))
    {
        // don't send if flagged for NODRAW and there are no lighting effects
        if (ent->v.effects == EF_NODRAW)
            continue;

// ignore if not touching a PV leaf
        if (ent != clent)    // clent is ALLWAYS 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
        }

        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.recolor != (ent->v.colormap != 0))
            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;

        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 == 0 ? 0 : 1));
        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]);
    }
}

/*
=============
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;
    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 (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
    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 (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);
    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);

// 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 != 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
            }
        }

        // 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))
            {
//                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->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

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

/*
================
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])
        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.skin = svent->v.skin;
        if (entnum > 0 && entnum <= svs.maxclients)
        {
            svent->baseline.recolor = true;
            svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");
        }
        else
        {
            svent->baseline.recolor = false;
            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.recolor ? 1 : 0);
        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];
    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);

    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 (const std::string &server)
{
    edict_t        *ent;
    int            i;

    // let's not have any servers with no name
    if (!Cvar_VariableString("hostname").length())
        Cvar_Set ("hostname", "UNNAMED");
    scr_centertime_off = 0;

    Con_DPrintf ("SpawnServer: %s\n", server.c_str());
    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 (Cvar_VariableValue("coop"))
        Cvar_SetValue("deathmatch", 0);
    current_skill = (int)(Cvar_VariableValue("skill") + 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 ();

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

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

// allocate server memory
    sv.max_edicts = MAX_EDICTS;

    sv.edicts = (edict_t *)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;

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

//
// 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 (Cvar_VariableValue("coop"))
        pr_global_struct->coop = Cvar_VariableValue("coop");
    else
        pr_global_struct->deathmatch = Cvar_VariableValue("deathmatch");

    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_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");
}

