typedef struct{ int maxclients; int maxclientslimit; struct client_s *clients; // [maxclients] int serverflags; // episode completion information bool changelevel_issued; // cleared when at SV_SpawnServer} server_static_t; //============================================================================= typedef enum {ss_loading, ss_active} server_state_t; typedef struct{ bool active; // false if only a net client bool paused; bool 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; uint8_t datagram_buf[MAX_DATAGRAM]; sizebuf_t reliable_datagram; // copied to all clients at end of frame uint8_t reliable_datagram_buf[MAX_DATAGRAM]; sizebuf_t signon; uint8_t signon_buf[8192];} server_t; #define NUM_PING_TIMES 16#define NUM_SPAWN_PARMS 16 typedef struct client_s{ bool active; // false = client is free bool spawned; // false = don't send datagrams bool dropasap; // has been told to go to another level bool privileged; // can execute any host command bool 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 uint8_t msgbuf[MAX_MSGLEN]; edict_t *edict; // EDICT_NUM(clientnum+1) char name[32]; // for printing to other people int colors; 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 // 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 // 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 #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 infoextern 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 (bool 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); bool SV_CheckBottom (edict_t *ent);bool SV_movestep (edict_t *ent, vec3_t move, bool 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);
typedef struct
{
int maxclients;
int maxclientslimit;
struct client_s *clients; // [maxclients]
int serverflags; // episode completion information
bool changelevel_issued; // cleared when at SV_SpawnServer
} server_static_t;
//=============================================================================
typedef enum {ss_loading, ss_active} server_state_t;
typedef struct
{
bool active; // false if only a net client
bool paused;
bool 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;
uint8_t datagram_buf[MAX_DATAGRAM];
sizebuf_t reliable_datagram; // copied to all clients at end of frame
uint8_t reliable_datagram_buf[MAX_DATAGRAM];
sizebuf_t signon;
uint8_t signon_buf[8192];
} server_t;
#define NUM_PING_TIMES 16
#define NUM_SPAWN_PARMS 16
typedef struct client_s
{
bool active; // false = client is free
bool spawned; // false = don't send datagrams
bool dropasap; // has been told to go to another level
bool privileged; // can execute any host command
bool 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
uint8_t msgbuf[MAX_MSGLEN];
edict_t *edict; // EDICT_NUM(clientnum+1)
char name[32]; // for printing to other people
int colors;
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
// 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
// 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
#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 (bool 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);
bool SV_CheckBottom (edict_t *ent);
bool SV_movestep (edict_t *ent, vec3_t move, bool 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);