mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 00:21:31 +00:00
ae133d0a90
lookup functions by name, and make all our new QC builtins allocate numbers automatically.
305 lines
8 KiB
C
305 lines
8 KiB
C
/*
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server.h
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@description@
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef __server_h
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#define __server_h
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#include <setjmp.h>
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#include "QF/gcc_attr.h"
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#include "QF/model.h"
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#include "QF/sizebuf.h"
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#include "QF/info.h"
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#include "QF/vfile.h"
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#include "client.h"
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#include "net.h"
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#include "protocol.h"
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#include "sv_progs.h"
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extern progs_t sv_pr_state;
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typedef struct
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{
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int maxclients;
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int maxclientslimit;
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struct client_s *clients; // [maxclients]
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int serverflags; // episode completion information
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qboolean changelevel_issued; // cleared when at SV_SpawnServer
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} server_static_t;
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//=============================================================================
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typedef enum {ss_loading, ss_active} server_state_t;
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typedef struct
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{
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qboolean active; // false if only a net client
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qboolean paused;
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qboolean loadgame; // handle connections specially
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double time;
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int lastcheck; // used by PF_checkclient
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double lastchecktime;
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char name[64]; // map name
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#ifdef QUAKE2
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char startspot[64];
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#endif
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char modelname[64]; // maps/<name>.bsp, for model_precache[0]
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struct model_s *worldmodel;
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const char *model_precache[MAX_MODELS]; // NULL terminated
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struct model_s *models[MAX_MODELS];
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const char *sound_precache[MAX_SOUNDS]; // NULL terminated
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char *lightstyles[MAX_LIGHTSTYLES];
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int num_edicts;
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int max_edicts;
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edict_t *edicts; // can NOT be array indexed, because
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// edict_t is variable sized, but can
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// be used to reference the world ent
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server_state_t state; // some actions are only valid during load
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sizebuf_t datagram;
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byte datagram_buf[MAX_DATAGRAM];
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sizebuf_t reliable_datagram; // copied to all clients at end of frame
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byte reliable_datagram_buf[MAX_DATAGRAM];
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sizebuf_t signon;
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byte signon_buf[8192];
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} server_t;
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#define NUM_PING_TIMES 16
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#define NUM_SPAWN_PARMS 16
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typedef struct client_s
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{
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qboolean active; // false = client is free
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qboolean spawned; // false = don't send datagrams
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qboolean dropasap; // has been told to go to another level
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qboolean privileged; // can execute any host command
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qboolean sendsignon; // only valid before spawned
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double last_message; // reliable messages must be sent
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// periodically
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struct qsocket_s *netconnection; // communications handle
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usercmd_t cmd; // movement
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vec3_t wishdir; // intended motion calced from cmd
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sizebuf_t message; // can be added to at any time,
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// copied and clear once per frame
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byte msgbuf[MAX_MSGLEN];
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edict_t *edict; // EDICT_NUM(clientnum+1)
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char name[32]; // for printing to other people
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int colors;
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float ping_times[NUM_PING_TIMES];
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int num_pings; // ping_times[num_pings%NUM_PING_TIMES]
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// spawn parms are carried from level to level
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float spawn_parms[NUM_SPAWN_PARMS];
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// client known data for deltas
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int old_frags;
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} client_t;
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//=============================================================================
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// edict->movetype values
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#define MOVETYPE_NONE 0 // never moves
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#define MOVETYPE_ANGLENOCLIP 1
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#define MOVETYPE_ANGLECLIP 2
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#define MOVETYPE_WALK 3 // gravity
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#define MOVETYPE_STEP 4 // gravity, special edge handling
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#define MOVETYPE_FLY 5
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#define MOVETYPE_TOSS 6 // gravity
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#define MOVETYPE_PUSH 7 // no clip to world, push and crush
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#define MOVETYPE_NOCLIP 8
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#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
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#define MOVETYPE_BOUNCE 10
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#ifdef QUAKE2
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#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
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#define MOVETYPE_FOLLOW 12 // track movement of aiment
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#endif
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// edict->solid values
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#define SOLID_NOT 0 // no interaction with other objects
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#define SOLID_TRIGGER 1 // touch on edge, but not blocking
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#define SOLID_BBOX 2 // touch on edge, block
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#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
