/* * $Header: /H2 Mission Pack/Server.h 6 2/27/98 11:53p Jweier $ */ // server.h typedef struct { int maxclients; int maxclientslimit; struct client_s *clients; // [maxclients] int serverflags; // episode completion information qboolean changelevel_issued; // cleared when at SV_SpawnServer } server_static_t; //============================================================================= typedef enum {ss_loading, ss_active} server_state_t; typedef struct { qboolean active; // false if only a net client qboolean paused; qboolean loadgame; // handle connections specially double time; int lastcheck; // used by PF_checkclient double lastchecktime; char name[64]; // map name char midi_name[128]; // midi file name byte cd_track; // cd track number #ifdef QUAKE2RJ char startspot[64]; #endif char modelname[64]; // maps/.bsp, for model_precache[0] struct model_s *worldmodel; char *model_precache[MAX_MODELS]; // NULL terminated struct model_s *models[MAX_MODELS]; char *sound_precache[MAX_SOUNDS]; // NULL terminated char *lightstyles[MAX_LIGHTSTYLES]; struct EffectT Effects[MAX_EFFECTS]; client_state2_t *states; int num_edicts; int max_edicts; edict_t *edicts; // can NOT be array indexed, because // edict_t is variable sized, but can // be used to reference the world ent server_state_t state; // some actions are only valid during load sizebuf_t datagram; byte datagram_buf[NET_MAXMESSAGE]; sizebuf_t reliable_datagram; // copied to all clients at end of frame byte reliable_datagram_buf[NET_MAXMESSAGE]; sizebuf_t signon; byte signon_buf[NET_MAXMESSAGE]; } server_t; #define NUM_PING_TIMES 16 #define NUM_SPAWN_PARMS 16 typedef struct client_s { qboolean active; // false = client is free qboolean spawned; // false = don't send datagrams qboolean dropasap; // has been told to go to another level qboolean privileged; // can execute any host command qboolean sendsignon; // only valid before spawned double last_message; // reliable messages must be sent // periodically struct qsocket_s *netconnection; // communications handle usercmd_t cmd; // movement vec3_t wishdir; // intended motion calced from cmd sizebuf_t message; // can be added to at any time, // copied and clear once per frame byte msgbuf[MAX_MSGLEN]; sizebuf_t datagram; byte datagram_buf[NET_MAXMESSAGE]; edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // for printing to other people int colors; float playerclass; float ping_times[NUM_PING_TIMES]; int num_pings; // ping_times[num_pings%NUM_PING_TIMES] // spawn parms are carried from level to level float spawn_parms[NUM_SPAWN_PARMS]; // client known data for deltas int old_frags; entvars_t old_v; qboolean send_all_v; byte current_frame, last_frame; byte current_sequence, last_sequence; long info_mask, info_mask2; } client_t; //============================================================================= // edict->movetype values #define MOVETYPE_NONE 0 // never moves #define MOVETYPE_ANGLENOCLIP 1 #define MOVETYPE_ANGLECLIP 2 #define MOVETYPE_WALK 3 // gravity #define MOVETYPE_STEP 4 // gravity, special edge handling #define MOVETYPE_FLY 5 #define MOVETYPE_TOSS 6 // gravity #define MOVETYPE_PUSH 7 // no clip to world, push and crush #define MOVETYPE_NOCLIP 8 #define MOVETYPE_FLYMISSILE 9 // extra size to monsters #define MOVETYPE_BOUNCE 10 //#ifdef QUAKE2 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // track movement of aiment //#endif #define MOVETYPE_PUSHPULL 13 // pushable/pullable object #define MOVETYPE_SWIM 14 // should keep the object in water // edict->solid values #define SOLID_NOT 0 // no interaction with other objects #define SOLID_TRIGGER 1 // touch on edge, but not blocking #define SOLID_BBOX 2 // touch on edge, block #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block #define SOLID_PHASE 5 // won't slow down when hitting entities flagged as FL_MONSTER // edict->deadflag values #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DAMAGE_NO 0 // Cannot be damaged #define DAMAGE_YES 1 // Can be damaged #define DAMAGE_NO_GRENADE 2 // Will not set off grenades // edict->flags #define FL_FLY 1 #define FL_SWIM 2 //#define FL_GLIMPSE 4 #define FL_CONVEYOR 4 #define FL_CLIENT 8 #define FL_INWATER 16 #define FL_MONSTER 32 #define FL_GODMODE 64 #define FL_NOTARGET 128 #define FL_ITEM 256 #define FL_ONGROUND 512 #define FL_PARTIALGROUND 1024 // not all corners are valid #define FL_WATERJUMP 2048 // player jumping out of water #define FL_JUMPRELEASED 4096 // for jump debouncing #ifdef QUAKE2RJ #define FL_FLASHLIGHT 8192 #define FL_ARCHIVE_OVERRIDE 1048576 #endif #define FL_ARTIFACTUSED 16384 #define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle #define FL_HUNTFACE 65536 //Makes monster go for enemy view_ofs thwn moving #define FL_NOZ 131072 //Monster will not automove on Z if flying or swimming #define FL_SET_TRACE 262144 //Trace will always be set for this monster (pentacles) #define FL_CLASS_DEPENDENT 2097152 // model will appear different to each player #define FL_SPECIAL_ABILITY1 4194304 // has 1st special ability #define FL_SPECIAL_ABILITY2 8388608 // has 2nd special ability #define FL2_CROUCHED 4096 // edict->drawflags #define MLS_MASKIN 7 // MLS: Model Light Style #define MLS_MASKOUT 248 #define MLS_NONE 0 #define MLS_FULLBRIGHT 1 #define MLS_POWERMODE 2 #define MLS_TORCH 3 #define MLS_TOTALDARK 4 #define MLS_ABSLIGHT 7 #define SCALE_TYPE_MASKIN 24 #define SCALE_TYPE_MASKOUT 231 #define SCALE_TYPE_UNIFORM 0 // Scale X, Y, and Z #define SCALE_TYPE_XYONLY 8 // Scale X and Y #define SCALE_TYPE_ZONLY 16 // Scale Z #define SCALE_ORIGIN_MASKIN 96 #define SCALE_ORIGIN_MASKOUT 159 #define SCALE_ORIGIN_CENTER 0 // Scaling origin at object center #define SCALE_ORIGIN_BOTTOM 32 // Scaling origin at object bottom #define SCALE_ORIGIN_TOP 64 // Scaling origin at object top #define DRF_TRANSLUCENT 128 #define DRF_ANIMATEONCE 256 // entity effects #define EF_BRIGHTFIELD 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_DIMLIGHT 8 #ifdef QUAKE2RJ #define EF_DARKLIGHT 16 #define EF_DARKFIELD 32 #define EF_LIGHT 64 #define EF_NODRAW 128 #endif // Player Classes #define CLASS_PALADIN 1 #define CLASS_CLERIC 2 #define CLASS_NECROMANCER 3 #define CLASS_THEIF 4 #define CLASS_DEMON 5 // Built-in Spawn Flags #define SPAWNFLAG_NOT_PALADIN 0x00000100 #define SPAWNFLAG_NOT_CLERIC 0x00000200 #define SPAWNFLAG_NOT_NECROMANCER 0x00000400 #define SPAWNFLAG_NOT_THEIF 0x00000800 #define SPAWNFLAG_NOT_EASY 0x00001000 #define SPAWNFLAG_NOT_MEDIUM 0x00002000 #define SPAWNFLAG_NOT_HARD 0x00004000 #define SPAWNFLAG_NOT_DEATHMATCH 0x00008000 #define SPAWNFLAG_NOT_COOP 0x00010000 #define SPAWNFLAG_NOT_SINGLE 0x00020000 #define SPAWNFLAG_NOT_DEMON 0x00040000 #ifdef QUAKE2RJ // server flags #define SFL_EPISODE_1 1 #define SFL_EPISODE_2 2 #define SFL_EPISODE_3 4 #define SFL_EPISODE_4 8 #define SFL_NEW_UNIT 16 #define SFL_NEW_EPISODE 32 #define SFL_CROSS_TRIGGERS 65280 #endif //============================================================================ extern cvar_t teamplay; extern cvar_t skill; extern cvar_t deathmatch; extern cvar_t randomclass; extern cvar_t coop; extern cvar_t fraglimit; extern cvar_t timelimit; extern server_static_t svs; // persistant server info extern server_t sv; // local server extern client_t *host_client; extern jmp_buf host_abortserver; extern double host_time; extern edict_t *sv_player; //=========================================================== void SV_Init (void); void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count); void SV_StartParticle2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count); void SV_StartParticle3 (vec3_t org, vec3_t box, int color, int effect, int count); void SV_StartParticle4 (vec3_t org, float