ew-engine/hq engine src/server.h
2006-10-08 00:00:00 +00:00

312 lines
9.5 KiB
C

/*
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/<name>.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);