/* 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. */ // 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 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]; 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[MAX_DATAGRAM]; sizebuf_t reliable_datagram; // copied to all clients at end of frame byte reliable_datagram_buf[MAX_DATAGRAM]; sizebuf_t signon; byte signon_buf[32768]; // LordHavoc: increased signon message buffer from 8192 to 32768 } 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 sendsignon; // only valid before spawned // LordHavoc: to make netquake protocol get through NAT routers, have to wait for client to ack qboolean waitingforconnect; // waiting for connect from client (stage 1) qboolean sendserverinfo; // send server info in next datagram (stage 2) // LordHavoc: to make netquake protocol get through NAT routers, have to wait for client to ack 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]; edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // for printing to other people int colors; //usercmd_t lastmove; //Tei, for ladders 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; } 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 #define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity #define MOVETYPE_FOLLOW 12 // Tomaz - MOVETYPE_FOLLOW #define MOVETYPE_MAGNETIC 13 // Tei - Movetype magnetic #define MOVETYPE_MAGNETICFOLLOW 14 // Tei - Movetype magnetic to entity #define MOVETYPE_RELATIVESTATIC 15 // Tei - Movetype follow without rotations #define MOVETYPE_PREDATOR 16 // Tei experimental #define MOVETYPE_CHASECAM 17 // Tei experimental #define MOVETYPE_WATERFLOAT 18 // Tei experimental #define MOVETYPE_LADDER 19 // Tei experimental // 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 // LordHavoc: corpse code #define SOLID_CORPSE 5 // same as SOLID_BBOX, except it behaves as SOLID_NOT against SOLID_SLIDEBOX objects (players/monsters) // edict->deadflag values #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DAMAGE_NO 0 #define DAMAGE_YES 1 #define DAMAGE_AIM 2 // 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 // entity effects #define EF_BRIGHTFIELD 1 #define EF_MUZZLEFLASH 2 #define EF_BRIGHTLIGHT 4 #define EF_DIMLIGHT 8 // Tei ultra decals #define EF_DECAL 16 #define EF_BLUEFIRE 32 #define EF_FIRE 64 #define EF_DOWFIRE 128 #define EF2_VOORTRAIL 1 #define EF2_BIGFIRE 2 #define EF2_FOGSPLASH 4 #define EF2_WATERFALL 8 #define EF2_FOGSPLASHLITE 16 #define EF2_SPARKSHOWER 32 #define EF2_DARKFIELD 64 #define EF2_ROTATEBIT 128 #define EF3_ROTATE1 1 #define EF3_ROTATE2 2 #define EF3_ROTATE0 3 #define EF3_ROTATE012 4 #define EF3_ROTATEZ 5 #define EF3_AUTOSNOW 6 #define EF3_TEMPUSVIVENDI 7 #define EF3_TEMPUSFIRE 8 #define EF3_TEMPUSSMOKE 9 #define EF3_SHADOWSHIELD 10 #define EF3_FLUXFIRE 11 #define EF3_ROTATEZ10 12 #define EF3_ROTATEZ5 13 #define EF3_MAGICFIRE 14 #define EF3_DARKSMOKE 15 #define EF3_DARKTRAIL 16 #define EF3_DARKTRAIL2 17 #define EF3_FLUXFIRESMALL 18 #define EF3_CIRCLETRAIL 19 #define EF3_NODRAW 20 // No draw #define EF3_CLASSICDOWNFIRE 21 #define EF3_NONET 22 // No net to client #define EF3_AUTOVANISH 23 #define EF3_EBEAM 24 // Q2 ClEngine Beam #define EF3_HIPERTRANS 25 #define EF3_HIPERTRANS2 26 #define EF3_Q3AUTOGUN 27 // Random Flash #define EF3_GRAYBITS 28 // Walk smoke #define EF3_FULLUX 29 // Lux = 100% #define EF3_NOLUX 30 // Lux = 0 #define EF3_NOLERP 31 // #define EF3_VISIBLE 32 // #define EF3_GRAYBITS2 33 // Walk smoke #define EF3_GRAYBITS3 34 // Walk smoke #define EF3_SPRBEAM 35 #define EF3_FOXFIRE 36 // Motor fire #define EF3_EFIRE 37 #define EF3_ADDITIVE 38 //Additive rendering #define EF3_CHEAPLENZ 48 // something similir to + lenz #define EF3_DPXFLARE 49 // something like dp lenz #define EF3_DPXNUKE 50 // nuke flare! #define EF3_ISWEAPON 51 // Entity will show as weaponmodel #define EF3_VISIBLE2 52 // visible is trace from me to it (flare?, hud?, lame?) #define EF3_ALIENBLOOD 53 #define EF3_NOGRASS 54 #define EF3_ROTATEZDESINCRO 55 #define EF3_GLASS 56 // Tei ultra decals #define SPAWNFLAG_NOT_EASY 256 #define SPAWNFLAG_NOT_MEDIUM 512 #define SPAWNFLAG_NOT_HARD 1024 #define SPAWNFLAG_NOT_DEATHMATCH 2048 //============================================================================ extern cvar_t teamplay; extern cvar_t skill; extern cvar_t deathmatch; 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_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); void SV_WriteClientdataToMessage (edict_t *ent, sizebuf_t *msg); void SV_MoveToGoal (void); void SV_CheckForNewClients (void); void SV_RunClients (void); void SV_SaveSpawnparms (); void SV_SpawnServer (char *server);