/* 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 #ifndef SERVER_H #define SERVER_H typedef struct server_static_s { // number of svs.clients slots (updated by maxplayers command) int maxclients; // client slots struct client_s *clients; // episode completion information int serverflags; // cleared when at SV_SpawnServer qboolean changelevel_issued; } server_static_t; //============================================================================= typedef enum server_state_e {ss_loading, ss_active} server_state_t; typedef struct server_s { // false if only a net client qboolean active; qboolean paused; // handle connections specially qboolean loadgame; // one of the PROTOCOL_ values protocolversion_t protocol; // used for running multiple steps in one frame, etc double timer; double time; double frametime; // used by PF_checkclient int lastcheck; double lastchecktime; // map name char name[64]; // maps/.bsp, for model_precache[0] char modelname[64]; struct model_s *worldmodel; // NULL terminated // LordHavoc: precaches are now MAX_QPATH rather than a pointer // updated by SV_ModelIndex char model_precache[MAX_MODELS][MAX_QPATH]; struct model_s *models[MAX_MODELS]; // NULL terminated // LordHavoc: precaches are now MAX_QPATH rather than a pointer // updated by SV_SoundIndex char sound_precache[MAX_SOUNDS][MAX_QPATH]; char lightstyles[MAX_LIGHTSTYLES][64]; // PushMove sometimes has to move entities back from a failed move // (dynamically resized) prvm_edict_t **moved_edicts; // some actions are only valid during load server_state_t state; sizebuf_t datagram; qbyte datagram_buf[NET_MAXMESSAGE]; // copied to all clients at end of frame sizebuf_t reliable_datagram; qbyte reliable_datagram_buf[NET_MAXMESSAGE]; sizebuf_t signon; // LordHavoc: increased signon message buffer from 8192 qbyte signon_buf[NET_MAXMESSAGE]; } server_t; // if defined this does ping smoothing, otherwise it does not //#define NUM_PING_TIMES 16 #define NUM_SPAWN_PARMS 16 typedef struct client_s { // false = empty client slot qboolean active; // false = don't do ClientDisconnect on drop qboolean clientconnectcalled; // false = don't send datagrams qboolean spawned; // has been told to go to another level qboolean dropasap; // only valid before spawned qboolean sendsignon; // requested rate in bytes per second int rate; // realtime this client connected double connecttime; // reliable messages must be sent periodically double last_message; // communications handle netconn_t *netconnection; int movesequence; // movement usercmd_t cmd; // intended motion calced from cmd vec3_t wishdir; // can be added to at any time, copied and clear once per frame sizebuf_t message; qbyte msgbuf[NET_MAXMESSAGE]; // PRVM_EDICT_NUM(clientnum+1) prvm_edict_t *edict; #ifdef NUM_PING_TIMES float ping_times[NUM_PING_TIMES]; // ping_times[num_pings%NUM_PING_TIMES] int num_pings; #endif // LordHavoc: can be used for prediction or whatever... float ping; // spawn parms are carried from level to level float spawn_parms[NUM_SPAWN_PARMS]; // properties that are sent across the network only when changed char name[64], old_name[64]; int colors, old_colors; int frags, old_frags; char playermodel[MAX_QPATH], old_model[MAX_QPATH]; char playerskin[MAX_QPATH], old_skin[MAX_QPATH]; // visibility state float visibletime[MAX_EDICTS]; // prevent animated names float nametime; // latest received clc_ackframe (used to detect packet loss) int latestframenum; // cache weaponmodel name lookups char weaponmodel[MAX_QPATH]; int weaponmodelindex; entityframe_database_t *entitydatabase; entityframe4_database_t *entitydatabase4; entityframe5_database_t *entitydatabase5; } 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 // track movement of aiment #define MOVETYPE_FAKEPUSH 13 // tenebrae's push that doesn't push // 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_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 // added EF_ effects: #define EF_NODRAW 16 #define EF_ADDITIVE 32 // LordHavoc: Additive Rendering #define EF_BLUE 64 #define EF_RED 128 #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 cvar_t pausable; extern cvar_t sv_deltacompress; extern cvar_t sv_maxvelocity; extern cvar_t sv_gravity; extern cvar_t sv_nostep; extern cvar_t sv_friction; extern cvar_t sv_edgefriction; extern cvar_t sv_stopspeed; extern cvar_t sv_maxspeed; extern cvar_t sv_maxairspeed; extern cvar_t sv_accelerate; extern cvar_t sv_idealpitchscale; extern cvar_t sv_aim; extern cvar_t sv_stepheight; extern cvar_t sv_jumpstep; extern cvar_t sv_public; extern cvar_t sv_maxrate; extern cvar_t sv_gameplayfix_grenadebouncedownslopes; extern cvar_t sv_gameplayfix_noairborncorpse; extern cvar_t sv_gameplayfix_stepdown; extern cvar_t sv_gameplayfix_stepwhilejumping; extern cvar_t sv_gameplayfix_swiminbmodels; extern cvar_t sv_gameplayfix_setmodelrealbox; extern cvar_t sv_gameplayfix_blowupfallenzombies; extern cvar_t sv_gameplayfix_findradiusdistancetobox; extern mempool_t *sv_mempool; // persistant server info extern server_static_t svs; // local server extern server_t sv; extern client_t *host_client; //=========================================================== void SV_Init (void); void SV_StartParticle (vec3_t org, vec3_t dir, int color, int count); void SV_StartEffect (vec3_t org, int modelindex, int startframe, int framecount, int framerate); void SV_StartSound (prvm_edict_t *entity, int channel, const char *sample, int volume, float attenuation); void SV_ConnectClient (int clientnum, netconn_t *netconnection); void SV_DropClient (qboolean crash); void SV_SendClientMessages (void); void SV_ClearDatagram (void); void SV_ReadClientMessage(void); // precachemode values: // 0 = fail if not precached, // 1 = warn if not found and precache if possible // 2 = precache int SV_ModelIndex(const char *s, int precachemode); int SV_SoundIndex(const char *s, int precachemode); void SV_SetIdealPitch (void); void SV_AddUpdates (void); void SV_ClientThink (void); void SV_ClientPrint(const char *msg); void SV_ClientPrintf(const char *fmt, ...); void SV_BroadcastPrint(const char *msg); void SV_BroadcastPrintf(const char *fmt, ...); void SV_Physics (void); void SV_Physics_ClientEntity (prvm_edict_t *ent); qboolean SV_PlayerCheckGround (prvm_edict_t *ent); qboolean SV_CheckBottom (prvm_edict_t *ent); qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink); struct trace_s SV_ClipMoveToEntity(prvm_edict_t *ent, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int movetype, int hitsupercontents); void SV_WriteClientdataToMessage (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats); void SV_MoveToGoal (void); void SV_ApplyClientMove (void); void SV_SaveSpawnparms (void); void SV_SpawnServer (const char *server); void SV_CheckVelocity (prvm_edict_t *ent); void SV_SetupVM(void); void SV_VM_Begin(void); void SV_VM_End(void); #endif