radius, int color, int effect, int count); void SV_StartSound (edict_t *entity, int channel, char *sample, int volume, float attenuation); void SV_DropClient (qboolean crash); void SV_SendClientMessages (void); void SV_ClearDatagram (void); int SV_ModelIndex (char *name); void SV_SetIdealPitch (void); void SV_AddUpdates (void); void SV_ClientThink (void); void SV_AddClientToServer (struct qsocket_s *ret); void SV_ClientPrintf (char *fmt, ...); void SV_BroadcastPrintf (char *fmt, ...); void SV_Physics (void); qboolean SV_CheckBottom (edict_t *ent); qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean set_trace); void SV_WriteClientdataToMessage (client_t *client, edict_t *ent, sizebuf_t *msg); void SV_MoveToGoal (void); void SV_CheckForNewClients (void); void SV_RunClients (void); void SV_SaveSpawnparms (); #ifdef QUAKE2RJ void SV_SpawnServer (char *server, char *startspot); #else void SV_SpawnServer (char *server); #endif /* * $Log: /H2 Mission Pack/Server.h $ * * 6 2/27/98 11:53p Jweier * * 5 1/22/98 5:01p Mgummelt * * 4 1/22/98 4:29p Jweier * * 3 1/18/98 8:06p Jmonroe * all of rick's patch code is in now * * 41 10/28/97 2:58p Jheitzman * * 39 9/15/97 11:15a Rjohnson * Updates * * 38 8/29/97 2:49p Rjohnson * Network updates * * 37 8/26/97 10:29a Rjohnson * Made flags2 be set when a player crouches * * 36 8/26/97 8:17a Rjohnson * Just a few changes * * 35 8/19/97 10:35p Rjohnson * Fix for buffer size * * 34 7/24/97 5:21p Rlove * * 33 7/15/97 1:58p Bgokey * * 32 7/14/97 4:47p Rjohnson * Fix for movetype_phase * * 31 7/01/97 10:00p Rjohnson * Fix for the size * * 30 7/01/97 4:41p Rjohnson * Fixed a network buffer size problem * * 29 6/05/97 11:07a Rjohnson * Models can be seen differently based upon class * * 28 5/23/97 3:04p Rjohnson * Included some more quake2 things * * 27 5/20/97 11:32a Rjohnson * Revised Effects * * 26 5/19/97 2:54p Rjohnson * Added new client effects * * 25 5/07/97 11:13a Rjohnson * Added a new field to the movement routines to allow setting of the * traceline info * * 24 4/22/97 3:50p Rjohnson * Added some more particle commands to cut back on the networking * * 23 4/15/97 9:02p Bgokey * * 22 4/15/97 11:52a Rjohnson * Updates from quake2 for multi-level trigger stuff * * 21 4/04/97 3:07p Rjohnson * Networking updates and corrections * * 20 3/31/97 7:24p Rjohnson * Added a playerclass field and made sure the server/clients handle it * properly * * 19 3/26/97 4:05p Rjohnson * Added the ability to link entities so that they will move together * * 18 3/25/97 12:50a Bgokey * * 17 3/22/97 4:52p Rjohnson * Moved the stone ability to be based upon the skin number * * 16 3/22/97 2:40p Rjohnson * Added the stone draw flag * * 15 3/21/97 5:25p Rlove * New movetype PUSHPULL * * 14 3/17/97 12:40p Rlove * New axe is in. * * 13 3/15/97 3:08p Rlove * Added COMA console command * * 12 3/13/97 9:57a Rlove * Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to * DAMAGE_NO_GRENADE * * 11 3/12/97 10:58p Rjohnson * Revised the particle2 hexen-c command to allow a range for the velocity * - shouldn't be as taxing on the network to get better effects * * 10 3/03/97 5:00p Rjohnson * Added spawn flags and code to prevent items flagged from being spawned * * 9 3/03/97 4:03p Rjohnson * Added cd specifications to the world-spawn entity * * 8 2/27/97 4:11p Rjohnson * Midi file name is stored in the server and client structs * * 7 2/20/97 12:13p Rjohnson * Code fixes for id update * * 6 2/19/97 12:00p Rjohnson * Id Updates * * 5 2/17/97 12:17p Bgokey * * 4 1/28/97 10:28a Rjohnson * Added experience and level advancement * * 3 1/02/97 11:16a Rjohnson * Christmas work - added adaptive time, game delays, negative light, * particle effects, etc * * 2 11/26/96 4:10p Rjohnson * Added sv_movestep to the quake c external functions. Modified the * routine so that it can ignore enemy positions. */