/*
	sv_main.c

	@description@

	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:

		Free Software Foundation, Inc.
		59 Temple Place - Suite 330
		Boston, MA  02111-1307, USA

	$Id$
*/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif

#include "server.h"
#include "msg.h"
#include "console.h"
#include "sys.h"
#include "cmd.h"
#include "host.h"
#include "world.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;

	sv_maxvelocity = Cvar_Get ("sv_maxvelocity", "2000", CVAR_NONE, "None");
	sv_gravity = Cvar_Get ("sv_gravity", "800", CVAR_SERVERINFO, "None");
	sv_friction = Cvar_Get ("sv_friction", "4", CVAR_SERVERINFO, "None");
	sv_edgefriction = Cvar_Get ("edgefriction", "2", CVAR_NONE, "None");
	sv_stopspeed = Cvar_Get ("sv_stopspeed", "100", CVAR_NONE, "None");
	sv_maxspeed = Cvar_Get ("sv_maxspeed", "320", CVAR_SERVERINFO, "None");
	sv_accelerate = Cvar_Get ("sv_accelerate", "10", CVAR_NONE, "None");
	sv_idealpitchscale =
		Cvar_Get ("sv_idealpitchscale", "0.8", CVAR_NONE, "None");
	sv_aim = Cvar_Get ("sv_aim", "0.93", CVAR_NONE, "None");
	sv_nostep = Cvar_Get ("sv_nostep", "0", CVAR_NONE, "None");

	for (i = 0; i < MAX_MODELS; i++)
		snprintf (localmodels[i], sizeof (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
already 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_print);
	snprintf (message, sizeof (message), "%c\nVersion %s server (%i CRC)", 2,
			  NQ_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->int_val && deathmatch->int_val)
		MSG_WriteByte (&client->message, GAME_DEATHMATCH);
	else
		MSG_WriteByte (&client->message, GAME_COOP);

	snprintf (message, sizeof (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)
{
	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)) {
#ifdef QUAKE2
		// don't send if flagged for NODRAW and there are no lighting effects
		if (ent->v.effects == EF_NODRAW)
			continue;
#endif

// 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.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;

		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]);
	}
}

/*
=============
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;

#ifndef QUAKE2
	eval_t     *val;
#endif

//
// 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
#ifdef QUAKE2
	items = (int) ent->v.items | ((int) ent->v.items2 << 23);
#else
	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);
#endif

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

/*
=======================
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.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)
{
	char        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);

	if (cls.state != ca_dedicated)
#ifdef QUAKE2
		Cbuf_InsertText ("reconnect\n");
#else
		Cmd_ExecuteString ("reconnect\n", src_command);
#endif
}


/*
================
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;

#ifdef QUAKE2
void
SV_SpawnServer (char *server, char *startspot)
#else
void
SV_SpawnServer (char *server)
#endif
{
	edict_t    *ent;
	int         i;

	// 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->int_val)
		Cvar_SetValue (deathmatch, 0);
	current_skill = skill->int_val;
	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));

	strcpy (sv.name, server);
#ifdef QUAKE2
	if (startspot)
		strcpy (sv.startspot, startspot);
#endif

// 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;

	strcpy (sv.name, server);
	snprintf (sv.modelname, sizeof (sv.modelname), "maps/%s.bsp", server);
	sv.worldmodel = Mod_ForName (sv.modelname, false);
	if (!sv.worldmodel) {
		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[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 (coop->int_val)
		pr_global_struct->coop = coop->int_val;
	else
		pr_global_struct->deathmatch = deathmatch->int_val;

	pr_global_struct->mapname = sv.name - pr_strings;
#ifdef QUAKE2
	pr_global_struct->startspot = sv.startspot - pr_strings;
#endif

// 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");
}