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#define SOLID_BSP 4 // bsp clip, touch on edge, block
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// edict->deadflag values
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#define DEAD_NO 0
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#define DEAD_DYING 1
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#define DEAD_DEAD 2
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#define DAMAGE_NO 0
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#define DAMAGE_YES 1
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#define DAMAGE_AIM 2
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// edict->flags
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#define FL_FLY 1
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#define FL_SWIM 2
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//#define FL_GLIMPSE 4
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#define FL_CONVEYOR 4
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#define FL_CLIENT 8
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#define FL_INWATER 16
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#define FL_MONSTER 32
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#define FL_GODMODE 64
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#define FL_NOTARGET 128
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#define FL_ITEM 256
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#define FL_ONGROUND 512
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#define FL_PARTIALGROUND 1024 // not all corners are valid
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#define FL_WATERJUMP 2048 // player jumping out of water
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#define FL_JUMPRELEASED 4096 // for jump debouncing
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#ifdef QUAKE2
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#define FL_FLASHLIGHT 8192
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#define FL_ARCHIVE_OVERRIDE 1048576
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#endif
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// entity effects
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#define EF_BRIGHTFIELD 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_DIMLIGHT 8
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#ifdef QUAKE2
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#define EF_DARKLIGHT 16
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#define EF_DARKFIELD 32
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#define EF_LIGHT 64
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#define EF_NODRAW 128
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#endif
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#define SPAWNFLAG_NOT_EASY 256
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#define SPAWNFLAG_NOT_MEDIUM 512
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#define SPAWNFLAG_NOT_HARD 1024
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#define SPAWNFLAG_NOT_DEATHMATCH 2048
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#ifdef QUAKE2
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// server flags
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#define SFL_EPISODE_1 1
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#define SFL_EPISODE_2 2
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#define SFL_EPISODE_3 4
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#define SFL_EPISODE_4 8
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#define SFL_NEW_UNIT 16
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#define SFL_NEW_EPISODE 32
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#define SFL_CROSS_TRIGGERS 65280
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#endif
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//============================================================================
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extern struct cvar_s *teamplay;
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extern struct cvar_s *skill;
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extern struct cvar_s *deathmatch;
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extern struct cvar_s *coop;
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extern struct cvar_s *fraglimit;
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extern struct cvar_s *timelimit;
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extern struct cvar_s *sv_maxvelocity;
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extern struct cvar_s *sv_gravity;
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extern struct cvar_s *sv_nostep;
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extern struct cvar_s *sv_friction;
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extern struct cvar_s *sv_edgefriction;
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extern struct cvar_s *sv_stopspeed;
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extern struct cvar_s *sv_maxspeed;
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extern struct cvar_s *sv_accelerate;
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extern struct cvar_s *sv_idealpitchscale;
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extern struct cvar_s *sv_aim;
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extern struct cvar_s *sv_friction;
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extern struct cvar_s *sv_stopspeed;
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extern server_static_t svs; // persistant server info
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extern server_t sv; // local server
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extern client_t *host_client;
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extern jmp_buf host_abortserver;
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extern double host_time;
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extern edict_t *sv_player;
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//===========================================================
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void SV_Init (void);
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void SV_PR_Cmds_Init (void);
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void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count);
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void SV_StartSound (edict_t *entity, int channel, const char *sample, int volume,
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float attenuation);
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void SV_DropClient (qboolean crash);
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void SV_SendClientMessages (void);
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void SV_ClearDatagram (void);
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int SV_ModelIndex (const char *name);
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void SV_SetIdealPitch (void);
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void SV_AddUpdates (void);
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void SV_ClientThink (void);
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void SV_AddClientToServer (struct qsocket_s *ret);
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void SV_ClientPrintf (const char *fmt, ...) __attribute__((format(printf,1,2)));
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void SV_BroadcastPrintf (const char *fmt, ...) __attribute__((format(printf,1,2)));
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void SV_Physics (void);
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qboolean SV_CheckBottom (edict_t *ent);
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qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink);
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void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg);
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void SV_MoveToGoal (progs_t *pr);
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void SV_CheckForNewClients (void);
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void SV_RunClients (void);
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void SV_SaveSpawnparms ();
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#ifdef QUAKE2
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void SV_SpawnServer (const char *server, const char *startspot);
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#else
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void SV_SpawnServer (const char *server);
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#endif
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void SV_LoadProgs (void);
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void SV_Progs_Init (void);
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void SV_Progs_Init_Cvars (void);
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void Cvar_Info (struct cvar_s *var);
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#endif // __server_h
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